[3393728] [PATCH 1/2] ommit->omit and splitted->split
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1064 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -422,7 +422,7 @@ struct SubsurfModifierData : ElemBase {
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};
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enum Flags {
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// some ommitted
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// some omitted
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FLAGS_SubsurfUV =1<<3
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};
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@@ -387,7 +387,7 @@ void COBImporter::ReadAsciiFile(Scene& out, StreamReaderLE* stream)
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ChunkInfo ci;
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for(LineSplitter splitter(*stream);splitter;++splitter) {
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// add all chunks to be recognized here. /else ../ ommitted intentionally.
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// add all chunks to be recognized here. /else ../ omitted intentionally.
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if (splitter.match_start("PolH ")) {
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ReadChunkInfo_Ascii(ci,splitter);
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ReadPolH_Ascii(out,splitter,ci);
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@@ -1193,32 +1193,32 @@ bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInf
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void MDLImporter::SortByMaterials_3DGS_MDL7(
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const MDL::IntGroupInfo_MDL7& groupInfo,
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MDL::IntGroupData_MDL7& groupData,
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MDL::IntSplittedGroupData_MDL7& splittedGroupData)
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MDL::IntSplittedGroupData_MDL7& splitGroupData)
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{
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const unsigned int iNumMaterials = (unsigned int)splittedGroupData.shared.pcMats.size();
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const unsigned int iNumMaterials = (unsigned int)splitGroupData.shared.pcMats.size();
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if (!groupData.bNeed2UV) {
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// if we don't need a second set of texture coordinates there is no reason to keep it in memory ...
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groupData.vTextureCoords2.clear();
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// allocate the array
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splittedGroupData.aiSplit = new std::vector<unsigned int>*[iNumMaterials];
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splitGroupData.aiSplit = new std::vector<unsigned int>*[iNumMaterials];
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for (unsigned int m = 0; m < iNumMaterials;++m)
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splittedGroupData.aiSplit[m] = new std::vector<unsigned int>();
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splitGroupData.aiSplit[m] = new std::vector<unsigned int>();
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// iterate through all faces and sort by material
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for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
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// check range
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if (groupData.pcFaces[iFace].iMatIndex[0] >= iNumMaterials) {
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// use the last material instead
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splittedGroupData.aiSplit[iNumMaterials-1]->push_back(iFace);
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splitGroupData.aiSplit[iNumMaterials-1]->push_back(iFace);
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// sometimes MED writes -1, but normally only if there is only
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// one skin assigned. No warning in this case
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if(0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0])
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DefaultLogger::get()->warn("Index overflow in MDL7 material list [#0]");
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}
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else splittedGroupData.aiSplit[groupData.pcFaces[iFace].
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else splitGroupData.aiSplit[groupData.pcFaces[iFace].
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iMatIndex[0]]->push_back(iFace);
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}
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}
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@@ -1271,8 +1271,8 @@ void MDLImporter::SortByMaterials_3DGS_MDL7(
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sHelper.pcMat = new MaterialHelper();
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sHelper.iOldMatIndices[0] = iMatIndex;
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sHelper.iOldMatIndices[1] = iMatIndex2;
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JoinSkins_3DGS_MDL7(splittedGroupData.shared.pcMats[iMatIndex],
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splittedGroupData.shared.pcMats[iMatIndex2],sHelper.pcMat);
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JoinSkins_3DGS_MDL7(splitGroupData.shared.pcMats[iMatIndex],
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splitGroupData.shared.pcMats[iMatIndex2],sHelper.pcMat);
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// and add it to the list
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avMats.push_back(sHelper);
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@@ -1288,21 +1288,21 @@ void MDLImporter::SortByMaterials_3DGS_MDL7(
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// now add the newly created materials to the old list
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if (0 == groupInfo.iIndex) {
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splittedGroupData.shared.pcMats.resize(avMats.size());
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splitGroupData.shared.pcMats.resize(avMats.size());
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for (unsigned int o = 0; o < avMats.size();++o)
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splittedGroupData.shared.pcMats[o] = avMats[o].pcMat;
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splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
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}
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else {
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// This might result in redundant materials ...
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splittedGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
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splitGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
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for (unsigned int o = iNumMaterials; o < avMats.size();++o)
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splittedGroupData.shared.pcMats[o] = avMats[o].pcMat;
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splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
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}
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// and build the final face-to-material array
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splittedGroupData.aiSplit = new std::vector<unsigned int>*[aiTempSplit.size()];
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splitGroupData.aiSplit = new std::vector<unsigned int>*[aiTempSplit.size()];
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for (unsigned int m = 0; m < iNumMaterials;++m)
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splittedGroupData.aiSplit[m] = aiTempSplit[m];
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splitGroupData.aiSplit[m] = aiTempSplit[m];
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}
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}
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@@ -1438,7 +1438,7 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
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szCurrent += pcHeader->mainvertex_stc_size * groupInfo.pcGroup->numverts;
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VALIDATE_FILE_SIZE(szCurrent);
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MDL::IntSplittedGroupData_MDL7 splittedGroupData(sharedData,avOutList[iGroup]);
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MDL::IntSplittedGroupData_MDL7 splitGroupData(sharedData,avOutList[iGroup]);
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MDL::IntGroupData_MDL7 groupData;
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if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts)
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{
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@@ -1467,10 +1467,10 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
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// sort by materials
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SortByMaterials_3DGS_MDL7(groupInfo, groupData,
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splittedGroupData);
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splitGroupData);
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for (unsigned int qq = 0; qq < sharedData.pcMats.size();++qq) {
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if (!splittedGroupData.aiSplit[qq]->empty())
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if (!splitGroupData.aiSplit[qq]->empty())
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sharedData.abNeedMaterials[qq] = true;
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}
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}
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@@ -1479,7 +1479,7 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
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// process all frames and generate output meshes
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ProcessFrames_3DGS_MDL7(groupInfo,groupData, sharedData,szCurrent,&szCurrent);
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GenerateOutputMeshes_3DGS_MDL7(groupData,splittedGroupData);
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GenerateOutputMeshes_3DGS_MDL7(groupData,splitGroupData);
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}
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// generate a nodegraph and subnodes for each group
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@@ -1773,16 +1773,16 @@ void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
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// Construct output meshes
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void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
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MDL::IntGroupData_MDL7& groupData,
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MDL::IntSplittedGroupData_MDL7& splittedGroupData)
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MDL::IntSplittedGroupData_MDL7& splitGroupData)
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{
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const MDL::IntSharedData_MDL7& shared = splittedGroupData.shared;
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const MDL::IntSharedData_MDL7& shared = splitGroupData.shared;
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// get a pointer to the header ...
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const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
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const unsigned int iNumOutBones = pcHeader->bones_num;
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for (std::vector<MaterialHelper*>::size_type i = 0; i < shared.pcMats.size();++i) {
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if (!splittedGroupData.aiSplit[i]->empty()) {
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if (!splitGroupData.aiSplit[i]->empty()) {
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// allocate the output mesh
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aiMesh* pcMesh = new aiMesh();
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@@ -1791,7 +1791,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
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pcMesh->mMaterialIndex = (unsigned int)i;
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// allocate output storage
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pcMesh->mNumFaces = (unsigned int)splittedGroupData.aiSplit[i]->size();
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pcMesh->mNumFaces = (unsigned int)splitGroupData.aiSplit[i]->size();
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pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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pcMesh->mNumVertices = pcMesh->mNumFaces*3;
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@@ -1813,7 +1813,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
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pcMesh->mFaces[iFace].mNumIndices = 3;
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pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
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unsigned int iSrcFace = splittedGroupData.aiSplit[i]->operator[](iFace);
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unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
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const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
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// iterate through all face indices
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@@ -1841,7 +1841,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
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int iCurrent = 0;
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for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
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unsigned int iSrcFace = splittedGroupData.aiSplit[i]->operator[](iFace);
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unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
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const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
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// iterate through all face indices
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@@ -1887,7 +1887,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
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}
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}
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// add the mesh to the list of output meshes
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splittedGroupData.avOutList.push_back(pcMesh);
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splitGroupData.avOutList.push_back(pcMesh);
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}
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}
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}
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@@ -78,7 +78,7 @@ using namespace MDL;
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* </ul>
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* These formats are partially identical and it would be possible to load
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* them all with a single 1000-line function-beast. However, it has been
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* splitted to several code paths to make the code easier to read and maintain.
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* split into several code paths to make the code easier to read and maintain.
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*/
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class MDLImporter : public BaseImporter
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{
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@@ -401,12 +401,12 @@ protected:
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* might create new materials.
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* \param groupInfo -> doc of data structure
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* \param groupData -> doc of data structure
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* \param splittedGroupData -> doc of data structure
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* \param splitGroupData -> doc of data structure
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*/
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void SortByMaterials_3DGS_MDL7(
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const MDL::IntGroupInfo_MDL7& groupInfo,
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MDL::IntGroupData_MDL7& groupData,
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MDL::IntSplittedGroupData_MDL7& splittedGroupData);
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MDL::IntSplittedGroupData_MDL7& splitGroupData);
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// -------------------------------------------------------------------
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/** Read all faces and vertices from a MDL7 group. The function fills
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@@ -420,11 +420,11 @@ protected:
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// -------------------------------------------------------------------
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/** Generate the final output meshes for a7 models
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* \param groupData -> doc of data structure
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* \param splittedGroupData -> doc of data structure
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* \param splitGroupData -> doc of data structure
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*/
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void GenerateOutputMeshes_3DGS_MDL7(
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MDL::IntGroupData_MDL7& groupData,
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MDL::IntSplittedGroupData_MDL7& splittedGroupData);
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MDL::IntSplittedGroupData_MDL7& splitGroupData);
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protected:
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@@ -119,7 +119,7 @@ public:
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/** @brief Specify a maximum size of a single output mesh.
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*
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* If a single input mesh already exceeds this limit, it won't
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* be splitted.
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* be split.
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* @param verts Maximum number of vertices per mesh
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* @param faces Maximum number of faces per mesh
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*/
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@@ -84,7 +84,7 @@ void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
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if (avList.size() != pScene->mNumMeshes)
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{
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// it seems something has been splitted. rebuild the mesh list
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// it seems something has been split. rebuild the mesh list
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delete[] pScene->mMeshes;
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pScene->mNumMeshes = (unsigned int)avList.size();
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pScene->mMeshes = new aiMesh*[avList.size()];
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@@ -94,7 +94,7 @@ void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
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// now we need to update all nodes
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this->UpdateNode(pScene->mRootNode,avList);
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DefaultLogger::get()->info("SplitLargeMeshesProcess_Triangle finished. Meshes have been splitted");
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DefaultLogger::get()->info("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
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}
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else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
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return;
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@@ -227,7 +227,7 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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pcMesh->mBones = new aiBone*[pMesh->mNumBones];
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// iterate through all bones of the mesh and find those which
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// need to be copied to the splitted mesh
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// need to be copied to the split mesh
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std::vector<aiVertexWeight> avTempWeights;
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for (unsigned int p = 0; p < pcMesh->mNumBones;++p)
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{
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@@ -382,7 +382,7 @@ void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
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if (avList.size() != pScene->mNumMeshes)
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{
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// it seems something has been splitted. rebuild the mesh list
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// it seems something has been split. rebuild the mesh list
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delete[] pScene->mMeshes;
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pScene->mNumMeshes = (unsigned int)avList.size();
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pScene->mMeshes = new aiMesh*[avList.size()];
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@@ -392,7 +392,7 @@ void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
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// now we need to update all nodes
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SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
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DefaultLogger::get()->info("SplitLargeMeshesProcess_Vertex finished. Meshes have been splitted");
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DefaultLogger::get()->info("SplitLargeMeshesProcess_Vertex finished. Meshes have been split");
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}
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else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex finished. There was nothing to do");
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return;
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@@ -114,7 +114,7 @@ protected:
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const XFile::Node* pNode);
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// -------------------------------------------------------------------
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/** Converts all meshes in the given mesh array. Each mesh is splitted
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/** Converts all meshes in the given mesh array. Each mesh is split
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* up per material, the indices of the generated meshes are stored in
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* the node structure.
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* @param pScene The scene to construct the return data in.
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@@ -153,7 +153,7 @@ The general 'rule' to get from Assimp headers to the serialized layout is:
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[[aiNode]]
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- mParent is ommitted
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- mParent is omitted
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[[aiLight]]
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@@ -162,7 +162,7 @@ The general 'rule' to get from Assimp headers to the serialized layout is:
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[[aiMaterial]]
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- mNumAllocated is ommitted, for obvious reasons :-)
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- mNumAllocated is omitted, for obvious reasons :-)
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@endverbatim*/
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