Fixes for 64 bit builds
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@51 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -42,8 +42,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/** @file Implementation of the 3ds importer class */
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#include "3DSLoader.h"
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#include "MaterialSystem.h"
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#include "../include/DefaultLogger.h"
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#include "TextureTransform.h"
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#include "../include/DefaultLogger.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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@@ -84,7 +85,7 @@ void Dot3DSImporter::ReplaceDefaultMaterial()
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iIndex = i;
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}
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if (0xcdcdcdcd == iIndex)iIndex = this->mScene->mMaterials.size();
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if (0xcdcdcdcd == iIndex)iIndex = (unsigned int)this->mScene->mMaterials.size();
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// now iterate through all meshes and through all faces and
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// find all faces that are using the default material
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@@ -134,17 +135,17 @@ void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh)
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if ((*i).mIndices[0] >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#1)");
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(*i).mIndices[0] = sMesh->mPositions.size()-1;
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(*i).mIndices[0] = (uint32_t)sMesh->mPositions.size()-1;
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}
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if ((*i).mIndices[1] >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#2)");
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(*i).mIndices[1] = sMesh->mPositions.size()-1;
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(*i).mIndices[1] = (uint32_t)sMesh->mPositions.size()-1;
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}
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if ((*i).mIndices[2] >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#3)");
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(*i).mIndices[2] = sMesh->mPositions.size()-1;
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(*i).mIndices[2] = (uint32_t)sMesh->mPositions.size()-1;
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}
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}
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return;
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@@ -364,17 +365,6 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void SetupMatUVSrc (aiMaterial* pcMat, const Dot3DS::Material* pcMatIn)
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{
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MaterialHelper* pcHelper = (MaterialHelper*)pcMat;
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pcHelper->AddProperty<int>(&pcMatIn->sTexDiffuse.iUVSrc,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexSpecular.iUVSrc,1,AI_MATKEY_UVWSRC_SPECULAR(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexEmissive.iUVSrc,1,AI_MATKEY_UVWSRC_EMISSIVE(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexBump.iUVSrc,1,AI_MATKEY_UVWSRC_HEIGHT(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexShininess.iUVSrc,1,AI_MATKEY_UVWSRC_SHININESS(0));
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pcHelper->AddProperty<int>(&pcMatIn->sTexOpacity.iUVSrc,1,AI_MATKEY_UVWSRC_OPACITY(0));
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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{
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std::vector<aiMesh*> avOutMeshes;
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@@ -430,8 +420,8 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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// convert vertices
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p_pcOut->mNumVertices = aiSplit[p].size()*3;
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p_pcOut->mNumFaces = aiSplit[p].size();
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p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
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p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
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// allocate enough storage for faces
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p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
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@@ -486,7 +476,7 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
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}
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// apply texture coordinate scalings
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this->BakeScaleNOffset ( p_pcOut, &this->mScene->mMaterials[
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TextureTransform::BakeScaleNOffset ( p_pcOut, &this->mScene->mMaterials[
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p_pcOut->mMaterialIndex] );
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// setup bitflags to indicate which texture coordinate
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@@ -503,7 +493,7 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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}
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delete[] aiSplit;
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}
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pcOut->mNumMeshes = avOutMeshes.size();
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pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
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pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
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for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
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{
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@@ -519,7 +509,7 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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// set for each texture
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for (unsigned int a = 0; a < pcOut->mNumMaterials;++a)
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{
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SetupMatUVSrc( pcOut->mMaterials[a], &this->mScene->mMaterials[a] );
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TextureTransform::SetupMatUVSrc( pcOut->mMaterials[a], &this->mScene->mMaterials[a] );
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}
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return;
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}
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@@ -541,7 +531,7 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
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}
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}
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pcOut->mName.Set(pcIn->mName);
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pcOut->mNumMeshes = iArray.size();
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pcOut->mNumMeshes = (unsigned int)iArray.size();
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pcOut->mMeshes = new unsigned int[iArray.size()];
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for (unsigned int i = 0;i < iArray.size();++i)
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@@ -605,7 +595,7 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
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}
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#endif
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pcOut->mNumChildren = pcIn->mChildren.size();
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pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
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pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
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for (unsigned int i = 0; i < pcIn->mChildren.size();++i)
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{
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@@ -617,254 +607,6 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
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return;
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}
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// ------------------------------------------------------------------------------------------------
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inline bool HasUVTransform(const Dot3DS::Texture& rcIn)
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{
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return (0.0f != rcIn.mOffsetU ||
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0.0f != rcIn.mOffsetV ||
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1.0f != rcIn.mScaleU ||
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1.0f != rcIn.mScaleV ||
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0.0f != rcIn.mRotation);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ApplyScaleNOffset()
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{
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unsigned int iNum = 0;
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for (std::vector<Dot3DS::Material>::iterator
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i = this->mScene->mMaterials.begin();
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i != this->mScene->mMaterials.end();++i,++iNum)
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{
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unsigned int iCnt = 0;
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Dot3DS::Texture* pcTexture = NULL;
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if (HasUVTransform((*i).sTexDiffuse))
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{
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(*i).sTexDiffuse.bPrivate = true;
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pcTexture = &(*i).sTexDiffuse;
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++iCnt;
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}
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if (HasUVTransform((*i).sTexSpecular))
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{
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(*i).sTexSpecular.bPrivate = true;
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pcTexture = &(*i).sTexSpecular;
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++iCnt;
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}
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if (HasUVTransform((*i).sTexOpacity))
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{
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(*i).sTexOpacity.bPrivate = true;
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pcTexture = &(*i).sTexOpacity;
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++iCnt;
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}
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if (HasUVTransform((*i).sTexEmissive))
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{
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(*i).sTexEmissive.bPrivate = true;
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pcTexture = &(*i).sTexEmissive;
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++iCnt;
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}
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if (HasUVTransform((*i).sTexBump))
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{
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(*i).sTexBump.bPrivate = true;
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pcTexture = &(*i).sTexBump;
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++iCnt;
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}
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if (HasUVTransform((*i).sTexShininess))
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{
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(*i).sTexShininess.bPrivate = true;
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pcTexture = &(*i).sTexShininess;
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++iCnt;
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}
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if (0 != iCnt)
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{
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// if only one texture needs scaling/offset operations
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// we can apply them directly to the first texture
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// coordinate sets of all meshes referencing *this* material
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// However, we can't do it now. We need to wait until
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// everything is sorted by materials.
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if (1 == iCnt)
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{
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(*i).iBakeUVTransform = 1;
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(*i).pcSingleTexture = pcTexture;
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}
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// we will need to generate a separate new texture channel
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// for each texture.
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// However, we can't do it now. We need to wait until
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// everything is sorted by materials.
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else (*i).iBakeUVTransform = 2;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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struct STransformVecInfo
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{
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float fScaleU;
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float fScaleV;
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float fOffsetU;
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float fOffsetV;
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float fRotation;
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std::vector<Dot3DS::Texture*> pcTextures;
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};
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// ------------------------------------------------------------------------------------------------
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void AddToList(std::vector<STransformVecInfo>& rasVec,Dot3DS::Texture* pcTex)
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{
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if (0 == pcTex->mMapName.length())return;
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for (std::vector<STransformVecInfo>::iterator
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i = rasVec.begin();
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i != rasVec.end();++i)
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{
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if ((*i).fOffsetU == pcTex->mOffsetU &&
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(*i).fOffsetV == pcTex->mOffsetV &&
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(*i).fScaleU == pcTex->mScaleU &&
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(*i).fScaleV == pcTex->mScaleV &&
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(*i).fRotation == pcTex->mRotation)
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{
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(*i).pcTextures.push_back(pcTex);
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return;
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}
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}
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STransformVecInfo sInfo;
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sInfo.fScaleU = pcTex->mScaleU;
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sInfo.fScaleV = pcTex->mScaleV;
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sInfo.fOffsetU = pcTex->mOffsetU;
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sInfo.fOffsetV = pcTex->mOffsetV;
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sInfo.fRotation = pcTex->mRotation;
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sInfo.pcTextures.push_back(pcTex);
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rasVec.push_back(sInfo);
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::BakeScaleNOffset(
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aiMesh* pcMesh, Dot3DS::Material* pcSrc)
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{
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if (!pcMesh->mTextureCoords[0])return;
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if (1 == pcSrc->iBakeUVTransform)
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{
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if (0.0f == pcSrc->pcSingleTexture->mRotation)
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{
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for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
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{
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pcMesh->mTextureCoords[0][i].x /= pcSrc->pcSingleTexture->mScaleU;
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pcMesh->mTextureCoords[0][i].y /= pcSrc->pcSingleTexture->mScaleV;
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pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
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pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
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}
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}
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else
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{
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const float fSin = sinf(pcSrc->pcSingleTexture->mRotation);
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const float fCos = cosf(pcSrc->pcSingleTexture->mRotation);
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for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
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{
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pcMesh->mTextureCoords[0][i].x /= pcSrc->pcSingleTexture->mScaleU;
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pcMesh->mTextureCoords[0][i].y /= pcSrc->pcSingleTexture->mScaleV;
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pcMesh->mTextureCoords[0][i].x *= fCos;
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pcMesh->mTextureCoords[0][i].y *= fSin;
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pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
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pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
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}
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}
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}
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else if (2 == pcSrc->iBakeUVTransform)
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{
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// now we need to find all textures in the material
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// which require scaling/offset operations
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std::vector<STransformVecInfo> sOps;
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AddToList(sOps,&pcSrc->sTexDiffuse);
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AddToList(sOps,&pcSrc->sTexSpecular);
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AddToList(sOps,&pcSrc->sTexEmissive);
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AddToList(sOps,&pcSrc->sTexOpacity);
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AddToList(sOps,&pcSrc->sTexBump);
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AddToList(sOps,&pcSrc->sTexShininess);
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const aiVector3D* _pvBase;
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if (0.0f == sOps[0].fOffsetU && 0.0f == sOps[0].fOffsetV &&
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1.0f == sOps[0].fScaleU && 1.0f == sOps[0].fScaleV &&
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0.0f == sOps[0].fRotation)
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{
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// we'll have an unmodified set, so we can use *this* one
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_pvBase = pcMesh->mTextureCoords[0];
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}
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else
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{
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_pvBase = new aiVector3D[pcMesh->mNumVertices];
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memcpy(const_cast<aiVector3D*>(_pvBase),pcMesh->mTextureCoords[0],
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pcMesh->mNumVertices * sizeof(aiVector3D));
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}
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unsigned int iCnt = 0;
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for (std::vector<STransformVecInfo>::iterator
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i = sOps.begin();
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i != sOps.end();++i,++iCnt)
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{
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if (!pcMesh->mTextureCoords[iCnt])
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{
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pcMesh->mTextureCoords[iCnt] = new aiVector3D[pcMesh->mNumVertices];
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}
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// more than 4 UV texture channels are not available
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if (iCnt > 3)
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{
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for (std::vector<Dot3DS::Texture*>::iterator
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a = (*i).pcTextures.begin();
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a != (*i).pcTextures.end();++a)
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{
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(*a)->iUVSrc = 0;
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}
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DefaultLogger::get()->error("There are too many "
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"combinations of different UV scaling/offset/rotation operations "
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"to generate an UV channel for each (maximum is 4). Using the "
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"first UV channel ...");
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continue;
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}
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const aiVector3D* pvBase = _pvBase;
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if (0.0f == (*i).fRotation)
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{
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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pcMesh->mTextureCoords[iCnt][n].x = pvBase->x / (*i).fScaleU;
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pcMesh->mTextureCoords[iCnt][n].y = pvBase->y / (*i).fScaleV;
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pcMesh->mTextureCoords[iCnt][n].x += (*i).fOffsetU;
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pcMesh->mTextureCoords[iCnt][n].y += (*i).fOffsetV;
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pvBase++;
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}
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}
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else
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{
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const float fSin = sinf((*i).fRotation);
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const float fCos = cosf((*i).fRotation);
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for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
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{
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pcMesh->mTextureCoords[iCnt][n].x = pvBase->x / (*i).fScaleU;
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pcMesh->mTextureCoords[iCnt][n].y = pvBase->y / (*i).fScaleV;
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pcMesh->mTextureCoords[iCnt][n].x *= fCos;
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pcMesh->mTextureCoords[iCnt][n].y *= fSin;
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pcMesh->mTextureCoords[iCnt][n].x += (*i).fOffsetU;
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pcMesh->mTextureCoords[iCnt][n].y += (*i).fOffsetV;
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pvBase++;
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}
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}
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// setup UV source
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for (std::vector<Dot3DS::Texture*>::iterator
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a = (*i).pcTextures.begin();
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a != (*i).pcTextures.end();++a)
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{
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(*a)->iUVSrc = iCnt;
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}
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}
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// release temporary storage
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if (_pvBase != pcMesh->mTextureCoords[0])
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delete[] _pvBase;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
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{
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pcOut->mRootNode = new aiNode();
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@@ -923,7 +665,7 @@ void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::ConvertScene(aiScene* pcOut)
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{
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pcOut->mNumMaterials = this->mScene->mMaterials.size();
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pcOut->mNumMaterials = (unsigned int)this->mScene->mMaterials.size();
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pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
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for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
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@@ -935,32 +677,3 @@ void Dot3DSImporter::ConvertScene(aiScene* pcOut)
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this->ConvertMeshes(pcOut);
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return;
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}
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#if 0
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// ------------------------------------------------------------------------------------------------
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void Dot3DSImporter::GenTexCoord (Dot3DS::Texture* pcTexture,
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const std::vector<aiVector2D>& p_vIn,
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std::vector<aiVector2D>& p_vOut)
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{
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p_vOut.resize(p_vIn.size());
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std::vector<aiVector2D>::const_iterator i = p_vIn.begin();
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std::vector<aiVector2D>::iterator a = p_vOut.begin();
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for(;i != p_vOut.end();++i,++a)
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{
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// TODO: Find out in which order 3ds max is performing
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// scaling and translation. However it seems reasonable to
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// scale first.
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//
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// TODO: http://www.jalix.org/ressources/graphics/3DS/_specifications/3ds-0.1.htm
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// says it is not u and v scale but 1/u and 1/v scale. Other sources
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// tell different things. Believe this one, the author seems to be funny
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// or drunken or both ;-)
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(*a) = (*i);
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(*a).x /= pcTexture->mScaleU;
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(*a).y /= pcTexture->mScaleV;
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(*a).x += pcTexture->mOffsetU;
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(*a).y += pcTexture->mOffsetV;
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}
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return;
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}
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#endif
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