Added dummy names to anonymous unions and structs in 3ds
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@47 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -131,20 +131,20 @@ void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh)
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i != sMesh->mFaces.end();++i)
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{
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// check whether all indices are in range
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if ((*i).i1 >= sMesh->mPositions.size())
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if ((*i).a.b.i1 >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#1)");
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(*i).i1 = sMesh->mPositions.size()-1;
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(*i).a.b.i1 = sMesh->mPositions.size()-1;
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}
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if ((*i).i2 >= sMesh->mPositions.size())
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if ((*i).a.b.i2 >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#2)");
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(*i).i2 = sMesh->mPositions.size()-1;
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(*i).a.b.i2 = sMesh->mPositions.size()-1;
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}
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if ((*i).i3 >= sMesh->mPositions.size())
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if ((*i).a.b.i3 >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#3)");
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(*i).i3 = sMesh->mPositions.size()-1;
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(*i).a.b.i3 = sMesh->mPositions.size()-1;
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}
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}
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return;
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@@ -169,20 +169,20 @@ void Dot3DSImporter::MakeUnique(Dot3DS::Mesh* sMesh)
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uint32_t iTemp1,iTemp2;
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// position and texture coordinates
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i3];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].i3];
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i3];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i3];
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iTemp1 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i2];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].i2];
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i2];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i2];
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iTemp2 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i1];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].i1];
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sMesh->mFaces[i].i3 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i1];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i1];
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sMesh->mFaces[i].a.b.i3 = iBase++;
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sMesh->mFaces[i].i1 = iTemp1;
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sMesh->mFaces[i].i2 = iTemp2;
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sMesh->mFaces[i].a.b.i1 = iTemp1;
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sMesh->mFaces[i].a.b.i2 = iTemp2;
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// handle the face order ...
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/*if (iTemp1 > iTemp2)
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@@ -198,17 +198,17 @@ void Dot3DSImporter::MakeUnique(Dot3DS::Mesh* sMesh)
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uint32_t iTemp1,iTemp2;
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// position only
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i3];
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i3];
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iTemp1 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i2];
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i2];
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iTemp2 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].i1];
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sMesh->mFaces[i].i3 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i1];
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sMesh->mFaces[i].a.b.i3 = iBase++;
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sMesh->mFaces[i].i1 = iTemp1;
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sMesh->mFaces[i].i2 = iTemp2;
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sMesh->mFaces[i].a.b.i1 = iTemp1;
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sMesh->mFaces[i].a.b.i2 = iTemp2;
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// handle the face order ...
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/*if (iTemp1 > iTemp2)
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@@ -451,16 +451,16 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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p_pcOut->mFaces[q].mNumIndices = 3;
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p_pcOut->mFaces[q].mIndices[2] = iBase;
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].i1];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].i1];
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i1];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i1];
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p_pcOut->mFaces[q].mIndices[1] = iBase;
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].i2];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].i2];
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i2];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i2];
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p_pcOut->mFaces[q].mIndices[0] = iBase;
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].i3];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].i3];
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i3];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i3];
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}
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}
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// convert texture coordinates
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@@ -473,15 +473,15 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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{
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unsigned int iIndex2 = aiSplit[p][q];
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unsigned int iIndex = (*i).mFaces[iIndex2].i1;
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unsigned int iIndex = (*i).mFaces[iIndex2].a.b.i1;
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aiVector2D& pc = (*i).mTexCoords[iIndex];
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p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
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iIndex = (*i).mFaces[iIndex2].i2;
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iIndex = (*i).mFaces[iIndex2].a.b.i2;
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pc = (*i).mTexCoords[iIndex];
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p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
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iIndex = (*i).mFaces[iIndex2].i3;
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iIndex = (*i).mFaces[iIndex2].a.b.i3;
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pc = (*i).mTexCoords[iIndex];
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p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
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}
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