ScaleProcess overhauled to improve compatibility with animations and unit conversion.
./assimp Added arguments --gs to assimp command line option to enable global scaling. No scaling for mScale of 1.0. Co-Authored-By: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>pull/2607/head
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@ -39,19 +39,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS
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#include "ScaleProcess.h"
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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namespace Assimp {
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ScaleProcess::ScaleProcess()
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: BaseProcess()
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, mScale( AI_CONFIG_GLOBAL_SCALE_FACTOR_DEFAULT ) {
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// empty
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}
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ScaleProcess::~ScaleProcess() {
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@ -71,10 +69,15 @@ bool ScaleProcess::IsActive( unsigned int pFlags ) const {
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}
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void ScaleProcess::SetupProperties( const Importer* pImp ) {
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mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 0 );
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mScale = pImp->GetPropertyFloat( AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0f );
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}
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void ScaleProcess::Execute( aiScene* pScene ) {
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if(mScale == 1.0f) return; // nothing to scale
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ai_assert(mScale != 0);
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ai_assert(nullptr != pScene && nullptr != pScene->mRootNode);
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if ( nullptr == pScene ) {
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return;
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}
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@ -82,22 +85,113 @@ void ScaleProcess::Execute( aiScene* pScene ) {
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if ( nullptr == pScene->mRootNode ) {
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return;
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}
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// Process animations and update position transform to new unit system
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for( unsigned int animationID = 0; animationID < pScene->mNumAnimations; animationID++ )
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{
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aiAnimation* animation = pScene->mAnimations[animationID];
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for( unsigned int animationChannel = 0; animationChannel < animation->mNumChannels; animationChannel++)
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{
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aiNodeAnim* anim = animation->mChannels[animationChannel];
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for( unsigned int posKey = 0; posKey < anim->mNumPositionKeys; posKey++)
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{
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aiVectorKey& vectorKey = anim->mPositionKeys[posKey];
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vectorKey.mValue *= mScale;
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}
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}
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}
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for( unsigned int meshID = 0; meshID < pScene->mNumMeshes; meshID++)
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{
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aiMesh *mesh = pScene->mMeshes[meshID];
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// Reconstruct mesh vertexes to the new unit system
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for( unsigned int vertexID = 0; vertexID < mesh->mNumVertices; vertexID++)
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{
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aiVector3D& vertex = mesh->mVertices[vertexID];
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vertex *= mScale;
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}
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// bone placement / scaling
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for( unsigned int boneID = 0; boneID < mesh->mNumBones; boneID++)
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{
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// Reconstruct matrix by transform rather than by scale
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// This prevent scale values being changed which can
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// be meaningful in some cases
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// like when you want the modeller to see 1:1 compatibility.
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aiBone* bone = mesh->mBones[boneID];
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aiVector3D pos, scale;
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aiQuaternion rotation;
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bone->mOffsetMatrix.Decompose( scale, rotation, pos);
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aiMatrix4x4 translation;
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aiMatrix4x4::Translation( pos * mScale, translation );
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aiMatrix4x4 scaling;
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aiMatrix4x4::Scaling( aiVector3D(scale), scaling );
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aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
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bone->mOffsetMatrix = translation * RotMatrix * scaling;
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}
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// animation mesh processing
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// convert by position rather than scale.
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for( unsigned int animMeshID = 0; animMeshID < mesh->mNumAnimMeshes; animMeshID++)
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{
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aiAnimMesh * animMesh = mesh->mAnimMeshes[animMeshID];
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for( unsigned int vertexID = 0; vertexID < animMesh->mNumVertices; vertexID++)
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{
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aiVector3D& vertex = animMesh->mVertices[vertexID];
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vertex *= mScale;
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}
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}
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}
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traverseNodes( pScene->mRootNode );
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}
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void ScaleProcess::traverseNodes( aiNode *node ) {
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void ScaleProcess::traverseNodes( aiNode *node, unsigned int nested_node_id ) {
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applyScaling( node );
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for( size_t i = 0; i < node->mNumChildren; i++)
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{
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// recurse into the tree until we are done!
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traverseNodes( node->mChildren[i], nested_node_id+1 );
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}
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}
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void ScaleProcess::applyScaling( aiNode *currentNode ) {
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if ( nullptr != currentNode ) {
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currentNode->mTransformation.a1 = currentNode->mTransformation.a1 * mScale;
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currentNode->mTransformation.b2 = currentNode->mTransformation.b2 * mScale;
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currentNode->mTransformation.c3 = currentNode->mTransformation.c3 * mScale;
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// Reconstruct matrix by transform rather than by scale
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// This prevent scale values being changed which can
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// be meaningful in some cases
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// like when you want the modeller to
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// see 1:1 compatibility.
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aiVector3D pos, scale;
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aiQuaternion rotation;
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currentNode->mTransformation.Decompose( scale, rotation, pos);
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aiMatrix4x4 translation;
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aiMatrix4x4::Translation( pos * mScale, translation );
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aiMatrix4x4 scaling;
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// note: we do not use mScale here, this is on purpose.
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aiMatrix4x4::Scaling( scale, scaling );
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aiMatrix4x4 RotMatrix = aiMatrix4x4 (rotation.GetMatrix());
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currentNode->mTransformation = translation * RotMatrix * scaling;
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}
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}
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} // Namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS
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} // Namespace Assimp
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@ -39,7 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#pragma once
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#ifndef SCALE_PROCESS_H_
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#define SCALE_PROCESS_H_
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#include "Common/BaseProcess.h"
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@ -53,6 +54,11 @@ namespace Assimp {
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// ---------------------------------------------------------------------------
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/** ScaleProcess: Class to rescale the whole model.
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* Now rescales animations, bones, and blend shapes properly.
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* Please note this will not write to 'scale' transform it will rewrite mesh
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* and matrixes so that your scale values
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* from your model package are preserved, so this is completely intentional
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* bugs should be reported as soon as they are found.
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*/
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class ASSIMP_API ScaleProcess : public BaseProcess {
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public:
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@ -78,7 +84,7 @@ public:
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virtual void Execute( aiScene* pScene );
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private:
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void traverseNodes( aiNode *currentNode );
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void traverseNodes( aiNode *currentNode, unsigned int nested_node_id = 0 );
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void applyScaling( aiNode *currentNode );
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private:
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@ -86,3 +92,6 @@ private:
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};
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} // Namespace Assimp
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#endif // SCALE_PROCESS_H_
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@ -89,7 +89,7 @@ public:
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scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
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scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
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scene->mRootNode = new aiNode;
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scene->mRootNode = new aiNode();
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scene->mRootNode->mNumMeshes = 1;
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scene->mRootNode->mMeshes = new unsigned int[1]{ 0 };
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@ -69,18 +69,5 @@ TEST_F( utScaleProcess, accessScaleTest ) {
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EXPECT_FLOAT_EQ( 2.0f, process.getScale() );
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}
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TEST_F( utScaleProcess, rescaleModelTest ) {
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float opacity;
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aiScene *testScene = TestModelFacttory::createDefaultTestModel( opacity );
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ai_real v1 = testScene->mRootNode->mTransformation.a1;
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ScaleProcess process;
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process.setScale( 10.0f );
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process.Execute( testScene );
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ai_real v2 = testScene->mRootNode->mTransformation.a1;
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const ai_real scale = v2 / v1;
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EXPECT_FLOAT_EQ( scale, 10.0f );
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TestModelFacttory::releaseDefaultTestModel( &testScene );
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}
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} // Namespace UnitTest
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} // Namespace Assimp
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@ -384,6 +384,7 @@ int ProcessStandardArguments(
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// -om --optimize-meshes
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// -db --debone
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// -sbc --split-by-bone-count
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// -gs --global-scale
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//
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// -c<file> --config-file=<file>
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else if (!strcmp(param, "-embtex") || ! strcmp(param, "--embed-textures")) {
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fill.ppFlags |= aiProcess_EmbedTextures;
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}
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else if (!strcmp(param, "-gs") || ! strcmp(param, "--global-scale")) {
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fill.ppFlags |= aiProcess_GlobalScale;
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}
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else if (! strncmp( param, "-c",2) || ! strncmp( param, "--config=",9)) {
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const unsigned int ofs = (params[i][1] == '-' ? 9 : 2);
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