Update B3DImporter.cpp
some minor format changes: add brackets for one-liner if statement.pull/2802/head
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e5b065da3e
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a29e407853
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2019, 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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@ -78,7 +76,6 @@ static const aiImporterDesc desc = {
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"b3d"
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};
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// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
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#ifdef _MSC_VER
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# pragma warning (disable: 4018)
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#endif
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@ -86,10 +83,8 @@ static const aiImporterDesc desc = {
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//#define DEBUG_B3D
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template<typename T>
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void DeleteAllBarePointers(std::vector<T>& x)
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{
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for(auto p : x)
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{
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void DeleteAllBarePointers(std::vector<T>& x) {
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for(auto p : x) {
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delete p;
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}
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}
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@ -102,10 +97,14 @@ B3DImporter::~B3DImporter()
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bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
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size_t pos=pFile.find_last_of( '.' );
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if( pos==string::npos ) return false;
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if( pos==string::npos ) {
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return false;
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}
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string ext=pFile.substr( pos+1 );
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if( ext.size()!=3 ) return false;
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if( ext.size()!=3 ) {
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return false;
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}
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return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
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}
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@ -122,13 +121,16 @@ void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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if( file.get() == nullptr) {
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throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
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}
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// check whether the .b3d file is large enough to contain
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// at least one chunk.
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size_t fileSize = file->FileSize();
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if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
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if( fileSize<8 ) {
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throw DeadlyImportError( "B3D File is too small.");
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}
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_pos=0;
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_buf.resize( fileSize );
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@ -153,7 +155,10 @@ AI_WONT_RETURN void B3DImporter::Fail( string str ){
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte(){
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if( _pos<_buf.size() ) return _buf[_pos++];
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if( _pos<_buf.size() ) {
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return _buf[_pos++];
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}
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Fail( "EOF" );
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return 0;
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}
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@ -212,7 +217,9 @@ string B3DImporter::ReadString(){
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string str;
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while( _pos<_buf.size() ){
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char c=(char)ReadByte();
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if( !c ) return str;
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if( !c ) {
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return str;
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}
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str+=c;
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}
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Fail( "EOF" );
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@ -257,7 +264,6 @@ T *B3DImporter::to_array( const vector<T> &v ){
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return p;
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}
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// ------------------------------------------------------------------------------------------------
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template<class T>
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T **unique_to_array( vector<std::unique_ptr<T> > &v ){
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@ -271,7 +277,6 @@ T **unique_to_array( vector<std::unique_ptr<T> > &v ){
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return p;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTEXS(){
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while( ChunkSize() ){
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@ -364,9 +369,13 @@ void B3DImporter::ReadVRTS(){
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v.vertex=ReadVec3();
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if( _vflags & 1 ) v.normal=ReadVec3();
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if( _vflags & 1 ) {
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v.normal=ReadVec3();
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}
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if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
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if( _vflags & 2 ) {
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ReadQuat(); //skip v 4bytes...
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}
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for( int i=0;i<_tcsets;++i ){
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float t[4]={0,0,0,0};
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@ -374,7 +383,9 @@ void B3DImporter::ReadVRTS(){
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t[j]=ReadFloat();
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}
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t[1]=1-t[1];
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if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
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if( !i ) {
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v.texcoords=aiVector3D( t[0],t[1],t[2] );
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}
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}
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}
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}
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@ -615,11 +626,15 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
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}
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ExitChunk();
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if( !_nodes.size() ) Fail( "No nodes" );
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if( !_nodes.size() ) {
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Fail( "No nodes" );
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}
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if( !_meshes.size() ) Fail( "No meshes" );
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if( !_meshes.size() ) {
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Fail( "No meshes" );
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}
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//Fix nodes/meshes/bones
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// Fix nodes/meshes/bones
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for(size_t i=0;i<_nodes.size();++i ){
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aiNode *node=_nodes[i];
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@ -630,8 +645,12 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
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int n_verts=mesh->mNumVertices=n_tris * 3;
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aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
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if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
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if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
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if( _vflags & 1 ) {
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mn=mesh->mNormals=new aiVector3D[ n_verts ];
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}
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if( _tcsets ) {
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mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
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}
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aiFace *face=mesh->mFaces;
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