FBX Import now detects collider meshes based on prefix ("collider_")
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40195
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@@ -31,8 +31,8 @@
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#import "KREngine-common.h"
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#ifndef __KREngine__KRCollider__
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#define __KREngine__KRCollider__
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#ifndef KRCOLLIDER_H
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#define KRCOLLIDER_H
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#import "KRModel.h"
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#import "KRMat4.h"
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@@ -65,4 +65,4 @@ private:
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void loadModel();
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};
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#endif /* defined(__KREngine__KRCollider__) */
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#endif /* defined(KRCOLLIDER_H) */
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@@ -34,6 +34,8 @@
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#include "KRQuaternion.h"
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#include "KRBone.h"
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#include "KRBundle.h"
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#include "KRInstance.h"
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#include "KRCollider.h"
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#ifdef IOS_REF
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#undef IOS_REF
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@@ -1152,8 +1154,14 @@ KRNode *LoadMesh(KRNode *parent_node, std::vector<KRResource *> &resources, FbxG
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std::string light_map = pNode->GetName();
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light_map.append("_lightmap");
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KRInstance *new_instance = new KRInstance(parent_node->getScene(), GetFbxObjectName(pNode), pSourceMesh->GetNode()->GetName(), light_map, 0.0f, true, false);
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return new_instance;
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const char *collider_prefix = "collider_";
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const char *node_name = pNode->GetName();
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if(strncmp(node_name, collider_prefix, strlen(collider_prefix)) == 0) {
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// FINDME, HACK - Until we have a GUI, we're using prefixes to select correct object type
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return new KRCollider(parent_node->getScene(), GetFbxObjectName(pNode), pSourceMesh->GetNode()->GetName());
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} else {
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return new KRInstance(parent_node->getScene(), GetFbxObjectName(pNode), pSourceMesh->GetNode()->GetName(), light_map, 0.0f, true, false);
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}
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} else {
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return NULL;
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}
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