Merge branch 'master' into fbx-keep-material-params
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@@ -870,10 +870,15 @@ namespace Assimp {
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for (const Geometry* geo : geos) {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*>(geo);
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const LineGeometry* const line = dynamic_cast<const LineGeometry*>(geo);
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if (mesh) {
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const std::vector<unsigned int>& indices = ConvertMesh(*mesh, model, node_global_transform, nd);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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}
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else if (line) {
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const std::vector<unsigned int>& indices = ConvertLine(*line, model, node_global_transform, nd);
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std::copy(indices.begin(), indices.end(), std::back_inserter(meshes));
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}
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else {
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FBXImporter::LogWarn("ignoring unrecognized geometry: " + geo->Name());
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}
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@@ -922,7 +927,52 @@ namespace Assimp {
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return temp;
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}
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aiMesh* FBXConverter::SetupEmptyMesh(const MeshGeometry& mesh, aiNode& nd)
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std::vector<unsigned int> FBXConverter::ConvertLine(const LineGeometry& line, const Model& model,
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const aiMatrix4x4& node_global_transform, aiNode& nd)
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{
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std::vector<unsigned int> temp;
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const std::vector<aiVector3D>& vertices = line.GetVertices();
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const std::vector<int>& indices = line.GetIndices();
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if (vertices.empty() || indices.empty()) {
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FBXImporter::LogWarn("ignoring empty line: " + line.Name());
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return temp;
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}
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aiMesh* const out_mesh = SetupEmptyMesh(line, nd);
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out_mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
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// copy vertices
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out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
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out_mesh->mVertices = new aiVector3D[out_mesh->mNumVertices];
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std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
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//Number of line segments (faces) is "Number of Points - Number of Endpoints"
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//N.B.: Endpoints in FbxLine are denoted by negative indices.
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//If such an Index is encountered, add 1 and multiply by -1 to get the real index.
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unsigned int epcount = 0;
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for (unsigned i = 0; i < indices.size(); i++)
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{
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if (indices[i] < 0) epcount++;
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}
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unsigned int pcount = indices.size();
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unsigned int scount = out_mesh->mNumFaces = pcount - epcount;
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aiFace* fac = out_mesh->mFaces = new aiFace[scount]();
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for (unsigned int i = 0; i < pcount; ++i) {
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if (indices[i] < 0) continue;
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aiFace& f = *fac++;
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f.mNumIndices = 2; //2 == aiPrimitiveType_LINE
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f.mIndices = new unsigned int[2];
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f.mIndices[0] = indices[i];
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int segid = indices[(i + 1 == pcount ? 0 : i + 1)]; //If we have reached he last point, wrap around
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f.mIndices[1] = (segid < 0 ? (segid + 1)*-1 : segid); //Convert EndPoint Index to normal Index
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}
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temp.push_back(static_cast<unsigned int>(meshes.size() - 1));
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return temp;
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}
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aiMesh* FBXConverter::SetupEmptyMesh(const Geometry& mesh, aiNode& nd)
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{
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aiMesh* const out_mesh = new aiMesh();
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meshes.push_back(out_mesh);
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@@ -957,6 +1007,7 @@ namespace Assimp {
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// copy vertices
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out_mesh->mNumVertices = static_cast<unsigned int>(vertices.size());
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out_mesh->mVertices = new aiVector3D[vertices.size()];
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std::copy(vertices.begin(), vertices.end(), out_mesh->mVertices);
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// generate dummy faces
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