- Feature : First buggy prototype of the M3-loader for starcraft models.
- Bugfix : Fix some typo's in the obj-loader. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1085 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/2/head
parent
255ed412d5
commit
ab71ca60c3
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@ -160,6 +160,9 @@ corresponding preprocessor flag to selectively disable formats.
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#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
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# include "IFCLoader.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_M3_IMPORTER
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# include "M3Importer.h"
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#endif
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namespace Assimp {
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@ -279,6 +282,9 @@ void GetImporterInstanceList(std::vector< BaseImporter* >& out)
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#if (!defined ASSIMP_BUILD_NO_IFC_IMPORTER)
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out.push_back( new IFCImporter() );
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#endif
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#if ( !defined ASSIMP_BUILD_NO_M3_IMPORTER )
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out.push_back( new M3::M3Importer() );
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#endif
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}
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}
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@ -39,7 +39,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_M3_IMPORTER
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#include "M3Importer.h"
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#include <sstream>
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namespace Assimp {
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namespace M3 {
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@ -76,16 +79,272 @@ bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bo
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// ------------------------------------------------------------------------------------------------
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void M3Importer::GetExtensionList(std::set<std::string>& extensions)
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{
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extensions.insert("m3");
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}
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// ------------------------------------------------------------------------------------------------
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void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
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{
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const std::string mode = "rb";
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode ) );
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if ( NULL == file.get() )
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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// Get the file-size and validate it, throwing an exception when it fails
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size_t filesize = file->FileSize();
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if( filesize < 1 )
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throw DeadlyImportError( "M3-file is too small.");
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m_Buffer.resize( filesize );
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size_t readsize = file->Read( &m_Buffer[ 0 ], sizeof( unsigned char ), filesize );
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ai_assert( readsize == filesize );
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m_pHead = (MD33*)( &m_Buffer[ 0 ] );
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m_pRefs = (ReferenceEntry*)( &m_Buffer[ 0 ] + m_pHead->ofsRefs );
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MODL20* pMODL20( NULL );
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MODL23* pMODL23( NULL );
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VertexExt* pVerts1( NULL );
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Vertex* pVerts2( NULL );
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DIV *pViews( NULL );
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Region* regions( NULL );
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uint16* faces( NULL );
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uint32 nVertices = 0;
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uint32 nFaces = 0;
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bool ok = true;
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switch( m_pRefs[ m_pHead->MODL.ref ].type )
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{
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case 20:
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pMODL20 = GetEntries<MODL20>( m_pHead->MODL );
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if ( ( pMODL20->flags & 0x20000) != 0 ) // Has vertices
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{
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if( (pMODL20->flags & 0x40000) != 0 ) // Has extra 4 byte
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{
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pVerts1 = GetEntries<VertexExt>( pMODL20->vertexData );
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nVertices = pMODL20->vertexData.nEntries/sizeof(VertexExt);
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}
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else
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{
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pVerts2 = GetEntries<Vertex>(pMODL20->vertexData);
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nVertices = pMODL20->vertexData.nEntries/sizeof(Vertex);
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}
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}
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pViews = GetEntries<DIV>( pMODL20->views );
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break;
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case 23:
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pMODL23 = GetEntries<MODL23>(m_pHead->MODL );
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if( (pMODL23->flags & 0x20000) != 0 ) // Has vertices
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{
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if( (pMODL23->flags & 0x40000) != 0 ) // Has extra 4 byte
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{
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pVerts1 = GetEntries<VertexExt>(pMODL23->vertexData);
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nVertices = pMODL23->vertexData.nEntries/sizeof(VertexExt);
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}
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else
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{
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pVerts2 = GetEntries<Vertex>(pMODL23->vertexData);
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nVertices = pMODL23->vertexData.nEntries/sizeof(Vertex);
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}
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}
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pViews = GetEntries<DIV>( pMODL23->views );
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break;
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default:
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ok = false;
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return;
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}
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// Get all region data
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regions = GetEntries<Region>( pViews->regions );
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// Get the face data
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faces = GetEntries<uint16>( pViews->faces );
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nFaces = pViews->faces.nEntries;
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// Everything ok, if not throw an exception
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if ( !ok )
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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// Convert the vertices
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std::vector<aiVector3D> vertices;
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vertices.resize( nVertices );
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unsigned int offset = 0;
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for ( unsigned int i = 0; i < nVertices; i++ )
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{
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if ( pVerts1 )
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{
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vertices[ offset ].Set( pVerts1[i].pos.x, pVerts1[i].pos.y, pVerts1[i].pos.z );
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offset++;
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}
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if ( pVerts2 )
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{
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vertices[ offset ].Set( pVerts2[ i ].pos.x, pVerts2[ i ].pos.y, pVerts2[ i ].pos.z );
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offset++;
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}
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}
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// Compute the normals
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std::vector<aiVector3D> normals;
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normals.resize( nVertices );
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float w = 0.0f;
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Vec3D norm;
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for( unsigned int i = 0; i < nVertices; i++ )
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{
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w = 0.0f;
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if( pVerts1 )
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{
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norm.x = (float) 2*pVerts1[ i ].normal[ 0 ]/255.0f - 1;
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norm.y = (float) 2*pVerts1[ i ].normal[ 1 ]/255.0f - 1;
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norm.z = (float) 2*pVerts1[ i ].normal[ 2 ]/255.0f - 1;
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w = (float) pVerts1[ i ].normal[ 3 ]/255.0f;
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}
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if( pVerts2 )
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{
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norm.x = (float) 2*pVerts2[ i ].normal[ 0 ]/255.0f - 1;
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norm.y = (float) 2*pVerts2[ i ].normal[ 1 ]/255.0f - 1;
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norm.z = (float) 2*pVerts2[ i ].normal[ 2 ]/255.0f - 1;
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w = (float) pVerts2[ i ].normal[ 3 ] / 255.0f;
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}
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if ( w )
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{
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const float invW = 1.0f / w;
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norm.x = norm.x * invW;
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norm.y = norm.y * invW;
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norm.z = norm.z * invW;
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}
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normals[ i ].Set( norm.x, norm.y, norm.z );
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}
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// Convert the data into the assimp specific data structures
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convertToAssimp( pFile, pScene, pViews, regions, faces, vertices, normals );
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}
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// ------------------------------------------------------------------------------------------------
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//
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void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews,
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Region *pRegions, uint16 *pFaces,
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const std::vector<aiVector3D> &vertices,
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const std::vector<aiVector3D> &normals )
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{
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std::vector<aiMesh*> MeshArray;
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// Create the root node
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pScene->mRootNode = createNode( NULL );
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// Set the name of the scene
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ai_assert( !pFile.empty() );
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pScene->mRootNode->mName.Set( pFile );
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aiNode *pRootNode = pScene->mRootNode;
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aiNode *pCurrentNode = NULL;
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// Lets create the nodes
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pRootNode->mNumChildren = pViews->regions.nEntries;
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if ( pRootNode->mNumChildren > 0 )
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pRootNode->mChildren = new aiNode*[ pRootNode->mNumChildren ];
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for ( unsigned int i=0; i<pViews->regions.nEntries; ++i )
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{
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// Create a new node
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pCurrentNode = createNode( pRootNode );
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std::stringstream stream;
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stream << "Node_" << i;
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pCurrentNode->mName.Set( stream.str().c_str() );
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pRootNode->mChildren[ i ] = pCurrentNode;
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// Loop over the faces of the nodes
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unsigned int numFaces = ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices;
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aiMesh *pMesh = new aiMesh;
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MeshArray.push_back( pMesh );
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pMesh->mNumFaces = numFaces;
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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aiFace *pCurrentFace = NULL;
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unsigned int faceIdx = 0;
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for ( unsigned int j = pRegions[ i ].ofsIndices; j < ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ); j += 3 )
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{
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pCurrentFace = &( pMesh->mFaces[ faceIdx ] );
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faceIdx++;
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pCurrentFace->mNumIndices = 3;
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pCurrentFace->mIndices = new unsigned int[ 3 ];
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pCurrentFace->mIndices[ 0 ] = pFaces[ j ]+1;
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pCurrentFace->mIndices[ 1 ] = pFaces[ j+1 ] + 1;
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pCurrentFace->mIndices[ 2 ] = pFaces[ j+2 ] + 1;
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}
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// Now we can create the vertex data itself
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pCurrentNode->mNumMeshes = 1;
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pCurrentNode->mMeshes = new unsigned int[ 1 ];
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pCurrentNode->mMeshes[ 0 ] = MeshArray.size() - 1;
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createVertexData( pMesh, vertices, normals );
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}
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// Copy the meshes into the scene
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pScene->mNumMeshes = MeshArray.size();
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pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
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unsigned int pos = 0;
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for ( std::vector<aiMesh*>::iterator it = MeshArray.begin(); it != MeshArray.end(); ++it )
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{
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pScene->mMeshes[ pos ] = *it;
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pos++;
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}
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}
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// ------------------------------------------------------------------------------------------------
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//
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void M3Importer::createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices,
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const std::vector<aiVector3D> &normals )
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{
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unsigned int numIndices = 0;
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pMesh->mNumVertices = pMesh->mNumFaces * 3;
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
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unsigned int pos = 0;
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for ( unsigned int currentFace = 0; currentFace < pMesh->mNumFaces; currentFace++ )
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{
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aiFace *pFace = &( pMesh->mFaces[ currentFace ] );
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for ( unsigned int currentIdx=0; currentIdx<pFace->mNumIndices; currentIdx++ )
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{
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unsigned int idx = pFace->mIndices[ currentIdx ];
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if ( vertices.size() > idx )
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{
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pMesh->mVertices[ pos ] = vertices[ idx ];
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pMesh->mNormals[ pos ] = normals[ idx ];
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pFace->mIndices[ currentIdx ] = pos;
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pos++;
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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//
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aiNode *M3Importer::createNode( aiNode *pParent )
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{
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aiNode *pNode = new aiNode;
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if ( pParent )
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pNode->mParent = pParent;
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else
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pNode->mParent = NULL;
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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} // Namespace M3
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} // Namespace Assimp
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#endif // ASSIMP_BUILD_NO_M3_IMPORTER
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@ -278,7 +278,7 @@ void rotate(float x0, float y0, float *x, float *y, float angle)
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struct Reference
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{
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uint32 nunEntries; // Code 0x00
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uint32 nEntries; // Code 0x00
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uint32 ref; // Code 0x04
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};
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@ -611,39 +611,39 @@ struct SEQS
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struct STC
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{
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Reference name; // Code 0x00
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uint16 s1; // Code 0x08
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uint16 s2; // Code 0x0A
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uint16 s3; // Code 0x0C
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uint16 s4; // Code 0x0E
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Reference unk2; // uint32 // Code 0x12
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Reference unk3; // uint32 // Code 0x1A
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uint32 d3; // Code 0x22
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Reference evt; // Code 0x24
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Reference name; // Code 0x00
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uint16 s1; // Code 0x08
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uint16 s2; // Code 0x0A
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uint16 s3; // Code 0x0C
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uint16 s4; // Code 0x0E
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Reference unk2; // uint32 // Code 0x12
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Reference unk3; // uint32 // Code 0x1A
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uint32 d3; // Code 0x22
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Reference evt; // Code 0x24
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Reference unk4[11]; // Seems to be transformation data // Code 0x2C
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Reference bnds; // Code 0x84
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Reference bnds; // Code 0x84
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};
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struct STS
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{
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Reference unk1; // uint32 // Code 0x00
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int32 unk[3]; // Code 0x08
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int16 s1; // Code 0x14
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int16 s2; // Code 0x16
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int16 s1; // Code 0x14
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int16 s2; // Code 0x16
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};
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struct STG
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{
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Reference name; // Code 0x00
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Reference name; // Code 0x00
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Reference stcID; // Code 0x08
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};
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struct SD
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{
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Reference timeline; // Code 0x00
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uint32 flags; // Code 0x08
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uint32 length; // Code 0x0C
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Reference data; // Code 0x10
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uint32 flags; // Code 0x08
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uint32 length; // Code 0x0C
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Reference data; // Code 0x10
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};
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struct BNDS
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@ -678,25 +678,28 @@ struct QUAT
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/** Loader to import M3-models.
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*/
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// ------------------------------------------------------------------------------------------------
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class M3Importer : BaseImporter
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class M3Importer : public BaseImporter
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{
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friend class Importer;
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protected:
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/// @brief Default constructor.
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public:
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/// @brief The default constructor.
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M3Importer();
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/// @brief Destructor.
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/// @brief The destructor.
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~M3Importer();
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public:
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/// @brief Returns whether the class can handle the format of the given file.
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/// @remark See BaseImporter::CanRead() for details.
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
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private:
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void GetExtensionList(std::set<std::string>& extensions);
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void GetExtensionList( std::set<std::string>& extensions );
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
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void convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews, Region *pRegions, uint16 *pFaces,
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const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &normals );
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void createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &normals );
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aiNode *createNode( aiNode *pParent );
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template<typename T>
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T* GetEntries( Reference ref );
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@ -336,7 +336,8 @@ void ObjFileParser::getFace(aiPrimitiveType type)
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pPtr += iStep;
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}
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if (pIndices->empty()) {
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if ( pIndices->empty() )
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{
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DefaultLogger::get()->error("Obj: Ignoring empty face");
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m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
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return;
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@ -350,7 +351,7 @@ void ObjFileParser::getFace(aiPrimitiveType type)
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else
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face->m_pMaterial = m_pModel->m_pDefaultMaterial;
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// Create a default object, if nothing there
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// Create a default object, if nothing is there
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if ( NULL == m_pModel->m_pCurrent )
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createObject( "defaultobject" );
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@ -524,11 +525,11 @@ void ObjFileParser::getGroupName()
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if ( isEndOfBuffer( m_DataIt, m_DataItEnd ) )
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return;
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// Store groupname in group library
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// Store the group name in the group library
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char *pStart = &(*m_DataIt);
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while ( m_DataIt != m_DataItEnd && !isSeparator(*m_DataIt) )
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m_DataIt++;
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std::string strGroupName(pStart, &(*m_DataIt));
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std::string strGroupName( pStart, &(*m_DataIt) );
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// Change active group, if necessary
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if ( m_pModel->m_strActiveGroup != strGroupName )
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