convert mesh and bone names to CString

add MergeMeshes
This commit is contained in:
Chris Danford
2005-10-21 05:23:50 +00:00
parent 37a136a4b8
commit 9455ee6d54
5 changed files with 45 additions and 25 deletions
+16 -18
View File
@@ -3,8 +3,6 @@
#ifndef MODEL_TYPES_H
#define MODEL_TYPES_H
#define MS_MAX_NAME 32
#include "RageTypes.h"
struct msTriangle
@@ -18,8 +16,8 @@ struct msMesh
msMesh();
~msMesh();
char szName[MS_MAX_NAME];
char nMaterialIndex;
CString sName;
char nMaterialIndex;
vector<RageModelVertex> Vertices;
@@ -116,37 +114,37 @@ struct msRotationKey
struct msBone
{
int nFlags;
char szName[MS_MAX_NAME];
char szParentName[MS_MAX_NAME];
RageVector3 Position;
RageVector3 Rotation;
int nFlags;
CString sName;
CString sParentName;
RageVector3 Position;
RageVector3 Rotation;
vector<msPositionKey> PositionKeys;
vector<msPositionKey> PositionKeys;
int nNumRotationKeys;
int nNumAllocedRotationKeys;
vector<msRotationKey> RotationKeys;
int nNumRotationKeys;
int nNumAllocedRotationKeys;
vector<msRotationKey> RotationKeys;
};
struct msAnimation
{
vector<msBone> Bones;
int FindBoneByName( const char* szName ) const
int FindBoneByName( const CString &sName ) const
{
for( unsigned i=0; i<Bones.size(); i++ )
if( strcmp(Bones[i].szName, szName)==0 )
if( Bones[i].sName == sName )
return i;
return -1;
}
bool LoadMilkshapeAsciiBones( CString sAniName, CString sPath );
int nTotalFrames;
int nTotalFrames;
RageVector3 Position;
RageVector3 Rotation;
RageVector3 Position;
RageVector3 Rotation;
};
struct myBone_t