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@@ -20,7 +20,7 @@ module BABYLON.GLTF2 {
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}
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};
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- var createStringId = (index: number): string => {
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+ var getNodeID = (index: number): string => {
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return "node" + index;
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};
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@@ -72,7 +72,7 @@ module BABYLON.GLTF2 {
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var bufferOutput = GLTFUtils.GetBufferFromAccessor(runtime, runtime.gltf.accessors[outputData]);
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var targetID = channel.target.node;
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- var targetNode: any = runtime.babylonScene.getNodeByID(createStringId(targetID));
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+ var targetNode: any = runtime.babylonScene.getNodeByID(getNodeID(targetID));
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if (targetNode === null) {
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Tools.Warn("Creating animation index " + animationIndex + " but cannot find node index " + targetID + " to attach to");
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@@ -265,7 +265,7 @@ module BABYLON.GLTF2 {
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*/
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var getParentBone = (runtime: IGLTFRuntime, skin: IGLTFSkin, index: number, newSkeleton: Skeleton): Bone => {
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// Try to find
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- var nodeStringID = createStringId(index);
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+ var nodeStringID = getNodeID(index);
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for (var i = 0; i < newSkeleton.bones.length; i++) {
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if (newSkeleton.bones[i].id === nodeStringID) {
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return newSkeleton.bones[i].getParent();
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@@ -289,8 +289,8 @@ module BABYLON.GLTF2 {
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if (childID === index)
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{
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var mat = configureBoneTransformation(parent);
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- var bone = new Bone(parent.name || createStringId(parentID), newSkeleton, getParentBone(runtime, skin, parentID, newSkeleton), mat);
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- bone.id = createStringId(parentID);
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+ var bone = new Bone(parent.name || getNodeID(parentID), newSkeleton, getParentBone(runtime, skin, parentID, newSkeleton), mat);
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+ bone.id = getNodeID(parentID);
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return bone;
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}
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}
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@@ -361,8 +361,8 @@ module BABYLON.GLTF2 {
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// Create node to root bone
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var mat = configureBoneTransformation(node);
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- var bone = new Bone(node.name || createStringId(i), newSkeleton, null, mat);
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- bone.id = createStringId(i);
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+ var bone = new Bone(node.name || getNodeID(i), newSkeleton, null, mat);
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+ bone.id = getNodeID(i);
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nodesToRoot.push({ bone: bone, node: node, index: i });
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}
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@@ -428,7 +428,7 @@ module BABYLON.GLTF2 {
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}
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var index = jointNode.index;
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- var stringID = createStringId(index);
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+ var stringID = getNodeID(index);
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// Optimize, if the bone already exists...
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var existingBone = runtime.babylonScene.getBoneByID(stringID);
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@@ -493,7 +493,7 @@ module BABYLON.GLTF2 {
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continue;
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}
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- var jointNodeStringId = createStringId(jointNode.index);
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+ var jointNodeStringId = getNodeID(jointNode.index);
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for (var j = 0; j < bones.length; j++) {
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if (bones[j].id === jointNodeStringId) {
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babylonSkeleton.bones.push(bones[j]);
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@@ -889,7 +889,7 @@ module BABYLON.GLTF2 {
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newNode = importNode(runtime, node);
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if (newNode !== null) {
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- newNode.id = createStringId(index);
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+ newNode.id = getNodeID(index);
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newNode.parent = parent;
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}
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}
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