968 lines
28 KiB
C++
968 lines
28 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 Implementation of the IrrMesh importer class */
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#include "AssimpPCH.h"
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#include "IRRMeshLoader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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using namespace Assimp;
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/**** AT FIRST: IrrlightBase, base class for IrrMesh and Irr *******/
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// ------------------------------------------------------------------------------------------------
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// read a property in hexadecimal format (i.e. ffffffff)
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void IrrlichtBase::ReadHexProperty (HexProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// parse the hexadecimal value
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out.value = strtol16(reader->getAttributeValue(i));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a decimal property
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void IrrlichtBase::ReadIntProperty (IntProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// parse the ecimal value
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out.value = strtol10s(reader->getAttributeValue(i));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a string property
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void IrrlichtBase::ReadStringProperty (StringProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// simple copy the string
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out.value = std::string (reader->getAttributeValue(i));
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a boolean property
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void IrrlichtBase::ReadBoolProperty (BoolProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// true or false, case insensitive
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out.value = (ASSIMP_stricmp( reader->getAttributeValue(i),
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"true") ? false : true);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a float property
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void IrrlichtBase::ReadFloatProperty (FloatProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// just parse the float
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out.value = fast_atof( reader->getAttributeValue(i) );
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// read a vector property
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void IrrlichtBase::ReadVectorProperty (VectorProperty& out)
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{
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for (int i = 0; i < reader->getAttributeCount();++i)
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{
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if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
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{
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out.name = std::string( reader->getAttributeValue(i) );
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}
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else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
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{
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// three floats, separated with commas
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const char* ptr = reader->getAttributeValue(i);
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SkipSpaces(&ptr);
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ptr = fast_atof_move( ptr,(float&)out.value.x );
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SkipSpaces(&ptr);
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if (',' != *ptr)
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{
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DefaultLogger::get()->error("IRR(MESH): Expected comma in vector definition");
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}
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else SkipSpaces(ptr+1,&ptr);
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ptr = fast_atof_move( ptr,(float&)out.value.y );
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SkipSpaces(&ptr);
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if (',' != *ptr)
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{
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DefaultLogger::get()->error("IRR(MESH): Expected comma in vector definition");
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}
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else SkipSpaces(ptr+1,&ptr);
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ptr = fast_atof_move( ptr,(float&)out.value.z );
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ColorFromARGBPacked(uint32_t in, aiColor4D& clr)
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{
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clr.a = ((in >> 24) & 0xff) / 255.f;
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clr.r = ((in >> 16) & 0xff) / 255.f;
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clr.g = ((in >> 8) & 0xff) / 255.f;
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clr.b = ((in ) & 0xff) / 255.f;
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}
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// ------------------------------------------------------------------------------------------------
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int ConvertMappingMode(const std::string& mode)
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{
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if (mode == "texture_clamp_repeat")
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{
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return aiTextureMapMode_Wrap;
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}
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else if (mode == "texture_clamp_mirror")
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return aiTextureMapMode_Mirror;
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return aiTextureMapMode_Clamp;
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}
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// ------------------------------------------------------------------------------------------------
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// Parse a material from the XML file
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aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
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{
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MaterialHelper* mat = new MaterialHelper();
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aiColor4D clr;
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aiString s;
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matFlags = 0; // zero output flags
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int cnt = 0; // number of used texture channels
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// Continue reading from the file
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while (reader->read())
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{
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switch (reader->getNodeType())
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{
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case EXN_ELEMENT:
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// Hex properties
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if (!ASSIMP_stricmp(reader->getNodeName(),"color"))
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{
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HexProperty prop;
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ReadHexProperty(prop);
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if (prop.name == "Diffuse")
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{
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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}
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else if (prop.name == "Ambient")
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{
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
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}
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else if (prop.name == "Specular")
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{
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
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}
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// NOTE: The 'emissive' property causes problems. It is
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// often != 0, even if there is obviously no light
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// emitted by the described surface. In fact I think
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// IRRLICHT ignores this property, too.
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#if 0
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else if (prop.name == "Emissive")
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{
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ColorFromARGBPacked(prop.value,clr);
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mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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#endif
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}
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// Float properties
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else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
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{
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FloatProperty prop;
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ReadFloatProperty(prop);
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if (prop.name == "Shininess")
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{
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mat->AddProperty(&prop.value,1,AI_MATKEY_SHININESS);
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}
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}
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// Bool properties
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else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
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{
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BoolProperty prop;
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ReadBoolProperty(prop);
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if (prop.name == "Wireframe")
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{
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int val = (prop.value ? true : false);
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mat->AddProperty(&val,1,AI_MATKEY_ENABLE_WIREFRAME);
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}
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else if (prop.name == "GouraudShading")
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{
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int val = (prop.value ? aiShadingMode_Gouraud
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: aiShadingMode_NoShading);
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mat->AddProperty(&val,1,AI_MATKEY_SHADING_MODEL);
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}
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}
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// String properties - textures and texture related properties
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else if (!ASSIMP_stricmp(reader->getNodeName(),"texture") ||
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!ASSIMP_stricmp(reader->getNodeName(),"enum"))
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{
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StringProperty prop;
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ReadStringProperty(prop);
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if (prop.value.length())
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{
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// material type (shader)
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if (prop.name == "Type")
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{
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if (prop.value == "trans_vertex_alpha")
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{
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matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
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}
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else if (prop.value == "lightmap")
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{
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matFlags = AI_IRRMESH_MAT_lightmap;
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}
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else if (prop.value == "solid_2layer")
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{
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matFlags = AI_IRRMESH_MAT_solid_2layer;
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}
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else if (prop.value == "lightmap_m2")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_m2;
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}
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else if (prop.value == "lightmap_m4")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_m4;
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}
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else if (prop.value == "lightmap_light")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_light;
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}
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else if (prop.value == "lightmap_light_m2")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
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}
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else if (prop.value == "lightmap_light_m4")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
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}
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else if (prop.value == "lightmap_add")
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{
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matFlags = AI_IRRMESH_MAT_lightmap_add;
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}
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// Normal and parallax maps are treated equally
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else if (prop.value == "normalmap_solid" ||
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prop.value == "parallaxmap_solid")
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{
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matFlags = AI_IRRMESH_MAT_normalmap_solid;
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}
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else if (prop.value == "normalmap_trans_vertex_alpha" ||
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prop.value == "parallaxmap_trans_vertex_alpha")
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{
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matFlags = AI_IRRMESH_MAT_normalmap_tva;
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}
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else if (prop.value == "normalmap_trans_add" ||
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prop.value == "parallaxmap_trans_add")
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{
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matFlags = AI_IRRMESH_MAT_normalmap_ta;
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}
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}
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// Up to 4 texture channels are supported
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else if (prop.name == "Texture1")
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{
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// Always accept the primary texture channel
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else if (prop.name == "Texture2")
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{
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// 2-layer material lightmapped?
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if (matFlags & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap))
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{
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(1));
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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}
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// alternatively: normal or parallax mapping
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else if (matFlags & AI_IRRMESH_MAT_normalmap_solid)
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{
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_NORMALS(1));
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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}
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}
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else if (prop.name == "Texture3")
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{
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// We don't process the third texture channel as Irrlicht
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// does not seem to use it.
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#if 0
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(2));
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#endif
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}
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else if (prop.name == "Texture4" )
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{
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// We don't process the fourth texture channel as Irrlicht
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// does not seem to use it.
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#if 0
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(3));
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#endif
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}
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// Texture mapping options
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if (prop.name == "TextureWrap1" && cnt >= 1)
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{
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
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}
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else if (prop.name == "TextureWrap2" && cnt >= 2)
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{
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
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}
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else if (prop.name == "TextureWrap3" && cnt >= 3)
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{
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(2));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(2));
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}
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else if (prop.name == "TextureWrap4" && cnt >= 4)
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{
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int map = ConvertMappingMode(prop.value);
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(3));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(3));
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}
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}
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}
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break;
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case EXN_ELEMENT_END:
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/* Assume there are no further nested nodes in <material> elements
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*/
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if (/* IRRMESH */ !ASSIMP_stricmp(reader->getNodeName(),"material") ||
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/* IRR */ !ASSIMP_stricmp(reader->getNodeName(),"attributes"))
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{
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// Now process lightmapping flags
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// We should have at least one texture, however
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// if there are multiple textures we assign the
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// lightmap settings to the last texture.
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if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
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{
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float f = 1.f;
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// Additive lightmap?
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int op = (matFlags & AI_IRRMESH_MAT_lightmap_add
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? aiTextureOp_Add : aiTextureOp_Multiply);
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// Handle Irrlicht's lightmapping scaling factor
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if (matFlags & AI_IRRMESH_MAT_lightmap_m2 ||
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matFlags & AI_IRRMESH_MAT_lightmap_light_m2)
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{
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f = 2.f;
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}
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else if (matFlags & AI_IRRMESH_MAT_lightmap_m4 ||
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matFlags & AI_IRRMESH_MAT_lightmap_light_m4)
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{
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f = 4.f;
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}
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mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_DIFFUSE(cnt-1));
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mat->AddProperty( &op,1, AI_MATKEY_TEXOP_DIFFUSE(cnt-1));
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}
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return mat;
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}
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default:
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// GCC complains here ...
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break;
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}
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}
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DefaultLogger::get()->error("IRRMESH: Unexpected end of file. Material is not complete");
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return mat;
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRMeshImporter::IRRMeshImporter()
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{
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// nothing to do here
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}
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|
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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|
IRRMeshImporter::~IRRMeshImporter()
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{
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// nothing to do here
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}
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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 IRRMeshImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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std::string::size_type pos = pFile.find_last_of('.');
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|
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// no file extension - can't read
|
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if( pos == std::string::npos)
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return false;
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|
|
std::string extension = pFile.substr( pos);
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for (std::string::iterator i = extension.begin(); i != extension.end();++i)
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*i = ::tolower(*i);
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if (extension == ".irrmesh")return true;
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else if (extension == ".xml")
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{
|
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/* If CanRead() is called to check whether the loader
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* supports a specific file extension in general we
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* must return true here.
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*/
|
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if (!pIOHandler)return true;
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const char* tokens[] = {"irrmesh"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
|
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return false;
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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 IRRMeshImporter::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 IRRMESH file " + pFile + "");
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// Construct the irrXML parser
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CIrrXML_IOStreamReader st(file.get());
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reader = createIrrXMLReader((IFileReadCallBack*) &st);
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// final data
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std::vector<aiMaterial*> materials;
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std::vector<aiMesh*> meshes;
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materials.reserve (5);
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meshes.reserve (5);
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// temporary data - current mesh buffer
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aiMaterial* curMat = NULL;
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aiMesh* curMesh = NULL;
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unsigned int curMatFlags;
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std::vector<aiVector3D> curVertices,curNormals,curTangents,curBitangents;
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std::vector<aiColor4D> curColors;
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std::vector<aiVector3D> curUVs,curUV2s;
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// some temporary variables
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int textMeaning = 0;
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int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
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bool useColors = false;
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bool needLightMap = false;
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// Parse the XML file
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while (reader->read())
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{
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switch (reader->getNodeType())
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{
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case EXN_ELEMENT:
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if (!ASSIMP_stricmp(reader->getNodeName(),"buffer") && (curMat || curMesh))
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{
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// end of previous buffer. A material and a mesh should be there
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if ( !curMat || !curMesh)
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{
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DefaultLogger::get()->error("IRRMESH: A buffer must contain a mesh and a material");
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delete curMat;
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delete curMesh;
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}
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else
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{
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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curMat = NULL;
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curMesh = NULL;
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curVertices.clear();
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curColors.clear();
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curNormals.clear();
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curUV2s.clear();
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curUVs.clear();
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curTangents.clear();
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curBitangents.clear();
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}
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if (!ASSIMP_stricmp(reader->getNodeName(),"material"))
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{
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if (curMat)
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{
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DefaultLogger::get()->warn("IRRMESH: Only one material description per buffer, please");
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delete curMat;curMat = NULL;
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}
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curMat = ParseMaterial(curMatFlags);
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}
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/* no else here! */ if (!ASSIMP_stricmp(reader->getNodeName(),"vertices"))
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{
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int num = reader->getAttributeValueAsInt("vertexCount");
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if (!num)
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{
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// This is possible ... remove the mesh from the list
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// and skip further reading
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DefaultLogger::get()->warn("IRRMESH: Found mesh with zero vertices");
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delete curMat;curMat = NULL;
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curMesh = NULL;
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textMeaning = 0;
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continue;
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}
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curVertices.reserve (num);
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curNormals.reserve (num);
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curColors.reserve (num);
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curUVs.reserve (num);
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// Determine the file format
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const char* t = reader->getAttributeValueSafe("type");
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if (!ASSIMP_stricmp("2tcoords", t))
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{
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curUV2s.reserve (num);
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vertexFormat = 1;
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if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE)
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{
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// *********************************************************
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// We have a second texture! So use this UV channel
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// for it. The 2nd texture can be either a normal
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// texture (solid_2layer or lightmap_xxx) or a normal
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// map (normal_..., parallax_...)
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// *********************************************************
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int idx = 1;
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MaterialHelper* mat = ( MaterialHelper* ) curMat;
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if (curMatFlags & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap))
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{
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mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
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}
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else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid)
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{
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mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
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}
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}
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}
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else if (!ASSIMP_stricmp("tangents", t))
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{
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curTangents.reserve (num);
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curBitangents.reserve (num);
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vertexFormat = 2;
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}
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else if (ASSIMP_stricmp("standard", t))
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{
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delete curMat;
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DefaultLogger::get()->warn("IRRMESH: Unknown vertex format");
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}
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else vertexFormat = 0;
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textMeaning = 1;
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}
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else if (!ASSIMP_stricmp(reader->getNodeName(),"indices"))
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{
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if (curVertices.empty() && curMat)
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{
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delete curMat;
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throw new ImportErrorException("IRRMESH: indices must come after vertices");
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}
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textMeaning = 2;
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// start a new mesh
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curMesh = new aiMesh();
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// allocate storage for all faces
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curMesh->mNumVertices = reader->getAttributeValueAsInt("indexCount");
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if (!curMesh->mNumVertices)
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{
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// This is possible ... remove the mesh from the list
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// and skip further reading
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DefaultLogger::get()->warn("IRRMESH: Found mesh with zero indices");
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// mesh - away
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delete curMesh; curMesh = NULL;
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// material - away
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delete curMat;curMat = NULL;
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textMeaning = 0;
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continue;
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}
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if (curMesh->mNumVertices % 3)
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{
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DefaultLogger::get()->warn("IRRMESH: Number if indices isn't divisible by 3");
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}
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curMesh->mNumFaces = curMesh->mNumVertices / 3;
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curMesh->mFaces = new aiFace[curMesh->mNumFaces];
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// setup some members
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curMesh->mMaterialIndex = (unsigned int)materials.size();
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curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for all vertices
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curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
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if (curNormals.size() == curVertices.size())
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{
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curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
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}
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if (curTangents.size() == curVertices.size())
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{
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curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curBitangents.size() == curVertices.size())
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{
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curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curColors.size() == curVertices.size() && useColors)
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{
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curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
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}
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if (curUVs.size() == curVertices.size())
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{
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curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
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}
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if (curUV2s.size() == curVertices.size())
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{
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curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
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}
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}
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break;
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case EXN_TEXT:
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{
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const char* sz = reader->getNodeData();
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if (textMeaning == 1)
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{
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textMeaning = 0;
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// read vertices
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do
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{
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SkipSpacesAndLineEnd(&sz);
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aiVector3D temp;aiColor4D c;
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// Read the vertex position
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sz = fast_atof_move(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.y);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.z);
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SkipSpaces(&sz);
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curVertices.push_back(temp);
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// Read the vertex normals
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sz = fast_atof_move(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.y);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.z);
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SkipSpaces(&sz);
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curNormals.push_back(temp);
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// read the vertex colors
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uint32_t clr = strtol16(sz,&sz);
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ColorFromARGBPacked(clr,c);
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if (!curColors.empty() && c != *(curColors.end()-1))
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useColors = true;
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curColors.push_back(c);
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SkipSpaces(&sz);
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// read the first UV coordinate set
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sz = fast_atof_move(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.y);
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SkipSpaces(&sz);
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temp.z = 0.f;
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temp.y = 1.f - temp.y; // DX to OGL
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curUVs.push_back(temp);
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// read the (optional) second UV coordinate set
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if (vertexFormat == 1)
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{
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sz = fast_atof_move(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.y);
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temp.y = 1.f - temp.y; // DX to OGL
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curUV2s.push_back(temp);
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}
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// read optional tangent and bitangent vectors
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else if (vertexFormat == 2)
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{
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// tangents
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sz = fast_atof_move(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.z);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.y);
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SkipSpaces(&sz);
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temp.y *= -1.0f;
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curTangents.push_back(temp);
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// bitangents
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sz = fast_atof_move(sz,(float&)temp.x);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.z);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)temp.y);
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SkipSpaces(&sz);
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temp.y *= -1.0f;
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curBitangents.push_back(temp);
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}
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}
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/* IMPORTANT: We assume that each vertex is specified in one
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line. So we can skip the rest of the line - unknown vertex
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elements are ignored.
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*/
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while (SkipLine(&sz));
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}
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else if (textMeaning == 2)
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{
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textMeaning = 0;
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// read indices
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aiFace* curFace = curMesh->mFaces;
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aiFace* const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
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aiVector3D* pcV = curMesh->mVertices;
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aiVector3D* pcN = curMesh->mNormals;
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aiVector3D* pcT = curMesh->mTangents;
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aiVector3D* pcB = curMesh->mBitangents;
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aiColor4D* pcC0 = curMesh->mColors[0];
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aiVector3D* pcT0 = curMesh->mTextureCoords[0];
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aiVector3D* pcT1 = curMesh->mTextureCoords[1];
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unsigned int curIdx = 0;
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unsigned int total = 0;
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while(SkipSpacesAndLineEnd(&sz))
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{
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if (curFace >= faceEnd)
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{
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DefaultLogger::get()->error("IRRMESH: Too many indices");
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break;
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}
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if (!curIdx)
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{
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curFace->mNumIndices = 3;
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curFace->mIndices = new unsigned int[3];
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}
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unsigned int idx = strtol10(sz,&sz);
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if (idx >= curVertices.size())
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{
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DefaultLogger::get()->error("IRRMESH: Index out of range");
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idx = 0;
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}
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curFace->mIndices[curIdx] = total++;
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*pcV++ = curVertices[idx];
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if (pcN)*pcN++ = curNormals[idx];
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if (pcT)*pcT++ = curTangents[idx];
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if (pcB)*pcB++ = curBitangents[idx];
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if (pcC0)*pcC0++ = curColors[idx];
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if (pcT0)*pcT0++ = curUVs[idx];
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if (pcT1)*pcT1++ = curUV2s[idx];
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if (++curIdx == 3)
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{
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++curFace;
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curIdx = 0;
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}
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}
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if (curFace != faceEnd)
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DefaultLogger::get()->error("IRRMESH: Not enough indices");
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// Finish processing the mesh - do some small material workarounds
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if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors)
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{
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// Take the opacity value of the current material
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// from the common vertex color alpha
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MaterialHelper* mat = (MaterialHelper*)curMat;
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mat->AddProperty(&curColors[0].a,1,AI_MATKEY_OPACITY);
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}
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}}
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break;
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default:
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// GCC complains here ...
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break;
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};
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}
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// End of the last buffer. A material and a mesh should be there
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if (curMat || curMesh)
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{
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if ( !curMat || !curMesh)
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{
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DefaultLogger::get()->error("IRRMESH: A buffer must contain a mesh and a material");
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delete curMat;
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delete curMesh;
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}
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else
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{
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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}
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if (materials.empty())
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throw new ImportErrorException("IRRMESH: Unable to read a mesh from this file");
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// now generate the output scene
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pScene->mNumMeshes = (unsigned int)meshes.size();
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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pScene->mMeshes[i] = meshes[i];
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// clean this value ...
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pScene->mMeshes[i]->mNumUVComponents[3] = 0;
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}
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pScene->mNumMaterials = (unsigned int)materials.size();
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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::memcpy(pScene->mMaterials,&materials[0],sizeof(void*)*pScene->mNumMaterials);
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<IRRMesh>");
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pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mRootNode->mMeshes[i] = i;
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// transformation matrix to convert from IRRMESH to ASSIMP coordinates
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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1.0f, 0.0f, 0.0f, 0.f, 0.0f, 0.0f, -1.0f, 0.f, 0.0f, 1.0f, 0.0f, 0.f, 0.f, 0.f, 0.f, 1.f);
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delete reader;
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AI_DEBUG_INVALIDATE_PTR(reader);
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}
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