Refactor: Expand tabs to 4 spaces
This commit is contained in:
@@ -56,159 +56,159 @@ using namespace Assimp;
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// Constructor to be privately used by Importer
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RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
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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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// Destructor, private as well
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RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess()
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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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// Returns whether the processing step is present in the given flag field.
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bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
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{
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return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
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return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import properties
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void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
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{
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// Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
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configFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
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// Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
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configFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
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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 RemoveRedundantMatsProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("RemoveRedundantMatsProcess begin");
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DefaultLogger::get()->debug("RemoveRedundantMatsProcess begin");
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unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
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if (pScene->mNumMaterials)
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{
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// Find out which materials are referenced by meshes
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std::vector<bool> abReferenced(pScene->mNumMaterials,false);
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
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abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
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unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
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if (pScene->mNumMaterials)
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{
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// Find out which materials are referenced by meshes
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std::vector<bool> abReferenced(pScene->mNumMaterials,false);
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for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
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abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
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// If a list of materials to be excluded was given, match the list with
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// our imported materials and 'salt' all positive matches to ensure that
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// we get unique hashes later.
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if (configFixedMaterials.length()) {
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// If a list of materials to be excluded was given, match the list with
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// our imported materials and 'salt' all positive matches to ensure that
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// we get unique hashes later.
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if (configFixedMaterials.length()) {
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std::list<std::string> strings;
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ConvertListToStrings(configFixedMaterials,strings);
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std::list<std::string> strings;
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ConvertListToStrings(configFixedMaterials,strings);
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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aiMaterial* mat = pScene->mMaterials[i];
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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aiMaterial* mat = pScene->mMaterials[i];
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aiString name;
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mat->Get(AI_MATKEY_NAME,name);
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aiString name;
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mat->Get(AI_MATKEY_NAME,name);
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if (name.length) {
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std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
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if (it != strings.end()) {
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if (name.length) {
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std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
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if (it != strings.end()) {
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// Our brilliant 'salt': A single material property with ~ as first
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// character to mark it as internal and temporary.
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const int dummy = 1;
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((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
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// Our brilliant 'salt': A single material property with ~ as first
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// character to mark it as internal and temporary.
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const int dummy = 1;
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((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
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// Keep this material even if no mesh references it
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abReferenced[i] = true;
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DefaultLogger::get()->debug(std::string("Found positive match in exclusion list: \'") + name.data + "\'");
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}
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}
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}
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}
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// Keep this material even if no mesh references it
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abReferenced[i] = true;
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DefaultLogger::get()->debug(std::string("Found positive match in exclusion list: \'") + name.data + "\'");
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}
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}
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}
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}
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// TODO: reimplement this algorithm to work in-place
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unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
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unsigned int iNewNum = 0;
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// TODO: reimplement this algorithm to work in-place
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unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
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unsigned int iNewNum = 0;
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// Iterate through all materials and calculate a hash for them
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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uint32_t* aiHashes;
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aiHashes = new uint32_t[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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// No mesh is referencing this material, remove it.
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if (!abReferenced[i]) {
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++unreferencedRemoved;
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delete pScene->mMaterials[i];
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continue;
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}
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// Iterate through all materials and calculate a hash for them
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// store all hashes in a list and so a quick search whether
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// we do already have a specific hash. This allows us to
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// determine which materials are identical.
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uint32_t* aiHashes;
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aiHashes = new uint32_t[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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// No mesh is referencing this material, remove it.
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if (!abReferenced[i]) {
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++unreferencedRemoved;
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delete pScene->mMaterials[i];
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continue;
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}
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// Check all previously mapped materials for a matching hash.
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// On a match we can delete this material and just make it ref to the same index.
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uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
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for (unsigned int a = 0; a < i;++a)
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{
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if (abReferenced[a] && me == aiHashes[a]) {
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++redundantRemoved;
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me = 0;
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aiMappingTable[i] = aiMappingTable[a];
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delete pScene->mMaterials[i];
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break;
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}
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}
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// This is a new material that is referenced, add to the map.
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if (me) {
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aiMappingTable[i] = iNewNum++;
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}
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}
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// If the new material count differs from the original,
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// we need to rebuild the material list and remap mesh material indexes.
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if (iNewNum != pScene->mNumMaterials) {
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aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
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::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
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for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
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{
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// if the material is not referenced ... remove it
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if (!abReferenced[p]) {
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continue;
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}
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// Check all previously mapped materials for a matching hash.
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// On a match we can delete this material and just make it ref to the same index.
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uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
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for (unsigned int a = 0; a < i;++a)
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{
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if (abReferenced[a] && me == aiHashes[a]) {
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++redundantRemoved;
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me = 0;
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aiMappingTable[i] = aiMappingTable[a];
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delete pScene->mMaterials[i];
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break;
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}
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}
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// This is a new material that is referenced, add to the map.
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if (me) {
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aiMappingTable[i] = iNewNum++;
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}
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}
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// If the new material count differs from the original,
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// we need to rebuild the material list and remap mesh material indexes.
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if (iNewNum != pScene->mNumMaterials) {
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aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
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::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
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for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
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{
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// if the material is not referenced ... remove it
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if (!abReferenced[p]) {
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continue;
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}
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// generate new names for all modified materials
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const unsigned int idx = aiMappingTable[p];
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if (ppcMaterials[idx])
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{
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aiString sz;
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sz.length = ::sprintf(sz.data,"JoinedMaterial_#%u",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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else
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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// delete the old material list
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delete[] pScene->mMaterials;
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pScene->mMaterials = ppcMaterials;
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pScene->mNumMaterials = iNewNum;
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}
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// delete temporary storage
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delete[] aiHashes;
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delete[] aiMappingTable;
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}
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if (redundantRemoved == 0 && unreferencedRemoved == 0)
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{
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DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
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}
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else
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{
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char szBuffer[128]; // should be sufficiently large
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::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. Removed %u redundant and %u unused materials.",
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redundantRemoved,unreferencedRemoved);
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DefaultLogger::get()->info(szBuffer);
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}
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// generate new names for all modified materials
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const unsigned int idx = aiMappingTable[p];
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if (ppcMaterials[idx])
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{
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aiString sz;
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sz.length = ::sprintf(sz.data,"JoinedMaterial_#%u",p);
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((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
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}
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else
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ppcMaterials[idx] = pScene->mMaterials[p];
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}
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// update all material indices
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for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
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aiMesh* mesh = pScene->mMeshes[p];
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mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
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}
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// delete the old material list
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delete[] pScene->mMaterials;
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pScene->mMaterials = ppcMaterials;
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pScene->mNumMaterials = iNewNum;
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}
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// delete temporary storage
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delete[] aiHashes;
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delete[] aiMappingTable;
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}
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if (redundantRemoved == 0 && unreferencedRemoved == 0)
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{
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DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
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}
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else
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{
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char szBuffer[128]; // should be sufficiently large
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::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. Removed %u redundant and %u unused materials.",
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redundantRemoved,unreferencedRemoved);
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DefaultLogger::get()->info(szBuffer);
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}
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}
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