597 lines
18 KiB
C++
597 lines
18 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) 2006-2008, ASSIMP Development 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 Development 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 DXFLoader.cpp
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* @brief Implementation of the DXF importer class
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_DXF_IMPORTER
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#include "DXFLoader.h"
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#include "ParsingUtils.h"
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#include "ConvertToLHProcess.h"
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#include "fast_atof.h"
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using namespace Assimp;
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// AutoCAD Binary DXF<CR><LF><SUB><NULL>
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#define AI_DXF_BINARY_IDENT ("AutoCAD Binary DXF\r\n\x1a\0")
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#define AI_DXF_BINARY_IDENT_LEN (24)
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// color indices for DXF - 16 are supported
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static aiColor4D g_aclrDxfIndexColors[] =
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{
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aiColor4D (0.6f, 0.6f, 0.6f, 1.0f),
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aiColor4D (1.0f, 0.0f, 0.0f, 1.0f), // red
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aiColor4D (0.0f, 1.0f, 0.0f, 1.0f), // green
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aiColor4D (0.0f, 0.0f, 1.0f, 1.0f), // blue
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aiColor4D (0.3f, 1.0f, 0.3f, 1.0f), // light green
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aiColor4D (0.3f, 0.3f, 1.0f, 1.0f), // light blue
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aiColor4D (1.0f, 0.3f, 0.3f, 1.0f), // light red
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aiColor4D (1.0f, 0.0f, 1.0f, 1.0f), // pink
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aiColor4D (1.0f, 0.6f, 0.0f, 1.0f), // orange
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aiColor4D (0.6f, 0.3f, 0.0f, 1.0f), // dark orange
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aiColor4D (1.0f, 1.0f, 0.0f, 1.0f), // yellow
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aiColor4D (0.3f, 0.3f, 0.3f, 1.0f), // dark gray
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aiColor4D (0.8f, 0.8f, 0.8f, 1.0f), // light gray
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aiColor4D (0.0f, 00.f, 0.0f, 1.0f), // black
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aiColor4D (1.0f, 1.0f, 1.0f, 1.0f), // white
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aiColor4D (0.6f, 0.0f, 1.0f, 1.0f) // violet
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};
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#define AI_DXF_NUM_INDEX_COLORS (sizeof(g_aclrDxfIndexColors)/sizeof(g_aclrDxfIndexColors[0]))
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// invalid/unassigned color value
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aiColor4D g_clrInvalid = aiColor4D(get_qnan(),0.f,0.f,1.f);
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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DXFImporter::DXFImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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DXFImporter::~DXFImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool DXFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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return SimpleExtensionCheck(pFile,"dxf");
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all supported file extensions
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void DXFImporter::GetExtensionList(std::string& append)
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{
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append.append("*.dxf");
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}
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// ------------------------------------------------------------------------------------------------
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// Get a copy of the next data line, skip strange data
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bool DXFImporter::GetNextLine()
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{
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if(!SkipLine(&buffer))
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return false;
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if(!SkipSpaces(&buffer))return GetNextLine();
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else if (*buffer == '{') {
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// some strange meta data ...
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while (true)
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{
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if(!SkipLine(&buffer))
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return false;
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if(SkipSpaces(&buffer) && *buffer == '}')
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break;
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}
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return GetNextLine();
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Get the next token in the file
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bool DXFImporter::GetNextToken()
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{
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if (bRepeat) {
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bRepeat = false;
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return true;
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}
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SkipSpaces(&buffer);
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groupCode = strtol10s(buffer,&buffer);
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if(!GetNextLine())return false;
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// copy the data line to a separate buffer
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char* m = cursor, *end = &cursor[4096];
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while (!IsLineEnd ( *buffer ) && m < end)
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*m++ = *buffer++;
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*m = '\0';
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GetNextLine();
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void DXFImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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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 new ImportErrorException( "Failed to open DXF file " + pFile + "");
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// read the contents of the file in a buffer
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unsigned int m = (unsigned int)file->FileSize();
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std::vector<char> buffer2(m+1);
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buffer = &buffer2[0];
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file->Read( &buffer2[0], m,1);
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buffer2[m] = '\0';
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bRepeat = false;
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mDefaultLayer = NULL;
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// check whether this is a binaray DXF file - we can't read binary DXF files :-(
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if (!strncmp(AI_DXF_BINARY_IDENT,buffer,AI_DXF_BINARY_IDENT_LEN))
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throw new ImportErrorException("DXF: Binary files are not supported at the moment");
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// now get all lines of the file
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while (GetNextToken()) {
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if (2 == groupCode) {
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// ENTITIES and BLOCKS sections - skip the whole rest, no need to waste our time with them
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if (!::strcmp(cursor,"ENTITIES") || !::strcmp(cursor,"BLOCKS"))
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if (!ParseEntities())break; else bRepeat = true;
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// other sections - skip them to make sure there will be no name conflicts
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else {
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while (GetNextToken()) {
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if (!groupCode && !::strcmp(cursor,"ENDSEC"))break;
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}
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}
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}
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// print comment strings
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else if (999 == groupCode) {
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DefaultLogger::get()->info(std::string( cursor ));
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}
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else if (!groupCode && !::strcmp(cursor,"EOF"))
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break;
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}
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// find out how many valud layers we have
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for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end(); it != end;++it) {
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if (!(*it).vPositions.empty())++pScene->mNumMeshes;
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}
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if (!pScene->mNumMeshes)
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throw new ImportErrorException("DXF: this file contains no 3d data");
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
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m = 0;
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for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();it != end;++it) {
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if ((*it).vPositions.empty()) {
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continue;
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}
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// generate the output mesh
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aiMesh* pMesh = pScene->mMeshes[m++] = new aiMesh();
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const std::vector<aiVector3D>& vPositions = (*it).vPositions;
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const std::vector<aiColor4D>& vColors = (*it).vColors;
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// check whether we need vertex colors here
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aiColor4D* clrOut = NULL;
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const aiColor4D* clr = NULL;
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for (std::vector<aiColor4D>::const_iterator it2 = (*it).vColors.begin(), end2 = (*it).vColors.end();it2 != end2; ++it2) {
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if ((*it2).r == (*it2).r) /* qnan? */ {
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clrOut = pMesh->mColors[0] = new aiColor4D[vPositions.size()];
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for (unsigned int i = 0; i < vPositions.size();++i)
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clrOut[i] = aiColor4D(0.6f,0.6f,0.6f,1.0f);
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clr = &vColors[0];
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break;
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}
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}
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pMesh->mNumFaces = (unsigned int)vPositions.size() / 4u;
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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aiVector3D* vpOut = pMesh->mVertices = new aiVector3D[vPositions.size()];
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const aiVector3D* vp = &vPositions[0];
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for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
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aiFace& face = pMesh->mFaces[i];
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// check whether we need four, three or two indices here
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if (vp[1] == vp[2]) {
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face.mNumIndices = 2;
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}
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else if (vp[3] == vp[2]) {
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face.mNumIndices = 3;
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}
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else face.mNumIndices = 4;
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face.mIndices = new unsigned int[face.mNumIndices];
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for (unsigned int a = 0; a < face.mNumIndices;++a) {
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*vpOut++ = vp[a];
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if (clr) {
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if (is_not_qnan( clr[a].r )) {
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*clrOut = clr[a];
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}
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++clrOut;
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}
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face.mIndices[a] = pMesh->mNumVertices++;
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}
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vp += 4;
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}
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}
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// generate the output scene graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<DXF_ROOT>");
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if (1 == pScene->mNumMeshes) {
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pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
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pScene->mRootNode->mMeshes[0] = 0;
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}
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else
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{
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pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
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for (m = 0; m < pScene->mRootNode->mNumChildren;++m) {
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aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
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p->mName.length = ::strlen( mLayers[m].name );
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::strcpy(p->mName.data, mLayers[m].name);
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p->mMeshes = new unsigned int[p->mNumMeshes = 1];
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p->mMeshes[0] = m;
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p->mParent = pScene->mRootNode;
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}
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}
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// generate a default material
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MaterialHelper* pcMat = new MaterialHelper();
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aiString s;
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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pcMat->AddProperty(&s, AI_MATKEY_NAME);
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aiColor4D clrDiffuse(0.6f,0.6f,0.6f,1.0f);
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pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
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clrDiffuse = aiColor4D(1.0f,1.0f,1.0f,1.0f);
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pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
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clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f);
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pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = pcMat;
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// flip winding order to be ccw
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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// --- everything destructs automatically ---
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}
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// ------------------------------------------------------------------------------------------------
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bool DXFImporter::ParseEntities()
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{
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while (GetNextToken()) {
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if (!groupCode) {
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if (!::strcmp(cursor,"3DFACE") || !::strcmp(cursor,"LINE") || !::strcmp(cursor,"3DLINE"))
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if (!Parse3DFace()) return false; else bRepeat = true;
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if (!::strcmp(cursor,"POLYLINE") || !::strcmp(cursor,"LWPOLYLINE"))
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if (!ParsePolyLine()) return false; else bRepeat = true;
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if (!::strcmp(cursor,"ENDSEC"))
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return true;
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}
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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void DXFImporter::SetLayer(LayerInfo*& out)
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{
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for (std::vector<LayerInfo>::iterator it = mLayers.begin(),end = mLayers.end();it != end;++it) {
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if (!::strcmp( (*it).name, cursor )) {
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out = &(*it);
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break;
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}
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}
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if (!out) {
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// we don't have this layer yet
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mLayers.push_back(LayerInfo());
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out = &mLayers.back();
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::strcpy(out->name,cursor);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void DXFImporter::SetDefaultLayer(LayerInfo*& out)
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{
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if (!mDefaultLayer) {
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mLayers.push_back(LayerInfo());
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mDefaultLayer = &mLayers.back();
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}
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out = mDefaultLayer;
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}
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// ------------------------------------------------------------------------------------------------
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bool DXFImporter::ParsePolyLine()
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{
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bool ret = false;
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LayerInfo* out = NULL;
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std::vector<aiVector3D> positions;
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std::vector<aiColor4D> colors;
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std::vector<unsigned int> indices;
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unsigned int flags = 0;
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while (GetNextToken()) {
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switch (groupCode)
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{
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case 0:
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{
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if (!::strcmp(cursor,"VERTEX")) {
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aiVector3D v;aiColor4D clr(g_clrInvalid);
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unsigned int idx[4] = {0xffffffff,0xffffffff,0xffffffff,0xffffffff};
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ParsePolyLineVertex(v, clr, idx);
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if (0xffffffff == idx[0]) {
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positions.push_back(v);
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colors.push_back(clr);
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}
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else {
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// check whether we have a fourth coordinate
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if (0xffffffff == idx[3]) {
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idx[3] = idx[2];
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}
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indices.reserve(indices.size()+4);
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for (unsigned int m = 0; m < 4;++m)
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indices.push_back(idx[m]);
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}
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bRepeat = true;
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}
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else if (!::strcmp(cursor,"ENDSEQ")) {
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ret = true;
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}
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break;
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}
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// flags --- important that we know whether it is a polyface mesh
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case 70:
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{
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if (!flags) {
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flags = strtol10(cursor);
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}
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break;
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};
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// optional number of vertices
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case 71:
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{
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positions.reserve(strtol10(cursor));
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break;
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}
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// optional number of faces
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case 72:
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{
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indices.reserve(strtol10(cursor));
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break;
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}
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// 8 specifies the layer
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case 8:
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{
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SetLayer(out);
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break;
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}
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}
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}
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if (!(flags & 64)) {
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DefaultLogger::get()->warn("DXF: Only polyface meshes are currently supported");
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return ret;
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}
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if (positions.size() < 3 || indices.size() < 3) {
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DefaultLogger::get()->warn("DXF: Unable to parse POLYLINE element - not enough vertices");
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return ret;
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}
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// use a default layer if necessary
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if (!out) {
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SetDefaultLayer(out);
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}
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flags = (unsigned int)(out->vPositions.size()+indices.size());
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out->vPositions.reserve(flags);
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out->vColors.reserve(flags);
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// generate unique vertices
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for (std::vector<unsigned int>::const_iterator it = indices.begin(), end = indices.end();it != end; ++it) {
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unsigned int idx = *it;
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if (idx > positions.size() || !idx) {
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DefaultLogger::get()->error("DXF: Polyface mesh index os out of range");
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idx = (unsigned int) positions.size();
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}
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out->vPositions.push_back(positions[idx-1]); // indices are one-based.
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out->vColors.push_back(colors[idx-1]); // indices are one-based.
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}
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return ret;
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}
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// ------------------------------------------------------------------------------------------------
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bool DXFImporter::ParsePolyLineVertex(aiVector3D& out,aiColor4D& clr, unsigned int* outIdx)
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{
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bool ret = false;
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while (GetNextToken()) {
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switch (groupCode)
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{
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case 0: ret = true;
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break;
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// todo - handle the correct layer for the vertex
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// At the moment it is assumed that all vertices of
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// a polyline are placed on the same global layer.
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// x position of the first corner
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case 10: out.x = fast_atof(cursor);break;
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// y position of the first corner
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case 20: out.y = -fast_atof(cursor);break;
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// z position of the first corner
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case 30: out.z = fast_atof(cursor);break;
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// POLYFACE vertex indices
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case 71: outIdx[0] = strtol10(cursor);break;
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case 72: outIdx[1] = strtol10(cursor);break;
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case 73: outIdx[2] = strtol10(cursor);break;
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// case 74: outIdx[3] = strtol10(cursor);break;
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// color
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case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
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};
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if (ret) {
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break;
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
bool DXFImporter::Parse3DFace()
|
|
{
|
|
bool ret = false;
|
|
LayerInfo* out = NULL;
|
|
|
|
aiVector3D vip[4]; // -- vectors are initialized to zero
|
|
aiColor4D clr(g_clrInvalid);
|
|
|
|
// this is also used for for parsing line entities
|
|
bool bThird = false;
|
|
|
|
while (GetNextToken()) {
|
|
switch (groupCode) {
|
|
case 0: ret = true;break;
|
|
|
|
// 8 specifies the layer
|
|
case 8: {
|
|
SetLayer(out);
|
|
break;
|
|
}
|
|
|
|
// x position of the first corner
|
|
case 10: vip[0].x = fast_atof(cursor);break;
|
|
|
|
// y position of the first corner
|
|
case 20: vip[0].y = -fast_atof(cursor);break;
|
|
|
|
// z position of the first corner
|
|
case 30: vip[0].z = fast_atof(cursor);break;
|
|
|
|
// x position of the second corner
|
|
case 11: vip[1].x = fast_atof(cursor);break;
|
|
|
|
// y position of the second corner
|
|
case 21: vip[1].y = -fast_atof(cursor);break;
|
|
|
|
// z position of the second corner
|
|
case 31: vip[1].z = fast_atof(cursor);break;
|
|
|
|
// x position of the third corner
|
|
case 12: vip[2].x = fast_atof(cursor);
|
|
bThird = true;break;
|
|
|
|
// y position of the third corner
|
|
case 22: vip[2].y = -fast_atof(cursor);
|
|
bThird = true;break;
|
|
|
|
// z position of the third corner
|
|
case 32: vip[2].z = fast_atof(cursor);
|
|
bThird = true;break;
|
|
|
|
// x position of the fourth corner
|
|
case 13: vip[3].x = fast_atof(cursor);
|
|
bThird = true;break;
|
|
|
|
// y position of the fourth corner
|
|
case 23: vip[3].y = -fast_atof(cursor);
|
|
bThird = true;break;
|
|
|
|
// z position of the fourth corner
|
|
case 33: vip[3].z = fast_atof(cursor);
|
|
bThird = true;break;
|
|
|
|
// color
|
|
case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
|
|
};
|
|
if (ret)break;
|
|
}
|
|
|
|
if (!bThird)vip[2] = vip[1];
|
|
|
|
// use a default layer if necessary
|
|
if (!out) {
|
|
SetDefaultLayer(out);
|
|
}
|
|
// add the faces to the face list for this layer
|
|
out->vPositions.push_back(vip[0]);
|
|
out->vPositions.push_back(vip[1]);
|
|
out->vPositions.push_back(vip[2]);
|
|
out->vPositions.push_back(vip[3]); // might be equal to the third
|
|
|
|
for (unsigned int i = 0; i < 4;++i)
|
|
out->vColors.push_back(clr);
|
|
return ret;
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_DXF_IMPORTER
|
|
|