FIX: AseLoader is no stateless and can thus be called repeatedly.
Shut up gcc in LWOMaterial.cpp by adding an assertion, not all enumeration values handled. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@625 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -194,8 +194,9 @@ void ASEImporter::InternReadFile( const std::string& pFile,
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// ------------------------------------------------------------------
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// Copy all scene graph nodes - lights, cameras, dummies and meshes
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// into one large array. FIXME: do this during parsing ...
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// into one huge list.
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//------------------------------------------------------------------
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std::vector<BaseNode*> nodes;
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nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
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+ mParser->m_vCameras.size() + mParser->m_vDummies.size());
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@@ -213,10 +214,10 @@ void ASEImporter::InternReadFile( const std::string& pFile,
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end = mParser->m_vDummies.end();it != end; ++it)nodes.push_back(&(*it));
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// build the final node graph
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BuildNodes();
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BuildNodes(nodes);
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// build output animations
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BuildAnimations();
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BuildAnimations(nodes);
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// build output cameras
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BuildCameras();
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@@ -261,10 +262,10 @@ void ASEImporter::GenerateDefaultMaterial()
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::BuildAnimations()
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void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
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{
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// check whether we have at least one mesh which has animations
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std::vector<ASE::BaseNode*>::iterator i = nodes.begin();
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std::vector<ASE::BaseNode*>::const_iterator i = nodes.begin();
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unsigned int iNum = 0;
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for (;i != nodes.end();++i) {
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@@ -331,13 +332,13 @@ void ASEImporter::BuildAnimations()
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// Allocate the key array and fill it
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nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size();
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nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
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nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
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::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0],
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nd->mNumPositionKeys * sizeof(aiVectorKey));
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}
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if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) {
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if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) {
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// Begin a new node animation channel for this node
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aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
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nd->mNodeName.Set(me->mName);
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@@ -347,7 +348,7 @@ void ASEImporter::BuildAnimations()
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{
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// Allocate the key array and fill it
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nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size();
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nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
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nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
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::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0],
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nd->mNumPositionKeys * sizeof(aiVectorKey));
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@@ -356,7 +357,7 @@ void ASEImporter::BuildAnimations()
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if (me->mAnim.akeyRotations.size() > 1 ) {
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// Allocate the key array and fill it
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nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size();
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nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
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nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
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// --------------------------------------------------------------------
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// Rotation keys are offsets to the previous keys.
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@@ -385,7 +386,7 @@ void ASEImporter::BuildAnimations()
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if (me->mAnim.akeyScaling.size() > 1 ) {
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// Allocate the key array and fill it
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nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size();
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nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
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nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
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::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0],
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nd->mNumScalingKeys * sizeof(aiVectorKey));
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@@ -404,7 +405,7 @@ void ASEImporter::BuildCameras()
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pcScene->mCameras = new aiCamera*[pcScene->mNumCameras];
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for (unsigned int i = 0; i < pcScene->mNumCameras;++i) {
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aiCamera* out = pcScene->mCameras[i] = new aiCamera();
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aiCamera* out = pcScene->mCameras[i] = new aiCamera();
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ASE::Camera& in = mParser->m_vCameras[i];
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// copy members
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@@ -425,9 +426,8 @@ void ASEImporter::BuildLights()
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pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
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pcScene->mLights = new aiLight*[pcScene->mNumLights];
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for (unsigned int i = 0; i < pcScene->mNumLights;++i)
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{
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aiLight* out = pcScene->mLights[i] = new aiLight();
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for (unsigned int i = 0; i < pcScene->mNumLights;++i) {
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aiLight* out = pcScene->mLights[i] = new aiLight();
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ASE::Light& in = mParser->m_vLights[i];
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// The direction is encoded in the transformation matrix of the node.
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@@ -459,7 +459,7 @@ void ASEImporter::BuildLights()
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::AddNodes(std::vector<BaseNode*>& nodes,
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void ASEImporter::AddNodes(const std::vector<BaseNode*>& nodes,
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aiNode* pcParent,const char* szName)
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{
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aiMatrix4x4 m;
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@@ -521,7 +521,7 @@ void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node)
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// ------------------------------------------------------------------------------------------------
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// Add child nodes to a given parent node
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void ASEImporter::AddNodes (std::vector<BaseNode*>& nodes,
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void ASEImporter::AddNodes (const std::vector<BaseNode*>& nodes,
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aiNode* pcParent, const char* szName,
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const aiMatrix4x4& mat)
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{
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@@ -617,7 +617,7 @@ void ASEImporter::AddNodes (std::vector<BaseNode*>& nodes,
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// ------------------------------------------------------------------------------------------------
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// Build the output node graph
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void ASEImporter::BuildNodes() {
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void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes) {
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ai_assert(NULL != pcScene);
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// allocate the one and only root node
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@@ -1294,7 +1294,7 @@ bool ASEImporter::GenerateNormals(ASE::Mesh& mesh) {
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}
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}
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}
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// The array <EFBFBD>s reused
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// The array is reused.
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ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
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return false;
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}
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