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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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2015-06-28 19:48:25 +00:00
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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2015-05-19 03:52:10 +00:00
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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2015-05-19 03:52:10 +00:00
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file LWSLoader.h
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* @brief Declaration of the LightWave scene importer class.
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*/
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#ifndef AI_LWSLOADER_H_INCLUDED
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#define AI_LWSLOADER_H_INCLUDED
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#include "LWOFileData.h"
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#include "SceneCombiner.h"
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#include "BaseImporter.h"
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struct aiImporterDesc;
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namespace Assimp {
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class BatchLoader;
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class Importer;
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class IOSystem;
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namespace LWS {
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// ---------------------------------------------------------------------------
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/** Represents an element in a LWS file.
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*
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* This can either be a single data line - <name> <value> or a data
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* group - { name <data_line0> ... n }
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*/
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class Element
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{
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public:
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Element()
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{}
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// first: name, second: rest
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std::string tokens[2];
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std::list<Element> children;
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//! Recursive parsing function
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void Parse (const char*& buffer);
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};
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#define AI_LWS_MASK (0xffffffff >> 4u)
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// ---------------------------------------------------------------------------
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/** Represents a LWS scenegraph element
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*/
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struct NodeDesc
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{
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NodeDesc()
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: type()
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, id()
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, number (0)
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, parent (0)
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, name ("")
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, isPivotSet (false)
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, lightColor (1.f,1.f,1.f)
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, lightIntensity (1.f)
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, lightType (0)
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, lightFalloffType (0)
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, lightConeAngle (45.f)
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, lightEdgeAngle()
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, parent_resolved (NULL)
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{}
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enum {
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OBJECT = 1,
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LIGHT = 2,
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CAMERA = 3,
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BONE = 4
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} type; // type of node
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// if object: path
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std::string path;
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unsigned int id;
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// number of object
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unsigned int number;
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// index of parent index
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unsigned int parent;
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// lights & cameras & dummies: name
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const char* name;
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// animation channels
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std::list< LWO::Envelope > channels;
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// position of pivot point
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aiVector3D pivotPos;
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bool isPivotSet;
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// color of light source
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aiColor3D lightColor;
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// intensity of light source
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float lightIntensity;
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// type of light source
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unsigned int lightType;
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// falloff type of light source
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unsigned int lightFalloffType;
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// cone angle of (spot) light source
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float lightConeAngle;
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// soft cone angle of (spot) light source
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float lightEdgeAngle;
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// list of resolved children
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std::list< NodeDesc* > children;
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// resolved parent node
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NodeDesc* parent_resolved;
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// for std::find()
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bool operator == (unsigned int num) const {
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if (!num)
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return false;
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unsigned int _type = num >> 28u;
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return _type == static_cast<unsigned int>(type) && (num & AI_LWS_MASK) == number;
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}
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};
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} // end namespace LWS
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// ---------------------------------------------------------------------------
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/** LWS (LightWave Scene Format) importer class.
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*
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* This class does heavily depend on the LWO importer class. LWS files
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* contain mainly descriptions how LWO objects are composed together
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* in a scene.
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*/
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class LWSImporter : public BaseImporter
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{
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public:
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LWSImporter();
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~LWSImporter();
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public:
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// -------------------------------------------------------------------
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// Check whether we can read a specific file
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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protected:
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// -------------------------------------------------------------------
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// Get list of supported extensions
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const aiImporterDesc* GetInfo () const;
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// -------------------------------------------------------------------
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// Import file into given scene data structure
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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// Setup import properties
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void SetupProperties(const Importer* pImp);
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private:
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// -------------------------------------------------------------------
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// Read an envelope description
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void ReadEnvelope(const LWS::Element& dad, LWO::Envelope& out );
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// -------------------------------------------------------------------
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// Read an envelope description for the older LW file format
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void ReadEnvelope_Old(std::list< LWS::Element >::const_iterator& it,
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const std::list< LWS::Element >::const_iterator& end,
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LWS::NodeDesc& nodes,
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unsigned int version);
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// -------------------------------------------------------------------
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// Setup a nice name for a node
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void SetupNodeName(aiNode* nd, LWS::NodeDesc& src);
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// -------------------------------------------------------------------
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// Recursively build the scenegraph
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void BuildGraph(aiNode* nd,
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LWS::NodeDesc& src,
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std::vector<AttachmentInfo>& attach,
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BatchLoader& batch,
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aiCamera**& camOut,
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aiLight**& lightOut,
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std::vector<aiNodeAnim*>& animOut);
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// -------------------------------------------------------------------
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// Try several dirs until we find the right location of a LWS file.
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std::string FindLWOFile(const std::string& in);
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private:
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bool configSpeedFlag;
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IOSystem* io;
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double first,last,fps;
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bool noSkeletonMesh;
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};
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} // end of namespace Assimp
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#endif // AI_LWSIMPORTER_H_INC
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