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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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2021-02-28 11:17:54 +00:00
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Copyright (c) 2006-2021, assimp team
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2018-01-28 18:42:05 +00:00
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2015-05-19 03:48:29 +00:00
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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 ACLoader.h
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* @brief Declaration of the .ac importer class.
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*/
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#ifndef AI_AC3DLOADER_H_INCLUDED
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#define AI_AC3DLOADER_H_INCLUDED
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#include <vector>
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2018-01-06 00:18:33 +00:00
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#include <assimp/BaseImporter.h>
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#include <assimp/types.h>
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struct aiNode;
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struct aiMesh;
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struct aiMaterial;
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struct aiLight;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** AC3D (*.ac) importer class
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*/
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class AC3DImporter : public BaseImporter {
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public:
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AC3DImporter();
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~AC3DImporter();
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// Represents an AC3D material
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struct Material {
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Material() :
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rgb(0.6f, 0.6f, 0.6f),
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spec(1.f, 1.f, 1.f),
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shin(0.f),
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trans(0.f) {}
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// base color of the material
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aiColor3D rgb;
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// ambient color of the material
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aiColor3D amb;
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// emissive color of the material
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aiColor3D emis;
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// specular color of the material
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aiColor3D spec;
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// shininess exponent
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float shin;
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// transparency. 0 == opaque
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float trans;
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// name of the material. optional.
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std::string name;
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};
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// Represents an AC3D surface
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struct Surface {
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Surface() :
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mat(0),
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flags(0) {}
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unsigned int mat, flags;
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typedef std::pair<unsigned int, aiVector2D> SurfaceEntry;
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std::vector<SurfaceEntry> entries;
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// Type is low nibble of flags
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enum Type : uint8_t {
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Polygon = 0x0,
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ClosedLine = 0x1,
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OpenLine = 0x2,
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TriangleStrip = 0x4, // ACC extension (TORCS and Speed Dreams)
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Mask = 0xf,
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};
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inline uint8_t GetType() const { return (flags & Mask); }
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};
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// Represents an AC3D object
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struct Object {
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Object() :
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type(World),
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name(""),
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children(),
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texture(""),
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texRepeat(1.f, 1.f),
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texOffset(0.0f, 0.0f),
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rotation(),
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translation(),
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vertices(),
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surfaces(),
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numRefs(0),
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subDiv(0),
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crease() {}
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// Type description
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enum Type {
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World = 0x0,
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Poly = 0x1,
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Group = 0x2,
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Light = 0x4
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} type;
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// name of the object
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std::string name;
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// object children
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std::vector<Object> children;
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// texture to be assigned to all surfaces of the object
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std::string texture;
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// texture repat factors (scaling for all coordinates)
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aiVector2D texRepeat, texOffset;
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// rotation matrix
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aiMatrix3x3 rotation;
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// translation vector
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aiVector3D translation;
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// vertices
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std::vector<aiVector3D> vertices;
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// surfaces
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std::vector<Surface> surfaces;
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// number of indices (= num verts in verbose format)
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unsigned int numRefs;
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// number of subdivisions to be performed on the
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// imported data
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unsigned int subDiv;
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// max angle limit for smoothing
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float crease;
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};
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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*/
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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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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details */
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const aiImporterDesc *GetInfo() const;
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details*/
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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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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.*/
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void SetupProperties(const Importer *pImp);
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private:
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// -------------------------------------------------------------------
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/** Get the next line from the file.
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* @return false if the end of the file was reached*/
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bool GetNextLine();
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// -------------------------------------------------------------------
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/** Load the object section. This method is called recursively to
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* load subobjects, the method returns after a 'kids 0' was
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* encountered.
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* @objects List of output objects*/
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void LoadObjectSection(std::vector<Object> &objects);
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// -------------------------------------------------------------------
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/** Convert all objects into meshes and nodes.
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* @param object Current object to work on
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* @param meshes Pointer to the list of output meshes
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* @param outMaterials List of output materials
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* @param materials Material list
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* @param Scenegraph node for the object */
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aiNode *ConvertObjectSection(Object &object,
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std::vector<aiMesh *> &meshes,
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std::vector<aiMaterial *> &outMaterials,
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const std::vector<Material> &materials,
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aiNode *parent = nullptr);
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// -------------------------------------------------------------------
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/** Convert a material
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* @param object Current object
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* @param matSrc Source material description
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* @param matDest Destination material to be filled */
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void ConvertMaterial(const Object &object,
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const Material &matSrc,
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aiMaterial &matDest);
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private:
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// points to the next data line
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const char *buffer;
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// Configuration option: if enabled, up to two meshes
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// are generated per material: those faces who have
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// their bf cull flags set are separated.
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bool configSplitBFCull;
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// Configuration switch: subdivision surfaces are only
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// evaluated if the value is true.
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bool configEvalSubdivision;
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// counts how many objects we have in the tree.
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// basing on this information we can find a
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// good estimate how many meshes we'll have in the final scene.
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unsigned int mNumMeshes;
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// current list of light sources
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std::vector<aiLight *> *mLights;
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// name counters
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unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter;
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};
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} // end of namespace Assimp
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#endif // AI_AC3DIMPORTER_H_INC
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