Definitios for MDC and MDR added; MD2 loader is ready for BigEndian now, MD3 too. MD2 and MD3 keyframe option added, not yet implemented for MD3.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@101 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "MD3Loader.h"
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#include "MaterialSystem.h"
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#include "StringComparison.h"
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#include "ByteSwap.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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@@ -50,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include "../include/DefaultLogger.h"
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#include "../include/assimp.hpp"
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#include <boost/scoped_ptr.hpp>
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@@ -90,14 +92,19 @@ bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::ValidateHeaderOffsets()
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{
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// check magic number
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if (this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
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this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
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throw new ImportErrorException( "Invalid MD3 file: Magic bytes not found");
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// check file format version
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if (this->m_pcHeader->VERSION > 15)
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DefaultLogger::get()->warn( "Unsupported md3 file version. Continuing happily ...");
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DefaultLogger::get()->warn( "Unsupported MD3 file version. Continuing happily ...");
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// check some values whether they are valid
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if (0 == this->m_pcHeader->NUM_FRAMES)
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throw new ImportErrorException( "Invalid md3 file: NUM_FRAMES is 0");
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if (0 == this->m_pcHeader->NUM_SURFACES)
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if (!this->m_pcHeader->NUM_FRAMES)
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throw new ImportErrorException( "Invalid MD3 file: NUM_FRAMES is 0");
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if (!this->m_pcHeader->NUM_SURFACES)
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throw new ImportErrorException( "Invalid md3 file: NUM_SURFACES is 0");
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if (this->m_pcHeader->OFS_FRAMES >= this->fileSize ||
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@@ -106,6 +113,9 @@ void MD3Importer::ValidateHeaderOffsets()
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{
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throw new ImportErrorException("Invalid MD3 header: some offsets are outside the file");
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}
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if (this->m_pcHeader->NUM_FRAMES >= this->configFrameID )
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throw new ImportErrorException("The requested frame is not existing the file");
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}
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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@@ -131,6 +141,18 @@ void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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DefaultLogger::get()->warn("The model contains more frames than Quake 3 supports");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void MD3Importer::SetupProperties(const Importer* pImp)
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{
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// The AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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if(0xffffffff == (this->configFrameID = pImp->GetProperty(
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AI_CONFIG_IMPORT_MD3_KEYFRAME,0xffffffff)))
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{
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this->configFrameID = pImp->GetProperty(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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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 MD3Importer::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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@@ -139,17 +161,13 @@ void MD3Importer::InternReadFile(
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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throw new ImportErrorException( "Failed to open md3 file " + pFile + ".");
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}
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throw new ImportErrorException( "Failed to open MD3 file " + pFile + ".");
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// check whether the md3 file is large enough to contain
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// at least the file header
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fileSize = (unsigned int)file->FileSize();
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if( fileSize < sizeof(MD3::Header))
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{
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throw new ImportErrorException( ".md3 File is too small.");
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}
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throw new ImportErrorException( "MD3 File is too small.");
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// allocate storage and copy the contents of the file to a memory buffer
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this->mBuffer = new unsigned char[fileSize];
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@@ -160,12 +178,22 @@ void MD3Importer::InternReadFile(
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this->m_pcHeader = (const MD3::Header*)this->mBuffer;
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// check magic number
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if (this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
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this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
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{
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throw new ImportErrorException( "Invalid md3 file: Magic bytes not found");
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}
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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(&m_pcHeader->VERSION);
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ByteSwap::Swap4(&m_pcHeader->FLAGS);
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ByteSwap::Swap4(&m_pcHeader->IDENT);
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ByteSwap::Swap4(&m_pcHeader->NUM_FRAMES);
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ByteSwap::Swap4(&m_pcHeader->NUM_SKINS);
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ByteSwap::Swap4(&m_pcHeader->NUM_SURFACES);
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ByteSwap::Swap4(&m_pcHeader->NUM_TAGS);
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ByteSwap::Swap4(&m_pcHeader->OFS_EOF);
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ByteSwap::Swap4(&m_pcHeader->OFS_FRAMES);
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ByteSwap::Swap4(&m_pcHeader->OFS_SURFACES);
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ByteSwap::Swap4(&m_pcHeader->OFS_TAGS);
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#endif
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// validate the header
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this->ValidateHeaderOffsets();
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@@ -190,33 +218,71 @@ void MD3Importer::InternReadFile(
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unsigned int iDefaultMatIndex = 0xFFFFFFFF;
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while (iNum-- > 0)
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{
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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(pcSurfaces->FLAGS);
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ByteSwap::Swap4(pcSurfaces->IDENT);
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ByteSwap::Swap4(pcSurfaces->NUM_FRAMES);
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ByteSwap::Swap4(pcSurfaces->NUM_SHADER);
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ByteSwap::Swap4(pcSurfaces->NUM_TRIANGLES);
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ByteSwap::Swap4(pcSurfaces->NUM_VERTICES);
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ByteSwap::Swap4(pcSurfaces->OFS_END);
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ByteSwap::Swap4(pcSurfaces->OFS_SHADERS);
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ByteSwap::Swap4(pcSurfaces->OFS_ST);
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ByteSwap::Swap4(pcSurfaces->OFS_TRIANGLES);
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ByteSwap::Swap4(pcSurfaces->OFS_XYZNORMAL);
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#endif
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// validate the surface
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this->ValidateSurfaceHeaderOffsets(pcSurfaces);
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// navigate to the vertex list of the surface
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const MD3::Vertex* pcVertices = (const MD3::Vertex*)
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(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
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// navigate to the triangle list of the surface
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const MD3::Triangle* pcTriangles = (const MD3::Triangle*)
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(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
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// navigate to the texture coordinate list of the surface
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const MD3::TexCoord* pcUVs = (const MD3::TexCoord*)
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(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_ST);
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
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// navigate to the shader list of the surface
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const MD3::Shader* pcShaders = (const MD3::Shader*)
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(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
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// if the submesh is empty ignore it
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if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
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{
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pcSurfaces = (const MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
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pcSurfaces = (const MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
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pScene->mNumMeshes--;
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continue;
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}
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#ifdef AI_BUILD_BIG_ENDIAN
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for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
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{
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ByteSwap::Swap2( & pcVertices[i].NORMAL );
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ByteSwap::Swap2( & pcVertices[i].X );
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ByteSwap::Swap2( & pcVertices[i].Y );
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ByteSwap::Swap2( & pcVertices[i].Z );
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ByteSwap::Swap4( & pcUVs[i].U );
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ByteSwap::Swap4( & pcUVs[i].U );
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}
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for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
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{
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ByteSwap::Swap4(pcTriangles[i].INDEXES[0]);
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ByteSwap::Swap4(pcTriangles[i].INDEXES[1]);
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ByteSwap::Swap4(pcTriangles[i].INDEXES[2]);
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}
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#endif
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// allocate the output mesh
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pScene->mMeshes[iNum] = new aiMesh();
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aiMesh* pcMesh = pScene->mMeshes[iNum];
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@@ -358,7 +424,7 @@ void MD3Importer::InternReadFile(
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pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
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pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
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pcMesh->mMaterialIndex = iNumMaterials++;
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iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
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}
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}
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else
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@@ -384,7 +450,7 @@ void MD3Importer::InternReadFile(
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
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pcMesh->mMaterialIndex = iNumMaterials++;
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iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
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}
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}
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// go to the next surface
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