Tidying order of function calls and fixed debug statements
parent
212bcfe75c
commit
a9a0d4d29b
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@ -76,12 +76,12 @@ void ArmaturePopulate::Execute(aiScene *out) {
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BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
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BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
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ASSIMP_LOG_DEBUG_F("Bone stack size: %ld\n", bone_stack.size());
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ASSIMP_LOG_DEBUG_F("Bone stack size: ", bone_stack.size());
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std::cout << "post process for armature population has run!" << std::endl;
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for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
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for (std::pair<aiBone *, aiNode *> kvp : bone_stack) {
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aiBone *bone = kvp.first;
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aiBone *bone = kvp.first;
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aiNode *bone_node = kvp.second;
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aiNode *bone_node = kvp.second;
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ASSIMP_LOG_DEBUG_F("active node lookup: %s\n", bone->mName.C_Str());
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ASSIMP_LOG_DEBUG_F("active node lookup: ", bone->mName.C_Str());
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// lcl transform grab - done in generate_nodes :)
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// lcl transform grab - done in generate_nodes :)
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// bone->mOffsetMatrix = bone_node->mTransformation;
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// bone->mOffsetMatrix = bone_node->mTransformation;
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@ -98,82 +98,6 @@ void ArmaturePopulate::Execute(aiScene *out) {
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}
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}
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}
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}
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/* Returns the armature root node */
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/* This is required to be detected for a bone initially, it will recurse up
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* until it cannot find another bone and return the node No known failure
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* points. (yet)
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*/
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list) {
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while (bone_node) {
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if (!IsBoneNode(bone_node->mName, bone_list)) {
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ASSIMP_LOG_DEBUG_F("Found valid armature: %s\n", bone_node->mName.C_Str());
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return bone_node;
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}
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bone_node = bone_node->mParent;
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}
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ASSIMP_LOG_WARN("GetArmatureRoot() can't find armature!");
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return nullptr;
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}
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/* Simple IsBoneNode check if this could be a bone */
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bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
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std::vector<aiBone *> &bones) {
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for (aiBone *bone : bones) {
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if (bone->mName == bone_name) {
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return true;
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}
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}
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return false;
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}
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/* Pop this node by name from the stack if found */
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/* Used in multiple armature situations with duplicate node / bone names */
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/* Known flaw: cannot have nodes with bone names, will be fixed in later release
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*/
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/* (serious to be fixed) Known flaw: nodes which have more than one bone could
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* be prematurely dropped from stack */
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aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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std::vector<aiNode *> &nodes) {
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std::vector<aiNode *>::iterator iter;
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aiNode *found = nullptr;
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for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
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aiNode *element = *iter;
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ai_assert(element);
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// node valid and node name matches
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if (element->mName == node_name) {
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found = element;
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break;
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}
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}
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if (found != nullptr) {
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// now pop the element from the node list
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nodes.erase(iter);
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return found;
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}
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return nullptr;
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}
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/* Prepare flat node list which can be used for non recursive lookups later */
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void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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std::vector<aiNode *> &nodes) {
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ai_assert(current_node);
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for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
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aiNode *child = current_node->mChildren[nodeId];
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ai_assert(child);
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nodes.push_back(child);
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BuildNodeList(child, nodes);
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}
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}
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/* Reprocess all nodes to calculate bone transforms properly based on the REAL
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/* Reprocess all nodes to calculate bone transforms properly based on the REAL
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* mOffsetMatrix not the local. */
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* mOffsetMatrix not the local. */
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@ -217,6 +141,21 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
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}
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}
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}
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}
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/* Prepare flat node list which can be used for non recursive lookups later */
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void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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std::vector<aiNode *> &nodes) {
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ai_assert(current_node);
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for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
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aiNode *child = current_node->mChildren[nodeId];
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ai_assert(child);
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nodes.push_back(child);
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BuildNodeList(child, nodes);
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}
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}
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/* A bone stack allows us to have multiple armatures, with the same bone names
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/* A bone stack allows us to have multiple armatures, with the same bone names
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* A bone stack allows us also to retrieve bones true transform even with
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* A bone stack allows us also to retrieve bones true transform even with
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* duplicate names :)
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* duplicate names :)
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@ -237,20 +176,93 @@ void ArmaturePopulate::BuildBoneStack(aiNode *current_node,
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if (node == nullptr) {
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if (node == nullptr) {
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node_stack.clear();
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node_stack.clear();
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BuildNodeList(root_node, node_stack);
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BuildNodeList(root_node, node_stack);
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ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element %s\n", bone->mName.C_Str());
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ASSIMP_LOG_DEBUG_F("Resetting bone stack: nullptr element ", bone->mName.C_Str());
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node = GetNodeFromStack(bone->mName, node_stack);
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node = GetNodeFromStack(bone->mName, node_stack);
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if (!node) {
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if (!node) {
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ASSIMP_LOG_ERROR("serious import issue armature failed to be detected");
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ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
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continue;
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continue;
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}
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}
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}
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}
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ASSIMP_LOG_DEBUG_F("Successfully added bone to stack and have valid armature: %s\n", bone->mName.C_Str());
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ASSIMP_LOG_DEBUG_F("Successfully added bone[", bone->mName.C_Str(), "] to stack and bone node is: ", node->mName.C_Str());
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bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
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bone_stack.insert(std::pair<aiBone *, aiNode *>(bone, node));
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}
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}
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}
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}
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/* Returns the armature root node */
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/* This is required to be detected for a bone initially, it will recurse up
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* until it cannot find another bone and return the node No known failure
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* points. (yet)
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*/
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list) {
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while (bone_node) {
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if (!IsBoneNode(bone_node->mName, bone_list)) {
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ASSIMP_LOG_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
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return bone_node;
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}
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bone_node = bone_node->mParent;
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}
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ASSIMP_LOG_ERROR("GetArmatureRoot() can't find armature!");
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return nullptr;
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}
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/* Simple IsBoneNode check if this could be a bone */
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bool ArmaturePopulate::IsBoneNode(const aiString &bone_name,
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std::vector<aiBone *> &bones) {
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for (aiBone *bone : bones) {
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if (bone->mName == bone_name) {
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return true;
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}
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}
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return false;
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}
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/* Pop this node by name from the stack if found */
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/* Used in multiple armature situations with duplicate node / bone names */
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/* Known flaw: cannot have nodes with bone names, will be fixed in later release
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*/
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/* (serious to be fixed) Known flaw: nodes which have more than one bone could
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* be prematurely dropped from stack */
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aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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std::vector<aiNode *> &nodes) {
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std::vector<aiNode *>::iterator iter;
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aiNode *found = nullptr;
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for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
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aiNode *element = *iter;
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ai_assert(element);
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// node valid and node name matches
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if (element->mName == node_name) {
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found = element;
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break;
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}
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}
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if (found != nullptr) {
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ASSIMP_LOG_INFO_F("Removed node from stack: ", found->mName.C_Str());
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// now pop the element from the node list
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nodes.erase(iter);
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return found;
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}
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// unique names can cause this problem
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ASSIMP_LOG_ERROR("[Serious] GetNodeFromStack() can't find node from stack!");
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return nullptr;
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}
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} // Namespace Assimp
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} // Namespace Assimp
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