fix unittests.
parent
ae05dbb252
commit
1466bbacf8
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -82,7 +80,15 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD5Importer::MD5Importer() :
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mIOHandler(nullptr), mBuffer(), fileSize(), iLineNumber(), pScene(), bHadMD5Mesh(), bHadMD5Anim(), bHadMD5Camera(), configNoAutoLoad(false) {
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mIOHandler(nullptr),
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mBuffer(),
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mFileSize(),
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mLineNumber(),
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mScene(),
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mHadMD5Mesh(),
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mHadMD5Anim(),
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mHadMD5Camera(),
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mCconfigNoAutoLoad(false) {
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// empty
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}
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@ -106,6 +112,7 @@ bool MD5Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool c
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const char *tokens[] = { "MD5Version" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
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}
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return false;
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}
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@ -119,16 +126,15 @@ const aiImporterDesc *MD5Importer::GetInfo() const {
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// Setup import properties
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void MD5Importer::SetupProperties(const Importer *pImp) {
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// AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
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configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD, 0));
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mCconfigNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD, 0));
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD5Importer::InternReadFile(const std::string &pFile,
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aiScene *_pScene, IOSystem *pIOHandler) {
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void MD5Importer::InternReadFile(const std::string &pFile, aiScene *_pScene, IOSystem *pIOHandler) {
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mIOHandler = pIOHandler;
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pScene = _pScene;
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bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
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mScene = _pScene;
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mHadMD5Mesh = mHadMD5Anim = mHadMD5Camera = false;
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// remove the file extension
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const std::string::size_type pos = pFile.find_last_of('.');
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@ -138,7 +144,7 @@ void MD5Importer::InternReadFile(const std::string &pFile,
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try {
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if (extension == "md5camera") {
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LoadMD5CameraFile();
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} else if (configNoAutoLoad || extension == "md5anim") {
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} else if (mCconfigNoAutoLoad || extension == "md5anim") {
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// determine file extension and process just *one* file
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if (extension.length() == 0) {
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throw DeadlyImportError("Failure, need file extension to determine MD5 part type");
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@ -158,17 +164,17 @@ void MD5Importer::InternReadFile(const std::string &pFile,
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}
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// make sure we have at least one file
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if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera) {
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if (!mHadMD5Mesh && !mHadMD5Anim && !mHadMD5Camera) {
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throw DeadlyImportError("Failed to read valid contents out of this MD5* file");
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}
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// Now rotate the whole scene 90 degrees around the x axis to match our internal coordinate system
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pScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f,
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mScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
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// the output scene wouldn't pass the validation without this flag
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if (!bHadMD5Mesh) {
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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if (!mHadMD5Mesh) {
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mScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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// clean the instance -- the BaseImporter instance may be reused later.
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@ -182,16 +188,16 @@ void MD5Importer::LoadFileIntoMemory(IOStream *file) {
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UnloadFileFromMemory();
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ai_assert(nullptr != file);
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fileSize = (unsigned int)file->FileSize();
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ai_assert(fileSize);
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mFileSize = (unsigned int)file->FileSize();
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ai_assert(mFileSize);
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// allocate storage and copy the contents of the file to a memory buffer
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mBuffer = new char[fileSize + 1];
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file->Read((void *)mBuffer, 1, fileSize);
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iLineNumber = 1;
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mBuffer = new char[mFileSize + 1];
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file->Read((void *)mBuffer, 1, mFileSize);
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mLineNumber = 1;
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// append a terminal 0
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mBuffer[fileSize] = '\0';
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mBuffer[mFileSize] = '\0';
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// now remove all line comments from the file
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CommentRemover::RemoveLineComments("//", mBuffer, ' ');
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@ -203,7 +209,7 @@ void MD5Importer::UnloadFileFromMemory() {
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// delete the file buffer
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delete[] mBuffer;
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mBuffer = nullptr;
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fileSize = 0;
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mFileSize = 0;
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}
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// ------------------------------------------------------------------------------------------------
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@ -339,31 +345,32 @@ void MD5Importer::LoadMD5MeshFile() {
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// Check whether we can read from the file
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if (file.get() == nullptr || !file->FileSize()) {
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throw DeadlyImportError("Failed to open MD5 file " + filename + ".");
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ASSIMP_LOG_WARN("Failed to access MD5MESH file: " + filename);
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return;
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}
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bHadMD5Mesh = true;
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mHadMD5Mesh = true;
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LoadFileIntoMemory(file.get());
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// now construct a parser and parse the file
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MD5::MD5Parser parser(mBuffer, fileSize);
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MD5::MD5Parser parser(mBuffer, mFileSize);
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// load the mesh information from it
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MD5::MD5MeshParser meshParser(parser.mSections);
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// create the bone hierarchy - first the root node and dummy nodes for all meshes
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pScene->mRootNode = new aiNode("<MD5_Root>");
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pScene->mRootNode->mNumChildren = 2;
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pScene->mRootNode->mChildren = new aiNode *[2];
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mScene->mRootNode = new aiNode("<MD5_Root>");
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mScene->mRootNode->mNumChildren = 2;
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mScene->mRootNode->mChildren = new aiNode *[2];
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// build the hierarchy from the MD5MESH file
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aiNode *pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
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aiNode *pcNode = mScene->mRootNode->mChildren[1] = new aiNode();
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pcNode->mName.Set("<MD5_Hierarchy>");
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pcNode->mParent = pScene->mRootNode;
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pcNode->mParent = mScene->mRootNode;
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AttachChilds_Mesh(-1, pcNode, meshParser.mJoints);
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pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
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pcNode = mScene->mRootNode->mChildren[0] = new aiNode();
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pcNode->mName.Set("<MD5_Mesh>");
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pcNode->mParent = pScene->mRootNode;
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pcNode->mParent = mScene->mRootNode;
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#if 0
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if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
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@ -372,28 +379,31 @@ void MD5Importer::LoadMD5MeshFile() {
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// FIX: MD5 files exported from Blender can have empty meshes
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for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(), end = meshParser.mMeshes.end(); it != end; ++it) {
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if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
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++pScene->mNumMaterials;
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if (!(*it).mFaces.empty() && !(*it).mVertices.empty()) {
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++mScene->mNumMaterials;
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}
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}
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// generate all meshes
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pScene->mNumMeshes = pScene->mNumMaterials;
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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pScene->mMaterials = new aiMaterial *[pScene->mNumMeshes];
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mScene->mNumMeshes = mScene->mNumMaterials;
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mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
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mScene->mMaterials = new aiMaterial *[mScene->mNumMeshes];
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// storage for node mesh indices
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pcNode->mNumMeshes = pScene->mNumMeshes;
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pcNode->mNumMeshes = mScene->mNumMeshes;
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pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
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for (unsigned int m = 0; m < pcNode->mNumMeshes; ++m)
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for (unsigned int m = 0; m < pcNode->mNumMeshes; ++m) {
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pcNode->mMeshes[m] = m;
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}
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unsigned int n = 0;
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for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(), end = meshParser.mMeshes.end(); it != end; ++it) {
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MD5::MeshDesc &meshSrc = *it;
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if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
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if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty()) {
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continue;
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}
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aiMesh *mesh = pScene->mMeshes[n] = new aiMesh();
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aiMesh *mesh = mScene->mMeshes[n] = new aiMesh();
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// generate unique vertices in our internal verbose format
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@ -423,17 +433,19 @@ void MD5Importer::LoadMD5MeshFile() {
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights; ++w) {
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MD5::WeightDesc &weightDesc = meshSrc.mWeights[w];
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/* FIX for some invalid exporters */
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if (!(weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON))
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if (!(weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON)) {
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++piCount[weightDesc.mBone];
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}
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}
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}
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// check how many we will need
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for (unsigned int p = 0; p < meshParser.mJoints.size(); ++p)
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for (unsigned int p = 0; p < meshParser.mJoints.size(); ++p) {
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if (piCount[p]) mesh->mNumBones++;
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}
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if (mesh->mNumBones) // just for safety
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{
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// just for safety
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if (mesh->mNumBones) {
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mesh->mBones = new aiBone *[mesh->mNumBones];
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for (unsigned int q = 0, h = 0; q < meshParser.mJoints.size(); ++q) {
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if (!piCount[q]) continue;
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@ -458,8 +470,9 @@ void MD5Importer::LoadMD5MeshFile() {
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// there are models which have weights which don't sum to 1 ...
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ai_real fSum = 0.0;
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights; ++w)
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights; ++w) {
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fSum += meshSrc.mWeights[w].mWeight;
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}
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if (!fSum) {
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ASSIMP_LOG_ERROR("MD5MESH: The sum of all vertex bone weights is 0");
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continue;
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@ -467,11 +480,12 @@ void MD5Importer::LoadMD5MeshFile() {
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// process bone weights
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for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights; ++w) {
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if (w >= meshSrc.mWeights.size())
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if (w >= meshSrc.mWeights.size()) {
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throw DeadlyImportError("MD5MESH: Invalid weight index");
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}
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MD5::WeightDesc &weightDesc = meshSrc.mWeights[w];
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if (weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
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if (weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
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continue;
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}
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@ -510,7 +524,7 @@ void MD5Importer::LoadMD5MeshFile() {
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// generate a material for the mesh
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aiMaterial *mat = new aiMaterial();
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pScene->mMaterials[n] = mat;
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mScene->mMaterials[n] = mat;
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// insert the typical doom3 textures:
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// nnn_local.tga - normal map
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@ -553,13 +567,14 @@ void MD5Importer::LoadMD5AnimFile() {
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// Check whether we can read from the file
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if (!file.get() || !file->FileSize()) {
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throw DeadlyImportError("Failed to open MD3 file " + pFile + ".");
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ASSIMP_LOG_WARN("Failed to read MD5ANIM file: " + pFile);
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return;
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}
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LoadFileIntoMemory(file.get());
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// parse the basic file structure
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MD5::MD5Parser parser(mBuffer, fileSize);
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MD5::MD5Parser parser(mBuffer, mFileSize);
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// load the animation information from the parse tree
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MD5::MD5AnimParser animParser(parser.mSections);
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@ -569,10 +584,10 @@ void MD5Importer::LoadMD5AnimFile() {
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animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) {
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ASSIMP_LOG_ERROR("MD5ANIM: No frames or animated bones loaded");
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} else {
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bHadMD5Anim = true;
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mHadMD5Anim = true;
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pScene->mAnimations = new aiAnimation *[pScene->mNumAnimations = 1];
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aiAnimation *anim = pScene->mAnimations[0] = new aiAnimation();
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mScene->mAnimations = new aiAnimation *[mScene->mNumAnimations = 1];
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aiAnimation *anim = mScene->mAnimations[0] = new aiAnimation();
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anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
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anim->mChannels = new aiNodeAnim *[anim->mNumChannels];
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for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
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@ -638,15 +653,15 @@ void MD5Importer::LoadMD5AnimFile() {
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// If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
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// construct it now from the data given in the MD5ANIM.
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if (!pScene->mRootNode) {
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<MD5_Hierarchy>");
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if (!mScene->mRootNode) {
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mScene->mRootNode = new aiNode();
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mScene->mRootNode->mName.Set("<MD5_Hierarchy>");
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AttachChilds_Anim(-1, pScene->mRootNode, animParser.mAnimatedBones, (const aiNodeAnim **)anim->mChannels);
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AttachChilds_Anim(-1, mScene->mRootNode, animParser.mAnimatedBones, (const aiNodeAnim **)anim->mChannels);
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// Call SkeletonMeshBuilder to construct a mesh to represent the shape
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if (pScene->mRootNode->mNumChildren) {
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SkeletonMeshBuilder skeleton_maker(pScene, pScene->mRootNode->mChildren[0]);
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if (mScene->mRootNode->mNumChildren) {
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SkeletonMeshBuilder skeleton_maker(mScene, mScene->mRootNode->mChildren[0]);
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}
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}
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}
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if (!file.get() || !file->FileSize()) {
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throw DeadlyImportError("Failed to read MD5CAMERA file: " + pFile);
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}
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bHadMD5Camera = true;
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mHadMD5Camera = true;
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LoadFileIntoMemory(file.get());
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// parse the basic file structure
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MD5::MD5Parser parser(mBuffer, fileSize);
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MD5::MD5Parser parser(mBuffer, mFileSize);
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// load the camera animation data from the parse tree
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MD5::MD5CameraParser cameraParser(parser.mSections);
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@ -680,14 +695,14 @@ void MD5Importer::LoadMD5CameraFile() {
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// Construct output graph - a simple root with a dummy child.
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// The root node performs the coordinate system conversion
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aiNode *root = pScene->mRootNode = new aiNode("<MD5CameraRoot>");
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aiNode *root = mScene->mRootNode = new aiNode("<MD5CameraRoot>");
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root->mChildren = new aiNode *[root->mNumChildren = 1];
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root->mChildren[0] = new aiNode("<MD5Camera>");
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root->mChildren[0]->mParent = root;
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// ... but with one camera assigned to it
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pScene->mCameras = new aiCamera *[pScene->mNumCameras = 1];
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aiCamera *cam = pScene->mCameras[0] = new aiCamera();
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mScene->mCameras = new aiCamera *[mScene->mNumCameras = 1];
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aiCamera *cam = mScene->mCameras[0] = new aiCamera();
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cam->mName = "<MD5Camera>";
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// FIXME: Fov is currently set to the first frame's value
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@ -704,8 +719,8 @@ void MD5Importer::LoadMD5CameraFile() {
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cuts.push_back(static_cast<unsigned int>(frames.size() - 1));
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}
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pScene->mNumAnimations = static_cast<unsigned int>(cuts.size() - 1);
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aiAnimation **tmp = pScene->mAnimations = new aiAnimation *[pScene->mNumAnimations];
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mScene->mNumAnimations = static_cast<unsigned int>(cuts.size() - 1);
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aiAnimation **tmp = mScene->mAnimations = new aiAnimation *[mScene->mNumAnimations];
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for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end() - 1; ++it) {
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aiAnimation *anim = *tmp++ = new aiAnimation();
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@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -156,25 +155,25 @@ protected:
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char *mBuffer;
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/** Size of the file */
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unsigned int fileSize;
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unsigned int mFileSize;
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/** Current line number. For debugging purposes */
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unsigned int iLineNumber;
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unsigned int mLineNumber;
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/** Scene to be filled */
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aiScene *pScene;
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aiScene *mScene;
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/** true if a MD5MESH file has already been parsed */
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bool bHadMD5Mesh;
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bool mHadMD5Mesh;
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/** true if a MD5ANIM file has already been parsed */
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bool bHadMD5Anim;
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bool mHadMD5Anim;
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/** true if a MD5CAMERA file has already been parsed */
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bool bHadMD5Camera;
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bool mHadMD5Camera;
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/** configuration option: prevent anim autoload */
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bool configNoAutoLoad;
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bool mCconfigNoAutoLoad;
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};
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} // end of namespace Assimp
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