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diff --git a/src/mesh/assimp-master/code/AssetLib/MS3D/MS3DLoader.cpp b/src/mesh/assimp-master/code/AssetLib/MS3D/MS3DLoader.cpp
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+++ b/src/mesh/assimp-master/code/AssetLib/MS3D/MS3DLoader.cpp
@@ -0,0 +1,656 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file MS3DLoader.cpp
+ * @brief Implementation of the Ms3D importer class.
+ * Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
+ */
+
+
+#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
+
+// internal headers
+#include "MS3DLoader.h"
+#include <assimp/StreamReader.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/scene.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/importerdesc.h>
+#include <map>
+
+using namespace Assimp;
+
+static const aiImporterDesc desc = {
+ "Milkshape 3D Importer",
+ "",
+ "",
+ "http://chumbalum.swissquake.ch/",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ms3d"
+};
+
+// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
+// (enable old code path, which generates extra nodes per mesh while
+// the newer code uses aiMesh::mName to express the name of the
+// meshes (a.k.a. groups in MS3D))
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+MS3DImporter::MS3DImporter()
+ : mScene()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+MS3DImporter::~MS3DImporter()
+{}
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const
+{
+ static const char* tokens[] = { "MS3D000000" };
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiImporterDesc* MS3DImporter::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
+{
+ // aiColor4D is packed on gcc, implicit binding to float& fails therefore.
+ stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
+{
+ // See note in ReadColor()
+ stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
+}
+
+// ------------------------------------------------------------------------------------------------
+template<typename T>
+void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
+{
+ uint16_t cnt;
+ stream >> cnt;
+
+ for(unsigned int i = 0; i < cnt; ++i) {
+ uint32_t index, clength;
+ stream >> index >> clength;
+
+ if(index >= outp.size()) {
+ ASSIMP_LOG_WARN("MS3D: Invalid index in comment section");
+ }
+ else if (clength > stream.GetRemainingSize()) {
+ throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
+ }
+ else {
+ outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
+ }
+ stream.IncPtr(clength);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
+{
+ return in > lower && in <= higher;
+}
+
+// ------------------------------------------------------------------------------------------------
+void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
+ std::vector<bool>& hadit,
+ aiNode* nd,
+ const aiMatrix4x4& absTrafo)
+{
+ unsigned int cnt = 0;
+ for(size_t i = 0; i < joints.size(); ++i) {
+ if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
+ ++cnt;
+ }
+ }
+
+ nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
+ cnt = 0;
+ for(size_t i = 0; i < joints.size(); ++i) {
+ if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
+ aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
+ ch->mParent = nd;
+
+ ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
+ aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation);
+
+ const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
+ for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
+ aiMesh* const msh = mScene->mMeshes[a];
+ for(unsigned int n = 0; n < msh->mNumBones; ++n) {
+ aiBone* const bone = msh->mBones[n];
+
+ if(bone->mName == ch->mName) {
+ bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
+ }
+ }
+ }
+
+ hadit[i] = true;
+ CollectChildJoints(joints,hadit,ch,abs);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
+{
+ std::vector<bool> hadit(joints.size(),false);
+ aiMatrix4x4 trafo;
+
+ CollectChildJoints(joints,hadit,nd,trafo);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void MS3DImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
+{
+
+ auto file = pIOHandler->Open(pFile, "rb");
+ if (!file)
+ throw DeadlyImportError("MS3D: Could not open ", pFile);
+
+ StreamReaderLE stream(file);
+
+ // CanRead() should have done this already
+ char head[10];
+ int32_t version;
+
+ mScene = pScene;
+
+
+ // 1 ------------ read into temporary data structures mirroring the original file
+
+ stream.CopyAndAdvance(head,10);
+ stream >> version;
+ if (strncmp(head,"MS3D000000",10)) {
+ throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: ", pFile);
+ }
+
+ if (version != 4) {
+ throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
+ }
+
+ uint16_t verts;
+ stream >> verts;
+
+ std::vector<TempVertex> vertices(verts);
+ for (unsigned int i = 0; i < verts; ++i) {
+ TempVertex& v = vertices[i];
+
+ stream.IncPtr(1);
+ ReadVector(stream,v.pos);
+ v.bone_id[0] = stream.GetI1();
+ v.ref_cnt = stream.GetI1();
+
+ v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX;
+ v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
+ v.weights[0] = 1.f;
+ }
+
+ uint16_t tris;
+ stream >> tris;
+
+ std::vector<TempTriangle> triangles(tris);
+ for (unsigned int i = 0;i < tris; ++i) {
+ TempTriangle& t = triangles[i];
+
+ stream.IncPtr(2);
+ for (unsigned int j = 0; j < 3; ++j) {
+ t.indices[j] = stream.GetI2();
+ }
+
+ for (unsigned int j = 0; j < 3; ++j) {
+ ReadVector(stream,t.normals[j]);
+ }
+
+ for (unsigned int j = 0; j < 3; ++j) {
+ stream >> (float&)(t.uv[j].x); // see note in ReadColor()
+ }
+ for (unsigned int j = 0; j < 3; ++j) {
+ stream >> (float&)(t.uv[j].y);
+ }
+
+ t.sg = stream.GetI1();
+ t.group = stream.GetI1();
+ }
+
+ uint16_t grp;
+ stream >> grp;
+
+ bool need_default = false;
+ std::vector<TempGroup> groups(grp);
+ for (unsigned int i = 0;i < grp; ++i) {
+ TempGroup& t = groups[i];
+
+ stream.IncPtr(1);
+ stream.CopyAndAdvance(t.name,32);
+
+ t.name[32] = '\0';
+ uint16_t num;
+ stream >> num;
+
+ t.triangles.resize(num);
+ for (unsigned int j = 0; j < num; ++j) {
+ t.triangles[j] = stream.GetI2();
+ }
+ t.mat = stream.GetI1();
+ if (t.mat == UINT_MAX) {
+ need_default = true;
+ }
+ }
+
+ uint16_t mat;
+ stream >> mat;
+
+ std::vector<TempMaterial> materials(mat);
+ for (unsigned int j = 0;j < mat; ++j) {
+ TempMaterial& t = materials[j];
+
+ stream.CopyAndAdvance(t.name,32);
+ t.name[32] = '\0';
+
+ ReadColor(stream,t.ambient);
+ ReadColor(stream,t.diffuse);
+ ReadColor(stream,t.specular);
+ ReadColor(stream,t.emissive);
+ stream >> t.shininess >> t.transparency;
+
+ stream.IncPtr(1);
+
+ stream.CopyAndAdvance(t.texture,128);
+ t.texture[128] = '\0';
+
+ stream.CopyAndAdvance(t.alphamap,128);
+ t.alphamap[128] = '\0';
+ }
+
+ float animfps, currenttime;
+ uint32_t totalframes;
+ stream >> animfps >> currenttime >> totalframes;
+
+ uint16_t joint;
+ stream >> joint;
+
+ std::vector<TempJoint> joints(joint);
+ for(unsigned int ii = 0; ii < joint; ++ii) {
+ TempJoint& j = joints[ii];
+
+ stream.IncPtr(1);
+ stream.CopyAndAdvance(j.name,32);
+ j.name[32] = '\0';
+
+ stream.CopyAndAdvance(j.parentName,32);
+ j.parentName[32] = '\0';
+
+ ReadVector(stream,j.rotation);
+ ReadVector(stream,j.position);
+
+ j.rotFrames.resize(stream.GetI2());
+ j.posFrames.resize(stream.GetI2());
+
+ for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
+ TempKeyFrame& kf = j.rotFrames[a];
+ stream >> kf.time;
+ ReadVector(stream,kf.value);
+ }
+ for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
+ TempKeyFrame& kf = j.posFrames[a];
+ stream >> kf.time;
+ ReadVector(stream,kf.value);
+ }
+ }
+
+ if(stream.GetRemainingSize() > 4) {
+ uint32_t subversion;
+ stream >> subversion;
+ if (subversion == 1) {
+ ReadComments<TempGroup>(stream,groups);
+ ReadComments<TempMaterial>(stream,materials);
+ ReadComments<TempJoint>(stream,joints);
+
+ // model comment - print it for we have such a nice log.
+ if (stream.GetI4()) {
+ const size_t len = static_cast<size_t>(stream.GetI4());
+ if (len > stream.GetRemainingSize()) {
+ throw DeadlyImportError("MS3D: Model comment is too long");
+ }
+
+ const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
+ ASSIMP_LOG_DEBUG("MS3D: Model comment: ", s);
+ }
+
+ if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
+ for(unsigned int i = 0; i < verts; ++i) {
+ TempVertex& v = vertices[i];
+ v.weights[3]=1.f;
+ for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
+ v.bone_id[n+1] = stream.GetI1();
+ v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
+ }
+ stream.IncPtr((subversion-1)<<2u);
+ }
+
+ // even further extra data is not of interest for us, at least now now.
+ }
+ }
+ }
+
+ // 2 ------------ convert to proper aiXX data structures -----------------------------------
+
+ if (need_default && materials.size()) {
+ ASSIMP_LOG_WARN("MS3D: Found group with no material assigned, spawning default material");
+ // if one of the groups has no material assigned, but there are other
+ // groups with materials, a default material needs to be added (
+ // scenepreprocessor adds a default material only if nummat==0).
+ materials.push_back(TempMaterial());
+ TempMaterial& m = materials.back();
+
+ strcpy(m.name,"<MS3D_DefaultMat>");
+ m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
+ m.transparency = 1.f;
+ m.shininess = 0.f;
+
+ // this is because these TempXXX struct's have no c'tors.
+ m.texture[0] = m.alphamap[0] = '\0';
+
+ for (unsigned int i = 0; i < groups.size(); ++i) {
+ TempGroup& g = groups[i];
+ if (g.mat == UINT_MAX) {
+ g.mat = static_cast<unsigned int>(materials.size()-1);
+ }
+ }
+ }
+
+ // convert materials to our generic key-value dict-alike
+ if (materials.size()) {
+ pScene->mMaterials = new aiMaterial*[materials.size()];
+ for (size_t i = 0; i < materials.size(); ++i) {
+
+ aiMaterial* mo = new aiMaterial();
+ pScene->mMaterials[pScene->mNumMaterials++] = mo;
+
+ const TempMaterial& mi = materials[i];
+
+ aiString tmp;
+ if (0[mi.alphamap]) {
+ tmp = aiString(mi.alphamap);
+ mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
+ }
+ if (0[mi.texture]) {
+ tmp = aiString(mi.texture);
+ mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ if (0[mi.name]) {
+ tmp = aiString(mi.name);
+ mo->AddProperty(&tmp,AI_MATKEY_NAME);
+ }
+
+ mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
+ mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
+ mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
+ mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
+
+ mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
+ mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
+
+ const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
+ mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
+ }
+ }
+
+ // convert groups to meshes
+ if (groups.empty()) {
+ throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
+ }
+
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+
+ aiMesh* m = pScene->mMeshes[i] = new aiMesh();
+ const TempGroup& g = groups[i];
+
+ if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
+ throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
+ } // no error if no materials at all - scenepreprocessor adds one then
+
+ m->mMaterialIndex = g.mat;
+ m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ m->mFaces = new aiFace[m->mNumFaces = static_cast<unsigned int>(g.triangles.size())];
+ m->mNumVertices = m->mNumFaces*3;
+
+ // storage for vertices - verbose format, as requested by the postprocessing pipeline
+ m->mVertices = new aiVector3D[m->mNumVertices];
+ m->mNormals = new aiVector3D[m->mNumVertices];
+ m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
+ m->mNumUVComponents[0] = 2;
+
+ typedef std::map<unsigned int,unsigned int> BoneSet;
+ BoneSet mybones;
+
+ for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) {
+ aiFace& f = m->mFaces[j];
+ if (g.triangles[j]>triangles.size()) {
+ throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
+ }
+
+ TempTriangle& t = triangles[g.triangles[j]];
+ f.mIndices = new unsigned int[f.mNumIndices=3];
+
+ for (unsigned int k = 0; k < 3; ++k,++n) {
+ if (t.indices[k]>vertices.size()) {
+ throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
+ }
+
+ const TempVertex& v = vertices[t.indices[k]];
+ for(unsigned int a = 0; a < 4; ++a) {
+ if (v.bone_id[a] != UINT_MAX) {
+ if (v.bone_id[a] >= joints.size()) {
+ throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
+ }
+ if (mybones.find(v.bone_id[a]) == mybones.end()) {
+ mybones[v.bone_id[a]] = 1;
+ }
+ else ++mybones[v.bone_id[a]];
+ }
+ }
+
+ // collect vertex components
+ m->mVertices[n] = v.pos;
+
+ m->mNormals[n] = t.normals[k];
+ m->mTextureCoords[0][n] = aiVector3D(t.uv[k].x,1.f-t.uv[k].y,0.0);
+ f.mIndices[k] = n;
+ }
+ }
+
+ // allocate storage for bones
+ if(!mybones.empty()) {
+ std::vector<unsigned int> bmap(joints.size());
+ m->mBones = new aiBone*[mybones.size()]();
+ for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
+ aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
+ const TempJoint& jnt = joints[(*it).first];
+
+ bn->mName.Set(jnt.name);
+ bn->mWeights = new aiVertexWeight[(*it).second];
+
+ bmap[(*it).first] = m->mNumBones++;
+ }
+
+ // .. and collect bone weights
+ for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) {
+ TempTriangle& t = triangles[g.triangles[j]];
+
+ for (unsigned int k = 0; k < 3; ++k,++n) {
+ const TempVertex& v = vertices[t.indices[k]];
+ for(unsigned int a = 0; a < 4; ++a) {
+ const unsigned int bone = v.bone_id[a];
+ if(bone==UINT_MAX){
+ continue;
+ }
+
+ aiBone* const outbone = m->mBones[bmap[bone]];
+ aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
+
+ outwght.mVertexId = n;
+ outwght.mWeight = v.weights[a];
+ }
+ }
+ }
+ }
+ }
+
+ // ... add dummy nodes under a single root, each holding a reference to one
+ // mesh. If we didn't do this, we'd lose the group name.
+ aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
+
+#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
+ rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ aiNode* nd = rt->mChildren[i] = new aiNode();
+
+ const TempGroup& g = groups[i];
+
+ // we need to generate an unique name for all mesh nodes.
+ // since we want to keep the group name, a prefix is
+ // prepended.
+ nd->mName = aiString("<MS3DMesh>_");
+ nd->mName.Append(g.name);
+ nd->mParent = rt;
+
+ nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
+ nd->mMeshes[0] = i;
+ }
+#else
+ rt->mMeshes = new unsigned int[pScene->mNumMeshes];
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ rt->mMeshes[rt->mNumMeshes++] = i;
+ }
+#endif
+
+ // convert animations as well
+ if(joints.size()) {
+#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
+ rt->mChildren = new aiNode*[1]();
+ rt->mNumChildren = 1;
+
+ aiNode* jt = rt->mChildren[0] = new aiNode();
+#else
+ aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
+#endif
+ jt->mParent = rt;
+ CollectChildJoints(joints,jt);
+ jt->mName.Set("<MS3DJointRoot>");
+
+ pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
+ aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
+
+ anim->mName.Set("<MS3DMasterAnim>");
+
+ // carry the fps info to the user by scaling all times with it
+ anim->mTicksPerSecond = animfps;
+
+ // leave duration at its default, so ScenePreprocessor will fill an appropriate
+ // value (the values taken from some MS3D files seem to be too unreliable
+ // to pass the validation)
+ // anim->mDuration = totalframes/animfps;
+
+ anim->mChannels = new aiNodeAnim*[joints.size()]();
+ for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
+ if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
+ continue;
+ }
+
+ aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
+ nd->mNodeName.Set((*it).name);
+
+ if ((*it).rotFrames.size()) {
+ nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
+ for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
+ aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
+
+ q.mTime = (*rot).time*animfps;
+ q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)*
+ aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)));
+ }
+ }
+
+ if ((*it).posFrames.size()) {
+ nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
+
+ aiQuatKey* qu = nd->mRotationKeys;
+ for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
+ aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
+
+ v.mTime = (*pos).time*animfps;
+ v.mValue = (*it).position + (*pos).value;
+ }
+ }
+ }
+ // fixup to pass the validation if not a single animation channel is non-trivial
+ if (!anim->mNumChannels) {
+ anim->mChannels = nullptr;
+ }
+ }
+}
+
+#endif