303 lines
11 KiB
C++
303 lines
11 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) 2006-2022, 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 RawLoader.cpp
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* @brief Implementation of the RAW importer class
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*/
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#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER
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// internal headers
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#include "RawLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Raw Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"raw"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RAWImporter::RAWImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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RAWImporter::~RAWImporter() {
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// empty
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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 RAWImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
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return SimpleExtensionCheck(pFile, "raw");
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *RAWImporter::GetInfo() const {
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return &desc;
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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 RAWImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
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// Check whether we can read from the file
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if (file.get() == nullptr) {
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throw DeadlyImportError("Failed to open RAW file ", pFile, ".");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> mBuffer2;
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TextFileToBuffer(file.get(), mBuffer2);
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const char *buffer = &mBuffer2[0];
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// list of groups loaded from the file
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std::vector<GroupInformation> outGroups(1, GroupInformation("<default>"));
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std::vector<GroupInformation>::iterator curGroup = outGroups.begin();
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// now read all lines
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char line[4096];
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while (GetNextLine(buffer, line)) {
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// if the line starts with a non-numeric identifier, it marks
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// the beginning of a new group
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const char *sz = line;
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SkipSpaces(&sz);
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if (IsLineEnd(*sz)) continue;
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if (!IsNumeric(*sz)) {
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const char *sz2 = sz;
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while (!IsSpaceOrNewLine(*sz2))
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++sz2;
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const unsigned int length = (unsigned int)(sz2 - sz);
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// find an existing group with this name
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for (std::vector<GroupInformation>::iterator it = outGroups.begin(), end = outGroups.end();
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it != end; ++it) {
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if (length == (*it).name.length() && !::strcmp(sz, (*it).name.c_str())) {
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curGroup = it;
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sz2 = nullptr;
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break;
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}
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}
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if (sz2) {
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outGroups.push_back(GroupInformation(std::string(sz, length)));
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curGroup = outGroups.end() - 1;
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}
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} else {
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// there can be maximally 12 floats plus an extra texture file name
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float data[12];
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unsigned int num;
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for (num = 0; num < 12; ++num) {
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if (!SkipSpaces(&sz) || !IsNumeric(*sz)) break;
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sz = fast_atoreal_move<float>(sz, data[num]);
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}
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if (num != 12 && num != 9) {
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ASSIMP_LOG_ERROR("A line may have either 9 or 12 floats and an optional texture");
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continue;
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}
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MeshInformation *output = nullptr;
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const char *sz2 = sz;
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unsigned int length;
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if (!IsLineEnd(*sz)) {
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while (!IsSpaceOrNewLine(*sz2))
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++sz2;
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length = (unsigned int)(sz2 - sz);
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} else if (9 == num) {
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sz = "%default%";
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length = 9;
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} else {
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sz = "";
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length = 0;
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}
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// search in the list of meshes whether we have one with this texture
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for (auto &mesh : (*curGroup).meshes) {
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if (length == mesh.name.length() && (length ? !::strcmp(sz, mesh.name.c_str()) : true)) {
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output = &mesh;
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break;
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}
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}
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// if we don't have the mesh, create it
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if (!output) {
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(*curGroup).meshes.push_back(MeshInformation(std::string(sz, length)));
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output = &((*curGroup).meshes.back());
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}
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if (12 == num) {
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aiColor4D v(data[0], data[1], data[2], 1.0f);
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output->colors.push_back(v);
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output->colors.push_back(v);
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output->colors.push_back(v);
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output->vertices.push_back(aiVector3D(data[3], data[4], data[5]));
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output->vertices.push_back(aiVector3D(data[6], data[7], data[8]));
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output->vertices.push_back(aiVector3D(data[9], data[10], data[11]));
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} else {
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output->vertices.push_back(aiVector3D(data[0], data[1], data[2]));
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output->vertices.push_back(aiVector3D(data[3], data[4], data[5]));
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output->vertices.push_back(aiVector3D(data[6], data[7], data[8]));
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}
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}
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}
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<RawRoot>");
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// count the number of valid groups
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// (meshes can't be empty)
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for (auto &outGroup : outGroups) {
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if (!outGroup.meshes.empty()) {
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++pScene->mRootNode->mNumChildren;
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pScene->mNumMeshes += (unsigned int)outGroup.meshes.size();
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}
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}
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if (!pScene->mNumMeshes) {
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throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty.");
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}
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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aiNode **cc;
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if (1 == pScene->mRootNode->mNumChildren) {
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cc = &pScene->mRootNode;
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pScene->mRootNode->mNumChildren = 0;
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} else {
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cc = new aiNode *[pScene->mRootNode->mNumChildren];
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memset(cc, 0, sizeof(aiNode *) * pScene->mRootNode->mNumChildren);
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pScene->mRootNode->mChildren = cc;
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}
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pScene->mNumMaterials = pScene->mNumMeshes;
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aiMaterial **mats = pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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unsigned int meshIdx = 0;
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for (auto &outGroup : outGroups) {
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if (outGroup.meshes.empty()) continue;
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aiNode *node;
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if (pScene->mRootNode->mNumChildren) {
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node = *cc = new aiNode();
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node->mParent = pScene->mRootNode;
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} else
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node = *cc;
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node->mName.Set(outGroup.name);
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// add all meshes
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node->mNumMeshes = (unsigned int)outGroup.meshes.size();
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unsigned int *pi = node->mMeshes = new unsigned int[node->mNumMeshes];
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for (std::vector<MeshInformation>::iterator it2 = outGroup.meshes.begin(),
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end2 = outGroup.meshes.end();
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it2 != end2; ++it2) {
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ai_assert(!(*it2).vertices.empty());
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// allocate the mesh
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*pi++ = meshIdx;
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aiMesh *mesh = pScene->mMeshes[meshIdx] = new aiMesh();
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mesh->mMaterialIndex = meshIdx++;
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for the vertex components and copy them
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mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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::memcpy(mesh->mVertices, &(*it2).vertices[0], sizeof(aiVector3D) * mesh->mNumVertices);
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if ((*it2).colors.size()) {
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ai_assert((*it2).colors.size() == mesh->mNumVertices);
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mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
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::memcpy(mesh->mColors[0], &(*it2).colors[0], sizeof(aiColor4D) * mesh->mNumVertices);
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}
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// generate triangles
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ai_assert(0 == mesh->mNumVertices % 3);
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aiFace *fc = mesh->mFaces = new aiFace[mesh->mNumFaces = mesh->mNumVertices / 3];
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aiFace *const fcEnd = fc + mesh->mNumFaces;
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unsigned int n = 0;
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while (fc != fcEnd) {
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aiFace &f = *fc++;
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f.mIndices = new unsigned int[f.mNumIndices = 3];
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for (unsigned int m = 0; m < 3; ++m)
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f.mIndices[m] = n++;
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}
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// generate a material for the mesh
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aiMaterial *mat = new aiMaterial();
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aiColor4D clr(1.0f, 1.0f, 1.0f, 1.0f);
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if ("%default%" == (*it2).name) // a gray default material
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{
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clr.r = clr.g = clr.b = 0.6f;
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} else if ((*it2).name.length() > 0) // a texture
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{
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aiString s;
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s.Set((*it2).name);
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mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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mat->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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*mats++ = mat;
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}
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}
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}
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#endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER
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