void printStringList( const stringlist& lst ) { for(auto it=lst.begin();it!=lst.end();it++) { cout << (*it) << ' '; } cout << endl; }
void GR2ImportImpl::OrderBones(INodeTab& bones) { if (info.Skeletons.size() == 1) { NameNodeMap nodes; INodeTab rv = ImportSkeleton(*info.Skeletons[0]); // Strip out auto-generated bones. Place in order found in ini file for (size_t i = 0, n = rv.Count(); i<n; ++i) { INode *node = rv[i]; bool found = false; for (stringlist::const_iterator itr=boneMatch.begin(), end=boneMatch.end(); itr != end; ++itr) { if (wildmatch(*itr, node->GetName())) { nodes[*itr].Append(1, &node); found = true; } } if (!found) { node->SetUserPropInt("MDBBoneIndex", int(bones.Count())); bones.Append(1, &node); } } for (stringlist::const_iterator itr=boneMatch.begin(), end=boneMatch.end(); itr != end; ++itr) { INodeTab& map = nodes[*itr]; for (size_t i = 0, n = map.Count(); i<n; ++i) { INode *node = map[i]; node->SetUserPropInt("MDBBoneIndex", int(bones.Count())); bones.Append(1, &node); } } // When in face mode, swap the Face Bones for the first N bones in the skeleton. // Some of the later bones like Head, Neck, Ribcage are still used so we cannot // discard the whole skeleton. if (enableFaceMode) { size_t curIdx = 0; for (size_t i = 0, n = bones.Count(); i<n; ++i) { INode *node = bones[i]; for (stringlist::const_iterator itr=faceBoneMatch.begin(), end=faceBoneMatch.end(); itr != end; ++itr) { if (wildmatch(*itr, node->GetName())) { bones[i] = bones[curIdx]; bones[curIdx] = node; node->SetUserPropInt("MDBBoneIndex", int(curIdx)); ++curIdx; break; } } } } } }
inline stringlist operator+(stringlist lhs, ustring str) { return lhs.add(str); }