ACLoader: Use enum for Surface flags
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@@ -471,32 +471,33 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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++node->mNumMeshes;
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}
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switch ((*it).flags & 0xf) {
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switch ((*it).GetType()) {
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// closed line
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case 0x1:
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case Surface::ClosedLine:
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needMat[idx].first += (unsigned int)(*it).entries.size();
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needMat[idx].second += (unsigned int)(*it).entries.size() << 1u;
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break;
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// unclosed line
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case 0x2:
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case Surface::OpenLine:
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needMat[idx].first += (unsigned int)(*it).entries.size() - 1;
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needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u;
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break;
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// triangle strip
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case 0x4:
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case Surface::TriangleStrip:
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needMat[idx].first += (unsigned int)(*it).entries.size() - 2;
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needMat[idx].second += ((unsigned int)(*it).entries.size() - 2) * 3;
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break;
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// 0 == polygon, else unknown
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default:
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if ((*it).flags & 0xf) {
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ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown");
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(*it).flags &= ~(0xf);
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}
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// Coerce unknowns to a polygon and warn
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ASSIMP_LOG_WARN_F("AC3D: The type flag of a surface is unknown: ", (*it).flags);
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(*it).flags &= ~(Surface::Mask);
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// fallthrough
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// polygon
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case Surface::Polygon:
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// the number of faces increments by one, the number
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// of vertices by surface.numref.
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needMat[idx].first++;
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@@ -552,8 +553,8 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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const Surface &src = *it;
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// closed polygon
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unsigned int type = (*it).flags & 0xf;
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if (!type) {
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uint8_t type = (*it).GetType();
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if (type == Surface::Polygon) {
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aiFace &face = *faces++;
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face.mNumIndices = (unsigned int)src.entries.size();
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if (0 != face.mNumIndices) {
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@@ -576,7 +577,7 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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}
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}
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}
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} else if (type == 0x4) {
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} else if (type == Surface::TriangleStrip) {
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for (unsigned int i = 0; i < (unsigned int)src.entries.size() - 2; ++i) {
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const Surface::SurfaceEntry &entry1 = src.entries[i];
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const Surface::SurfaceEntry &entry2 = src.entries[i + 1];
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@@ -584,8 +585,8 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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// skip degenerate triangles
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if (object.vertices[entry1.first] == object.vertices[entry2.first] ||
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object.vertices[entry1.first] == object.vertices[entry3.first] ||
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object.vertices[entry2.first] == object.vertices[entry3.first]) {
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object.vertices[entry1.first] == object.vertices[entry3.first] ||
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object.vertices[entry2.first] == object.vertices[entry3.first]) {
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mesh->mNumFaces--;
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mesh->mNumVertices -= 3;
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continue;
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@@ -640,7 +641,7 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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// either a closed or an unclosed line
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unsigned int tmp = (unsigned int)(*it).entries.size();
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if (0x2 == type) --tmp;
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if (Surface::OpenLine == type) --tmp;
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for (unsigned int m = 0; m < tmp; ++m) {
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aiFace &face = *faces++;
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@@ -663,7 +664,7 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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++uv;
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}
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if (0x1 == type && tmp - 1 == m) {
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if (Surface::ClosedLine == type && tmp - 1 == m) {
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// if this is a closed line repeat its beginning now
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it2 = (*it).entries.begin();
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} else
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