Merge branch 'master' into patch-1
commit
6003be382c
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@ -79,7 +79,7 @@ using namespace Util;
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#define MAGIC_NODE_TAG "_$AssimpFbx$"
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#define MAGIC_NODE_TAG "_$AssimpFbx$"
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
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#define CONVERT_FBX_TIME(time) (static_cast<double>(time) * 1000.0 / 46186158000LL)
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FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
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FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBones) :
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defaultMaterialIndex(),
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defaultMaterialIndex(),
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@ -2560,7 +2560,7 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
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meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
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meshMorphAnim->mKeys[j].mNumValuesAndWeights = numValuesAndWeights;
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meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
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meshMorphAnim->mKeys[j].mValues = new unsigned int[numValuesAndWeights];
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meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
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meshMorphAnim->mKeys[j].mWeights = new double[numValuesAndWeights];
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meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first) * anim_fps;
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meshMorphAnim->mKeys[j].mTime = CONVERT_FBX_TIME(animIt.first);
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for (unsigned int k = 0; k < numValuesAndWeights; k++) {
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for (unsigned int k = 0; k < numValuesAndWeights; k++) {
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meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
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meshMorphAnim->mKeys[j].mValues[k] = keyData->values.at(k);
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meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
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meshMorphAnim->mKeys[j].mWeights[k] = keyData->weights.at(k);
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@ -2578,8 +2578,8 @@ void FBXConverter::ConvertAnimationStack(const AnimationStack &st) {
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return;
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return;
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}
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}
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double start_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(start_time) * anim_fps) : min_time;
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double start_time_fps = has_local_startstop ? CONVERT_FBX_TIME(start_time) : min_time;
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double stop_time_fps = has_local_startstop ? (CONVERT_FBX_TIME(stop_time) * anim_fps) : max_time;
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double stop_time_fps = has_local_startstop ? CONVERT_FBX_TIME(stop_time) : max_time;
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// adjust relative timing for animation
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// adjust relative timing for animation
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for (unsigned int c = 0; c < anim->mNumChannels; c++) {
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for (unsigned int c = 0; c < anim->mNumChannels; c++) {
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@ -3099,7 +3099,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
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InterpolateKeys(outTranslations, keytimes, keyframeLists[TransformationComp_Translation], defTranslate, maxTime, minTime);
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} else {
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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for (size_t i = 0; i < keyCount; ++i) {
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outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outTranslations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outTranslations[i].mValue = defTranslate;
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outTranslations[i].mValue = defTranslate;
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}
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}
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}
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}
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@ -3108,7 +3108,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
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InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
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} else {
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outRotations[i].mValue = defQuat;
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outRotations[i].mValue = defQuat;
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}
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}
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}
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}
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@ -3117,7 +3117,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
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InterpolateKeys(outScales, keytimes, keyframeLists[TransformationComp_Scaling], defScale, maxTime, minTime);
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} else {
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} else {
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for (size_t i = 0; i < keyCount; ++i) {
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for (size_t i = 0; i < keyCount; ++i) {
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outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outScales[i].mTime = CONVERT_FBX_TIME(keytimes[i]);
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outScales[i].mValue = defScale;
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outScales[i].mValue = defScale;
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}
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}
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}
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}
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@ -3306,7 +3306,7 @@ void FBXConverter::InterpolateKeys(aiVectorKey *valOut, const KeyTimeList &keys,
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}
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}
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// magic value to convert fbx times to seconds
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// magic value to convert fbx times to seconds
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valOut->mTime = CONVERT_FBX_TIME(time) * anim_fps;
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valOut->mTime = CONVERT_FBX_TIME(time);
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min_time = std::min(min_time, valOut->mTime);
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min_time = std::min(min_time, valOut->mTime);
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max_time = std::max(max_time, valOut->mTime);
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max_time = std::max(max_time, valOut->mTime);
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@ -243,6 +243,45 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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}
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}
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}
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}
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if (mesh->mNumAnimMeshes > 0 && mesh->mAnimMeshes) {
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out->mNumAnimMeshes = mesh->mNumAnimMeshes;
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out->mAnimMeshes = new aiAnimMesh *[out->mNumAnimMeshes];
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}
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for (unsigned int j = 0; j < mesh->mNumAnimMeshes; ++j) {
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aiAnimMesh *animMesh = mesh->mAnimMeshes[j];
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aiAnimMesh *outAnimMesh = out->mAnimMeshes[j] = new aiAnimMesh;
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outAnimMesh->mNumVertices = out->mNumVertices;
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if (animMesh->mVertices)
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outAnimMesh->mVertices = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mVertices = nullptr;
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if (animMesh->mNormals)
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outAnimMesh->mNormals = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mNormals = nullptr;
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if (animMesh->mTangents)
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outAnimMesh->mTangents = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mTangents = nullptr;
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if (animMesh->mBitangents)
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outAnimMesh->mBitangents = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mBitangents = nullptr;
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for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
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if (animMesh->mColors[jj])
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outAnimMesh->mColors[jj] = new aiColor4D[out->mNumVertices];
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else
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outAnimMesh->mColors[jj] = nullptr;
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}
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for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
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if (animMesh->mTextureCoords[jj])
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outAnimMesh->mTextureCoords[jj] = new aiVector3D[out->mNumVertices];
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else
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outAnimMesh->mTextureCoords[jj] = nullptr;
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}
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}
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typedef std::vector<aiVertexWeight> TempBoneInfo;
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typedef std::vector<aiVertexWeight> TempBoneInfo;
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std::vector<TempBoneInfo> tempBones(mesh->mNumBones);
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std::vector<TempBoneInfo> tempBones(mesh->mNumBones);
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@ -252,6 +291,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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}
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}
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unsigned int outIdx = 0;
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unsigned int outIdx = 0;
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unsigned int amIdx = 0; // AnimMesh index
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for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
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for (unsigned int m = 0; m < mesh->mNumFaces; ++m) {
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aiFace &in = mesh->mFaces[m];
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aiFace &in = mesh->mFaces[m];
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if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
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if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real + 1)) {
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@ -293,6 +333,30 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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*cols[pp]++ = mesh->mColors[pp][idx];
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*cols[pp]++ = mesh->mColors[pp][idx];
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}
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}
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unsigned int pp = 0;
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for (; pp < mesh->mNumAnimMeshes; ++pp) {
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aiAnimMesh *animMesh = mesh->mAnimMeshes[pp];
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aiAnimMesh *outAnimMesh = out->mAnimMeshes[pp];
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if (animMesh->mVertices)
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outAnimMesh->mVertices[amIdx] = animMesh->mVertices[idx];
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if (animMesh->mNormals)
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outAnimMesh->mNormals[amIdx] = animMesh->mNormals[idx];
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if (animMesh->mTangents)
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outAnimMesh->mTangents[amIdx] = animMesh->mTangents[idx];
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if (animMesh->mBitangents)
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outAnimMesh->mBitangents[amIdx] = animMesh->mBitangents[idx];
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for (int jj = 0; jj < AI_MAX_NUMBER_OF_COLOR_SETS; ++jj) {
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if (animMesh->mColors[jj])
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outAnimMesh->mColors[jj][amIdx] = animMesh->mColors[jj][idx];
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}
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for (int jj = 0; jj < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++jj) {
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if (animMesh->mTextureCoords[jj])
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outAnimMesh->mTextureCoords[jj][amIdx] = animMesh->mTextureCoords[jj][idx];
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}
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}
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if (pp == mesh->mNumAnimMeshes)
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amIdx++;
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in.mIndices[q] = outIdx++;
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in.mIndices[q] = outIdx++;
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}
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}
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