746 lines
23 KiB
C++
746 lines
23 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) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file AssbinLoader.cpp
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* @brief Implementation of the .assbin importer class
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*
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* see assbin_chunks.h
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*/
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#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
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// internal headers
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#include "AssbinLoader.h"
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#include "assbin_chunks.h"
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#include <assimp/MemoryIOWrapper.h>
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#include <assimp/mesh.h>
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#include <assimp/anim.h>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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# include <zlib.h>
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#else
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# include <contrib/zlib/zlib.h>
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#endif
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using namespace Assimp;
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static const aiImporterDesc desc = {
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".assbin Importer",
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"Gargaj / Conspiracy",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
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0,
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0,
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0,
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0,
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"assbin"
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};
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const aiImporterDesc* AssbinImporter::GetInfo() const
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{
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return &desc;
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}
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bool AssbinImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/ ) const
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{
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IOStream * in = pIOHandler->Open(pFile);
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if (!in)
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return false;
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char s[32];
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in->Read( s, sizeof(char), 32 );
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pIOHandler->Close(in);
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return strncmp( s, "ASSIMP.binary-dump.", 19 ) == 0;
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}
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template <typename T>
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T Read(IOStream * stream)
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{
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T t;
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stream->Read( &t, sizeof(T), 1 );
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return t;
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}
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template <>
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aiVector3D Read<aiVector3D>(IOStream * stream)
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{
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aiVector3D v;
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v.x = Read<float>(stream);
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v.y = Read<float>(stream);
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v.z = Read<float>(stream);
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return v;
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}
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template <>
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aiColor4D Read<aiColor4D>(IOStream * stream)
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{
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aiColor4D c;
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c.r = Read<float>(stream);
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c.g = Read<float>(stream);
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c.b = Read<float>(stream);
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c.a = Read<float>(stream);
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return c;
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}
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template <>
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aiQuaternion Read<aiQuaternion>(IOStream * stream)
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{
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aiQuaternion v;
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v.w = Read<float>(stream);
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v.x = Read<float>(stream);
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v.y = Read<float>(stream);
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v.z = Read<float>(stream);
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return v;
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}
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template <>
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aiString Read<aiString>(IOStream * stream)
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{
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aiString s;
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stream->Read(&s.length,4,1);
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stream->Read(s.data,s.length,1);
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s.data[s.length] = 0;
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return s;
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}
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template <>
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aiVertexWeight Read<aiVertexWeight>(IOStream * stream)
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{
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aiVertexWeight w;
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w.mVertexId = Read<unsigned int>(stream);
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w.mWeight = Read<float>(stream);
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return w;
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}
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template <>
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aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream)
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{
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aiMatrix4x4 m;
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for (unsigned int i = 0; i < 4;++i) {
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for (unsigned int i2 = 0; i2 < 4;++i2) {
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m[i][i2] = Read<float>(stream);
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}
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}
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return m;
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}
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template <>
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aiVectorKey Read<aiVectorKey>(IOStream * stream)
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{
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aiVectorKey v;
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v.mTime = Read<double>(stream);
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v.mValue = Read<aiVector3D>(stream);
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return v;
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}
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template <>
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aiQuatKey Read<aiQuatKey>(IOStream * stream)
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{
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aiQuatKey v;
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v.mTime = Read<double>(stream);
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v.mValue = Read<aiQuaternion>(stream);
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return v;
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}
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template <typename T>
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void ReadArray(IOStream * stream, T * out, unsigned int size)
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{
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for (unsigned int i=0; i<size; i++) out[i] = Read<T>(stream);
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}
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template <typename T> void ReadBounds( IOStream * stream, T* /*p*/, unsigned int n )
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{
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// not sure what to do here, the data isn't really useful.
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stream->Seek( sizeof(T) * n, aiOrigin_CUR );
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}
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void AssbinImporter::ReadBinaryNode( IOStream * stream, aiNode** node, aiNode* parent ) {
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AINODE);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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*node = new aiNode();
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(*node)->mName = Read<aiString>(stream);
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(*node)->mTransformation = Read<aiMatrix4x4>(stream);
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(*node)->mNumChildren = Read<unsigned int>(stream);
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(*node)->mNumMeshes = Read<unsigned int>(stream);
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unsigned int nb_metadata = Read<unsigned int>(stream);
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if(parent) {
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(*node)->mParent = parent;
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}
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if ((*node)->mNumMeshes) {
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(*node)->mMeshes = new unsigned int[(*node)->mNumMeshes];
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for (unsigned int i = 0; i < (*node)->mNumMeshes; ++i) {
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(*node)->mMeshes[i] = Read<unsigned int>(stream);
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}
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}
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if ((*node)->mNumChildren) {
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(*node)->mChildren = new aiNode*[(*node)->mNumChildren];
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for (unsigned int i = 0; i < (*node)->mNumChildren; ++i) {
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ReadBinaryNode( stream, &(*node)->mChildren[i], *node );
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}
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}
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if ( nb_metadata > 0 ) {
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(*node)->mMetaData = aiMetadata::Alloc(nb_metadata);
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for (unsigned int i = 0; i < nb_metadata; ++i) {
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(*node)->mMetaData->mKeys[i] = Read<aiString>(stream);
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(*node)->mMetaData->mValues[i].mType = (aiMetadataType) Read<uint16_t>(stream);
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void* data( nullptr );
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switch ((*node)->mMetaData->mValues[i].mType) {
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case AI_BOOL:
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data = new bool(Read<bool>(stream));
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break;
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case AI_INT32:
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data = new int32_t(Read<int32_t>(stream));
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break;
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case AI_UINT64:
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data = new uint64_t(Read<uint64_t>(stream));
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break;
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case AI_FLOAT:
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data = new float(Read<float>(stream));
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break;
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case AI_DOUBLE:
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data = new double(Read<double>(stream));
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break;
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case AI_AISTRING:
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data = new aiString(Read<aiString>(stream));
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break;
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case AI_AIVECTOR3D:
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data = new aiVector3D(Read<aiVector3D>(stream));
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break;
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#ifndef SWIG
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case FORCE_32BIT:
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#endif // SWIG
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default:
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break;
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}
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(*node)->mMetaData->mValues[i].mData = data;
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b )
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AIBONE);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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b->mName = Read<aiString>(stream);
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b->mNumWeights = Read<unsigned int>(stream);
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b->mOffsetMatrix = Read<aiMatrix4x4>(stream);
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// for the moment we write dumb min/max values for the bones, too.
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// maybe I'll add a better, hash-like solution later
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if (shortened)
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{
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ReadBounds(stream,b->mWeights,b->mNumWeights);
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} // else write as usual
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else
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{
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b->mWeights = new aiVertexWeight[b->mNumWeights];
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ReadArray<aiVertexWeight>(stream,b->mWeights,b->mNumWeights);
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}
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}
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void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AIMESH);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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mesh->mPrimitiveTypes = Read<unsigned int>(stream);
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mesh->mNumVertices = Read<unsigned int>(stream);
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mesh->mNumFaces = Read<unsigned int>(stream);
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mesh->mNumBones = Read<unsigned int>(stream);
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mesh->mMaterialIndex = Read<unsigned int>(stream);
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// first of all, write bits for all existent vertex components
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unsigned int c = Read<unsigned int>(stream);
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if (c & ASSBIN_MESH_HAS_POSITIONS)
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{
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if (shortened) {
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ReadBounds(stream,mesh->mVertices,mesh->mNumVertices);
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} // else write as usual
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else
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{
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mVertices,mesh->mNumVertices);
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}
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}
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if (c & ASSBIN_MESH_HAS_NORMALS)
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{
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if (shortened) {
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ReadBounds(stream,mesh->mNormals,mesh->mNumVertices);
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} // else write as usual
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else
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{
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mNormals,mesh->mNumVertices);
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}
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}
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if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS)
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{
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if (shortened) {
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ReadBounds(stream,mesh->mTangents,mesh->mNumVertices);
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ReadBounds(stream,mesh->mBitangents,mesh->mNumVertices);
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} // else write as usual
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else
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{
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mesh->mTangents = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mTangents,mesh->mNumVertices);
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mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mBitangents,mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n)
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{
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if (!(c & ASSBIN_MESH_HAS_COLOR(n)))
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break;
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if (shortened)
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{
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ReadBounds(stream,mesh->mColors[n],mesh->mNumVertices);
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} // else write as usual
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else
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{
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mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
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ReadArray<aiColor4D>(stream,mesh->mColors[n],mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
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{
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if (!(c & ASSBIN_MESH_HAS_TEXCOORD(n)))
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break;
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// write number of UV components
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mesh->mNumUVComponents[n] = Read<unsigned int>(stream);
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if (shortened) {
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ReadBounds(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
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} // else write as usual
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else
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{
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mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
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}
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}
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// write faces. There are no floating-point calculations involved
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// in these, so we can write a simple hash over the face data
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// to the dump file. We generate a single 32 Bit hash for 512 faces
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// using Assimp's standard hashing function.
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if (shortened) {
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Read<unsigned int>(stream);
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}
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else // else write as usual
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{
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// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
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aiFace& f = mesh->mFaces[i];
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static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
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f.mNumIndices = Read<uint16_t>(stream);
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f.mIndices = new unsigned int[f.mNumIndices];
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for (unsigned int a = 0; a < f.mNumIndices;++a) {
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if (mesh->mNumVertices < (1u<<16))
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{
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f.mIndices[a] = Read<uint16_t>(stream);
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}
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else
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{
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f.mIndices[a] = Read<unsigned int>(stream);
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}
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}
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}
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}
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// write bones
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if (mesh->mNumBones) {
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mesh->mBones = new C_STRUCT aiBone*[mesh->mNumBones];
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for (unsigned int a = 0; a < mesh->mNumBones;++a) {
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mesh->mBones[a] = new aiBone();
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ReadBinaryBone(stream,mesh->mBones[a]);
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}
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}
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}
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void AssbinImporter::ReadBinaryMaterialProperty(IOStream * stream, aiMaterialProperty* prop)
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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prop->mKey = Read<aiString>(stream);
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prop->mSemantic = Read<unsigned int>(stream);
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prop->mIndex = Read<unsigned int>(stream);
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prop->mDataLength = Read<unsigned int>(stream);
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prop->mType = (aiPropertyTypeInfo)Read<unsigned int>(stream);
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prop->mData = new char [ prop->mDataLength ];
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stream->Read(prop->mData,1,prop->mDataLength);
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryMaterial(IOStream * stream, aiMaterial* mat)
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AIMATERIAL);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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mat->mNumAllocated = mat->mNumProperties = Read<unsigned int>(stream);
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if (mat->mNumProperties)
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{
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if (mat->mProperties)
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{
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delete[] mat->mProperties;
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}
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mat->mProperties = new aiMaterialProperty*[mat->mNumProperties];
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for (unsigned int i = 0; i < mat->mNumProperties;++i) {
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mat->mProperties[i] = new aiMaterialProperty();
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ReadBinaryMaterialProperty( stream, mat->mProperties[i]);
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AINODEANIM);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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nd->mNodeName = Read<aiString>(stream);
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nd->mNumPositionKeys = Read<unsigned int>(stream);
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nd->mNumRotationKeys = Read<unsigned int>(stream);
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nd->mNumScalingKeys = Read<unsigned int>(stream);
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nd->mPreState = (aiAnimBehaviour)Read<unsigned int>(stream);
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nd->mPostState = (aiAnimBehaviour)Read<unsigned int>(stream);
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if (nd->mNumPositionKeys) {
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if (shortened) {
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ReadBounds(stream,nd->mPositionKeys,nd->mNumPositionKeys);
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} // else write as usual
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else {
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nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
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ReadArray<aiVectorKey>(stream,nd->mPositionKeys,nd->mNumPositionKeys);
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}
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}
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if (nd->mNumRotationKeys) {
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if (shortened) {
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ReadBounds(stream,nd->mRotationKeys,nd->mNumRotationKeys);
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} // else write as usual
|
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else
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{
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nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
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ReadArray<aiQuatKey>(stream,nd->mRotationKeys,nd->mNumRotationKeys);
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}
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}
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if (nd->mNumScalingKeys) {
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if (shortened) {
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ReadBounds(stream,nd->mScalingKeys,nd->mNumScalingKeys);
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} // else write as usual
|
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else
|
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{
|
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nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
|
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ReadArray<aiVectorKey>(stream,nd->mScalingKeys,nd->mNumScalingKeys);
|
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}
|
|
}
|
|
}
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|
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryAnim( IOStream * stream, aiAnimation* anim )
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AIANIMATION);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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anim->mName = Read<aiString> (stream);
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anim->mDuration = Read<double> (stream);
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anim->mTicksPerSecond = Read<double> (stream);
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anim->mNumChannels = Read<unsigned int>(stream);
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if (anim->mNumChannels)
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{
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anim->mChannels = new aiNodeAnim*[ anim->mNumChannels ];
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for (unsigned int a = 0; a < anim->mNumChannels;++a) {
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anim->mChannels[a] = new aiNodeAnim();
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ReadBinaryNodeAnim(stream,anim->mChannels[a]);
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}
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}
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}
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void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex)
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AITEXTURE);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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tex->mWidth = Read<unsigned int>(stream);
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tex->mHeight = Read<unsigned int>(stream);
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stream->Read( tex->achFormatHint, sizeof(char), 4 );
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if(!shortened) {
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if (!tex->mHeight) {
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tex->pcData = new aiTexel[ tex->mWidth ];
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stream->Read(tex->pcData,1,tex->mWidth);
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}
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else {
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tex->pcData = new aiTexel[ tex->mWidth*tex->mHeight ];
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stream->Read(tex->pcData,1,tex->mWidth*tex->mHeight*4);
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryLight( IOStream * stream, aiLight* l )
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AILIGHT);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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l->mName = Read<aiString>(stream);
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l->mType = (aiLightSourceType)Read<unsigned int>(stream);
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if (l->mType != aiLightSource_DIRECTIONAL) {
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l->mAttenuationConstant = Read<float>(stream);
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l->mAttenuationLinear = Read<float>(stream);
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l->mAttenuationQuadratic = Read<float>(stream);
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}
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l->mColorDiffuse = Read<aiColor3D>(stream);
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l->mColorSpecular = Read<aiColor3D>(stream);
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l->mColorAmbient = Read<aiColor3D>(stream);
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if (l->mType == aiLightSource_SPOT) {
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l->mAngleInnerCone = Read<float>(stream);
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l->mAngleOuterCone = Read<float>(stream);
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}
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryCamera( IOStream * stream, aiCamera* cam )
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AICAMERA);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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cam->mName = Read<aiString>(stream);
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cam->mPosition = Read<aiVector3D>(stream);
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cam->mLookAt = Read<aiVector3D>(stream);
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cam->mUp = Read<aiVector3D>(stream);
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cam->mHorizontalFOV = Read<float>(stream);
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cam->mClipPlaneNear = Read<float>(stream);
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cam->mClipPlaneFar = Read<float>(stream);
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cam->mAspect = Read<float>(stream);
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}
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void AssbinImporter::ReadBinaryScene( IOStream * stream, aiScene* scene )
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{
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uint32_t chunkID = Read<uint32_t>(stream);
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(void)(chunkID);
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ai_assert(chunkID == ASSBIN_CHUNK_AISCENE);
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/*uint32_t size =*/ Read<uint32_t>(stream);
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scene->mFlags = Read<unsigned int>(stream);
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scene->mNumMeshes = Read<unsigned int>(stream);
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scene->mNumMaterials = Read<unsigned int>(stream);
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scene->mNumAnimations = Read<unsigned int>(stream);
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scene->mNumTextures = Read<unsigned int>(stream);
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scene->mNumLights = Read<unsigned int>(stream);
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scene->mNumCameras = Read<unsigned int>(stream);
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// Read node graph
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scene->mRootNode = new aiNode[1];
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ReadBinaryNode( stream, &scene->mRootNode, (aiNode*)NULL );
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// Read all meshes
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if (scene->mNumMeshes)
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{
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scene->mMeshes = new aiMesh*[scene->mNumMeshes];
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for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
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scene->mMeshes[i] = new aiMesh();
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ReadBinaryMesh( stream,scene->mMeshes[i]);
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}
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}
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// Read materials
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if (scene->mNumMaterials)
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{
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scene->mMaterials = new aiMaterial*[scene->mNumMaterials];
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for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
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scene->mMaterials[i] = new aiMaterial();
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ReadBinaryMaterial(stream,scene->mMaterials[i]);
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}
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}
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// Read all animations
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if (scene->mNumAnimations)
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{
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scene->mAnimations = new aiAnimation*[scene->mNumAnimations];
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for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
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scene->mAnimations[i] = new aiAnimation();
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ReadBinaryAnim(stream,scene->mAnimations[i]);
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}
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}
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// Read all textures
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if (scene->mNumTextures)
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{
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scene->mTextures = new aiTexture*[scene->mNumTextures];
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for (unsigned int i = 0; i < scene->mNumTextures;++i) {
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scene->mTextures[i] = new aiTexture();
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ReadBinaryTexture(stream,scene->mTextures[i]);
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}
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}
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// Read lights
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if (scene->mNumLights)
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{
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scene->mLights = new aiLight*[scene->mNumLights];
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for (unsigned int i = 0; i < scene->mNumLights;++i) {
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scene->mLights[i] = new aiLight();
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ReadBinaryLight(stream,scene->mLights[i]);
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}
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}
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// Read cameras
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if (scene->mNumCameras)
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{
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scene->mCameras = new aiCamera*[scene->mNumCameras];
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for (unsigned int i = 0; i < scene->mNumCameras;++i) {
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scene->mCameras[i] = new aiCamera();
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ReadBinaryCamera(stream,scene->mCameras[i]);
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}
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}
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}
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void AssbinImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
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{
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IOStream * stream = pIOHandler->Open(pFile,"rb");
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if (!stream)
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return;
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stream->Seek( 44, aiOrigin_CUR ); // signature
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unsigned int versionMajor = Read<unsigned int>(stream);
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unsigned int versionMinor = Read<unsigned int>(stream);
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if (versionMinor != ASSBIN_VERSION_MINOR || versionMajor != ASSBIN_VERSION_MAJOR) {
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throw DeadlyImportError( "Invalid version, data format not compatible!" );
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}
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/*unsigned int versionRevision =*/ Read<unsigned int>(stream);
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/*unsigned int compileFlags =*/ Read<unsigned int>(stream);
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shortened = Read<uint16_t>(stream) > 0;
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compressed = Read<uint16_t>(stream) > 0;
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if (shortened)
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throw DeadlyImportError( "Shortened binaries are not supported!" );
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stream->Seek( 256, aiOrigin_CUR ); // original filename
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stream->Seek( 128, aiOrigin_CUR ); // options
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stream->Seek( 64, aiOrigin_CUR ); // padding
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if (compressed)
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{
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uLongf uncompressedSize = Read<uint32_t>(stream);
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uLongf compressedSize = static_cast<uLongf>(stream->FileSize() - stream->Tell());
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unsigned char * compressedData = new unsigned char[ compressedSize ];
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stream->Read( compressedData, 1, compressedSize );
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unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];
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uncompress( uncompressedData, &uncompressedSize, compressedData, compressedSize );
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MemoryIOStream io( uncompressedData, uncompressedSize );
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ReadBinaryScene(&io,pScene);
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delete[] uncompressedData;
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delete[] compressedData;
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}
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else
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{
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ReadBinaryScene(stream,pScene);
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}
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pIOHandler->Close(stream);
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}
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#endif // !! ASSIMP_BUILD_NO_ASSBIN_IMPORTER
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