Merge branch 'master' of github.com:assimp/assimp
commit
fdbfa572ab
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@ -235,9 +235,13 @@ void ColladaExporter::WriteMaterials()
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if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
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name = "mat";
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materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str();
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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it )
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if( !isalnum( *it) )
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for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it ) {
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// isalnum on MSVC asserts for code points in [0,255]. Thus prevent unwanted promotion
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// of char to signed int and take the unsigned char value.
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if( !isalnum( static_cast<uint8_t>(*it) ) ) {
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*it = '_';
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}
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}
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ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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if( !materials[a].ambient.texture.empty() ) numTextures++;
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@ -199,6 +199,7 @@ void ObjExporter :: WriteGeometryFile()
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AddNode(pScene->mRootNode,mBase);
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// write vertex positions
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vpMap.getVectors(vp);
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mOutput << "# " << vp.size() << " vertex positions" << endl;
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BOOST_FOREACH(const aiVector3D& v, vp) {
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mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
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@ -206,6 +207,7 @@ void ObjExporter :: WriteGeometryFile()
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mOutput << endl;
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// write uv coordinates
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vtMap.getVectors(vt);
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mOutput << "# " << vt.size() << " UV coordinates" << endl;
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BOOST_FOREACH(const aiVector3D& v, vt) {
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mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
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@ -213,6 +215,7 @@ void ObjExporter :: WriteGeometryFile()
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mOutput << endl;
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// write vertex normals
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vnMap.getVectors(vn);
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mOutput << "# " << vn.size() << " vertex normals" << endl;
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BOOST_FOREACH(const aiVector3D& v, vn) {
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mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
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@ -252,6 +255,31 @@ void ObjExporter :: WriteGeometryFile()
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}
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}
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int ObjExporter::vecIndexMap::getIndex(const aiVector3D& vec)
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{
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vecIndexMap::dataType::iterator vertIt = vecMap.find(vec);
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if(vertIt != vecMap.end()){// vertex already exists, so reference it
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return vertIt->second;
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}
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vecMap[vec] = mNextIndex;
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int ret = mNextIndex;
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mNextIndex++;
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return ret;
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}
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void ObjExporter::vecIndexMap::getVectors( std::vector<aiVector3D>& vecs )
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{
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vecs.resize(vecMap.size());
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for(vecIndexMap::dataType::iterator it = vecMap.begin(); it != vecMap.end(); it++){
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vecs[it->second-1] = it->first;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat)
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{
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@ -262,6 +290,7 @@ void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatri
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mesh.matname = GetMaterialName(m->mMaterialIndex);
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mesh.faces.resize(m->mNumFaces);
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for(unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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@ -281,21 +310,22 @@ void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatri
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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const unsigned int idx = f.mIndices[a];
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// XXX need a way to check if this is an unique vertex or if we had it already,
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// in which case we should instead reference the previous occurrence.
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ai_assert(m->mVertices);
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vp.push_back( mat * m->mVertices[idx] );
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face.indices[a].vp = vp.size();
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aiVector3D vert = mat * m->mVertices[idx];
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face.indices[a].vp = vpMap.getIndex(vert);
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if (m->mNormals) {
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vn.push_back( m->mNormals[idx] );
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face.indices[a].vn = vnMap.getIndex(m->mNormals[idx]);
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}
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else{
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face.indices[a].vn = 0;
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}
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face.indices[a].vn = vn.size();
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if (m->mTextureCoords[0]) {
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vt.push_back( m->mTextureCoords[0][idx] );
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face.indices[a].vt = vtMap.getIndex(m->mTextureCoords[0][idx]);
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}
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else{
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face.indices[a].vt = 0;
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}
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face.indices[a].vt = vt.size();
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}
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}
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}
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@ -112,6 +112,36 @@ private:
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const aiScene* const pScene;
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std::vector<aiVector3D> vp, vn, vt;
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struct aiVectorCompare
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{
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bool operator() (const aiVector3D& a, const aiVector3D& b) const
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{
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if(a.x < b.x) return true;
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if(a.x > b.x) return false;
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if(a.y < b.y) return true;
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if(a.y > b.y) return false;
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if(a.z < b.z) return true;
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return false;
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}
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};
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class vecIndexMap
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{
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int mNextIndex;
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typedef std::map<aiVector3D, int, aiVectorCompare> dataType;
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dataType vecMap;
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public:
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vecIndexMap():mNextIndex(1)
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{}
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int getIndex(const aiVector3D& vec);
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void getVectors( std::vector<aiVector3D>& vecs );
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};
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vecIndexMap vpMap, vnMap, vtMap;
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std::vector<MeshInstance> meshes;
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// this endl() doesn't flush() the stream
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@ -112,7 +112,7 @@ void ObjFileParser::parseFile()
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case 'v': // Parse a vertex texture coordinate
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{
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++m_DataIt;
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if (*m_DataIt == ' ')
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if (*m_DataIt == ' ' || *m_DataIt == '\t')
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{
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// Read in vertex definition
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getVector3(m_pModel->m_Vertices);
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@ -290,6 +290,10 @@ void ObjFileParser::getFace(aiPrimitiveType type)
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std::vector<unsigned int> *pNormalID = new std::vector<unsigned int>;
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bool hasNormal = false;
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const int vSize = m_pModel->m_Vertices.size();
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const int vtSize = m_pModel->m_TextureCoord.size();
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const int vnSize = m_pModel->m_Normals.size();
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const bool vt = (!m_pModel->m_TextureCoord.empty());
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const bool vn = (!m_pModel->m_Normals.empty());
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int iStep = 0, iPos = 0;
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@ -323,7 +327,11 @@ void ObjFileParser::getFace(aiPrimitiveType type)
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{
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//OBJ USES 1 Base ARRAYS!!!!
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const int iVal = atoi( pPtr );
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// increment iStep position based off of the sign and # of digits
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int tmp = iVal;
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if (iVal < 0)
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++iStep;
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while ( ( tmp = tmp / 10 )!=0 )
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++iStep;
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@ -348,6 +356,27 @@ void ObjFileParser::getFace(aiPrimitiveType type)
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reportErrorTokenInFace();
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}
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}
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else if ( iVal < 0 )
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{
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// Store relatively index
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if ( 0 == iPos )
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{
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pIndices->push_back( vSize + iVal );
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}
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else if ( 1 == iPos )
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{
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pTexID->push_back( vtSize + iVal );
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}
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else if ( 2 == iPos )
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{
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pNormalID->push_back( vnSize + iVal );
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hasNormal = true;
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}
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else
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{
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reportErrorTokenInFace();
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}
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}
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}
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pPtr += iStep;
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}
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@ -86,7 +86,12 @@ bool IsAsciiSTL(const char* buffer, unsigned int fileSize) {
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if (IsBinarySTL(buffer, fileSize))
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return false;
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if (fileSize < 5)
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const char* bufferEnd = buffer + fileSize;
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if (!SkipSpaces(&buffer))
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return false;
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if (buffer + 5 >= bufferEnd)
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return false;
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return strncmp(buffer, "solid", 5) == 0;
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@ -209,7 +214,11 @@ void STLImporter::LoadASCIIFile()
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{
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aiMesh* pMesh = pScene->mMeshes[0];
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const char* sz = mBuffer + 5; // skip the "solid"
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const char* sz = mBuffer;
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SkipSpaces(&sz);
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ai_assert(!IsLineEnd(sz));
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sz += 5; // skip the "solid"
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SkipSpaces(&sz);
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const char* szMe = sz;
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while (!::IsSpaceOrNewLine(*sz)) {
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