Kimkulling/fix bahavior of remove redundat mats issue 5438 (#5451)
* Fix crash in viewer * Fix bevavior when material was not referencedpull/5372/head^2
parent
3476c79801
commit
3990ec80a1
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@ -75,124 +75,129 @@ void RemoveRedundantMatsProcess::Execute( aiScene* pScene) {
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ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin");
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unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
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if (pScene->mNumMaterials) {
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// Find out which materials are referenced by meshes
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std::vector<bool> abReferenced(pScene->mNumMaterials,false);
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
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abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
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if (pScene->mNumMaterials == 0) {
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return;
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}
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// Find out which materials are referenced by meshes
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std::vector<bool> abReferenced(pScene->mNumMaterials,false);
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
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abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
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// If a list of materials to be excluded was given, match the list with
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// our imported materials and 'salt' all positive matches to ensure that
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// we get unique hashes later.
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if (mConfigFixedMaterials.length()) {
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// If a list of materials to be excluded was given, match the list with
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// our imported materials and 'salt' all positive matches to ensure that
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// we get unique hashes later.
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if (mConfigFixedMaterials.length()) {
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std::list<std::string> strings;
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ConvertListToStrings(mConfigFixedMaterials,strings);
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std::list<std::string> strings;
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ConvertListToStrings(mConfigFixedMaterials,strings);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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aiMaterial* mat = pScene->mMaterials[i];
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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aiMaterial* mat = pScene->mMaterials[i];
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aiString name;
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mat->Get(AI_MATKEY_NAME,name);
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aiString name;
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mat->Get(AI_MATKEY_NAME,name);
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if (name.length) {
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std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
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if (it != strings.end()) {
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if (name.length) {
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std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
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if (it != strings.end()) {
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// Our brilliant 'salt': A single material property with ~ as first
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// character to mark it as internal and temporary.
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const int dummy = 1;
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((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
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// Our brilliant 'salt': A single material property with ~ as first
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// character to mark it as internal and temporary.
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const int dummy = 1;
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((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
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// Keep this material even if no mesh references it
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abReferenced[i] = true;
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ASSIMP_LOG_VERBOSE_DEBUG( "Found positive match in exclusion list: \'", name.data, "\'");
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}
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// Keep this material even if no mesh references it
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abReferenced[i] = true;
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ASSIMP_LOG_VERBOSE_DEBUG( "Found positive match in exclusion list: \'", name.data, "\'");
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}
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}
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}
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}
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// TODO: re-implement this algorithm to work in-place
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unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
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for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
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aiMappingTable[ i ] = 0;
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// TODO: re-implement this algorithm to work in-place
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unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
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for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
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aiMappingTable[ i ] = 0;
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}
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unsigned int iNewNum = 0;
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// Iterate through all materials and calculate a hash for them
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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// No mesh is referencing this material, remove it.
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if (!abReferenced[i]) {
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++unreferencedRemoved;
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delete pScene->mMaterials[i];
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pScene->mMaterials[i] = nullptr;
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continue;
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}
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unsigned int iNewNum = 0;
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// Iterate through all materials and calculate a hash for them
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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// No mesh is referencing this material, remove it.
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if (!abReferenced[i]) {
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++unreferencedRemoved;
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// Check all previously mapped materials for a matching hash.
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// On a match we can delete this material and just make it ref to the same index.
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uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
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for (unsigned int a = 0; a < i;++a) {
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if (abReferenced[a] && me == aiHashes[a]) {
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++redundantRemoved;
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me = 0;
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aiMappingTable[i] = aiMappingTable[a];
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delete pScene->mMaterials[i];
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pScene->mMaterials[i] = nullptr;
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break;
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}
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}
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// This is a new material that is referenced, add to the map.
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if (me) {
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aiMappingTable[i] = iNewNum++;
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}
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}
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// If the new material count differs from the original,
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// we need to rebuild the material list and remap mesh material indexes.
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if (iNewNum < 1) {
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//throw DeadlyImportError("No materials remaining");
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return;
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}
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if (iNewNum != pScene->mNumMaterials) {
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ai_assert(iNewNum > 0);
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aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
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::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
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for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
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{
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// if the material is not referenced ... remove it
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if (!abReferenced[p]) {
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continue;
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}
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// Check all previously mapped materials for a matching hash.
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// On a match we can delete this material and just make it ref to the same index.
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uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
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for (unsigned int a = 0; a < i;++a) {
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if (abReferenced[a] && me == aiHashes[a]) {
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++redundantRemoved;
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me = 0;
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aiMappingTable[i] = aiMappingTable[a];
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delete pScene->mMaterials[i];
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pScene->mMaterials[i] = nullptr;
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break;
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// generate new names for modified materials that had no names
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const unsigned int idx = aiMappingTable[p];
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if (ppcMaterials[idx]) {
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aiString sz;
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if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
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sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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}
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// This is a new material that is referenced, add to the map.
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if (me) {
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aiMappingTable[i] = iNewNum++;
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} else {
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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}
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// If the new material count differs from the original,
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// we need to rebuild the material list and remap mesh material indexes.
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if(iNewNum < 1)
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throw DeadlyImportError("No materials remaining");
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if (iNewNum != pScene->mNumMaterials) {
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ai_assert(iNewNum > 0);
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aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
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::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
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for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
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{
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// if the material is not referenced ... remove it
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if (!abReferenced[p]) {
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continue;
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}
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// generate new names for modified materials that had no names
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const unsigned int idx = aiMappingTable[p];
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if (ppcMaterials[idx]) {
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aiString sz;
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if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
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sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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} else {
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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}
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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ai_assert(nullptr != mesh);
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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// delete the old material list
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delete[] pScene->mMaterials;
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pScene->mMaterials = ppcMaterials;
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pScene->mNumMaterials = iNewNum;
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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ai_assert(nullptr != mesh);
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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// delete temporary storage
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delete[] aiHashes;
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delete[] aiMappingTable;
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// delete the old material list
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delete[] pScene->mMaterials;
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pScene->mMaterials = ppcMaterials;
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pScene->mNumMaterials = iNewNum;
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}
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// delete temporary storage
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delete[] aiHashes;
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delete[] aiMappingTable;
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if (redundantRemoved == 0 && unreferencedRemoved == 0) {
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ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished ");
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} else {
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