499 lines
15 KiB
C++
499 lines
15 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, 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
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following 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 FBXConverter.cpp
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* @brief Implementation of the FBX DOM -> aiScene converter
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXParser.h"
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#include "FBXConverter.h"
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#include "FBXDocument.h"
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#include "FBXUtil.h"
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#include "FBXProperties.h"
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#include "FBXImporter.h"
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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// XXX vc9's debugger won't step into anonymous namespaces
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//namespace {
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/** Dummy class to encapsulate the conversion process */
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class Converter
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{
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public:
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Converter(aiScene* out, const Document& doc)
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: out(out)
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, doc(doc)
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{
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//ConvertRootNode();
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// hack to process all meshes
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BOOST_FOREACH(const ObjectMap::value_type& v,doc.Objects()) {
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const Object* ob = v.second->Get();
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if(!ob) {
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continue;
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}
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const MeshGeometry* geo = dynamic_cast<const MeshGeometry*>(ob);
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if(geo) {
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ConvertMesh(*geo);
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}
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}
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// hack to process all materials
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BOOST_FOREACH(const ObjectMap::value_type& v,doc.Objects()) {
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const Object* ob = v.second->Get();
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if(!ob) {
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continue;
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}
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const Material* mat = dynamic_cast<const Material*>(ob);
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if(mat) {
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ConvertMaterial(*mat);
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}
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}
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// dummy root node
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out->mRootNode = new aiNode();
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out->mRootNode->mNumMeshes = static_cast<unsigned int>(meshes.size());
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out->mRootNode->mMeshes = new unsigned int[meshes.size()];
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for(unsigned int i = 0; i < out->mRootNode->mNumMeshes; ++i) {
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out->mRootNode->mMeshes[i] = i;
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}
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TransferDataToScene();
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}
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~Converter()
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{
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std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
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std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>());
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}
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private:
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// ------------------------------------------------------------------------------------------------
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// find scene root and trigger recursive scene conversion
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void ConvertRootNode()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// MeshGeometry -> aiMesh
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void ConvertMesh(const MeshGeometry& mesh)
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{
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const std::vector<aiVector3D>& vertices = mesh.GetVertices();
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const std::vector<unsigned int>& faces = mesh.GetFaceIndexCounts();
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if(vertices.empty() || faces.empty()) {
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return;
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}
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aiMesh* out_mesh = new aiMesh();
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meshes.push_back(out_mesh);
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sourceMeshes.push_back(&mesh);
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// copy vertices
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out_mesh->mNumVertices = static_cast<size_t>(vertices.size());
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out_mesh->mVertices = new aiVector3D[vertices.size()];
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std::copy(vertices.begin(),vertices.end(),out_mesh->mVertices);
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// generate dummy faces
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out_mesh->mNumFaces = static_cast<size_t>(faces.size());
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aiFace* fac = out_mesh->mFaces = new aiFace[faces.size()]();
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unsigned int cursor = 0;
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BOOST_FOREACH(unsigned int pcount, faces) {
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aiFace& f = *fac++;
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f.mNumIndices = pcount;
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f.mIndices = new unsigned int[pcount];
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switch(pcount)
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{
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case 1:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
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break;
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case 2:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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break;
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case 3:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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break;
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default:
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
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break;
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}
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for (unsigned int i = 0; i < pcount; ++i) {
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f.mIndices[i] = cursor++;
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}
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}
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// copy normals
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const std::vector<aiVector3D>& normals = mesh.GetVertices();
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if(normals.size()) {
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ai_assert(normals.size() == vertices.size());
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out_mesh->mNormals = new aiVector3D[vertices.size()];
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std::copy(normals.begin(),normals.end(),out_mesh->mNormals);
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}
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// copy tangents - assimp requires both tangents and bitangents (binormals)
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// to be present, or neither of them. Compute binormals from normals
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// and tangents if needed.
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const std::vector<aiVector3D>& tangents = mesh.GetTangents();
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const std::vector<aiVector3D>* binormals = &mesh.GetBinormals();
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if(tangents.size()) {
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std::vector<aiVector3D> tempBinormals;
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if (!binormals->size()) {
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if (normals.size()) {
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tempBinormals.resize(normals.size());
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for (unsigned int i = 0; i < tangents.size(); ++i) {
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tempBinormals[i] = normals[i] ^ tangents[i];
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}
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binormals = &tempBinormals;
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}
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else {
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binormals = NULL;
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}
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}
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if(binormals) {
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ai_assert(tangents.size() == vertices.size() && binormals->size() == vertices.size());
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out_mesh->mTangents = new aiVector3D[vertices.size()];
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std::copy(tangents.begin(),tangents.end(),out_mesh->mTangents);
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out_mesh->mBitangents = new aiVector3D[vertices.size()];
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std::copy(binormals->begin(),binormals->end(),out_mesh->mBitangents);
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}
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}
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// copy texture coords
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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const std::vector<aiVector2D>& uvs = mesh.GetTextureCoords(i);
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if(uvs.empty()) {
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break;
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}
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aiVector3D* out_uv = out_mesh->mTextureCoords[i] = new aiVector3D[vertices.size()];
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BOOST_FOREACH(const aiVector2D& v, uvs) {
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*out_uv++ = aiVector3D(v.x,v.y,0.0f);
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}
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out_mesh->mNumUVComponents[i] = 2;
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}
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// copy vertex colors
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
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const std::vector<aiColor4D>& colors = mesh.GetVertexColors(i);
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if(colors.empty()) {
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break;
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}
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out_mesh->mColors[i] = new aiColor4D[vertices.size()];
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std::copy(colors.begin(),colors.end(),out_mesh->mColors[i]);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Material -> aiMaterial
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void ConvertMaterial(const Material& material)
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{
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const PropertyTable& props = material.Props();
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// generate empty output material
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aiMaterial* out_mat = new aiMaterial();
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materials.push_back(out_mat);
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aiString str;
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// set material name
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str.Set(material.Name());
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out_mat->AddProperty(&str,AI_MATKEY_NAME);
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// shading stuff and colors
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SetShadingPropertiesCommon(out_mat,props);
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// texture assignments
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SetTextureProperties(out_mat,material.Textures());
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}
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures, const std::string& propName, aiTextureType target)
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{
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TextureMap::const_iterator it = textures.find(propName);
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if(it == textures.end()) {
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return;
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}
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const Texture* const tex = (*it).second;
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aiString path;
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path.Set(tex->RelativeFilename());
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out_mat->AddProperty(&path,_AI_MATKEY_TEXTURE_BASE,target,0);
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aiUVTransform uvTrafo;
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// XXX handle all kinds of UV transformations
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uvTrafo.mScaling = tex->UVScaling();
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uvTrafo.mTranslation = tex->UVTranslation();
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out_mat->AddProperty(&uvTrafo,1,_AI_MATKEY_UVTRANSFORM_BASE,target,0);
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const PropertyTable& props = tex->Props();
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int uvIndex = 0;
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bool ok;
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const std::string& uvSet = PropertyGet<std::string>(props,"UVSet",ok);
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if(ok) {
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// "default" is the name which usually appears in the FbxFileTexture template
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if(uvSet != "default" && uvSet.length()) {
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// this is a bit awkward - we need to find a mesh that uses this
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// material and scan its UV channels for the given UV name because
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// assimp references UV channels by index, not by name.
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// XXX: the case that UV channels may appear in different orders
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// in meshes is unhandled. A possible solution would be to sort
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// the UV channels alphabetically, but this would have the side
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// effect that the primary (first) UV channel would sometimes
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// be moved, causing trouble when users read only the first
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// UV channel and ignore UV channel assignments altogether.
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const unsigned int matIndex = std::distance(materials.begin(),
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std::find(materials.begin(),materials.end(),out_mat)
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);
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uvIndex = -1;
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BOOST_FOREACH(const MeshGeometry* mesh,sourceMeshes) {
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ai_assert(mesh);
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const std::vector<unsigned int>& mats = mesh->GetMaterialIndices();
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if(std::find(mats.begin(),mats.end(),matIndex) == mats.end()) {
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continue;
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}
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int index = -1;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if(mesh->GetTextureCoords(i).empty()) {
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break;
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}
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const std::string& name = mesh->GetTextureCoordChannelName(i);
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if(name == uvSet) {
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index = static_cast<int>(i);
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break;
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}
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}
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if(index == -1) {
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FBXImporter::LogWarn("did not found UV channel named " + uvSet + " in a mesh using this material");
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continue;
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}
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if(uvIndex == -1) {
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uvIndex = index;
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}
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else {
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FBXImporter::LogWarn("the UV channel named " + uvSet +
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" appears at different positions in meshes, results will be wrong");
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}
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}
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}
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}
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out_mat->AddProperty(&uvIndex,1,_AI_MATKEY_UVWSRC_BASE,target,0);
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}
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures)
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{
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TrySetTextureProperties(out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE);
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TrySetTextureProperties(out_mat, textures, "AmbientColor", aiTextureType_AMBIENT);
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TrySetTextureProperties(out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE);
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TrySetTextureProperties(out_mat, textures, "SpecularColor", aiTextureType_SPECULAR);
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TrySetTextureProperties(out_mat, textures, "TransparentColor", aiTextureType_OPACITY);
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TrySetTextureProperties(out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION);
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TrySetTextureProperties(out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT);
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TrySetTextureProperties(out_mat, textures, "NormalMap", aiTextureType_NORMALS);
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TrySetTextureProperties(out_mat, textures, "Bump", aiTextureType_HEIGHT);
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}
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// ------------------------------------------------------------------------------------------------
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aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props,const std::string& baseName, bool& result)
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{
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result = true;
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bool ok;
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const aiVector3D& Diffuse = PropertyGet<aiVector3D>(props,baseName,ok);
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if(ok) {
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return aiColor3D(Diffuse.x,Diffuse.y,Diffuse.z);
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}
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else {
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aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,baseName + "Color",ok);
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if(ok) {
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float DiffuseFactor = PropertyGet<float>(props,baseName + "Factor",ok);
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if(ok) {
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DiffuseColor *= DiffuseFactor;
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}
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return aiColor3D(DiffuseColor.x,DiffuseColor.y,DiffuseColor.z);
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}
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}
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result = false;
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return aiColor3D(0.0f,0.0f,0.0f);
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}
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props)
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{
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// set shading properties. There are various, redundant ways in which FBX materials
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// specify their shading settings (depending on shading models, prop
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// template etc.). No idea which one is right in a particular context.
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// Just try to make sense of it - there's no spec to verify this against,
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// so why should we.
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bool ok;
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const aiColor3D& Diffuse = GetColorPropertyFromMaterial(props,"Diffuse",ok);
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if(ok) {
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out_mat->AddProperty(&Diffuse,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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const aiColor3D& Emissive = GetColorPropertyFromMaterial(props,"Emissive",ok);
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if(ok) {
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out_mat->AddProperty(&Emissive,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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const aiColor3D& Ambient = GetColorPropertyFromMaterial(props,"Ambient",ok);
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if(ok) {
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out_mat->AddProperty(&Ambient,1,AI_MATKEY_COLOR_AMBIENT);
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}
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const aiColor3D& Specular = GetColorPropertyFromMaterial(props,"Specular",ok);
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if(ok) {
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out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR);
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}
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const float Opacity = PropertyGet<float>(props,"Opacity",ok);
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if(ok) {
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out_mat->AddProperty(&Opacity,1,AI_MATKEY_OPACITY);
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}
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const float Reflectivity = PropertyGet<float>(props,"Reflectivity",ok);
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if(ok) {
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out_mat->AddProperty(&Reflectivity,1,AI_MATKEY_REFLECTIVITY);
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}
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const float Shininess = PropertyGet<float>(props,"Shininess",ok);
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if(ok) {
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out_mat->AddProperty(&Shininess,1,AI_MATKEY_SHININESS_STRENGTH);
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}
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const float ShininessExponent = PropertyGet<float>(props,"ShininessExponent",ok);
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if(ok) {
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out_mat->AddProperty(&ShininessExponent,1,AI_MATKEY_SHININESS);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// copy generated meshes, animations, lights, cameras and textures to the output scene
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void TransferDataToScene()
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{
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ai_assert(!out->mMeshes && !out->mNumMeshes);
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// note: the trailing () ensures initialization with NULL - not
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// many C++ users seem to know this, so pointing it out to avoid
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// confusion why this code works.
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out->mMeshes = new aiMesh*[meshes.size()]();
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out->mNumMeshes = static_cast<unsigned int>(meshes.size());
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std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes);
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if(materials.size()) {
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out->mMaterials = new aiMaterial*[materials.size()]();
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out->mNumMaterials = static_cast<unsigned int>(materials.size());
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std::swap_ranges(materials.begin(),materials.end(),out->mMaterials);
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}
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}
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private:
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std::vector<aiMesh*> meshes;
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std::vector<aiMaterial*> materials;
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std::vector<const MeshGeometry*> sourceMeshes;
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aiScene* const out;
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const FBX::Document& doc;
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};
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//} // !anon
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// ------------------------------------------------------------------------------------------------
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void ConvertToAssimpScene(aiScene* out, const Document& doc)
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{
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Converter converter(out,doc);
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}
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} // !FBX
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} // !Assimp
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#endif
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