696 lines
20 KiB
C++
696 lines
20 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file B3DImporter.cpp
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* @brief Implementation of the b3d importer class
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*/
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#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
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// internal headers
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#include "B3DImporter.h"
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#include "TextureTransform.h"
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#include "ConvertToLHProcess.h"
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#include <boost/scoped_ptr.hpp>
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#include "../include/assimp/IOSystem.hpp"
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#include "../include/assimp/anim.h"
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#include "../include/assimp/scene.h"
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#include "../include/assimp/DefaultLogger.hpp"
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using namespace Assimp;
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using namespace std;
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static const aiImporterDesc desc = {
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"BlitzBasic 3D Importer",
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"",
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"",
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"http://www.blitzbasic.com/",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"b3d"
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};
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// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
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#ifdef _MSC_VER
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# pragma warning (disable: 4018)
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#endif
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//#define DEBUG_B3D
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// ------------------------------------------------------------------------------------------------
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bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
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size_t pos=pFile.find_last_of( '.' );
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if( pos==string::npos ) return false;
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string ext=pFile.substr( pos+1 );
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if( ext.size()!=3 ) return false;
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return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
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}
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// ------------------------------------------------------------------------------------------------
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// Loader meta information
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const aiImporterDesc* B3DImporter::GetInfo () const
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{
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return &desc;
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}
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#ifdef DEBUG_B3D
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extern "C"{ void _stdcall AllocConsole(); }
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#endif
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
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#ifdef DEBUG_B3D
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AllocConsole();
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freopen( "conin$","r",stdin );
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freopen( "conout$","w",stdout );
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freopen( "conout$","w",stderr );
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cout<<"Hello world from the B3DImporter!"<<endl;
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#endif
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
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// check whether the .b3d file is large enough to contain
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// at least one chunk.
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size_t fileSize = file->FileSize();
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if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
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_pos=0;
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_buf.resize( fileSize );
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file->Read( &_buf[0],1,fileSize );
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_stack.clear();
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ReadBB3D( pScene );
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}
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// ------------------------------------------------------------------------------------------------
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AI_WONT_RETURN void B3DImporter::Oops(){
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throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
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}
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// ------------------------------------------------------------------------------------------------
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AI_WONT_RETURN void B3DImporter::Fail( string str ){
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#ifdef DEBUG_B3D
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cout<<"Error in B3D file data: "<<str<<endl;
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#endif
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throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadByte(){
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if( _pos<_buf.size() ) return _buf[_pos++];
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Fail( "EOF" );
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return 0;
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}
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// ------------------------------------------------------------------------------------------------
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int B3DImporter::ReadInt(){
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if( _pos+4<=_buf.size() ){
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int n=*(int*)&_buf[_pos];
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_pos+=4;
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return n;
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}
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Fail( "EOF" );
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return 0;
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}
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// ------------------------------------------------------------------------------------------------
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float B3DImporter::ReadFloat(){
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if( _pos+4<=_buf.size() ){
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float n=*(float*)&_buf[_pos];
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_pos+=4;
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return n;
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}
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Fail( "EOF" );
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return 0.0f;
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}
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// ------------------------------------------------------------------------------------------------
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aiVector2D B3DImporter::ReadVec2(){
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float x=ReadFloat();
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float y=ReadFloat();
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return aiVector2D( x,y );
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}
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// ------------------------------------------------------------------------------------------------
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aiVector3D B3DImporter::ReadVec3(){
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float x=ReadFloat();
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float y=ReadFloat();
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float z=ReadFloat();
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return aiVector3D( x,y,z );
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}
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// ------------------------------------------------------------------------------------------------
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aiQuaternion B3DImporter::ReadQuat(){
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// (aramis_acg) Fix to adapt the loader to changed quat orientation
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float w=-ReadFloat();
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float x=ReadFloat();
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float y=ReadFloat();
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float z=ReadFloat();
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return aiQuaternion( w,x,y,z );
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}
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadString(){
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string str;
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while( _pos<_buf.size() ){
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char c=(char)ReadByte();
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if( !c ) return str;
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str+=c;
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}
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Fail( "EOF" );
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return string();
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}
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// ------------------------------------------------------------------------------------------------
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string B3DImporter::ReadChunk(){
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string tag;
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for( int i=0;i<4;++i ){
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tag+=char( ReadByte() );
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}
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#ifdef DEBUG_B3D
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// cout<<"ReadChunk:"<<tag<<endl;
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#endif
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unsigned sz=(unsigned)ReadInt();
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_stack.push_back( _pos+sz );
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return tag;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ExitChunk(){
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_pos=_stack.back();
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_stack.pop_back();
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}
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// ------------------------------------------------------------------------------------------------
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unsigned B3DImporter::ChunkSize(){
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return _stack.back()-_pos;
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}
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// ------------------------------------------------------------------------------------------------
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template<class T>
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T *B3DImporter::to_array( const vector<T> &v ){
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if( v.empty() ) {
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return 0;
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}
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T *p=new T[ v.size() ];
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for( size_t i=0;i<v.size();++i ){
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p[i]=v[i];
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}
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return p;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTEXS(){
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while( ChunkSize() ){
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string name=ReadString();
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/*int flags=*/ReadInt();
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/*int blend=*/ReadInt();
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/*aiVector2D pos=*/ReadVec2();
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/*aiVector2D scale=*/ReadVec2();
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/*float rot=*/ReadFloat();
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_textures.push_back( name );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadBRUS(){
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int n_texs=ReadInt();
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if( n_texs<0 || n_texs>8 ){
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Fail( "Bad texture count" );
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}
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while( ChunkSize() ){
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string name=ReadString();
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aiVector3D color=ReadVec3();
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float alpha=ReadFloat();
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float shiny=ReadFloat();
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/*int blend=**/ReadInt();
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int fx=ReadInt();
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aiMaterial *mat=new aiMaterial;
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_materials.push_back( mat );
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// Name
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aiString ainame( name );
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mat->AddProperty( &ainame,AI_MATKEY_NAME );
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// Diffuse color
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mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
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// Opacity
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mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
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// Specular color
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aiColor3D speccolor( shiny,shiny,shiny );
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mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
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// Specular power
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float specpow=shiny*128;
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mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
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// Double sided
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if( fx & 0x10 ){
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int i=1;
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mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
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}
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//Textures
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for( int i=0;i<n_texs;++i ){
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int texid=ReadInt();
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if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
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Fail( "Bad texture id" );
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}
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if( i==0 && texid>=0 ){
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aiString texname( _textures[texid] );
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mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadVRTS(){
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_vflags=ReadInt();
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_tcsets=ReadInt();
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_tcsize=ReadInt();
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if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
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Fail( "Bad texcoord data" );
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}
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int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
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int n_verts=ChunkSize()/sz;
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int v0=_vertices.size();
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_vertices.resize( v0+n_verts );
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for( int i=0;i<n_verts;++i ){
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Vertex &v=_vertices[v0+i];
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memset( v.bones,0,sizeof(v.bones) );
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memset( v.weights,0,sizeof(v.weights) );
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v.vertex=ReadVec3();
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if( _vflags & 1 ) v.normal=ReadVec3();
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if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
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for( int i=0;i<_tcsets;++i ){
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float t[4]={0,0,0,0};
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for( int j=0;j<_tcsize;++j ){
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t[j]=ReadFloat();
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}
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t[1]=1-t[1];
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if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadTRIS( int v0 ){
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int matid=ReadInt();
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if( matid==-1 ){
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matid=0;
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}else if( matid<0 || matid>=(int)_materials.size() ){
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#ifdef DEBUG_B3D
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cout<<"material id="<<matid<<endl;
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#endif
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Fail( "Bad material id" );
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}
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aiMesh *mesh=new aiMesh;
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_meshes.push_back( mesh );
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mesh->mMaterialIndex=matid;
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mesh->mNumFaces=0;
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mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
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int n_tris=ChunkSize()/12;
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aiFace *face=mesh->mFaces=new aiFace[n_tris];
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for( int i=0;i<n_tris;++i ){
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int i0=ReadInt()+v0;
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int i1=ReadInt()+v0;
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int i2=ReadInt()+v0;
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if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
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#ifdef DEBUG_B3D
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cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
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#endif
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Fail( "Bad triangle index" );
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continue;
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}
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face->mNumIndices=3;
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face->mIndices=new unsigned[3];
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face->mIndices[0]=i0;
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face->mIndices[1]=i1;
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face->mIndices[2]=i2;
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++mesh->mNumFaces;
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++face;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadMESH(){
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/*int matid=*/ReadInt();
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int v0=_vertices.size();
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="VRTS" ){
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ReadVRTS();
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}else if( t=="TRIS" ){
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ReadTRIS( v0 );
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}
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ExitChunk();
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadBONE( int id ){
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while( ChunkSize() ){
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int vertex=ReadInt();
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float weight=ReadFloat();
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if( vertex<0 || vertex>=(int)_vertices.size() ){
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Fail( "Bad vertex index" );
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}
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Vertex &v=_vertices[vertex];
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int i;
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for( i=0;i<4;++i ){
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if( !v.weights[i] ){
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v.bones[i]=id;
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v.weights[i]=weight;
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break;
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}
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}
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#ifdef DEBUG_B3D
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if( i==4 ){
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cout<<"Too many bone weights"<<endl;
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}
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#endif
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
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vector<aiVectorKey> trans,scale;
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vector<aiQuatKey> rot;
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int flags=ReadInt();
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while( ChunkSize() ){
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int frame=ReadInt();
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if( flags & 1 ){
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trans.push_back( aiVectorKey( frame,ReadVec3() ) );
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}
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if( flags & 2 ){
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scale.push_back( aiVectorKey( frame,ReadVec3() ) );
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}
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if( flags & 4 ){
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rot.push_back( aiQuatKey( frame,ReadQuat() ) );
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}
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}
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if( flags & 1 ){
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nodeAnim->mNumPositionKeys=trans.size();
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nodeAnim->mPositionKeys=to_array( trans );
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}
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if( flags & 2 ){
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nodeAnim->mNumScalingKeys=scale.size();
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nodeAnim->mScalingKeys=to_array( scale );
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}
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if( flags & 4 ){
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nodeAnim->mNumRotationKeys=rot.size();
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nodeAnim->mRotationKeys=to_array( rot );
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}
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadANIM(){
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/*int flags=*/ReadInt();
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int frames=ReadInt();
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float fps=ReadFloat();
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aiAnimation *anim=new aiAnimation;
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_animations.push_back( anim );
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anim->mDuration=frames;
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anim->mTicksPerSecond=fps;
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}
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// ------------------------------------------------------------------------------------------------
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aiNode *B3DImporter::ReadNODE( aiNode *parent ){
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string name=ReadString();
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aiVector3D t=ReadVec3();
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aiVector3D s=ReadVec3();
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aiQuaternion r=ReadQuat();
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aiMatrix4x4 trans,scale,rot;
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aiMatrix4x4::Translation( t,trans );
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aiMatrix4x4::Scaling( s,scale );
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rot=aiMatrix4x4( r.GetMatrix() );
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aiMatrix4x4 tform=trans * rot * scale;
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int nodeid=_nodes.size();
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aiNode *node=new aiNode( name );
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_nodes.push_back( node );
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node->mParent=parent;
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node->mTransformation=tform;
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aiNodeAnim *nodeAnim=0;
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vector<unsigned> meshes;
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vector<aiNode*> children;
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="MESH" ){
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int n=_meshes.size();
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ReadMESH();
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for( int i=n;i<(int)_meshes.size();++i ){
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meshes.push_back( i );
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}
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}else if( t=="BONE" ){
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ReadBONE( nodeid );
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}else if( t=="ANIM" ){
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ReadANIM();
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}else if( t=="KEYS" ){
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if( !nodeAnim ){
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nodeAnim=new aiNodeAnim;
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_nodeAnims.push_back( nodeAnim );
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nodeAnim->mNodeName=node->mName;
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}
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ReadKEYS( nodeAnim );
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}else if( t=="NODE" ){
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aiNode *child=ReadNODE( node );
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children.push_back( child );
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}
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ExitChunk();
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}
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node->mNumMeshes=meshes.size();
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node->mMeshes=to_array( meshes );
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node->mNumChildren=children.size();
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node->mChildren=to_array( children );
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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void B3DImporter::ReadBB3D( aiScene *scene ){
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_textures.clear();
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_materials.clear();
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_vertices.clear();
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_meshes.clear();
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_nodes.clear();
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_nodeAnims.clear();
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_animations.clear();
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string t=ReadChunk();
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if( t=="BB3D" ){
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int version=ReadInt();
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if (!DefaultLogger::isNullLogger()) {
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char dmp[128];
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sprintf(dmp,"B3D file format version: %i",version);
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DefaultLogger::get()->info(dmp);
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}
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while( ChunkSize() ){
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string t=ReadChunk();
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if( t=="TEXS" ){
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ReadTEXS();
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}else if( t=="BRUS" ){
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ReadBRUS();
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}else if( t=="NODE" ){
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ReadNODE( 0 );
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}
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ExitChunk();
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}
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}
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ExitChunk();
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if( !_nodes.size() ) Fail( "No nodes" );
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if( !_meshes.size() ) Fail( "No meshes" );
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//Fix nodes/meshes/bones
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for(size_t i=0;i<_nodes.size();++i ){
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aiNode *node=_nodes[i];
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for( size_t j=0;j<node->mNumMeshes;++j ){
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aiMesh *mesh=_meshes[node->mMeshes[j]];
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int n_tris=mesh->mNumFaces;
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int n_verts=mesh->mNumVertices=n_tris * 3;
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aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
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if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
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if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
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aiFace *face=mesh->mFaces;
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vector< vector<aiVertexWeight> > vweights( _nodes.size() );
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for( int i=0;i<n_verts;i+=3 ){
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for( int j=0;j<3;++j ){
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Vertex &v=_vertices[face->mIndices[j]];
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*mv++=v.vertex;
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if( mn ) *mn++=v.normal;
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if( mc ) *mc++=v.texcoords;
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face->mIndices[j]=i+j;
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for( int k=0;k<4;++k ){
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if( !v.weights[k] ) break;
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int bone=v.bones[k];
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float weight=v.weights[k];
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vweights[bone].push_back( aiVertexWeight(i+j,weight) );
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}
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}
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++face;
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}
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vector<aiBone*> bones;
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for(size_t i=0;i<vweights.size();++i ){
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vector<aiVertexWeight> &weights=vweights[i];
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if( !weights.size() ) continue;
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aiBone *bone=new aiBone;
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bones.push_back( bone );
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aiNode *bnode=_nodes[i];
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bone->mName=bnode->mName;
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bone->mNumWeights=weights.size();
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bone->mWeights=to_array( weights );
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aiMatrix4x4 mat=bnode->mTransformation;
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while( bnode->mParent ){
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bnode=bnode->mParent;
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mat=bnode->mTransformation * mat;
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}
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bone->mOffsetMatrix=mat.Inverse();
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}
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mesh->mNumBones=bones.size();
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mesh->mBones=to_array( bones );
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}
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}
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//nodes
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scene->mRootNode=_nodes[0];
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//material
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if( !_materials.size() ){
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_materials.push_back( new aiMaterial );
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}
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scene->mNumMaterials=_materials.size();
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scene->mMaterials=to_array( _materials );
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//meshes
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scene->mNumMeshes=_meshes.size();
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scene->mMeshes=to_array( _meshes );
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//animations
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if( _animations.size()==1 && _nodeAnims.size() ){
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aiAnimation *anim=_animations.back();
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anim->mNumChannels=_nodeAnims.size();
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anim->mChannels=to_array( _nodeAnims );
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scene->mNumAnimations=_animations.size();
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scene->mAnimations=to_array( _animations );
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}
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// convert to RH
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MakeLeftHandedProcess makeleft;
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makeleft.Execute( scene );
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FlipWindingOrderProcess flip;
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flip.Execute( scene );
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}
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#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
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