Refactor: Expand tabs to 4 spaces
This commit is contained in:
@@ -51,167 +51,167 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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MakeVerboseFormatProcess::MakeVerboseFormatProcess()
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{
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// nothing to do here
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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MakeVerboseFormatProcess::~MakeVerboseFormatProcess()
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{
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// nothing to do here
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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void MakeVerboseFormatProcess::Execute( aiScene* pScene)
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{
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ai_assert(NULL != pScene);
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DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");
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ai_assert(NULL != pScene);
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DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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if( MakeVerboseFormat( pScene->mMeshes[a]))
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bHas = true;
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}
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if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
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else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do.");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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{
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if( MakeVerboseFormat( pScene->mMeshes[a]))
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bHas = true;
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}
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if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
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else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do.");
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pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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}
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// ------------------------------------------------------------------------------------------------
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// Executes the post processing step on the given imported data.
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bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
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{
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ai_assert(NULL != pcMesh);
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ai_assert(NULL != pcMesh);
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unsigned int iOldNumVertices = pcMesh->mNumVertices;
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const unsigned int iNumVerts = pcMesh->mNumFaces*3;
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unsigned int iOldNumVertices = pcMesh->mNumVertices;
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const unsigned int iNumVerts = pcMesh->mNumFaces*3;
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aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
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aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
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aiVector3D* pvNormals = NULL;
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if (pcMesh->HasNormals())
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{
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pvNormals = new aiVector3D[iNumVerts];
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}
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aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
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if (pcMesh->HasTangentsAndBitangents())
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{
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pvTangents = new aiVector3D[iNumVerts];
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pvBitangents = new aiVector3D[iNumVerts];
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}
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aiVector3D* pvNormals = NULL;
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if (pcMesh->HasNormals())
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{
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pvNormals = new aiVector3D[iNumVerts];
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}
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aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
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if (pcMesh->HasTangentsAndBitangents())
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{
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pvTangents = new aiVector3D[iNumVerts];
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pvBitangents = new aiVector3D[iNumVerts];
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}
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aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
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aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};
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aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
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aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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apvTextureCoords[p++] = new aiVector3D[iNumVerts];
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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apvTextureCoords[p++] = new aiVector3D[iNumVerts];
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p = 0;
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while (pcMesh->HasVertexColors(p))
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apvColorSets[p++] = new aiColor4D[iNumVerts];
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p = 0;
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while (pcMesh->HasVertexColors(p))
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apvColorSets[p++] = new aiColor4D[iNumVerts];
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// allocate enough memory to hold output bones and vertex weights ...
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std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
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newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
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}
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// allocate enough memory to hold output bones and vertex weights ...
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std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
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newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
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}
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// iterate through all faces and build a clean list
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unsigned int iIndex = 0;
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for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
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{
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aiFace* pcFace = &pcMesh->mFaces[a];
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for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
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{
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// need to build a clean list of bones, too
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
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{
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const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
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if(pcFace->mIndices[q] == w.mVertexId)
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{
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aiVertexWeight wNew;
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wNew.mVertexId = iIndex;
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wNew.mWeight = w.mWeight;
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newWeights[i].push_back(wNew);
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}
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}
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}
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// iterate through all faces and build a clean list
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unsigned int iIndex = 0;
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for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
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{
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aiFace* pcFace = &pcMesh->mFaces[a];
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for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
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{
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// need to build a clean list of bones, too
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
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{
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const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
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if(pcFace->mIndices[q] == w.mVertexId)
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{
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aiVertexWeight wNew;
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wNew.mVertexId = iIndex;
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wNew.mWeight = w.mWeight;
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newWeights[i].push_back(wNew);
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}
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}
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}
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pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
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pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
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if (pcMesh->HasNormals())
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{
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pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
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}
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if (pcMesh->HasTangentsAndBitangents())
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{
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pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
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pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
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}
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if (pcMesh->HasNormals())
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{
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pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
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}
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if (pcMesh->HasTangentsAndBitangents())
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{
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pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
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pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
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}
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
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++p;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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{
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apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
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++p;
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}
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pcFace->mIndices[q] = iIndex;
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}
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}
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
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++p;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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{
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apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
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++p;
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}
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pcFace->mIndices[q] = iIndex;
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}
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}
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// build output vertex weights
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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delete pcMesh->mBones[i]->mWeights;
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if (!newWeights[i].empty())
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{
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pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
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memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0],
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sizeof(aiVertexWeight) * newWeights[i].size());
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}
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else pcMesh->mBones[i]->mWeights = NULL;
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}
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// build output vertex weights
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for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
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{
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delete pcMesh->mBones[i]->mWeights;
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if (!newWeights[i].empty())
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{
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pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
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memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0],
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sizeof(aiVertexWeight) * newWeights[i].size());
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}
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else pcMesh->mBones[i]->mWeights = NULL;
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}
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// delete the old members
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delete[] pcMesh->mVertices;
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pcMesh->mVertices = pvPositions;
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// delete the old members
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delete[] pcMesh->mVertices;
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pcMesh->mVertices = pvPositions;
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p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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delete pcMesh->mTextureCoords[p];
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pcMesh->mTextureCoords[p] = apvTextureCoords[p];
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++p;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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{
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delete pcMesh->mColors[p];
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pcMesh->mColors[p] = apvColorSets[p];
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++p;
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}
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pcMesh->mNumVertices = iNumVerts;
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p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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delete pcMesh->mTextureCoords[p];
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pcMesh->mTextureCoords[p] = apvTextureCoords[p];
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++p;
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}
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p = 0;
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while (pcMesh->HasVertexColors(p))
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{
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delete pcMesh->mColors[p];
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pcMesh->mColors[p] = apvColorSets[p];
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++p;
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}
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pcMesh->mNumVertices = iNumVerts;
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if (pcMesh->HasNormals())
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{
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delete[] pcMesh->mNormals;
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pcMesh->mNormals = pvNormals;
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}
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if (pcMesh->HasTangentsAndBitangents())
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{
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delete[] pcMesh->mTangents;
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pcMesh->mTangents = pvTangents;
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delete[] pcMesh->mBitangents;
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pcMesh->mBitangents = pvBitangents;
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}
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return (pcMesh->mNumVertices != iOldNumVertices);
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if (pcMesh->HasNormals())
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{
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delete[] pcMesh->mNormals;
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pcMesh->mNormals = pvNormals;
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}
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if (pcMesh->HasTangentsAndBitangents())
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{
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delete[] pcMesh->mTangents;
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pcMesh->mTangents = pvTangents;
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delete[] pcMesh->mBitangents;
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pcMesh->mBitangents = pvBitangents;
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}
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return (pcMesh->mNumVertices != iOldNumVertices);
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}
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