Refactor: Expand tabs to 4 spaces
This commit is contained in:
@@ -59,16 +59,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"OFF Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"off"
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"OFF Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"off"
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};
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// ------------------------------------------------------------------------------------------------
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@@ -85,151 +85,151 @@ OFFImporter::~OFFImporter()
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// Returns whether the class can handle the format of the given file.
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bool OFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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const std::string extension = GetExtension(pFile);
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if (extension == "off")
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return true;
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else if (!extension.length() || checkSig)
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{
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if (!pIOHandler)return true;
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const char* tokens[] = {"off"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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if (extension == "off")
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return true;
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else if (!extension.length() || checkSig)
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{
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if (!pIOHandler)return true;
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const char* tokens[] = {"off"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* OFFImporter::GetInfo () const
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{
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return &desc;
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void OFFImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL) {
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throw DeadlyImportError( "Failed to open OFF file " + pFile + ".");
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}
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// Check whether we can read from the file
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if( file.get() == NULL) {
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throw DeadlyImportError( "Failed to open OFF file " + pFile + ".");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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std::vector<char> mBuffer2;
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TextFileToBuffer(file.get(),mBuffer2);
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const char* buffer = &mBuffer2[0];
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// allocate storage and copy the contents of the file to a memory buffer
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std::vector<char> mBuffer2;
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TextFileToBuffer(file.get(),mBuffer2);
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const char* buffer = &mBuffer2[0];
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char line[4096];
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GetNextLine(buffer,line);
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if ('O' == line[0]) {
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GetNextLine(buffer,line); // skip the 'OFF' line
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}
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char line[4096];
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GetNextLine(buffer,line);
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if ('O' == line[0]) {
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GetNextLine(buffer,line); // skip the 'OFF' line
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}
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const char* sz = line; SkipSpaces(&sz);
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const unsigned int numVertices = strtoul10(sz,&sz);SkipSpaces(&sz);
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const unsigned int numFaces = strtoul10(sz,&sz);
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const char* sz = line; SkipSpaces(&sz);
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const unsigned int numVertices = strtoul10(sz,&sz);SkipSpaces(&sz);
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const unsigned int numFaces = strtoul10(sz,&sz);
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if (!numVertices) {
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throw DeadlyImportError("OFF: There are no valid vertices");
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}
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if (!numFaces) {
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throw DeadlyImportError("OFF: There are no valid faces");
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}
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if (!numVertices) {
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throw DeadlyImportError("OFF: There are no valid vertices");
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}
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if (!numFaces) {
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throw DeadlyImportError("OFF: There are no valid faces");
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}
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ];
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aiMesh* mesh = pScene->mMeshes[0] = new aiMesh();
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aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces];
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ];
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aiMesh* mesh = pScene->mMeshes[0] = new aiMesh();
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aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces];
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std::vector<aiVector3D> tempPositions(numVertices);
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std::vector<aiVector3D> tempPositions(numVertices);
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// now read all vertex lines
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for (unsigned int i = 0; i< numVertices;++i)
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{
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if(!GetNextLine(buffer,line))
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{
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DefaultLogger::get()->error("OFF: The number of verts in the header is incorrect");
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break;
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}
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aiVector3D& v = tempPositions[i];
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// now read all vertex lines
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for (unsigned int i = 0; i< numVertices;++i)
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{
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if(!GetNextLine(buffer,line))
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{
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DefaultLogger::get()->error("OFF: The number of verts in the header is incorrect");
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break;
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}
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aiVector3D& v = tempPositions[i];
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sz = line; SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)v.x); SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)v.y); SkipSpaces(&sz);
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fast_atoreal_move<float>(sz,(float&)v.z);
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}
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sz = line; SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)v.x); SkipSpaces(&sz);
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sz = fast_atoreal_move<float>(sz,(float&)v.y); SkipSpaces(&sz);
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fast_atoreal_move<float>(sz,(float&)v.z);
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}
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// First find out how many vertices we'll need
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const char* old = buffer;
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for (unsigned int i = 0; i< mesh->mNumFaces;++i)
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{
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if(!GetNextLine(buffer,line))
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{
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DefaultLogger::get()->error("OFF: The number of faces in the header is incorrect");
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break;
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}
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sz = line;SkipSpaces(&sz);
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if(!(faces->mNumIndices = strtoul10(sz,&sz)) || faces->mNumIndices > 9)
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{
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DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed");
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--mesh->mNumFaces;
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continue;
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}
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mesh->mNumVertices += faces->mNumIndices;
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++faces;
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}
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// First find out how many vertices we'll need
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const char* old = buffer;
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for (unsigned int i = 0; i< mesh->mNumFaces;++i)
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{
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if(!GetNextLine(buffer,line))
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{
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DefaultLogger::get()->error("OFF: The number of faces in the header is incorrect");
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break;
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}
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sz = line;SkipSpaces(&sz);
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if(!(faces->mNumIndices = strtoul10(sz,&sz)) || faces->mNumIndices > 9)
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{
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DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed");
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--mesh->mNumFaces;
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continue;
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}
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mesh->mNumVertices += faces->mNumIndices;
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++faces;
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}
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if (!mesh->mNumVertices)
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throw DeadlyImportError("OFF: There are no valid faces");
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if (!mesh->mNumVertices)
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throw DeadlyImportError("OFF: There are no valid faces");
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// allocate storage for the output vertices
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aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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// allocate storage for the output vertices
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aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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// second: now parse all face indices
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buffer = old;faces = mesh->mFaces;
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for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
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{
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if(!GetNextLine(buffer,line))break;
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// second: now parse all face indices
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buffer = old;faces = mesh->mFaces;
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for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
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{
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if(!GetNextLine(buffer,line))break;
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unsigned int idx;
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sz = line;SkipSpaces(&sz);
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if(!(idx = strtoul10(sz,&sz)) || idx > 9)
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continue;
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unsigned int idx;
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sz = line;SkipSpaces(&sz);
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if(!(idx = strtoul10(sz,&sz)) || idx > 9)
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continue;
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faces->mIndices = new unsigned int [faces->mNumIndices];
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for (unsigned int m = 0; m < faces->mNumIndices;++m)
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{
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SkipSpaces(&sz);
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if ((idx = strtoul10(sz,&sz)) >= numVertices)
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{
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DefaultLogger::get()->error("OFF: Vertex index is out of range");
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idx = numVertices-1;
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}
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faces->mIndices[m] = p++;
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*verts++ = tempPositions[idx];
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}
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++i;
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++faces;
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}
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faces->mIndices = new unsigned int [faces->mNumIndices];
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for (unsigned int m = 0; m < faces->mNumIndices;++m)
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{
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SkipSpaces(&sz);
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if ((idx = strtoul10(sz,&sz)) >= numVertices)
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{
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DefaultLogger::get()->error("OFF: Vertex index is out of range");
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idx = numVertices-1;
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}
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faces->mIndices[m] = p++;
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*verts++ = tempPositions[idx];
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}
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++i;
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++faces;
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}
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// generate the output node graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<OFFRoot>");
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pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes = 1];
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pScene->mRootNode->mMeshes[0] = 0;
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// generate the output node graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<OFFRoot>");
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pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes = 1];
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pScene->mRootNode->mMeshes[0] = 0;
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// generate a default material
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
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aiMaterial* pcMat = new aiMaterial();
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// generate a default material
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
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aiMaterial* pcMat = new aiMaterial();
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aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
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pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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pScene->mMaterials[0] = pcMat;
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aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
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pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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pScene->mMaterials[0] = pcMat;
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const int twosided =1;
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pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
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const int twosided =1;
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pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
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}
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#endif // !! ASSIMP_BUILD_NO_OFF_IMPORTER
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