FBX: fix parse error for uv-coordinates.
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@@ -79,14 +79,13 @@ Geometry::Geometry(uint64_t id, const Element& element, const std::string& name,
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// ------------------------------------------------------------------------------------------------
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Geometry::~Geometry()
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{
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// empty
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}
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const Skin* Geometry::DeformerSkin() const {
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return skin;
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}
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// ------------------------------------------------------------------------------------------------
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MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc)
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: Geometry(id, element,name, doc)
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@@ -186,9 +185,8 @@ MeshGeometry::MeshGeometry(uint64_t id, const Element& element, const std::strin
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}
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// ------------------------------------------------------------------------------------------------
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MeshGeometry::~MeshGeometry()
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{
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MeshGeometry::~MeshGeometry() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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@@ -218,7 +216,7 @@ const std::vector<unsigned int>& MeshGeometry::GetFaceIndexCounts() const {
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// ------------------------------------------------------------------------------------------------
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const std::vector<aiVector2D>& MeshGeometry::GetTextureCoords( unsigned int index ) const {
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static const std::vector<aiVector2D> empty;
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const std::vector<aiVector2D> empty;
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return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : m_uvs[ index ];
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}
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@@ -227,7 +225,7 @@ std::string MeshGeometry::GetTextureCoordChannelName( unsigned int index ) const
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}
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const std::vector<aiColor4D>& MeshGeometry::GetVertexColors( unsigned int index ) const {
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static const std::vector<aiColor4D> empty;
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const std::vector<aiColor4D> empty;
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return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : m_colors[ index ];
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}
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@@ -308,7 +306,6 @@ void MeshGeometry::ReadLayerElement(const Scope& layerElement)
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<< type << ", index: " << typedIndex);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scope& source)
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{
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@@ -412,7 +409,6 @@ void MeshGeometry::ReadVertexData(const std::string& type, int index, const Scop
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Lengthy utility function to read and resolve a FBX vertex data array - that is, the
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// output is in polygon vertex order. This logic is used for reading normals, UVs, colors,
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@@ -431,7 +427,7 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
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bool isDirect = ReferenceInformationType == "Direct";
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bool isIndexToDirect = ReferenceInformationType == "IndexToDirect";
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// fallback to direct data if there is no index data element
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// fall-back to direct data if there is no index data element
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if ( isIndexToDirect && !HasElement( source, indexDataElementName ) ) {
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isDirect = true;
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isIndexToDirect = false;
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@@ -499,9 +495,14 @@ void ResolveVertexDataArray(std::vector<T>& data_out, const Scope& source,
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return;
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}
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const T empty;
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unsigned int next = 0;
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for(int i : uvIndices) {
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if (static_cast<size_t>(i) >= tempData.size()) {
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if ( -1 == i ) {
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data_out[ next++ ] = empty;
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continue;
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}
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if (static_cast<size_t>(i) >= tempData.size()) {
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DOMError("index out of range",&GetRequiredElement(source,indexDataElementName));
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}
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@@ -528,7 +529,6 @@ void MeshGeometry::ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, c
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m_mappings);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source,
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const std::string& MappingInformationType,
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@@ -543,7 +543,6 @@ void MeshGeometry::ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope
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m_mappings);
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}
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// ------------------------------------------------------------------------------------------------
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void MeshGeometry::ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source,
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const std::string& MappingInformationType,
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