closes https://github.com/assimp/assimp/issues/2054: make empty bone validation optional.
parent
0b9c72fa94
commit
fcff12b219
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@ -1299,7 +1299,7 @@ void ASEImporter::BuildMaterialIndices()
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}
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}
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// Dekete our temporary array
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// Delete our temporary array
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delete[] pcIntMaterials;
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}
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@ -45,7 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* @brief Implementation of the ASE parser class
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*/
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#pragma once
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#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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@ -188,10 +188,11 @@ struct Animation {
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} mRotationType, mScalingType, mPositionType;
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Animation() AI_NO_EXCEPT
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: mRotationType (TRACK)
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, mScalingType (TRACK)
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, mPositionType (TRACK)
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{}
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: mRotationType (TRACK)
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, mScalingType (TRACK)
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, mPositionType (TRACK) {
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// empty
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}
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//! List of track rotation keyframes
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std::vector< aiQuatKey > akeyRotations;
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@ -243,7 +244,6 @@ struct BaseNode {
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mTargetPosition.x = qnan;
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}
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//! Name of the mesh
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std::string mName;
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@ -76,7 +76,7 @@ namespace Assimp {
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#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L
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FBXConverter::FBXConverter(aiScene* out, const Document& doc)
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FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones)
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: defaultMaterialIndex()
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, lights()
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, cameras()
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@ -89,7 +89,8 @@ namespace Assimp {
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, mNodeNames()
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, anim_fps()
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, out(out)
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, doc(doc) {
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, doc(doc)
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, mRemoveEmptyBones( removeEmptyBones ) {
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// animations need to be converted first since this will
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// populate the node_anim_chain_bits map, which is needed
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// to determine which nodes need to be generated.
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@ -1407,9 +1408,9 @@ namespace Assimp {
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const WeightIndexArray& indices = cluster->GetIndices();
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if (indices.empty()) {
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/*if (indices.empty()) {
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continue;
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}
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}*/
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const MatIndexArray& mats = geo.GetMaterialIndices();
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@ -1439,13 +1440,11 @@ namespace Assimp {
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if (index_out_indices.back() == no_index_sentinel) {
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index_out_indices.back() = out_indices.size();
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}
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if (no_mat_check) {
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out_indices.push_back(out_idx[i]);
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}
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else {
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} else {
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// this extra lookup is in O(logn), so the entire algorithm becomes O(nlogn)
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const std::vector<unsigned int>::iterator it = std::lower_bound(
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outputVertStartIndices->begin(),
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@ -1465,10 +1464,10 @@ namespace Assimp {
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// if we found at least one, generate the output bones
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// XXX this could be heavily simplified by collecting the bone
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// data in a single step.
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if (ok) {
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//if (ok) {
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ConvertCluster(bones, model, *cluster, out_indices, index_out_indices,
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count_out_indices, node_global_transform);
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}
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//}
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}
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}
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catch (std::exception&) {
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@ -3525,9 +3524,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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}
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// ------------------------------------------------------------------------------------------------
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void ConvertToAssimpScene(aiScene* out, const Document& doc)
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void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones)
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{
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FBXConverter converter(out, doc);
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FBXConverter converter(out, doc, removeEmptyBones);
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}
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} // !FBX
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@ -112,7 +112,7 @@ public:
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};
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public:
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FBXConverter(aiScene* out, const Document& doc);
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FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones );
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~FBXConverter();
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private:
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@ -453,6 +453,8 @@ private:
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aiScene* const out;
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const FBX::Document& doc;
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bool mRemoveEmptyBones;
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};
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}
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@ -53,19 +53,21 @@ namespace FBX {
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struct ImportSettings
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{
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ImportSettings()
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: strictMode(true)
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, readAllLayers(true)
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, readAllMaterials(false)
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, readMaterials(true)
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, readTextures(true)
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, readCameras(true)
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, readLights(true)
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, readAnimations(true)
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, readWeights(true)
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, preservePivots(true)
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, optimizeEmptyAnimationCurves(true)
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, useLegacyEmbeddedTextureNaming(false)
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{}
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: strictMode(true)
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, readAllLayers(true)
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, readAllMaterials(false)
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, readMaterials(true)
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, readTextures(true)
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, readCameras(true)
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, readLights(true)
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, readAnimations(true)
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, readWeights(true)
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, preservePivots(true)
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, optimizeEmptyAnimationCurves(true)
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, useLegacyEmbeddedTextureNaming(false)
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, removeEmptyBones( true ) {
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// empty
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}
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/** enable strict mode:
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@ -141,8 +143,12 @@ struct ImportSettings
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bool optimizeEmptyAnimationCurves;
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/** use legacy naming for embedded textures eg: (*0, *1, *2)
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**/
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*/
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bool useLegacyEmbeddedTextureNaming;
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/** Empty bones shall be removed
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*/
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bool removeEmptyBones;
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};
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@ -140,6 +140,7 @@ void FBXImporter::SetupProperties(const Importer* pImp)
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settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
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settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
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settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
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settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
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}
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// ------------------------------------------------------------------------------------------------
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@ -184,7 +185,7 @@ void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS
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Document doc(parser,settings);
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// convert the FBX DOM to aiScene
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ConvertToAssimpScene(pScene,doc);
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ConvertToAssimpScene(pScene,doc, settings.removeEmptyBones);
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std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
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}
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@ -46,8 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* the data structure returned by Assimp.
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*/
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// internal headers
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#include "ValidateDataStructure.h"
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#include <assimp/BaseImporter.h>
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@ -110,8 +108,8 @@ void ValidateDSProcess::ReportWarning(const char* msg,...)
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}
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// ------------------------------------------------------------------------------------------------
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inline int HasNameMatch(const aiString& in, aiNode* node)
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{
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inline
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int HasNameMatch(const aiString& in, aiNode* node) {
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int result = (node->mName == in ? 1 : 0 );
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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result += HasNameMatch(in,node->mChildren[i]);
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@ -121,9 +119,8 @@ inline int HasNameMatch(const aiString& in, aiNode* node)
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size,
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const char* firstName, const char* secondName)
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{
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inline
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void ValidateDSProcess::DoValidation(T** parray, unsigned int size, const char* firstName, const char* secondName) {
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// validate all entries
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if (size)
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{
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@ -516,13 +513,12 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
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}
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::Validate( const aiMesh* pMesh,
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const aiBone* pBone,float* afSum)
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{
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void ValidateDSProcess::Validate( const aiMesh* pMesh, const aiBone* pBone,float* afSum) {
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this->Validate(&pBone->mName);
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if (!pBone->mNumWeights) {
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ReportError("aiBone::mNumWeights is zero");
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// ReportError("aiBone::mNumWeights is zero");
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}
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// check whether all vertices affected by this bone are valid
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@ -563,9 +559,6 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
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else {
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ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
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}
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// Animation duration is allowed to be zero in cases where the anim contains only a single key frame.
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// if (!pAnimation->mDuration)this->ReportError("aiAnimation::mDuration is zero");
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}
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// ------------------------------------------------------------------------------------------------
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"AI_MATKEY_SHININESS_STRENGTH key is 0.0");
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}
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break;
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default: ;
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};
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default:
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break;
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}
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}
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if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {
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