413 lines
14 KiB
C++
413 lines
14 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2019 bzt
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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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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
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#define M3D_IMPLEMENTATION
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#define M3D_NOIMPORTER
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#define M3D_EXPORTER
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#define M3D_ASCII
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#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
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#define M3D_NODUP
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#endif
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// Header files, standard library.
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#include <memory> // shared_ptr
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#include <string>
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#include <vector>
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/material.h> // aiTextureType
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <assimp/version.h> // aiGetVersion
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/IOSystem.hpp>
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#include "M3DExporter.h"
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#include "M3DMaterials.h"
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#include "M3DWrapper.h"
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// RESOURCES:
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// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
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// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md
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/*
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* Currently supports static meshes, vertex colors, materials, textures
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*
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* For animation, it would require the following conversions:
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* - aiNode (bones) -> m3d_t.bone (with parent id, position vector and oriantation quaternion)
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* - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs)
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* - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
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* triplets, instead of per bone timestamp + lists)
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*/
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// ------------------------------------------------------------------------------------------------
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// Conversion functions
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// ------------------------------------------------------------------------------------------------
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// helper to add a vertex (private to NodeWalk)
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m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx) {
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if (v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0;
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if (v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0;
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if (v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0;
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if (v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0;
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vrtx = (m3dv_t *)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t));
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memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t));
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*idx = *numvrtx;
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(*numvrtx)++;
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return vrtx;
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}
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// ------------------------------------------------------------------------------------------------
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// helper to add a tmap (private to NodeWalk)
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m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx) {
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tmap = (m3dti_t *)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t));
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memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t));
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*idx = *numtmap;
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(*numtmap)++;
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return tmap;
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}
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// ------------------------------------------------------------------------------------------------
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// convert aiColor4D into uint32_t
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uint32_t mkColor(aiColor4D *c) {
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return ((uint8_t)(c->a * 255) << 24L) |
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((uint8_t)(c->b * 255) << 16L) |
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((uint8_t)(c->g * 255) << 8L) |
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((uint8_t)(c->r * 255) << 0L);
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}
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// ------------------------------------------------------------------------------------------------
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// add a material property to the output
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void addProp(m3dm_t *m, uint8_t type, uint32_t value) {
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unsigned int i;
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i = m->numprop++;
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m->prop = (m3dp_t *)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t));
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if (!m->prop) {
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throw DeadlyExportError("memory allocation error");
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}
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m->prop[i].type = type;
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m->prop[i].value.num = value;
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}
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// ------------------------------------------------------------------------------------------------
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// add a material to the output
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M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) {
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unsigned int mi = -1U;
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aiColor4D c;
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aiString name;
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ai_real f;
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char *fn;
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if (mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length &&
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strcmp((char *)&name.data, AI_DEFAULT_MATERIAL_NAME)) {
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// check if we have saved a material by this name. This has to be done
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// because only the referenced materials should be added to the output
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for (unsigned int i = 0; i < m3d->nummaterial; i++)
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if (!strcmp((char *)&name.data, m3d->material[i].name)) {
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mi = i;
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break;
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}
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// if not found, add the material to the output
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if (mi == -1U) {
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unsigned int k;
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mi = m3d->nummaterial++;
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m3d->material = (m3dm_t *)M3D_REALLOC(m3d->material, m3d->nummaterial * sizeof(m3dm_t));
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if (!m3d->material) {
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throw DeadlyExportError("memory allocation error");
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}
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m3d->material[mi].name = _m3d_safestr((char *)&name.data, 0);
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m3d->material[mi].numprop = 0;
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m3d->material[mi].prop = NULL;
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// iterate through the material property table and see what we got
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for (k = 0; k < 15; k++) {
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unsigned int j;
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if (m3d_propertytypes[k].format == m3dpf_map)
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continue;
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if (aiProps[k].pKey) {
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switch (m3d_propertytypes[k].format) {
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case m3dpf_color:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, c) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, mkColor(&c));
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break;
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case m3dpf_float:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, f) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id,
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/* not (uint32_t)f, because we don't want to convert
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* it, we want to see it as 32 bits of memory */
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*((uint32_t *)&f));
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break;
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case m3dpf_uint8:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS) {
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// special conversion for illumination model property
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if (m3d_propertytypes[k].id == m3dp_il) {
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switch (j) {
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case aiShadingMode_NoShading: j = 0; break;
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case aiShadingMode_Phong: j = 2; break;
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default: j = 1; break;
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}
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}
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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}
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break;
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default:
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if (mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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break;
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}
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}
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if (aiTxProps[k].pKey &&
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mat->GetTexture((aiTextureType)aiTxProps[k].type,
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aiTxProps[k].index, &name, NULL, NULL, NULL,
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NULL, NULL) == AI_SUCCESS) {
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unsigned int i;
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for (j = name.length - 1; j > 0 && name.data[j] != '.'; j++)
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;
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if (j && name.data[j] == '.' &&
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(name.data[j + 1] == 'p' || name.data[j + 1] == 'P') &&
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(name.data[j + 1] == 'n' || name.data[j + 1] == 'N') &&
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(name.data[j + 1] == 'g' || name.data[j + 1] == 'G'))
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name.data[j] = 0;
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// do we have this texture saved already?
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fn = _m3d_safestr((char *)&name.data, 0);
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for (j = 0, i = -1U; j < m3d->numtexture; j++)
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if (!strcmp(fn, m3d->texture[j].name)) {
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i = j;
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free(fn);
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break;
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}
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if (i == -1U) {
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i = m3d->numtexture++;
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m3d->texture = (m3dtx_t *)M3D_REALLOC(
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m3d->texture,
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m3d->numtexture * sizeof(m3dtx_t));
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if (!m3d->texture) {
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throw DeadlyExportError("memory allocation error");
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}
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// we don't need the texture itself, only its name
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m3d->texture[i].name = fn;
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m3d->texture[i].w = 0;
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m3d->texture[i].h = 0;
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m3d->texture[i].d = NULL;
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}
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id + 128, i);
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}
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}
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}
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}
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return mi;
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}
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namespace Assimp {
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// ---------------------------------------------------------------------
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// Worker function for exporting a scene to binary M3D.
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// Prototyped and registered in Exporter.cpp
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void ExportSceneM3D(
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const char *pFile,
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IOSystem *pIOSystem,
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const aiScene *pScene,
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const ExportProperties *pProperties) {
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// initialize the exporter
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M3DExporter exporter(pScene, pProperties);
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// perform binary export
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exporter.doExport(pFile, pIOSystem, false);
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}
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// ---------------------------------------------------------------------
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// Worker function for exporting a scene to ASCII A3D.
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// Prototyped and registered in Exporter.cpp
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void ExportSceneM3DA(
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const char *pFile,
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IOSystem *pIOSystem,
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const aiScene *pScene,
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const ExportProperties *pProperties
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) {
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// initialize the exporter
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M3DExporter exporter(pScene, pProperties);
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// perform ascii export
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exporter.doExport(pFile, pIOSystem, true);
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}
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// ------------------------------------------------------------------------------------------------
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M3DExporter::M3DExporter(const aiScene *pScene, const ExportProperties *pProperties) :
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mScene(pScene),
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mProperties(pProperties),
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outfile() {}
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// ------------------------------------------------------------------------------------------------
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void M3DExporter::doExport(
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const char *pFile,
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IOSystem *pIOSystem,
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bool toAscii) {
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// TODO: convert mProperties into M3D_EXP_* flags
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(void)mProperties;
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// open the indicated file for writing (in binary / ASCII mode)
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outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb"));
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if (!outfile) {
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throw DeadlyExportError("could not open output .m3d file: " + std::string(pFile));
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}
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M3DWrapper m3d;
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if (!m3d) {
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throw DeadlyExportError("memory allocation error");
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}
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m3d->name = _m3d_safestr((char *)&mScene->mRootNode->mName.data, 2);
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// Create a model from assimp structures
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aiMatrix4x4 m;
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NodeWalk(m3d, mScene->mRootNode, m);
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// serialize the structures
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unsigned int size;
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unsigned char *output = m3d.Save(M3D_EXP_FLOAT, M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), size);
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if (!output || size < 8) {
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throw DeadlyExportError("unable to serialize into Model 3D");
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}
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// Write out serialized model
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outfile->Write(output, size, 1);
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// explicitly release file pointer,
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// so we don't have to rely on class destruction.
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outfile.reset();
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}
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// ------------------------------------------------------------------------------------------------
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// recursive node walker
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void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4x4 m) {
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aiMatrix4x4 nm = m * pNode->mTransformation;
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for (unsigned int i = 0; i < pNode->mNumMeshes; i++) {
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const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
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unsigned int mi = (M3D_INDEX)-1U;
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if (mScene->mMaterials) {
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// get the material for this mesh
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mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]);
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}
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// iterate through the mesh faces
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for (unsigned int j = 0; j < mesh->mNumFaces; j++) {
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unsigned int n;
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const aiFace *face = &(mesh->mFaces[j]);
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// only triangle meshes supported for now
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if (face->mNumIndices != 3) {
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throw DeadlyExportError("use aiProcess_Triangulate before export");
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}
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// add triangle to the output
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n = m3d->numface++;
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m3d->face = (m3df_t *)M3D_REALLOC(m3d->face,
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m3d->numface * sizeof(m3df_t));
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if (!m3d->face) {
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throw DeadlyExportError("memory allocation error");
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}
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/* set all index to -1 by default */
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m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] =
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m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] =
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m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = -1U;
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m3d->face[n].materialid = mi;
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for (unsigned int k = 0; k < face->mNumIndices; k++) {
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// get the vertex's index
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unsigned int l = face->mIndices[k];
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unsigned int idx;
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m3dv_t vertex;
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m3dti_t ti;
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// multiply the position vector by the transformation matrix
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aiVector3D v = mesh->mVertices[l];
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v *= nm;
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vertex.x = v.x;
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vertex.y = v.y;
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vertex.z = v.z;
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vertex.w = 1.0;
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vertex.color = 0;
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vertex.skinid = -1U;
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// add color if defined
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if (mesh->HasVertexColors(0))
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vertex.color = mkColor(&mesh->mColors[0][l]);
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// save the vertex to the output
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m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex,
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&vertex, &idx);
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m3d->face[n].vertex[k] = (M3D_INDEX)idx;
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// do we have texture coordinates?
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if (mesh->HasTextureCoords(0)) {
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ti.u = mesh->mTextureCoords[0][l].x;
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ti.v = mesh->mTextureCoords[0][l].y;
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m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx);
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m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
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}
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// do we have normal vectors?
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if (mesh->HasNormals()) {
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vertex.x = mesh->mNormals[l].x;
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vertex.y = mesh->mNormals[l].y;
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vertex.z = mesh->mNormals[l].z;
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vertex.color = 0;
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m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx);
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m3d->face[n].normal[k] = (M3D_INDEX)idx;
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}
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}
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}
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}
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// repeat for the children nodes
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for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
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NodeWalk(m3d, pNode->mChildren[i], nm);
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}
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}
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} // namespace Assimp
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#endif // ASSIMP_BUILD_NO_M3D_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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