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Assimp: Cleanup skeletal mesh code.
* Use pmap instead of phash_map * Remove PT() in create_joint() function header
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@ -418,7 +418,7 @@ load_material(size_t index) {
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// Description: Creates a CharacterJoint from an aiNode
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////////////////////////////////////////////////////////////////////
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void AssimpLoader::
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create_joint(PT(Character) character, PT(CharacterJointBundle) bundle, PartGroup *parent, const aiNode &node)
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create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node)
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{
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const aiMatrix4x4 &t = node.mTransformation;
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LMatrix4 mat(t.a1, t.b1, t.c1, t.d1,
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@ -33,8 +33,8 @@ struct char_cmp {
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return strcmp(a,b) < 0;
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}
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};
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typedef phash_map<const char *, const aiNode *, char_cmp> BoneMap;
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typedef phash_map<const char *, PT(Character), char_cmp> CharacterMap;
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typedef pmap<const char *, const aiNode *, char_cmp> BoneMap;
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typedef pmap<const char *, PT(Character), char_cmp> CharacterMap;
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////////////////////////////////////////////////////////////////////
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// Class : AssimpLoader
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@ -75,7 +75,7 @@ private:
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void load_texture(size_t index);
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void load_texture_stage(const aiMaterial &mat, const aiTextureType &ttype, CPT(TextureAttrib) &tattr);
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void load_material(size_t index);
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void create_joint(PT(Character) character, PT(CharacterJointBundle) bundle, PartGroup *parent, const aiNode &node);
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void create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node);
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void load_mesh(size_t index);
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void load_node(const aiNode &node, PandaNode *parent);
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void load_light(const aiLight &light);
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