Rename skel to mSkel

actorid
Jan-Peter Nilsson 14 years ago
parent 3b47eb4a69
commit 696861349e

@ -644,7 +644,7 @@ void NIFLoader::handleNiTriShape(NiTriShape *shape, int flags, BoundsFinder &bou
it != boneList.end(); it++)
{
//get the bone from bones array of skindata
bonePtr = skel->getBone(shape->skin->bones[boneIndex].name.toString());
bonePtr = mSkel->getBone(shape->skin->bones[boneIndex].name.toString());
// final_vector = old_vector + old_rotation*new_vector*old_scale
vecPos = bonePtr->_getDerivedPosition() +
@ -767,7 +767,7 @@ void NIFLoader::handleNode(Nif::Node *node, int flags,
//FIXME: "Bip01" isn't every time the root bone
if (node->name == "Bip01" || node->name == "Root Bone") //root node, create a skeleton
{
skel = SkeletonManager::getSingleton().create(getSkeletonName(), resourceGroup, true);
mSkel = SkeletonManager::getSingleton().create(getSkeletonName(), resourceGroup, true);
/*if (node->extra->recType == RC_NiTextKeyExtraData )
{
@ -776,16 +776,16 @@ void NIFLoader::handleNode(Nif::Node *node, int flags,
}*/
}
if (!skel.isNull()) //if there is a skeleton
if (!mSkel.isNull()) //if there is a skeleton
{
std::string name = node->name.toString();
//if (isBeast && isChest)
// std::cout << "NAME: " << name << "\n";
// Quick-n-dirty workaround for the fact that several
// bones may have the same name.
if(!skel->hasBone(name))
if(!mSkel->hasBone(name))
{
bone = skel->createBone(name);
bone = mSkel->createBone(name);
if (parentBone)
parentBone->addChild(bone);
@ -1017,7 +1017,7 @@ void NIFLoader::loadResource(Resource *resource)
//cout << "THISNAME: " << ptr->getName() << "\n";
//cout << "RESOURCE:"<< resource->getName();
mesh = 0;
skel.setNull();
mSkel.setNull();
// Set up the VFS if it hasn't been done already
if (!vfs) vfs = new OgreVFS(resourceGroup);

@ -135,7 +135,7 @@ class NIFLoader : Ogre::ManualResourceLoader
// pointer to the ogre mesh which is currently build
Ogre::Mesh *mesh;
Ogre::SkeletonPtr skel;
Ogre::SkeletonPtr mSkel;
};
#endif

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