485 lines
16 KiB
C++
485 lines
16 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 STL importer class */
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// internal headers
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#include "NFFLoader.h"
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#include "MaterialSystem.h"
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#include "ParsingUtils.h"
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#include "StandardShapes.h"
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#include "fast_atof.h"
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#include "qnan.h"
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// public assimp headers
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include "../include/DefaultLogger.h"
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// boost headers
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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NFFImporter::NFFImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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NFFImporter::~NFFImporter()
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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 NFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)return false;
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std::string extension = pFile.substr( pos);
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return !(extension.length() != 4 || extension[0] != '.' ||
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extension[1] != 'n' && extension[1] != 'N' ||
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extension[2] != 'f' && extension[2] != 'F' ||
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extension[3] != 'f' && extension[3] != 'F');
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}
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_FLOAT(f) \
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SkipSpaces(&sz); \
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if (!::IsLineEnd(*sz))sz = fast_atof_move(sz, (float&)f);
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_TRIPLE(v) \
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AI_NFF_PARSE_FLOAT(v.x) \
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AI_NFF_PARSE_FLOAT(v.y) \
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AI_NFF_PARSE_FLOAT(v.z)
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// ------------------------------------------------------------------------------------------------
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#define AI_NFF_PARSE_SHAPE_INFORMATION() \
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aiVector3D center, radius(1.0f,std::numeric_limits<float>::quiet_NaN(),std::numeric_limits<float>::quiet_NaN()); \
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AI_NFF_PARSE_TRIPLE(center); \
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AI_NFF_PARSE_TRIPLE(radius); \
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if (is_qnan(radius.z))radius.z = radius.x; \
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if (is_qnan(radius.y))radius.y = radius.x; \
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currentMesh.radius = radius; \
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currentMesh.center = center;
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void NFFImporter::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, "rb"));
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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 NFF file " + pFile + ".");
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unsigned int m = (unsigned int)file->FileSize();
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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(m+1);
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file->Read(&mBuffer2[0],m,1);
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const char* buffer = &mBuffer2[0];
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mBuffer2[m] = '\0';
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// mesh arrays - separate here to make the handling of
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// the pointers below easier.
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std::vector<MeshInfo> meshes;
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std::vector<MeshInfo> meshesWithNormals;
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std::vector<MeshInfo> meshesLocked;
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MeshInfo* currentMeshWithNormals = NULL;
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MeshInfo* currentMesh = NULL;
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ShadingInfo s; // current material info
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// degree of tesselation
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unsigned int iTesselation = 4;
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char line[4096];
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const char* sz;
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unsigned int sphere = 0,cylinder = 0,cone = 0,numNamed = 0,
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dodecahedron = 0,octahedron = 0,tetrahedron = 0, hexahedron = 0;
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while (GetNextLine(buffer,line))
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{
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if ('p' == line[0])
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{
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MeshInfo* out = NULL;
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// 'pp' - polygon patch primitive
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if ('p' == line[1])
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{
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if (meshesWithNormals.empty())
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{
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meshesWithNormals.push_back(MeshInfo(true));
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currentMeshWithNormals = &meshesWithNormals.back();
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}
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sz = &line[2];out = currentMeshWithNormals;
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}
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// 'p' - polygon primitive
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else
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{
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if (meshes.empty())
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{
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meshes.push_back(MeshInfo(false));
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currentMesh = &meshes.back();
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}
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sz = &line[1];out = currentMesh;
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}
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SkipSpaces(sz,&sz);
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m = strtol10(sz);
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// ---- flip the face order
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out->vertices.resize(out->vertices.size()+m);
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if (out == currentMeshWithNormals)
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{
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out->normals.resize(out->vertices.size());
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}
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for (unsigned int n = 0; n < m;++n)
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{
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if(!GetNextLine(buffer,line))
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{
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DefaultLogger::get()->error("NFF: Unexpected EOF was encountered");
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continue;
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}
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aiVector3D v; sz = &line[0];
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AI_NFF_PARSE_TRIPLE(v);
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out->vertices[out->vertices.size()-n-1] = v;
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if (out == currentMeshWithNormals)
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{
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AI_NFF_PARSE_TRIPLE(v);
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out->normals[out->vertices.size()-n-1] = v;
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}
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}
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out->faces.push_back(m);
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}
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// 'f' - shading information block
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else if ('f' == line[0] && IsSpace(line[1]))
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{
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SkipSpaces(&line[1],&sz);
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// read just the RGB colors, the rest is ignored for the moment
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sz = fast_atof_move(sz, (float&)s.color.r);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz, (float&)s.color.g);
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SkipSpaces(&sz);
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sz = fast_atof_move(sz, (float&)s.color.b);
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// check whether we have this material already -
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// although we have the RRM-Step, this is necessary here.
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// otherwise we would generate hundreds of small meshes
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// with just a few faces - this is surely never wanted.
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currentMesh = currentMeshWithNormals = NULL;
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for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
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it != end;++it)
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{
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if ((*it).bLocked)continue;
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if ((*it).shader == s)
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{
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if ((*it).bHasNormals)currentMeshWithNormals = &(*it);
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else currentMesh = &(*it);
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}
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}
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if (!currentMesh)
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{
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meshes.push_back(MeshInfo(false));
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currentMesh = &meshes.back();
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currentMesh->shader = s;
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}
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if (!currentMeshWithNormals)
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{
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meshesWithNormals.push_back(MeshInfo(true));
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currentMeshWithNormals = &meshesWithNormals.back();
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currentMeshWithNormals->shader = s;
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}
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}
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// 's' - sphere
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else if ('s' == line[0] && IsSpace(line[1]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[1];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"sphere_%i",sphere++);
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}
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// 'dod' - dodecahedron
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else if (!strncmp(line,"dod",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeDodecahedron(currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
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}
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// 'oct' - octahedron
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else if (!strncmp(line,"oct",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeOctahedron(currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
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}
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// 'tet' - tetrahedron
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else if (!strncmp(line,"tet",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeTetrahedron(currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
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}
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// 'hex' - hexahedron
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else if (!strncmp(line,"hex",3) && IsSpace(line[3]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshesLocked.back();
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currentMesh.shader = s;
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sz = &line[4];
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AI_NFF_PARSE_SHAPE_INFORMATION();
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// we don't need scaling or translation here - we do it in the node's transform
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StandardShapes::MakeHexahedron(currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
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}
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// 'tess' - tesselation
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else if (!strncmp(line,"tess",4) && IsSpace(line[4]))
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{
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sz = &line[5];SkipSpaces(&sz);
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iTesselation = strtol10(sz);
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}
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// 'c' - cone
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else if ('c' == line[0] && IsSpace(line[1]))
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{
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meshesLocked.push_back(MeshInfo(false,true));
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MeshInfo& currentMesh = meshes.back();
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currentMesh.shader = s;
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sz = &line[1];
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aiVector3D center1, center2; float radius1, radius2;
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AI_NFF_PARSE_TRIPLE(center1);
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AI_NFF_PARSE_FLOAT(radius1);
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AI_NFF_PARSE_TRIPLE(center2);
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AI_NFF_PARSE_FLOAT(radius2);
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// compute the center point of the cone/cylinder
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center2 = (center2-center1)/2.f;
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currentMesh.center = center1+center2;
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center1 = -center2;
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// generate the cone - it consists of simple triangles
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StandardShapes::MakeCone(center1, radius1, center2, radius2, iTesselation, currentMesh.vertices);
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currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
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// generate a name for the mesh
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if (radius1 != radius2)
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::sprintf(currentMesh.name,"cone_%i",cone++);
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else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
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}
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// '#' - comment
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else if ('#' == line[0])
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{
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const char* sz;SkipSpaces(&line[1],&sz);
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if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
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}
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}
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// copy all arrays into one large
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meshes.reserve(meshes.size()+meshesLocked.size()+meshesWithNormals.size());
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meshes.insert(meshes.end(),meshesLocked.begin(),meshesLocked.end());
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meshes.insert(meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
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// now generate output meshes. first find out how many meshes we'll need
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std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
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for (;it != end;++it)
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{
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if (!(*it).faces.empty())
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{
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++pScene->mNumMeshes;
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if ((*it).name[0])++numNamed;
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}
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}
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// generate a dummy root node - assign all unnamed elements such
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// as polygons and polygon patches to the root node and generate
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// sub nodes for named objects such as spheres and cones.
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aiNode* const root = new aiNode();
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root->mName.Set("<NFF_Root>");
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root->mNumChildren = numNamed;
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root->mNumMeshes = pScene->mNumMeshes-numNamed;
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aiNode** ppcChildren;
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unsigned int* pMeshes;
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if (root->mNumMeshes)
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pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
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if (root->mNumChildren)
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ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
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if (!pScene->mNumMeshes)throw new ImportErrorException("NFF: No meshes loaded");
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
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for (it = meshes.begin(), m = 0; it != end;++it)
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{
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if ((*it).faces.empty())continue;
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const MeshInfo& src = *it;
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aiMesh* const mesh = pScene->mMeshes[m] = new aiMesh();
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mesh->mNumVertices = (unsigned int)src.vertices.size();
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mesh->mNumFaces = (unsigned int)src.faces.size();
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// generate sub nodes for named meshes
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if (src.name[0])
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{
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aiNode* const node = *ppcChildren = new aiNode();
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node->mParent = root;
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node->mNumMeshes = 1;
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node->mMeshes = new unsigned int[1];
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node->mMeshes[0] = m;
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node->mName.Set(src.name);
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// setup the transformation matrix of the node
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node->mTransformation.a4 = src.center.x;
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node->mTransformation.b4 = src.center.y;
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node->mTransformation.c4 = src.center.z;
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node->mTransformation.a1 = src.radius.x;
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node->mTransformation.b2 = src.radius.y;
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node->mTransformation.c3 = src.radius.z;
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++ppcChildren;
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}
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else *pMeshes++ = m;
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// copy vertex positions
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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::memcpy(mesh->mVertices,&src.vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);
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if (src.bHasNormals)
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{
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ai_assert(src.normals.size() == src.vertices.size());
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// copy normal vectors
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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::memcpy(mesh->mNormals,&src.normals[0],sizeof(aiVector3D)*mesh->mNumVertices);
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}
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// generate faces
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unsigned int p = 0;
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aiFace* pFace = mesh->mFaces = new aiFace[mesh->mNumFaces];
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for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(),
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end2 = src.faces.end();
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it2 != end2;++it2,++pFace)
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{
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pFace->mIndices = new unsigned int [ pFace->mNumIndices = *it2 ];
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for (unsigned int o = 0; o < pFace->mNumIndices;++o)
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pFace->mIndices[o] = p++;
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}
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// generate a material for the mesh
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MaterialHelper* pcMat = (MaterialHelper*)(pScene->
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mMaterials[m] = new MaterialHelper());
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mesh->mMaterialIndex = m++;
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aiString s;
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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pcMat->AddProperty(&s, AI_MATKEY_NAME);
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pcMat->AddProperty(&src.shader.color,1,AI_MATKEY_COLOR_DIFFUSE);
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pcMat->AddProperty(&src.shader.color,1,AI_MATKEY_COLOR_SPECULAR);
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}
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pScene->mRootNode = root;
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}
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