MD3
- rough support for multi-part player models. SceneCombiner - added support for cross-attachments of nodes in the whole graph git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@345 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -129,7 +129,6 @@ inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
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void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len)
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{
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ai_assert(NULL != prefix);
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PrefixString(node->mName,prefix,len);
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// Process all children recursively
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@@ -177,8 +176,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
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master->mRootNode->mName.Set("<MergeRoot>");
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std::vector<AttachmentInfo> srcList (src.size());
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for (unsigned int i = 0; i < srcList.size();++i)
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{
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for (unsigned int i = 0; i < srcList.size();++i) {
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srcList[i] = AttachmentInfo(src[i],master->mRootNode);
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}
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@@ -190,7 +188,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
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void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInfo>& srcList)
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{
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unsigned int cnt;
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for (cnt = 0; cnt < attach->mNumChildren;++cnt)
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AttachToGraph(attach->mChildren[cnt],srcList);
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@@ -198,15 +195,13 @@ void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInf
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for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
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it != srcList.end(); ++it)
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{
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if ((*it).attachToNode == attach)
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if ((*it).attachToNode == attach && !(*it).resolved)
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++cnt;
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}
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if (cnt)
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{
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if (cnt) {
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aiNode** n = new aiNode*[cnt+attach->mNumChildren];
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if (attach->mNumChildren)
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{
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if (attach->mNumChildren) {
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::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
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delete[] attach->mChildren;
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}
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@@ -215,14 +210,15 @@ void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInf
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n += attach->mNumChildren;
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attach->mNumChildren += cnt;
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for (unsigned int i = 0; i < srcList.size();++i)
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{
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for (unsigned int i = 0; i < srcList.size();++i) {
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NodeAttachmentInfo& att = srcList[i];
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if (att.attachToNode == attach)
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{
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if (att.attachToNode == attach && !att.resolved) {
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*n = att.node;
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(**n).mParent = attach;
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++n;
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// mark this attachment as resolved
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att.resolved = true;
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}
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}
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}
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@@ -261,8 +257,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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std::vector<SceneHelper> src (srcList.size()+1);
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src[0].scene = master;
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for (unsigned int i = 0; i < srcList.size();++i)
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{
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for (unsigned int i = 0; i < srcList.size();++i) {
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src[i+1] = SceneHelper( srcList[i].scene );
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}
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@@ -272,7 +267,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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// this helper array is used as lookup table several times
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std::vector<unsigned int> offset(src.size());
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// Find duplicate scenes
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for (unsigned int i = 0; i < src.size();++i)
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{
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@@ -316,8 +310,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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{
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SceneHelper* cur = &src[n];
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if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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{
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if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
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dest->mNumTextures += (*cur)->mNumTextures;
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dest->mNumMaterials += (*cur)->mNumMaterials;
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dest->mNumMeshes += (*cur)->mNumMeshes;
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@@ -378,11 +371,8 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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if ((*cur)->mNumTextures != dest->mNumTextures)
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{
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// We need to update all texture indices of the mesh.
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// So we need to search for a material property like
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// that follows the following pattern: "$tex.file.<s>.<n>"
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// where s is the texture type (i.e. diffuse) and n is
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// the index of the texture.
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// We need to update all texture indices of the mesh. So we need to search for
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// a material property called '$tex.file'
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for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
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{
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@@ -393,8 +383,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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// In this case the property looks like this: *<n>,
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// where n is the index of the texture.
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aiString& s = *((aiString*)prop->mData);
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if ('*' == s.data[0])
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{
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if ('*' == s.data[0]) {
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// Offset the index and write it back ..
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const unsigned int idx = strtol10(&s.data[1]) + offset[n];
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ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
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@@ -428,8 +417,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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SceneHelper* cur = &src[n];
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for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
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{
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if (n != duplicates[n])
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{
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if (n != duplicates[n]) {
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if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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Copy(pip, (*cur)->mMeshes[i]);
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@@ -439,7 +427,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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// update the material index of the mesh
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(*pip)->mMaterialIndex += offset[n];
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++pip;
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}
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@@ -481,8 +468,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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{
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Copy( &node, (*cur)->mRootNode );
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if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
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{
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if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
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// (note:) they are already 'offseted' by offset[duplicates[n]]
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OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
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}
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@@ -493,7 +479,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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OffsetNodeMeshIndices(node,offset[n]);
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}
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if (n) // src[0] is the master node
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nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode ));
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nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
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// --------------------------------------------------------------------
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// Copy light sources
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@@ -508,8 +494,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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// --------------------------------------------------------------------
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// Copy cameras
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for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras)
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{
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for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
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if (n != duplicates[n]) // duplicate scene?
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{
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Copy(ppCameras, (*cur)->mCameras[i]);
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@@ -519,8 +504,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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// --------------------------------------------------------------------
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// Copy animations
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for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims)
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{
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for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
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if (n != duplicates[n]) // duplicate scene?
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{
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Copy(ppAnims, (*cur)->mAnimations[i]);
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@@ -529,8 +513,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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}
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}
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for ( unsigned int n = 1; n < src.size();++n )
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{
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for ( unsigned int n = 1; n < src.size();++n ) {
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SceneHelper* cur = &src[n];
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// --------------------------------------------------------------------
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// Add prefixes
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@@ -542,8 +525,7 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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for (unsigned int i = 0; i < (*cur)->mNumCameras;++i)
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PrefixString(dest->mCameras[i]->mName,(*cur).id,(*cur).idlen);
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for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i)
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{
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for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i) {
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aiAnimation* anim = dest->mAnimations[i];
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PrefixString(anim->mName,(*cur).id,(*cur).idlen);
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@@ -551,7 +533,6 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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for (unsigned int a = 0; a < anim->mNumChannels;++a)
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PrefixString(anim->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
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}
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AddNodePrefixes(nodes[n-1].node,(*cur).id,(*cur).idlen);
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}
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}
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@@ -560,10 +541,31 @@ void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
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AttachToGraph ( master, nodes);
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dest->mRootNode = master->mRootNode;
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// Check whether we succeeded at building the output graph
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for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
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it != nodes.end(); ++it)
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{
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if (!(*it).resolved) {
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if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
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// search for this attachment point in all other imported scenes, too.
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for ( unsigned int n = 0; n < src.size();++n ) {
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if (n != (*it).src_idx) {
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AttachToGraph(src[n].scene,nodes);
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if ((*it).resolved)
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break;
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}
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}
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}
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if (!(*it).resolved) {
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DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
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+ (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
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}
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}
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}
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// now delete all input scenes. Make sure duplicate scenes aren't
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// deleted more than one time
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for ( unsigned int n = 0; n < src.size();++n )
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{
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for ( unsigned int n = 0; n < src.size();++n ) {
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if (n != duplicates[n]) // duplicate scene?
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continue;
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