fix the whitespaces
parent
74931fe6d9
commit
efa6ead1a5
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@ -55,138 +55,123 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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LimitBoneWeightsProcess::LimitBoneWeightsProcess()
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{
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mMaxWeights = AI_LMW_MAX_WEIGHTS;
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LimitBoneWeightsProcess::LimitBoneWeightsProcess() {
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mMaxWeights = AI_LMW_MAX_WEIGHTS;
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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LimitBoneWeightsProcess::~LimitBoneWeightsProcess()
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{
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// nothing to do here
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LimitBoneWeightsProcess::~LimitBoneWeightsProcess() {
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_LimitBoneWeights) != 0;
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bool LimitBoneWeightsProcess::IsActive(unsigned int pFlags) const {
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return (pFlags & aiProcess_LimitBoneWeights) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void LimitBoneWeightsProcess::Execute( aiScene* pScene)
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{
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void LimitBoneWeightsProcess::Execute(aiScene *pScene) {
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ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess begin");
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for (unsigned int m = 0; m < pScene->mNumMeshes; ++m) {
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ProcessMesh(pScene->mMeshes[m]);
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}
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ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end");
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ASSIMP_LOG_DEBUG("LimitBoneWeightsProcess end");
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void LimitBoneWeightsProcess::SetupProperties(const Importer* pImp)
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{
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// get the current value of the property
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this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS);
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void LimitBoneWeightsProcess::SetupProperties(const Importer *pImp) {
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// get the current value of the property
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this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS, AI_LMW_MAX_WEIGHTS);
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}
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// ------------------------------------------------------------------------------------------------
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// Unites identical vertices in the given mesh
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void LimitBoneWeightsProcess::ProcessMesh(aiMesh* pMesh)
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{
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if (!pMesh->HasBones())
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return;
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void LimitBoneWeightsProcess::ProcessMesh(aiMesh *pMesh) {
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if (!pMesh->HasBones())
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return;
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// collect all bone weights per vertex
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typedef SmallVector<Weight,8> VertexWeightArray;
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typedef std::vector<VertexWeightArray> WeightsPerVertex;
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WeightsPerVertex vertexWeights(pMesh->mNumVertices);
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size_t maxVertexWeights = 0;
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// collect all bone weights per vertex
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typedef SmallVector<Weight, 8> VertexWeightArray;
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typedef std::vector <VertexWeightArray> WeightsPerVertex;
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WeightsPerVertex vertexWeights(pMesh->mNumVertices);
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size_t maxVertexWeights = 0;
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for (unsigned int b = 0; b < pMesh->mNumBones; ++b)
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{
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const aiBone* bone = pMesh->mBones[b];
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for (unsigned int w = 0; w < bone->mNumWeights; ++w)
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{
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const aiVertexWeight& vw = bone->mWeights[w];
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vertexWeights[vw.mVertexId].push_back(Weight(b, vw.mWeight));
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maxVertexWeights = std::max(maxVertexWeights, vertexWeights[vw.mVertexId].size());
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}
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}
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for (unsigned int b = 0; b < pMesh->mNumBones; ++b) {
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const aiBone *bone = pMesh->mBones[b];
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for (unsigned int w = 0; w < bone->mNumWeights; ++w) {
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const aiVertexWeight &vw = bone->mWeights[w];
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vertexWeights[vw.mVertexId].push_back(Weight(b, vw.mWeight));
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maxVertexWeights = std::max(maxVertexWeights, vertexWeights[vw.mVertexId].size());
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}
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}
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if (maxVertexWeights <= mMaxWeights)
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return;
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if (maxVertexWeights <= mMaxWeights)
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return;
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unsigned int removed = 0, old_bones = pMesh->mNumBones;
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unsigned int removed = 0, old_bones = pMesh->mNumBones;
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// now cut the weight count if it exceeds the maximum
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for (WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
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{
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if (vit->size() <= mMaxWeights)
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continue;
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// now cut the weight count if it exceeds the maximum
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for (WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit) {
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if (vit->size() <= mMaxWeights)
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continue;
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// more than the defined maximum -> first sort by weight in descending order. That's
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// why we defined the < operator in such a weird way.
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std::sort(vit->begin(), vit->end());
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// more than the defined maximum -> first sort by weight in descending order. That's
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// why we defined the < operator in such a weird way.
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std::sort(vit->begin(), vit->end());
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// now kill everything beyond the maximum count
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unsigned int m = static_cast<unsigned int>(vit->size());
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vit->resize(mMaxWeights);
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removed += static_cast<unsigned int>(m - vit->size());
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// now kill everything beyond the maximum count
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unsigned int m = static_cast<unsigned int>(vit->size());
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vit->resize(mMaxWeights);
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removed += static_cast<unsigned int>(m - vit->size());
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// and renormalize the weights
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float sum = 0.0f;
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for(const Weight* it = vit->begin(); it != vit->end(); ++it) {
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sum += it->mWeight;
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}
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if (0.0f != sum) {
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const float invSum = 1.0f / sum;
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for(Weight* it = vit->begin(); it != vit->end(); ++it) {
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it->mWeight *= invSum;
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}
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}
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}
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// and renormalize the weights
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float sum = 0.0f;
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for (const Weight *it = vit->begin(); it != vit->end(); ++it) {
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sum += it->mWeight;
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}
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if (0.0f != sum) {
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const float invSum = 1.0f / sum;
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for (Weight *it = vit->begin(); it != vit->end(); ++it) {
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it->mWeight *= invSum;
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}
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}
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}
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// clear weight count for all bone
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for (unsigned int a = 0; a < pMesh->mNumBones; ++a)
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{
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pMesh->mBones[a]->mNumWeights = 0;
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}
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// clear weight count for all bone
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for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
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pMesh->mBones[a]->mNumWeights = 0;
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}
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// rebuild the vertex weight array for all bones
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for (unsigned int a = 0; a < vertexWeights.size(); ++a)
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{
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const VertexWeightArray& vw = vertexWeights[a];
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for (const Weight* it = vw.begin(); it != vw.end(); ++it)
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{
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aiBone* bone = pMesh->mBones[it->mBone];
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bone->mWeights[bone->mNumWeights++] = aiVertexWeight(a, it->mWeight);
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}
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}
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// rebuild the vertex weight array for all bones
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for (unsigned int a = 0; a < vertexWeights.size(); ++a) {
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const VertexWeightArray &vw = vertexWeights[a];
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for (const Weight *it = vw.begin(); it != vw.end(); ++it) {
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aiBone *bone = pMesh->mBones[it->mBone];
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bone->mWeights[bone->mNumWeights++] = aiVertexWeight(a, it->mWeight);
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}
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}
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// remove empty bones
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unsigned int writeBone = 0;
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// remove empty bones
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unsigned int writeBone = 0;
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for (unsigned int readBone = 0; readBone< pMesh->mNumBones; ++readBone)
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{
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aiBone* bone = pMesh->mBones[readBone];
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if (bone->mNumWeights > 0)
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{
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pMesh->mBones[writeBone++] = bone;
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}
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else
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{
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delete bone;
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}
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}
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pMesh->mNumBones = writeBone;
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for (unsigned int readBone = 0; readBone < pMesh->mNumBones; ++readBone) {
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aiBone *bone = pMesh->mBones[readBone];
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if (bone->mNumWeights > 0) {
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pMesh->mBones[writeBone++] = bone;
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} else {
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delete bone;
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}
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}
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pMesh->mNumBones = writeBone;
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if (!DefaultLogger::isNullLogger()) {
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ASSIMP_LOG_INFO_F("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ", pMesh->mNumBones);
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}
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if (!DefaultLogger::isNullLogger()) {
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ASSIMP_LOG_INFO_F("Removed ", removed, " weights. Input bones: ", old_bones, ". Output bones: ",
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pMesh->mNumBones);
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}
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}
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