Fix build and merged master.
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@@ -3,6 +3,7 @@
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#include <assimp/vector3.h>
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#include <assimp/Exceptional.h>
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#include <assimp/StringUtils.h>
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#include <vector>
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@@ -203,8 +204,8 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors,
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if (pColorPerVertex) {
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if (pColors.size() < pMesh.mNumVertices) {
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throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + to_string(pColors.size()) + ") can not be less than Vertices count(" +
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to_string(pMesh.mNumVertices) + ").");
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throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + ai_to_string(pColors.size()) + ") can not be less than Vertices count(" +
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ai_to_string(pMesh.mNumVertices) + ").");
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}
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// copy colors to mesh
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@@ -214,8 +215,8 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors,
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} // if(pColorPerVertex)
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else {
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if (pColors.size() < pMesh.mNumFaces) {
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throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + to_string(pColors.size()) + ") can not be less than Faces count(" +
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to_string(pMesh.mNumFaces) + ").");
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throw DeadlyImportError("MeshGeometry_AddColor1. Colors count(" + ai_to_string(pColors.size()) + ") can not be less than Faces count(" +
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ai_to_string(pMesh.mNumFaces) + ").");
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}
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// copy colors to mesh
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@@ -264,8 +265,8 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &coordIdx
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if (colorIdx.size() > 0) {
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// check indices array count.
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if (colorIdx.size() < coordIdx.size()) {
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throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + to_string(colorIdx.size()) +
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") can not be less than Coords inidces count(" + to_string(coordIdx.size()) + ").");
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throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + ai_to_string(colorIdx.size()) +
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") can not be less than Coords indices count(" + ai_to_string(coordIdx.size()) + ").");
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}
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// create list with colors for every vertex.
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col_tgt_arr.resize(pMesh.mNumVertices);
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@@ -287,8 +288,8 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &coordIdx
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// when color indices list is absent use CoordIdx.
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// check indices array count.
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if (colors.size() < pMesh.mNumVertices) {
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throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + to_string(colors.size()) + ") can not be less than Vertices count(" +
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to_string(pMesh.mNumVertices) + ").");
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throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + ai_to_string(colors.size()) + ") can not be less than Vertices count(" +
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ai_to_string(pMesh.mNumVertices) + ").");
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}
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// create list with colors for every vertex.
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col_tgt_arr.resize(pMesh.mNumVertices);
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@@ -301,8 +302,8 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &coordIdx
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if (colorIdx.size() > 0) {
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// check indices array count.
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if (colorIdx.size() < pMesh.mNumFaces) {
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throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + to_string(colorIdx.size()) +
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") can not be less than Faces count(" + to_string(pMesh.mNumFaces) + ").");
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throw DeadlyImportError("MeshGeometry_AddColor2. Colors indices count(" + ai_to_string(colorIdx.size()) +
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") can not be less than Faces count(" + ai_to_string(pMesh.mNumFaces) + ").");
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}
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// create list with colors for every vertex using faces indices.
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col_tgt_arr.resize(pMesh.mNumFaces);
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@@ -318,8 +319,8 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &coordIdx
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// when color indices list is absent use CoordIdx.
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// check indices array count.
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if (colors.size() < pMesh.mNumFaces) {
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throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + to_string(colors.size()) + ") can not be less than Faces count(" +
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to_string(pMesh.mNumFaces) + ").");
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throw DeadlyImportError("MeshGeometry_AddColor2. Colors count(" + ai_to_string(colors.size()) + ") can not be less than Faces count(" +
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ai_to_string(pMesh.mNumFaces) + ").");
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}
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// create list with colors for every vertex using faces indices.
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col_tgt_arr.resize(pMesh.mNumFaces);
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@@ -361,8 +362,8 @@ void X3DGeoHelper::add_normal(aiMesh &pMesh, const std::vector<int32_t> &pCoordI
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pMesh.mNormals = new aiVector3D[pMesh.mNumVertices];
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for (size_t i = 0; (i < pMesh.mNumVertices) && (i < tind.size()); i++) {
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if (tind[i] >= norm_arr_copy.size())
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throw DeadlyImportError("MeshGeometry_AddNormal. Normal index(" + to_string(tind[i]) +
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") is out of range. Normals count: " + to_string(norm_arr_copy.size()) + ".");
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throw DeadlyImportError("MeshGeometry_AddNormal. Normal index(" + ai_to_string(tind[i]) +
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") is out of range. Normals count: " + ai_to_string(norm_arr_copy.size()) + ".");
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pMesh.mNormals[i] = norm_arr_copy[tind[i]];
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}
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@@ -458,7 +459,7 @@ void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoo
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pMesh.mNumUVComponents[0] = 2;
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for (size_t fi = 0, fi_e = faces.size(); fi < fi_e; fi++) {
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if (pMesh.mFaces[fi].mNumIndices != faces.at(fi).mNumIndices)
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throw DeadlyImportError("Number of indices in texture face and mesh face must be equal. Invalid face index: " + to_string(fi) + ".");
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throw DeadlyImportError("Number of indices in texture face and mesh face must be equal. Invalid face index: " + ai_to_string(fi) + ".");
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for (size_t ii = 0; ii < pMesh.mFaces[fi].mNumIndices; ii++) {
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size_t vert_idx = pMesh.mFaces[fi].mIndices[ii];
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