General
- Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -39,7 +39,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the Irr importer class */
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/** @file IRRLoader.cpp
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* @brief Implementation of the Irr importer class
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*/
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#include "AssimpPCH.h"
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@@ -81,26 +83,17 @@ IRRImporter::~IRRImporter()
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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for (std::string::iterator i = extension.begin(); i != extension.end();++i)
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*i = ::tolower(*i);
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if (extension == ".irr")return true;
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else if (extension == ".xml")
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const std::string extension = GetExtension(pFile);
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if (extension == "irr")return true;
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else if (extension == "xml" || checkSig)
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{
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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@@ -128,11 +121,13 @@ void IRRImporter::SetupProperties(const Importer* pImp)
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{
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// read the output frame rate of all node animation channels
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fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS,100);
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if (!fps)
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{
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if (fps < 10.) {
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DefaultLogger::get()->error("IRR: Invalid FPS configuration");
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fps = 100;
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}
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// AI_CONFIG_FAVOUR_SPEED
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configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
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}
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// ------------------------------------------------------------------------------------------------
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@@ -595,7 +590,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
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// ------------------------------------------------------------------------------------------------
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// This function is maybe more generic than we'd need it here
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void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,1.f,0.f))
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void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
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{
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// Check whether there are texture properties defined - setup
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// the desired texture mapping mode for all of them and ignore
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@@ -650,7 +645,9 @@ void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D&
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// rebuild the output array
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if (p.size() > mat->mNumAllocated) {
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delete[] mat->mProperties;
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mat->mProperties = new aiMaterialProperty*[p.size()];
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mat->mProperties = new aiMaterialProperty*[p.size()*2];
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mat->mNumAllocated = p.size()*2;
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}
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mat->mNumProperties = (unsigned int)p.size();
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::memcpy(mat->mProperties,&p[0],sizeof(void*)*mat->mNumProperties);
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@@ -680,7 +677,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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// Get the loaded mesh from the scene and add it to
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// the list of all scenes to be attached to the
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// graph we're currently building
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aiScene* scene = batch.GetImport(root->meshPath);
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aiScene* scene = batch.GetImport(root->id);
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if (!scene)
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{
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DefaultLogger::get()->error("IRR: Unable to load external file: "
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@@ -688,6 +685,8 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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break;
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}
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attach.push_back(AttachmentInfo(scene,rootOut));
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#if 0
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meshTrafoAssign = 1;
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// If the root node of the scene is animated - and *this* node
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@@ -721,8 +720,9 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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}
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}
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}
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if (1 == meshTrafoAssign)
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scene->mRootNode->mTransformation *= AI_TO_IRR_MATRIX;
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#endif
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// if (1 == meshTrafoAssign)
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// scene->mRootNode->mTransformation = AI_TO_IRR_MATRIX * scene->mRootNode->mTransformation;
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// Now combine the material we've loaded for this mesh
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@@ -748,7 +748,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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// NOTE: Each mesh should have exactly one material assigned,
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// but we do it in a separate loop if this behaviour changes
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// in the future.
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// in future.
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for (unsigned int i = 0; i < scene->mNumMeshes;++i)
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{
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// Process material flags
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@@ -901,8 +901,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize;
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rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes];
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for (unsigned int a = 0; a < rootOut->mNumMeshes;++a)
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{
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for (unsigned int a = 0; a < rootOut->mNumMeshes;++a) {
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rootOut->mMeshes[a] = oldMeshSize+a;
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}
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}
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@@ -913,6 +912,7 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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// Now compute the final local transformation matrix of the
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// node from the given translation, rotation and scaling values.
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// (the rotation is given in Euler angles, XYZ order)
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std::swap((float&)root->rotation.z,(float&)root->rotation.y);
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rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation) );
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// apply scaling
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@@ -920,20 +920,20 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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mat.a1 *= root->scaling.x;
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mat.b1 *= root->scaling.x;
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mat.c1 *= root->scaling.x;
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mat.a2 *= root->scaling.y;
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mat.b2 *= root->scaling.y;
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mat.c2 *= root->scaling.y;
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mat.a3 *= root->scaling.z;
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mat.b3 *= root->scaling.z;
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mat.c3 *= root->scaling.z;
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mat.a2 *= root->scaling.z;
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mat.b2 *= root->scaling.z;
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mat.c2 *= root->scaling.z;
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mat.a3 *= root->scaling.y;
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mat.b3 *= root->scaling.y;
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mat.c3 *= root->scaling.y;
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// apply translation
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mat.a4 += root->position.x;
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mat.b4 += root->position.y;
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mat.c4 += root->position.z;
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mat.b4 += root->position.z;
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mat.c4 += root->position.y;
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if (meshTrafoAssign == 2)
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mat *= AI_TO_IRR_MATRIX;
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//if (meshTrafoAssign == 2)
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// mat *= AI_TO_IRR_MATRIX;
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// now compute animations for the node
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ComputeAnimations(root,rootOut, anims);
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@@ -1446,7 +1446,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
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}
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else
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{
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batch.AddLoadRequest(prop.value,pp,&map);
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curNode->id = batch.AddLoadRequest(prop.value,pp,&map);
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curNode->meshPath = prop.value;
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}
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}
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@@ -1528,8 +1528,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
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/* Now iterate through all cameras and compute their final (horizontal) FOV
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*/
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for (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();
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it != end; ++it)
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{
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it != end; ++it) {
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aiCamera* cam = *it;
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if (cam->mAspect) // screen aspect could be missing
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{
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@@ -1625,8 +1624,8 @@ void IRRImporter::InternReadFile( const std::string& pFile,
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* attachment points in the scenegraph.
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*/
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SceneCombiner::MergeScenes(&pScene,tempScene,attach,
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AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
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AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES);
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AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
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AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
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/* If we have no meshes | no materials now set the INCOMPLETE
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@@ -1639,11 +1638,6 @@ void IRRImporter::InternReadFile( const std::string& pFile,
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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// transformation matrix to convert from IRRMESH to ASSIMP coordinates
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pScene->mRootNode->mTransformation *= AI_TO_IRR_MATRIX;
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/* Finished ... everything destructs automatically and all
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* temporary scenes have already been deleted by MergeScenes()
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*/
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