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2be44365dd
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@ -431,6 +431,12 @@ aiNode* XGLImporter::ReadObject(TempScope& scope, bool skipFirst, const char* cl
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throw;
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}
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// FIX: since we used std::multimap<> to keep meshes by id, mesh order now depends on the behaviour
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// of the multimap implementation with respect to the ordering of entries with same values.
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// C++11 gives the guarantee that it uses insertion order, before it is implementation-specific.
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// Sort by material id to always guarantee a deterministic result.
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std::sort(meshes.begin(), meshes.end(), SortMeshByMaterialId(scope));
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// link meshes to node
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nd->mNumMeshes = static_cast<unsigned int>(meshes.size());
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if (nd->mNumMeshes) {
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@ -86,6 +86,7 @@ protected:
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private:
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struct TempScope
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{
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TempScope()
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@ -122,6 +123,16 @@ private:
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aiLight* light;
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};
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struct SortMeshByMaterialId {
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SortMeshByMaterialId(const TempScope& scope) : scope(scope) {}
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bool operator()(unsigned int a, unsigned int b) const {
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return scope.meshes_linear[a]->mMaterialIndex < scope.meshes_linear[b]->mMaterialIndex;
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};
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const TempScope& scope;
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};
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struct TempMesh
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{
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std::map<unsigned int, aiVector3D> points;
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