Merge branch 'master' of https://github.com/assimp/assimp into implementation_warning_fix
# Conflicts: # code/ObjFileImporter.cpp
This commit is contained in:
@@ -150,7 +150,7 @@ void ReportSceneNotFoundError()
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DefaultLogger::get()->error("Unable to find the Assimp::Importer for this aiScene. "
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"The C-API does not accept scenes produced by the C++ API and vice versa");
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assert(false);
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ai_assert(false);
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}
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// ------------------------------------------------------------------------------------------------
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@@ -59,7 +59,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <memory>
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using namespace Assimp;
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using namespace Assimp::Collada;
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using namespace Assimp::Formatter;
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@@ -268,8 +268,7 @@ namespace Assimp
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Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
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/** Finds the item in the given library by its reference, throws if not found */
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template <typename Type> const Type& ResolveLibraryReference(
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const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
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template <typename Type> const Type& ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
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protected:
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/** Filename, for a verbose error message */
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@@ -602,28 +602,28 @@ bool ExportProperties :: HasPropertyInteger(const char* szName) const
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bool ExportProperties :: HasPropertyBool(const char* szName) const
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{
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return HasGenericProperty<int>(mIntProperties, szName);
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};
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}
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// ------------------------------------------------------------------------------------------------
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// Has a configuration property
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bool ExportProperties :: HasPropertyFloat(const char* szName) const
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{
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return HasGenericProperty<ai_real>(mFloatProperties, szName);
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};
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}
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// ------------------------------------------------------------------------------------------------
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// Has a configuration property
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bool ExportProperties :: HasPropertyString(const char* szName) const
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{
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return HasGenericProperty<std::string>(mStringProperties, szName);
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};
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}
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// ------------------------------------------------------------------------------------------------
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// Has a configuration property
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bool ExportProperties :: HasPropertyMatrix(const char* szName) const
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{
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return HasGenericProperty<aiMatrix4x4>(mMatrixProperties, szName);
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};
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}
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#endif // !ASSIMP_BUILD_NO_EXPORT
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@@ -62,7 +62,6 @@ namespace Assimp
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class ASSIMP_API JoinVerticesProcess : public BaseProcess
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{
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public:
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JoinVerticesProcess();
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~JoinVerticesProcess();
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@@ -149,10 +149,10 @@ void ObjFileImporter::InternReadFile( const std::string &file, aiScene* pScene,
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// This next stage takes ~ 1/3th of the total readFile task
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// so should amount for 1/3th of the progress
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// only update every 100KB or it'll be too slow
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unsigned int progress = 0;
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/*unsigned int progress = 0;
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unsigned int progressCounter = 0;
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const unsigned int updateProgressEveryBytes = 100 * 1024;
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const unsigned int progressTotal = static_cast<unsigned int>(3*m_Buffer.size()/updateProgressEveryBytes);
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const unsigned int progressTotal = static_cast<unsigned int>(3*m_Buffer.size()/updateProgressEveryBytes);*/
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// process all '\'
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/*std::vector<char> ::iterator iter = m_Buffer.begin();
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while (iter != m_Buffer.end())
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@@ -600,9 +600,6 @@ void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pSc
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mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL);
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// multiplying the specular exponent with 2 seems to yield better results
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pCurrentMaterial->shineness *= 4.f;
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// Adding material colors
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mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
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mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
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@@ -102,7 +102,7 @@ ObjFile::Model *ObjFileParser::GetModel() const {
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// File parsing method.
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void ObjFileParser::parseFile( IOStreamBuffer<char> &streamBuffer ) {
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// only update every 100KB or it'll be too slow
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const unsigned int updateProgressEveryBytes = 100 * 1024;
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//const unsigned int updateProgressEveryBytes = 100 * 1024;
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unsigned int progressCounter = 0;
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const unsigned int bytesToProcess = static_cast<unsigned int>(streamBuffer.size());
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const unsigned int progressTotal = 3 * bytesToProcess;
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@@ -197,13 +197,15 @@ static aiString ReadString(StreamReaderLE* stream, uint32_t numWChars)
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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SIBImporter::SIBImporter()
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{}
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SIBImporter::SIBImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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SIBImporter::~SIBImporter()
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{}
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SIBImporter::~SIBImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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@@ -508,7 +510,7 @@ struct TempMesh
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std::vector<aiVector3D> vtx;
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std::vector<aiVector3D> nrm;
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std::vector<aiVector3D> uv;
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std::vector<aiFace> faces;
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std::vector<aiFace> faces;
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};
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static void ReadShape(SIB* sib, StreamReaderLE* stream)
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@@ -546,7 +548,7 @@ static void ReadShape(SIB* sib, StreamReaderLE* stream)
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stream->SetReadLimit(oldLimit);
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}
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assert(smesh.faceStart.size() == smesh.mtls.size()); // sanity check
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ai_assert(smesh.faceStart.size() == smesh.mtls.size()); // sanity check
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// Silo doesn't store any normals in the file - we need to compute
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// them ourselves. We can't let AssImp handle it as AssImp doesn't
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@@ -792,8 +794,9 @@ static void ReadInstance(SIB* sib, StreamReaderLE* stream)
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stream->SetReadLimit(oldLimit);
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}
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if (shapeIndex >= sib->objs.size())
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throw DeadlyImportError("SIB: Invalid shape index.");
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if ( shapeIndex >= sib->objs.size() ) {
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throw DeadlyImportError( "SIB: Invalid shape index." );
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}
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const SIBObject& src = sib->objs[shapeIndex];
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inst.meshIdx = src.meshIdx;
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@@ -805,8 +808,9 @@ static void ReadInstance(SIB* sib, StreamReaderLE* stream)
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static void CheckVersion(StreamReaderLE* stream)
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{
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uint32_t version = stream->GetU4();
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if (version != 1)
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throw DeadlyImportError("SIB: Unsupported file version.");
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if ( version != 1 ) {
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throw DeadlyImportError( "SIB: Unsupported file version." );
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}
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}
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static void ReadScene(SIB* sib, StreamReaderLE* stream)
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@@ -53,15 +53,13 @@ namespace Assimp {
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// ---------------------------------------------------------------------------
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/** Importer class for the Nevercenter Silo SIB scene format
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*/
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class SIBImporter : public BaseImporter
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class ASSIMP_API SIBImporter : public BaseImporter
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{
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public:
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SIBImporter();
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~SIBImporter();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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@@ -70,7 +68,6 @@ public:
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bool checkSig) const;
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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@@ -85,7 +82,6 @@ protected:
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IOSystem* pIOHandler);
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private:
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struct MeshInformation
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{
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explicit MeshInformation(const std::string& _name)
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@@ -57,9 +57,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* - dump all polygons and their triangulation sequences to
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* a file
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*/
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#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
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#include "TriangulateProcess.h"
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#include "ProcessHelper.h"
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@@ -106,11 +103,15 @@ void TriangulateProcess::Execute( aiScene* pScene)
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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( TriangulateMesh( pScene->mMeshes[a]))
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if ( TriangulateMesh( pScene->mMeshes[ a ] ) ) {
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bHas = true;
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}
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}
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if ( bHas ) {
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DefaultLogger::get()->info( "TriangulateProcess finished. All polygons have been triangulated." );
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} else {
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DefaultLogger::get()->debug( "TriangulateProcess finished. There was nothing to be done." );
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}
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if (bHas)DefaultLogger::get()->info ("TriangulateProcess finished. All polygons have been triangulated.");
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else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to be done.");
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}
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@@ -155,7 +156,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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}
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// Just another check whether aiMesh::mPrimitiveTypes is correct
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assert(numOut != pMesh->mNumFaces);
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ai_assert(numOut != pMesh->mNumFaces);
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aiVector3D* nor_out = NULL;
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@@ -184,7 +185,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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aiColor4D* clr = pMesh->mColors[0];
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#endif
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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FILE* fout = fopen(POLY_OUTPUT_FILE,"a");
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#endif
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@@ -276,7 +276,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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{
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// A polygon with more than 3 vertices can be either concave or convex.
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// Usually everything we're getting is convex and we could easily
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// triangulate by trifanning. However, LightWave is probably the only
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// triangulate by tri-fanning. However, LightWave is probably the only
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// modeling suite to make extensive use of highly concave, monster polygons ...
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// so we need to apply the full 'ear cutting' algorithm to get it right.
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@@ -325,7 +325,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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done[tmp] = false;
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}
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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// plot the plane onto which we mapped the polygon to a 2D ASCII pic
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aiVector2D bmin,bmax;
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@@ -404,14 +403,13 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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if (num_found == 2) {
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// Due to the 'two ear theorem', every simple polygon with more than three points must
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// have 2 'ears'. Here's definitely someting wrong ... but we don't give up yet.
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// have 2 'ears'. Here's definitely something wrong ... but we don't give up yet.
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//
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// Instead we're continuting with the standard trifanning algorithm which we'd
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// Instead we're continuing with the standard tri-fanning algorithm which we'd
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// use if we had only convex polygons. That's life.
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DefaultLogger::get()->error("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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fprintf(fout,"critical error here, no ear found! ");
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#endif
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@@ -158,7 +158,7 @@ string tstr;
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AttrHelper_FloatToString(pValue, tstr);
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pList.push_back({pName, tstr});
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};
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}
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void X3DExporter::NodeHelper_OpenNode(const string& pNodeName, const size_t pTabLevel, const bool pEmptyElement, const list<SAttribute>& pAttrList)
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{
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