AMF: some smaller refactorings to improve readability.
parent
689406fbda
commit
0618db1f99
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@ -115,10 +115,9 @@ bool AMFImporter::Find_NodeElement(const std::string &pID, const AMFNodeElementB
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return false;
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return false;
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}
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}
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bool AMFImporter::Find_ConvertedNode(const std::string &pID, std::list<aiNode *> &pNodeList, aiNode **pNode) const {
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bool AMFImporter::Find_ConvertedNode(const std::string &pID, NodeArray &nodeArray, aiNode **pNode) const {
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aiString node_name(pID.c_str());
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aiString node_name(pID.c_str());
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for (aiNode *node : nodeArray) {
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for (aiNode *node : pNodeList) {
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if (node->mName == node_name) {
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if (node->mName == node_name) {
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if (pNode != nullptr) {
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if (pNode != nullptr) {
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*pNode = node;
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*pNode = node;
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@ -139,6 +139,10 @@ private:
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const AMFTexMap *TexMap; ///< Face texture mapping data. Equal to nullptr if texture mapping is not set for the face.
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const AMFTexMap *TexMap; ///< Face texture mapping data. Equal to nullptr if texture mapping is not set for the face.
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};
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};
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using AMFMetaDataArray = std::vector<AMFMetadata*>;
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using MeshArray = std::vector<aiMesh*>;
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using NodeArray = std::vector<aiNode*>;
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/// Clear all temporary data.
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/// Clear all temporary data.
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void Clear();
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void Clear();
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@ -170,13 +174,13 @@ private:
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/// Check if child elements of node element is metadata and add it to scene node.
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/// Check if child elements of node element is metadata and add it to scene node.
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/// \param [in] pMetadataList - reference to list with collected metadata.
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/// \param [in] pMetadataList - reference to list with collected metadata.
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/// \param [out] pSceneNode - scene node in which metadata will be added.
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/// \param [out] pSceneNode - scene node in which metadata will be added.
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void Postprocess_AddMetadata(const std::list<AMFMetadata *> &pMetadataList, aiNode &pSceneNode) const;
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void Postprocess_AddMetadata(const AMFMetaDataArray &pMetadataList, aiNode &pSceneNode) const;
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/// To create aiMesh and aiNode for it from <object>.
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/// To create aiMesh and aiNode for it from <object>.
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/// \param [in] pNodeElement - reference to node element which kept <object> data.
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/// \param [in] pNodeElement - reference to node element which kept <object> data.
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/// \param [out] pMeshList - reference to a list with all aiMesh of the scene.
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/// \param [out] meshList - reference to a list with all aiMesh of the scene.
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/// \param [out] pSceneNode - pointer to place where new aiNode will be created.
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/// \param [out] pSceneNode - pointer to place where new aiNode will be created.
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void Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, std::list<aiMesh *> &pMeshList, aiNode **pSceneNode);
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void Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, MeshArray &meshList, aiNode **pSceneNode);
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/// Create mesh for every <volume> in <mesh>.
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/// Create mesh for every <volume> in <mesh>.
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/// \param [in] pNodeElement - reference to node element which kept <mesh> data.
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/// \param [in] pNodeElement - reference to node element which kept <mesh> data.
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@ -189,7 +193,7 @@ private:
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/// \param [out] pSceneNode - reference to aiNode which will own new aiMesh's.
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/// \param [out] pSceneNode - reference to aiNode which will own new aiMesh's.
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void Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
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void Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
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const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor,
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const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor,
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std::list<aiMesh *> &pMeshList, aiNode &pSceneNode);
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MeshArray &pMeshList, aiNode &pSceneNode);
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/// Convert material from \ref CAMFImporter_NodeElement_Material to \ref SPP_Material.
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/// Convert material from \ref CAMFImporter_NodeElement_Material to \ref SPP_Material.
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/// \param [in] pMaterial - source CAMFImporter_NodeElement_Material.
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/// \param [in] pMaterial - source CAMFImporter_NodeElement_Material.
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@ -197,8 +201,8 @@ private:
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/// Create and add to aiNode's list new part of scene graph defined by <constellation>.
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/// Create and add to aiNode's list new part of scene graph defined by <constellation>.
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/// \param [in] pConstellation - reference to <constellation> node.
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/// \param [in] pConstellation - reference to <constellation> node.
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/// \param [out] pNodeList - reference to aiNode's list.
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/// \param [out] nodeArray - reference to aiNode's list.
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void Postprocess_BuildConstellation(AMFConstellation &pConstellation, std::list<aiNode *> &pNodeList) const;
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void Postprocess_BuildConstellation(AMFConstellation &pConstellation, NodeArray &nodeArray) const;
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/// Build Assimp scene graph in aiScene from collected data.
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/// Build Assimp scene graph in aiScene from collected data.
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/// \param [out] pScene - pointer to aiScene where tree will be built.
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/// \param [out] pScene - pointer to aiScene where tree will be built.
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@ -276,7 +280,7 @@ public:
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void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
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void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
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const aiImporterDesc *GetInfo() const;
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const aiImporterDesc *GetInfo() const;
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bool Find_NodeElement(const std::string &pID, const AMFNodeElementBase::EType pType, AMFNodeElementBase **pNodeElement) const;
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bool Find_NodeElement(const std::string &pID, const AMFNodeElementBase::EType pType, AMFNodeElementBase **pNodeElement) const;
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bool Find_ConvertedNode(const std::string &pID, std::list<aiNode *> &pNodeList, aiNode **pNode) const;
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bool Find_ConvertedNode(const std::string &pID, NodeArray &nodeArray, aiNode **pNode) const;
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bool Find_ConvertedMaterial(const std::string &pID, const SPP_Material **pConvertedMaterial) const;
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bool Find_ConvertedMaterial(const std::string &pID, const SPP_Material **pConvertedMaterial) const;
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void Throw_CloseNotFound(const std::string &nodeName);
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void Throw_CloseNotFound(const std::string &nodeName);
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void Throw_IncorrectAttr(const std::string &nodeName, const std::string &pAttrName);
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void Throw_IncorrectAttr(const std::string &nodeName, const std::string &pAttrName);
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@ -124,7 +124,7 @@ void AMFImporter::PostprocessHelper_CreateMeshDataArray(const AMFMesh &pNodeElem
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}
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}
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}
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}
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col_idx++;
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++col_idx;
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}
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}
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}
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}
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}
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}
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@ -156,7 +156,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
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// R
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// R
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if (!r.empty()) {
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if (!r.empty()) {
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if (!Find_NodeElement(r, AMFNodeElementBase::EType::ENET_Texture, &t_tex)) Throw_ID_NotFound(r);
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if (!Find_NodeElement(r, AMFNodeElementBase::EType::ENET_Texture, &t_tex)) {
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Throw_ID_NotFound(r);
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}
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src_texture[0] = (AMFTexture *)t_tex;
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src_texture[0] = (AMFTexture *)t_tex;
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src_texture_4check.push_back((AMFTexture *)t_tex);
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src_texture_4check.push_back((AMFTexture *)t_tex);
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@ -166,7 +168,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
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// G
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// G
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if (!g.empty()) {
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if (!g.empty()) {
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if (!Find_NodeElement(g, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(g);
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if (!Find_NodeElement(g, AMFNodeElementBase::ENET_Texture, &t_tex)) {
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Throw_ID_NotFound(g);
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}
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src_texture[1] = (AMFTexture *)t_tex;
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src_texture[1] = (AMFTexture *)t_tex;
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src_texture_4check.push_back((AMFTexture *)t_tex);
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src_texture_4check.push_back((AMFTexture *)t_tex);
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@ -176,7 +180,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
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// B
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// B
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if (!b.empty()) {
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if (!b.empty()) {
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if (!Find_NodeElement(b, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(b);
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if (!Find_NodeElement(b, AMFNodeElementBase::ENET_Texture, &t_tex)) {
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Throw_ID_NotFound(b);
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}
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src_texture[2] = (AMFTexture *)t_tex;
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src_texture[2] = (AMFTexture *)t_tex;
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src_texture_4check.push_back((AMFTexture *)t_tex);
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src_texture_4check.push_back((AMFTexture *)t_tex);
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@ -186,7 +192,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
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// A
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// A
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if (!a.empty()) {
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if (!a.empty()) {
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if (!Find_NodeElement(a, AMFNodeElementBase::ENET_Texture, &t_tex)) Throw_ID_NotFound(a);
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if (!Find_NodeElement(a, AMFNodeElementBase::ENET_Texture, &t_tex)) {
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Throw_ID_NotFound(a);
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}
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src_texture[3] = (AMFTexture *)t_tex;
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src_texture[3] = (AMFTexture *)t_tex;
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src_texture_4check.push_back((AMFTexture *)t_tex);
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src_texture_4check.push_back((AMFTexture *)t_tex);
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@ -211,8 +219,9 @@ size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string &
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converted_texture.Depth = src_texture_4check[0]->Depth;
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converted_texture.Depth = src_texture_4check[0]->Depth;
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// if one of source texture is tiled then converted texture is tiled too.
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// if one of source texture is tiled then converted texture is tiled too.
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converted_texture.Tiled = false;
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converted_texture.Tiled = false;
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for (uint8_t i = 0; i < src_texture_4check.size(); i++)
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for (uint8_t i = 0; i < src_texture_4check.size(); ++i) {
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converted_texture.Tiled |= src_texture_4check[i]->Tiled;
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converted_texture.Tiled |= src_texture_4check[i]->Tiled;
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}
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// Create format hint.
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// Create format hint.
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strcpy(converted_texture.FormatHint, "rgba0000"); // copy initial string.
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strcpy(converted_texture.FormatHint, "rgba0000"); // copy initial string.
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@ -309,10 +318,11 @@ void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace
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} while (!pInputList.empty());
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} while (!pInputList.empty());
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}
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}
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void AMFImporter::Postprocess_AddMetadata(const std::list<AMFMetadata *> &metadataList, aiNode &sceneNode) const {
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void AMFImporter::Postprocess_AddMetadata(const AMFMetaDataArray &metadataList, aiNode &sceneNode) const {
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if (metadataList.empty()) {
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if (metadataList.empty()) {
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return;
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return;
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}
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}
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if (sceneNode.mMetaData != nullptr) {
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if (sceneNode.mMetaData != nullptr) {
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throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
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throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
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}
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}
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@ -326,7 +336,7 @@ void AMFImporter::Postprocess_AddMetadata(const std::list<AMFMetadata *> &metada
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}
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}
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}
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}
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void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, std::list<aiMesh *> &pMeshList, aiNode **pSceneNode) {
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void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement, MeshArray &meshList, aiNode **pSceneNode) {
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AMFColor *object_color = nullptr;
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AMFColor *object_color = nullptr;
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// create new aiNode and set name as <object> has.
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// create new aiNode and set name as <object> has.
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@ -346,14 +356,13 @@ void AMFImporter::Postprocess_BuildNodeAndObject(const AMFObject &pNodeElement,
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// Create arrays from children of mesh: vertices.
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// Create arrays from children of mesh: vertices.
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PostprocessHelper_CreateMeshDataArray(*((AMFMesh *)ne_child), vertex_arr, color_arr);
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PostprocessHelper_CreateMeshDataArray(*((AMFMesh *)ne_child), vertex_arr, color_arr);
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// Use this arrays as a source when creating every aiMesh
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// Use this arrays as a source when creating every aiMesh
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Postprocess_BuildMeshSet(*((AMFMesh *)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode);
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Postprocess_BuildMeshSet(*((AMFMesh *)ne_child), vertex_arr, color_arr, object_color, meshList, **pSceneNode);
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}
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}
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} // for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
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} // for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
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}
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}
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void AMFImporter::Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
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void AMFImporter::Postprocess_BuildMeshSet(const AMFMesh &pNodeElement, const std::vector<aiVector3D> &pVertexCoordinateArray,
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const std::vector<AMFColor *> &pVertexColorArray,
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const std::vector<AMFColor *> &pVertexColorArray, const AMFColor *pObjectColor, MeshArray &pMeshList, aiNode &pSceneNode) {
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const AMFColor *pObjectColor, std::list<aiMesh *> &pMeshList, aiNode &pSceneNode) {
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std::list<unsigned int> mesh_idx;
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std::list<unsigned int> mesh_idx;
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// all data stored in "volume", search for it.
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// all data stored in "volume", search for it.
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@ -659,7 +668,7 @@ void AMFImporter::Postprocess_BuildMaterial(const AMFMaterial &pMaterial) {
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mMaterial_Converted.push_back(new_mat);
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mMaterial_Converted.push_back(new_mat);
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}
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}
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void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellation, std::list<aiNode *> &pNodeList) const {
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void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellation, NodeArray &nodeArray) const {
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aiNode *con_node;
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aiNode *con_node;
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std::list<aiNode *> ch_node;
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std::list<aiNode *> ch_node;
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@ -682,7 +691,7 @@ void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellatio
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// create alias for conveniance
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// create alias for conveniance
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AMFInstance &als = *((AMFInstance *)ne);
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AMFInstance &als = *((AMFInstance *)ne);
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// find referenced object
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// find referenced object
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if (!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
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if (!Find_ConvertedNode(als.ObjectID, nodeArray, &found_node)) Throw_ID_NotFound(als.ObjectID);
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// create node for applying transformation
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// create node for applying transformation
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t_node = new aiNode;
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t_node = new aiNode;
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@ -711,13 +720,13 @@ void AMFImporter::Postprocess_BuildConstellation(AMFConstellation &pConstellatio
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con_node->mChildren[ch_idx++] = node;
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con_node->mChildren[ch_idx++] = node;
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// and place "root" of <constellation> node to node list
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// and place "root" of <constellation> node to node list
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pNodeList.push_back(con_node);
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nodeArray.push_back(con_node);
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}
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}
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void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
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void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
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std::list<aiNode *> node_list;
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NodeArray nodeArray;
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std::list<aiMesh *> mesh_list;
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MeshArray mesh_list;
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std::list<AMFMetadata *> meta_list;
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AMFMetaDataArray meta_list;
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//
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//
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// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
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// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
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// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
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// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
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Postprocess_BuildNodeAndObject(*((AMFObject *)root_child), mesh_list, &tnode);
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Postprocess_BuildNodeAndObject(*((AMFObject *)root_child), mesh_list, &tnode);
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if (tnode != nullptr) node_list.push_back(tnode);
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if (tnode != nullptr) {
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nodeArray.push_back(tnode);
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}
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}
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}
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} // for(const CAMFImporter_NodeElement* root_child: root_el->Child)
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} // for(const CAMFImporter_NodeElement* root_child: root_el->Child)
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@ -774,7 +785,7 @@ void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
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// 4. <constellation>
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// 4. <constellation>
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if (root_child->Type == AMFNodeElementBase::ENET_Constellation) {
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if (root_child->Type == AMFNodeElementBase::ENET_Constellation) {
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// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
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// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
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Postprocess_BuildConstellation(*((AMFConstellation *)root_child), node_list);
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Postprocess_BuildConstellation(*((AMFConstellation *)root_child), nodeArray);
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}
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}
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// 5, <metadata>
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// 5, <metadata>
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@ -792,17 +803,17 @@ void AMFImporter::Postprocess_BuildScene(aiScene *pScene) {
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// And at this step we are checking that relations.
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// And at this step we are checking that relations.
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nl_clean_loop:
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nl_clean_loop:
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if (node_list.size() > 1) {
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if (nodeArray.size() > 1) {
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// walk through all nodes
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// walk through all nodes
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for (std::list<aiNode *>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); ++nl_it) {
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for (NodeArray::iterator nl_it = nodeArray.begin(); nl_it != nodeArray.end(); ++nl_it) {
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// and try to find them in another top nodes.
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// and try to find them in another top nodes.
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std::list<aiNode *>::const_iterator next_it = nl_it;
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NodeArray::const_iterator next_it = nl_it;
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++next_it;
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++next_it;
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for (; next_it != node_list.end(); ++next_it) {
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for (; next_it != nodeArray.end(); ++next_it) {
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if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) {
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if ((*next_it)->FindNode((*nl_it)->mName) != nullptr) {
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// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
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// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
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node_list.erase(nl_it);
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nodeArray.erase(nl_it);
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goto nl_clean_loop;
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goto nl_clean_loop;
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}
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}
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|
@ -815,10 +826,10 @@ nl_clean_loop:
|
||||||
//
|
//
|
||||||
//
|
//
|
||||||
// Nodes
|
// Nodes
|
||||||
if (!node_list.empty()) {
|
if (!nodeArray.empty()) {
|
||||||
std::list<aiNode *>::const_iterator nl_it = node_list.begin();
|
NodeArray::const_iterator nl_it = nodeArray.begin();
|
||||||
|
|
||||||
pScene->mRootNode->mNumChildren = static_cast<unsigned int>(node_list.size());
|
pScene->mRootNode->mNumChildren = static_cast<unsigned int>(nodeArray.size());
|
||||||
pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
|
pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
|
||||||
for (size_t i = 0; i < pScene->mRootNode->mNumChildren; i++) {
|
for (size_t i = 0; i < pScene->mRootNode->mNumChildren; i++) {
|
||||||
// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
|
// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
|
||||||
|
@ -831,7 +842,7 @@ nl_clean_loop:
|
||||||
//
|
//
|
||||||
// Meshes
|
// Meshes
|
||||||
if (!mesh_list.empty()) {
|
if (!mesh_list.empty()) {
|
||||||
std::list<aiMesh *>::const_iterator ml_it = mesh_list.begin();
|
MeshArray::const_iterator ml_it = mesh_list.begin();
|
||||||
|
|
||||||
pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
|
pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
|
||||||
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
|
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
|
||||||
|
|
Loading…
Reference in New Issue