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Ensure that absent bone names work

Achieved by refactoring the code to use
`std::optional<std::string>` instead of `core::stringc`.
This commit is contained in:
Lars Mueller
2024-01-31 00:00:40 +01:00
parent 4299ee21d8
commit 6ab23fa848
12 changed files with 69 additions and 91 deletions

View File

@@ -8,9 +8,6 @@
#include "ISkinnedMesh.h"
#include "SMeshBuffer.h"
#include "S3DVertex.h"
#include "irrString.h"
#include "matrix4.h"
#include "quaternion.h"
namespace irr
@@ -84,10 +81,10 @@ namespace scene
u32 getJointCount() const override;
//! Gets the name of a joint.
const c8* getJointName(u32 number) const override;
const std::optional<std::string> &getJointName(u32 number) const override;
//! Gets a joint number from its name
s32 getJointNumber(const c8* name) const override;
std::optional<u32> getJointNumber(const std::string &name) const override;
//! uses animation from another mesh
bool useAnimationFrom(const ISkinnedMesh *mesh) override;