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Merge pull request #7 from FredTheDino/patch-1
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Remove <br> from "use_the_lib.rst"
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kimkulling committed Sep 18, 2020
2 parents 95eb2c6 + 97bb7ab commit 70bd5e2
Showing 1 changed file with 25 additions and 12 deletions.
37 changes: 25 additions & 12 deletions source/usage/use_the_lib.rst
Original file line number Diff line number Diff line change
Expand Up @@ -444,15 +444,26 @@ nodes which are not used by a bone in the mesh, but still affect the pose of the
they have child nodes which are bones. So when creating the skeleton hierarchy for a mesh I
suggest the following method:

a) Create a map or a similar container to store which nodes are necessary for the skeleton.
Pre-initialise it for all nodes with a "no". <br>
b) For each bone in the mesh: <br>
b1) Find the corresponding node in the scene's hierarchy by comparing their names. <br>
b2) Mark this node as "yes" in the necessityMap. <br>
b3) Mark all of its parents the same way until you 1) find the mesh's node or 2) the parent of the mesh's node. <br>
c) Recursively iterate over the node hierarchy <br>
c1) If the node is marked as necessary, copy it into the skeleton and check its children <br>
c2) If the node is marked as not necessary, skip it and do not iterate over its children. <br>
a. Create a map or a similar container to store which nodes are necessary for
the skeleton. Pre-initialise it for all nodes with a "no".

b. For each bone in the mesh:

b1. Find the corresponding node in the scene's hierarchy by comparing their names.

b2. Mark this node as "yes" in the necessityMap.

b3. Mark all of its parents the same way until you

1. find the mesh's node or
2. the parent of the mesh's node.

c. Recursively iterate over the node hierarchy.

c1. If the node is marked as necessary, copy it into the skeleton and check its children.

c2. If the node is marked as not necessary, skip it and do not iterate over its children.


Reasons: you need all the parent nodes to keep the transformation chain intact. For most
file formats and modelling packages the node hierarchy of the skeleton is either a child
Expand Down Expand Up @@ -518,7 +529,8 @@ In previous versions, the path from the query for `AI_MATKEY_TEXTURE(textureType
return a file path for embedded textures in FBX files. To test if it is an embedded texture use
aiScene::GetEmbeddedTexture. If the returned pointer is not null, it is embedded und can be loaded
from the data structure. If it is null, search for a separate file. Other file types still use the
old behaviour.<br>
old behaviour.

If your rely on the old behaviour, you can use Assimp::Importer::SetPropertyBool with the key
#AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING to force the old behaviour.

Expand Down Expand Up @@ -1324,13 +1336,14 @@ Properties
target is specified in the
materialfile. Is this switch is enabled, texture names ending with _n, _l, _s
are used as normalmaps, lightmaps or specularmaps.
<br>


Property type: Bool. Default value: false.
- IMPORT_OGRE_MATERIAL_FILE: Ogre Meshes contain only the MaterialName, not the MaterialFile.
If there
is no material file with the same name as the material, Ogre Importer will
try to load this file and search the material in it.
<br>

Property type: String. Default value: guessed.


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