Bugfix: fixed a bug that caused a bone constraint to be properly validated even though its bone target was not defined.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10584 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -45,9 +45,17 @@ import com.jme3.scene.plugins.blender.file.Structure;
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public boolean validate() {
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if (targetOMA != null) {
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Spatial nodeTarget = (Spatial) blenderContext.getLoadedFeature(targetOMA, LoadedFeatureDataType.LOADED_FEATURE);
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if(nodeTarget == null) {
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LOGGER.log(Level.WARNING, "Cannot find target for constraint: {0}.", name);
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return false;
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}
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// the second part of the if expression verifies if the found node
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// (if any) is an armature node
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if (nodeTarget == null || nodeTarget.getUserData(ArmatureHelper.ARMETURE_NODE_MARKER) != null) {
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if (nodeTarget.getUserData(ArmatureHelper.ARMATURE_NODE_MARKER) != null) {
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if(subtargetName.trim().isEmpty()) {
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LOGGER.log(Level.WARNING, "No bone target specified for constraint: {0}.", name);
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return false;
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}
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// if the target is not an object node then it is an Armature,
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// so make sure the bone is in the current skeleton
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BoneContext boneContext = blenderContext.getBoneContext(ownerOMA);
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