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assimp/code/AssetLib/B3D/B3DImporter.h
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assimp/code/AssetLib/B3D/B3DImporter.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/**
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* @file Definition of the .b3d importer class.
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*/
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#pragma once
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#ifndef AI_B3DIMPORTER_H_INC
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#define AI_B3DIMPORTER_H_INC
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#include <assimp/types.h>
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#include <assimp/mesh.h>
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#include <assimp/material.h>
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#include <assimp/anim.h>
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#include <assimp/BaseImporter.h>
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#include <memory>
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#include <vector>
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struct aiNodeAnim;
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struct aiNode;
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struct aiAnimation;
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namespace Assimp{
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class B3DImporter final : public BaseImporter{
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public:
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B3DImporter() = default;
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~B3DImporter() override;
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override;
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protected:
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const aiImporterDesc* GetInfo () const override;
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
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private:
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int ReadByte();
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int ReadInt();
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float ReadFloat();
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aiVector2D ReadVec2();
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aiVector3D ReadVec3();
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aiQuaternion ReadQuat();
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std::string ReadString();
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std::string ReadChunk();
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void ExitChunk();
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size_t ChunkSize();
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template<class T>
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T *to_array( const std::vector<T> &v );
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struct Vertex{
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aiVector3D vertex;
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aiVector3D normal;
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aiVector3D texcoords;
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unsigned char bones[4];
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float weights[4];
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};
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struct AnimKeys {
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std::vector<aiVectorKey> positionKeys;
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std::vector<aiVectorKey> scalingKeys;
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std::vector<aiQuatKey> rotationKeys;
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};
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AI_WONT_RETURN void Oops() AI_WONT_RETURN_SUFFIX;
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AI_WONT_RETURN void Fail(const std::string &str) AI_WONT_RETURN_SUFFIX;
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void ReadTEXS();
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void ReadBRUS();
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void ReadVRTS();
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void ReadTRIS( int v0 );
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void ReadMESH();
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void ReadBONE( int id );
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void ReadKEYS( AnimKeys& keys );
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void ReadANIM();
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aiNode *ReadNODE( aiNode *parent );
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void ReadBB3D( aiScene *scene );
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size_t _pos;
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std::vector<unsigned char> _buf;
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std::vector<size_t> _stack;
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std::vector<std::string> _textures;
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std::vector<std::unique_ptr<aiMaterial> > _materials;
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int _vflags,_tcsets,_tcsize;
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std::vector<Vertex> _vertices;
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std::vector<aiNode*> _nodes;
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std::vector<std::unique_ptr<aiMesh> > _meshes;
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std::vector<std::unique_ptr<aiNodeAnim> > _nodeAnims;
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std::vector<std::unique_ptr<aiAnimation> > _animations;
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};
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}
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#endif
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