add material reference to faces.
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@@ -91,12 +91,14 @@ void MakeLeftHandedProcess::Execute( aiScene* pScene)
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ProcessNode( pScene->mRootNode, aiMatrix4x4());
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// process the meshes accordingly
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for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
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ProcessMesh( pScene->mMeshes[a]);
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for ( unsigned int a = 0; a < pScene->mNumMeshes; ++a ) {
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ProcessMesh( pScene->mMeshes[ a ] );
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}
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// process the materials accordingly
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for( unsigned int a = 0; a < pScene->mNumMaterials; ++a)
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ProcessMaterial( pScene->mMaterials[a]);
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for ( unsigned int a = 0; a < pScene->mNumMaterials; ++a ) {
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ProcessMaterial( pScene->mMaterials[ a ] );
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}
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// transform all animation channels as well
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for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
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@@ -136,8 +138,11 @@ void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pPare
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// ------------------------------------------------------------------------------------------------
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// Converts a single mesh to left handed coordinates.
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void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
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{
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void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh) {
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if ( nullptr == pMesh ) {
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DefaultLogger::get()->error( "Nullptr to mesh found." );
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return;
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}
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// mirror positions, normals and stuff along the Z axis
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for( size_t a = 0; a < pMesh->mNumVertices; ++a)
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{
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@@ -173,8 +178,12 @@ void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
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// ------------------------------------------------------------------------------------------------
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// Converts a single material to left handed coordinates.
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void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
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{
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void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat) {
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if ( nullptr == _mat ) {
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DefaultLogger::get()->error( "Nullptr to aiMaterial found." );
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return;
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}
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aiMaterial* mat = (aiMaterial*)_mat;
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for (unsigned int a = 0; a < mat->mNumProperties;++a) {
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aiMaterialProperty* prop = mat->mProperties[a];
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@@ -183,7 +192,6 @@ void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
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if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
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ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
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aiVector3D* pff = (aiVector3D*)prop->mData;
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pff->z *= -1.f;
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}
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}
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