فهرست منبع

Merge remote-tracking branch 'upstream/master'

Denis Biryukov 8 سال پیش
والد
کامیت
d73a64b061
100فایلهای تغییر یافته به همراه27502 افزوده شده و 23543 حذف شده
  1. 2 0
      .coveralls.yml
  2. 22 0
      .editorconfig
  3. 8 0
      .gitattributes
  4. 50 1
      .gitignore
  5. 16 0
      .travis.sh
  6. 52 17
      .travis.yml
  7. 3 3
      AssimpConfig.cmake.in
  8. 46 12
      CHANGES
  9. 354 172
      CMakeLists.txt
  10. 14 4
      CREDITS
  11. 12 0
      CodeConventions.md
  12. 0 14
      CodeConventions.txt
  13. 7 8
      INSTALL
  14. 12 18
      LICENSE
  15. 68 51
      Readme.md
  16. 42 0
      appveyor.yml
  17. 11 5
      assimp-config.cmake.in
  18. 2 1
      assimp.pc.in
  19. 0 64
      cmake-modules/AddGTest.cmake
  20. 126 0
      cmake-modules/Coveralls.cmake
  21. 31 0
      cmake-modules/CoverallsClear.cmake
  22. 482 0
      cmake-modules/CoverallsGenerateGcov.cmake
  23. 347 347
      cmake-modules/DebSourcePPA.cmake
  24. 101 100
      cmake-modules/FindDirectX.cmake
  25. 143 142
      cmake-modules/FindPkgMacros.cmake
  26. 20 0
      cmake-modules/FindRT.cmake
  27. 48 48
      cmake-modules/FindZLIB.cmake
  28. 78 22
      cmake-modules/Findassimp.cmake
  29. 16 0
      cmake-modules/MinGW_x86_64.cmake
  30. 15 15
      cmake-modules/PrecompiledHeader.cmake
  31. 8 0
      code/.editorconfig
  32. 867 861
      code/3DSConverter.cpp
  33. 472 459
      code/3DSExporter.cpp
  34. 31 26
      code/3DSExporter.h
  35. 592 584
      code/3DSHelper.h
  36. 1431 1402
      code/3DSLoader.cpp
  37. 282 280
      code/3DSLoader.h
  38. 907 866
      code/ACLoader.cpp
  39. 274 267
      code/ACLoader.h
  40. 704 0
      code/AMFImporter.cpp
  41. 563 0
      code/AMFImporter.hpp
  42. 355 0
      code/AMFImporter_Geometry.cpp
  43. 164 0
      code/AMFImporter_Macro.hpp
  44. 309 0
      code/AMFImporter_Material.cpp
  45. 423 0
      code/AMFImporter_Node.hpp
  46. 966 0
      code/AMFImporter_Postprocess.cpp
  47. 1321 1316
      code/ASELoader.cpp
  48. 205 205
      code/ASELoader.h
  49. 2154 2153
      code/ASEParser.cpp
  50. 664 669
      code/ASEParser.h
  51. 608 605
      code/AssbinExporter.cpp
  52. 10 10
      code/AssbinExporter.h
  53. 493 478
      code/AssbinLoader.cpp
  54. 29 18
      code/AssbinLoader.h
  55. 700 609
      code/Assimp.cpp
  56. 154 129
      code/AssimpCExport.cpp
  57. 0 135
      code/AssimpPCH.cpp
  58. 0 162
      code/AssimpPCH.h
  59. 563 554
      code/AssxmlExporter.cpp
  60. 10 10
      code/AssxmlExporter.h
  61. 696 687
      code/B3DImporter.cpp
  62. 130 126
      code/B3DImporter.h
  63. 543 534
      code/BVHLoader.cpp
  64. 171 169
      code/BVHLoader.h
  65. 634 598
      code/BaseImporter.cpp
  66. 401 368
      code/BaseImporter.h
  67. 105 105
      code/BaseProcess.cpp
  68. 294 294
      code/BaseProcess.h
  69. 99 92
      code/Bitmap.cpp
  70. 56 51
      code/Bitmap.h
  71. 90 91
      code/BlenderBMesh.cpp
  72. 49 49
      code/BlenderBMesh.h
  73. 374 372
      code/BlenderDNA.cpp
  74. 807 804
      code/BlenderDNA.h
  75. 750 732
      code/BlenderDNA.inl
  76. 201 183
      code/BlenderIntermediate.h
  77. 1310 1149
      code/BlenderLoader.cpp
  78. 238 223
      code/BlenderLoader.h
  79. 323 324
      code/BlenderModifier.cpp
  80. 156 155
      code/BlenderModifier.h
  81. 809 716
      code/BlenderScene.cpp
  82. 888 757
      code/BlenderScene.h
  83. 255 253
      code/BlenderSceneGen.h
  84. 264 268
      code/BlenderTessellator.cpp
  85. 136 136
      code/BlenderTessellator.h
  86. 336 326
      code/BlobIOSystem.h
  87. 0 23
      code/BoostWorkaround/boost/LICENSE_1_0.txt
  88. 0 99
      code/BoostWorkaround/boost/foreach.hpp
  89. 0 81
      code/BoostWorkaround/boost/format.hpp
  90. 0 26
      code/BoostWorkaround/boost/lexical_cast.hpp
  91. 0 57
      code/BoostWorkaround/boost/make_shared.hpp
  92. 0 37
      code/BoostWorkaround/boost/math/common_factor_rt.hpp
  93. 0 36
      code/BoostWorkaround/boost/noncopyable.hpp
  94. 0 45
      code/BoostWorkaround/boost/pointer_cast.hpp
  95. 0 79
      code/BoostWorkaround/boost/scoped_array.hpp
  96. 0 79
      code/BoostWorkaround/boost/scoped_ptr.hpp
  97. 0 228
      code/BoostWorkaround/boost/shared_array.hpp
  98. 0 257
      code/BoostWorkaround/boost/shared_ptr.hpp
  99. 0 20
      code/BoostWorkaround/boost/static_assert.hpp
  100. 0 72
      code/BoostWorkaround/boost/timer.hpp

+ 2 - 0
.coveralls.yml

@@ -0,0 +1,2 @@
+service_name: travis-pro
+repo_token: GZXuNlublKFy7HAewHAZLk5ZwgipTFAOA

+ 22 - 0
.editorconfig

@@ -0,0 +1,22 @@
+# See <http://EditorConfig.org> for details
+
+root = true
+
+[CMakeLists.txt,*.cmake{,.in}]
+end_of_line = lf
+insert_final_newline = true
+trim_trailing_whitespace = true
+indent_size = 2
+indent_style = space
+
+[*.h.in]
+end_of_line = lf
+insert_final_newline = true
+trim_trailing_whitespace = true
+indent_size = 4
+indent_style = space
+
+[*.txt]
+end_of_line = lf
+insert_final_newline = true
+trim_trailing_whitespace = true

+ 8 - 0
.gitattributes

@@ -0,0 +1,8 @@
+# Declare files that will always have LF line endings on checkout.
+*.cpp text eol=lf
+*.h text eol=lf
+*.c text eol=lf
+*.hpp text eol=lf
+*.txt text eol=lf
+*.cmake text eol=lf
+*.sh text eol=lf

+ 50 - 1
.gitignore

@@ -1,3 +1,4 @@
+.idea
 build
 .project
 *.kdev4*
@@ -10,13 +11,14 @@ build
 # Output
 bin/
 lib/
-contrib/
+
 
 # Generated
 assimp.pc
 revision.h
 contrib/zlib/zconf.h
 contrib/zlib/zlib.pc
+include/assimp/config.h
 
 # CMake
 CMakeCache.txt
@@ -27,8 +29,55 @@ cmake_uninstall.cmake
 assimp-config.cmake
 assimp-config-version.cmake
 
+# MakeFile
+Makefile
+code/Makefile
+test/Makefile
+test/headercheck/Makefile
+tools/assimp_cmd/Makefile
+
 # Tests
 test/results
 
 # Python
 __pycache__
+*.log
+*.vcxproj
+*.filters
+*.tlog
+Assimp.sdf
+test/gtest/tmp/gtest-gitupdate.cmake
+test/gtest/tmp/gtest-gitclone.cmake
+test/gtest/tmp/gtest-cfgcmd.txt.in
+test/gtest/tmp/gtest-cfgcmd.txt
+test/gtest/src/gtest-stamp/gtest-download.cmake
+test/gtest/src/gtest-stamp/gtest-configure.cmake
+test/gtest/src/gtest-stamp/gtest-build.cmake
+test/gtest/src/gtest-stamp/Debug/gtest-patch
+*.cache
+test/gtest/src/gtest-stamp/Debug/gtest-build
+*.suo
+*.lib
+test/gtest/src/gtest-stamp/Debug/
+tools/assimp_view/assimp_viewer.vcxproj.user
+
+# Unix editor backups
+*~
+test/gtest/src/gtest-stamp/gtest-gitinfo.txt
+test/gtest/src/gtest-stamp/gtest-gitclone-lastrun.txt
+Assimp.opensdf
+contrib/zlib/CTestTestfile.cmake
+ipch/assimp_viewer-44bbbcd1/assimp_viewerd-ccc45335.ipch
+bin64/assimp-vc140-mt.dll
+bin64/assimp-vc140-mtd.dll
+lib64/assimp-vc140-mt.exp
+lib64/assimp-vc140-mtd.exp
+lib64/assimp-vc140-mtd.ilk
+lib64/assimp-vc140-mtd.pdb
+bin64/assimp-vc120-mt.dll
+bin64/assimp-vc120-mtd.dll
+lib64/assimp-vc120-mtd.pdb
+lib64/assimp-vc120-mtd.ilk
+lib64/assimp-vc120-mtd.exp
+lib64/assimp-vc120-mt.exp
+xcuserdata

+ 16 - 0
.travis.sh

@@ -0,0 +1,16 @@
+function generate()
+{
+    cmake -G "Unix Makefiles" -DASSIMP_NO_EXPORT=$TRAVIS_NO_EXPORT -DBUILD_SHARED_LIBS=$SHARED_BUILD -DASSIMP_COVERALLS=$ENABLE_COVERALLS
+}
+
+if [ $ANDROID ]; then
+    ant -v -Dmy.dir=${TRAVIS_BUILD_DIR} -f ${TRAVIS_BUILD_DIR}/port/jassimp/build.xml ndk-jni
+else
+    generate \
+    && make -j4 \
+    && sudo make install \
+    && sudo ldconfig \
+    && (cd test/unit; ../../bin/unit) \
+    #&& (cd test/regression; chmod 755 run.py; ./run.py ../../bin/assimp; \
+	#   chmod 755 result_checker.py; ./result_checker.py)
+fi

+ 52 - 17
.travis.yml

@@ -1,29 +1,64 @@
 before_install:
+  - sudo apt-get update -qq
+  - sudo apt-get install cmake
   - sudo apt-get install cmake python3
+  - if [ $LINUX ]; then sudo apt-get install -qq freeglut3-dev libxmu-dev libxi-dev ; fi
+  - echo -e "#ifndef A_R_H_INC\n#define A_R_H_INC\n#define GitVersion ${TRAVIS_JOB_ID}\n#define GitBranch \"${TRAVIS_BRANCH}\"\n#endif // A_R_H_INC" > revision.h
+  # install latest LCOV (1.9 was failing)
+  - cd ${TRAVIS_BUILD_DIR}
+  - wget http://ftp.de.debian.org/debian/pool/main/l/lcov/lcov_1.11.orig.tar.gz
+  - tar xf lcov_1.11.orig.tar.gz
+  - sudo make -C lcov-1.11/ install
+  - gem install coveralls-lcov
+  - lcov --version
+  - g++ --version
+
+branches:
+  only:
+    - master
 
 env:
-  - TRAVIS_NO_EXPORT=YES
-  - TRAVIS_NO_EXPORT=NO
-  - TRAVIS_STATIC_BUILD=ON
-  - TRAVIS_STATIC_BUILD=OFF
+  global:
+    - secure: "lZ7pHQvl5dpZWzBQAaIMf0wqrvtcZ4wiZKeIZjf83TEsflW8+z0uTpIuN30ZV6Glth/Sq1OhLnTP5+N57fZU/1ebA5twHdvP4bS5CIUUg71/CXQZNl36xeaqvxsG/xRrdpKOsPdjAOsQ9KPTQulsX43XDLS7CasMiLvYOpqKcPc="
+    - PV=r8e PLATF=linux-x86_64 NDK_HOME=${TRAVIS_BUILD_DIR}/android-ndk-${PV} PATH=${PATH}:${NDK_HOME}
+  matrix:
+    - LINUX=1 TRAVIS_NO_EXPORT=YES ENABLE_COVERALLS=ON
+    - LINUX=1 TRAVIS_NO_EXPORT=NO  ENABLE_COVERALLS=OFF
+    - LINUX=1 SHARED_BUILD=ON      ENABLE_COVERALLS=OFF
+    - LINUX=1 SHARED_BUILD=OFF     ENABLE_COVERALLS=OFF
+    - ANDROID=1
 
 language: cpp
-
+  
 compiler:
   - gcc
   - clang
 
+install:
+  - if [ $ANDROID ]; then wget -c http://dl.google.com/android/ndk/android-ndk-${PV}-${PLATF}.tar.bz2 && tar xf android-ndk-${PV}-${PLATF}.tar.bz2 ; fi
+
+before_script:
+  - cd ${TRAVIS_BUILD_DIR}
+  # init coverage to 0 (optional)
+  - lcov --directory . --zerocounters
+
 script:
-  - cmake -G "Unix Makefiles" -DASSIMP_ENABLE_BOOST_WORKAROUND=YES -DASSIMP_NO_EXPORT=$TRAVIS_NO_EXPORT -STATIC_BUILD=$TRAVIS_STATIC_BUILD
-  - make
-  - sudo make install
-  - sudo ldconfig
-  - cd test/unit
-  - ../../bin/unit
-  - cd ../regression
-  - chmod 755 run.py
-  - ./run.py
-  - echo "=========================================================="
-  - echo "REGRESSION TEST FAILS (results/run_regression_suite_failures.csv)"
-  - cat ../results/run_regression_suite_failures.csv
+  - export COVERALLS_SERVICE_NAME=travis-ci
+  - export COVERALLS_REPO_TOKEN=abc12345
+  - . ./.travis.sh
+
+after_success:
+  - cd ${TRAVIS_BUILD_DIR}
+  - lcov --directory . --capture --output-file coverage.info
+  - lcov --remove coverage.info '/usr/*' 'contrib/*' 'test/*' --output-file coverage.info
+  - lcov --list coverage.info
+  - coveralls-lcov --source-encoding=ISO-8859-1 --repo-token=${COVERALLS_TOKEN} coverage.info
 
+addons:
+  coverity_scan:
+    project:
+      name: "assimp/assimp"
+    notification_email: [email protected]
+    build_command_prepend: "cmake"
+    build_command: "make"
+    branch_pattern: coverity_scan

+ 3 - 3
AssimpConfig.cmake.in

@@ -7,10 +7,10 @@
 # Compute paths
 get_filename_component(FOOBAR_CMAKE_DIR "${CMAKE_CURRENT_LIST_FILE}" PATH)
 if(EXISTS "${FOOBAR_CMAKE_DIR}/CMakeCache.txt")
-   # In build tree
-   include("${FOOBAR_CMAKE_DIR}/FooBarBuildTreeSettings.cmake")
+  # In build tree
+  include("${FOOBAR_CMAKE_DIR}/FooBarBuildTreeSettings.cmake")
 else()
-   set(FOOBAR_INCLUDE_DIRS "${FOOBAR_CMAKE_DIR}/@CONF_REL_INCLUDE_DIR@")
+  set(FOOBAR_INCLUDE_DIRS "${FOOBAR_CMAKE_DIR}/@CONF_REL_INCLUDE_DIR@")
 endif()
 
 # Our library dependencies (contains definitions for IMPORTED targets)

+ 46 - 12
CHANGES

@@ -2,6 +2,40 @@
 CHANGELOG
 ----------------------------------------------------------------------
 
+3.2.1 (2016-10-01)
+
+FEATURES:
+  - Updated glTF exporter to meet 1.0 specification.
+
+FIXES/HOUSEKEEPING:
+  - Fixed glTF Validator errors for exported glTF format.
+
+ISSUES:
+  - Hard coded sampler setting for
+    - magFilter
+    - minFilter
+  - void* in ExportData for accessor max and min.
+
+
+
+3.2.0 (2015-11-03)
+
+FEATURES:
+  - OpenDDL-Parser is part of contrib-source.
+  - Experimental OpenGEX-support
+  - CI-check for linux and windows
+  - Coverity check added
+  - New regression testsuite.
+
+FIXES/HOUSEKEEPING:
+  - Hundreds of bugfixes  in all parts of the library
+  - Unified line endings
+
+
+API COMPATIBILITY:
+  - Removed precompiled header to increase build speed for linux
+
+
 3.1.1 (2014-06-15)
 
 FEATURES:
@@ -18,18 +52,18 @@ FEATURES:
 FIXES/HOUSEKEEPING:
     - Hundreds of bugfixes in all parts of the library
     - CMake is now the primary build system
-    
+
 API COMPATIBILITY:
     - 3.1.1 is not binary compatible to 3.0 due to aiNode::mMetaData
       and aiMesh::mName
     - Export interface has been cleaned up and unified
     - Other than that no relevant changes
-   
+
 
 3.0 (2012-07-07)
 
 FEATURES:
-   - new export interface similar to the import API. 
+   - new export interface similar to the import API.
    - Supported export formats: Collada, OBJ, PLY and STL
    - added new import formats: XGL/ZGL, M3 (experimental)
    - new postprocessing steps: Debone
@@ -46,11 +80,11 @@ FIXES/HOUSEKEEPING:
    - improved CMake build system
    - templatized math library
    - reduce dependency on boost.thread, only remaining spot
-     is synchronization for the C logging API 
+     is synchronization for the C logging API
 
 API COMPATIBILITY:
    - renamed headers, export interface, C API properties and meta data
-     prevent compatibility with code written for 2.0, but in 
+     prevent compatibility with code written for 2.0, but in
      most cases these can be easily resolved
    - Note: 3.0 is not binary compatible with 2.0
 
@@ -68,9 +102,9 @@ FEATURES:
      spatial structure) in some expensive postprocessing steps
    - AssimpView now uses a reworked layout which leaves more space
      to the scene hierarchy window
-     
+
    - Add C# bindings ('Assimp.NET')
-   - Keep BSD-licensed and otherwise free test files in separate 
+   - Keep BSD-licensed and otherwise free test files in separate
      folders (./test/models and ./test/models-nonbsd).
 
 FIXES:
@@ -80,20 +114,20 @@ FIXES:
    - OpenGL-sample now works with MinGW
    - Fix Importer::FindLoader failing on uppercase file extensions
    - Fix flawed path handling when locating external files
-   - Limit the maximum number of vertices, faces, face indices and 
+   - Limit the maximum number of vertices, faces, face indices and
      weights that Assimp is able to handle. This is to avoid
      crashes due to overflowing counters.
-   
+
    - Updated XCode project files
    - Further CMAKE build improvements
-   
+
 
 API CHANGES:
    - Add data structures for vertex-based animations (These are not
      currently used, however ...)
    - Some Assimp::Importer methods are const now.
- 
- 
+
+
 
 
 

+ 354 - 172
CMakeLists.txt

@@ -1,57 +1,188 @@
-cmake_minimum_required( VERSION 2.6 )
+# Open Asset Import Library (assimp)
+# ----------------------------------------------------------------------
+#
+# Copyright (c) 2006-2016, 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.
+#
+#----------------------------------------------------------------------
+SET(CMAKE_LEGACY_CYGWIN_WIN32 0) # Remove when CMake >= 2.8.4 is required
+cmake_minimum_required( VERSION 2.8 )
 PROJECT( Assimp )
 
+# All supported options ###############################################
+OPTION( BUILD_SHARED_LIBS
+  "Build package with shared libraries."
+  ON
+)
+OPTION( ASSIMP_DOUBLE_PRECISION
+  "Set to ON to enable double precision processing"
+  OFF
+)
+OPTION( ASSIMP_OPT_BUILD_PACKAGES
+  "Set to ON to generate CPack configuration files and packaging targets"
+  OFF
+)
+OPTION( ASSIMP_ANDROID_JNIIOSYSTEM
+  "Android JNI IOSystem support is active"
+  OFF
+)
+OPTION( ASSIMP_NO_EXPORT
+  "Disable Assimp's export functionality."
+  OFF
+)
+OPTION( ASSIMP_BUILD_ZLIB
+  "Build your own zlib"
+  OFF
+)
+option( ASSIMP_BUILD_ASSIMP_TOOLS
+  "If the supplementary tools for Assimp are built in addition to the library."
+  ON
+)
+option ( ASSIMP_BUILD_SAMPLES
+  "If the official samples are built as well (needs Glut)."
+  OFF
+)
+OPTION ( ASSIMP_BUILD_TESTS
+  "If the test suite for Assimp is built in addition to the library."
+  ON
+)
+OPTION ( ASSIMP_COVERALLS
+   "Eańable this to measure test coverage."
+   OFF
+)
+
+IF(MSVC)
+  set (CMAKE_PREFIX_PATH "D:\\libs\\devil")
+  OPTION( ASSIMP_INSTALL_PDB
+    "Install MSVC debug files."
+    ON
+  )
+ENDIF(MSVC)
+
+IF(NOT BUILD_SHARED_LIBS)
+  SET(LINK_SEARCH_START_STATIC TRUE)
+ENDIF(NOT BUILD_SHARED_LIBS)
+
 # Define here the needed parameters
-set (ASSIMP_VERSION_MAJOR 3)
-set (ASSIMP_VERSION_MINOR 1)
-set (ASSIMP_VERSION_PATCH 1) # subversion revision?
-set (ASSIMP_VERSION ${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH})
-set (ASSIMP_SOVERSION 3)
-set (PROJECT_VERSION "${ASSIMP_VERSION}")
+SET (ASSIMP_VERSION_MAJOR 3)
+SET (ASSIMP_VERSION_MINOR 3)
+SET (ASSIMP_VERSION_PATCH 1) # subversion revision?
+SET (ASSIMP_VERSION ${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH})
+SET (ASSIMP_SOVERSION 3)
+SET (PROJECT_VERSION "${ASSIMP_VERSION}")
+
+SET(ASSIMP_PACKAGE_VERSION "0" CACHE STRING "the package-specific version used for uploading the sources")
 
-set(ASSIMP_PACKAGE_VERSION "0" CACHE STRING "the package-specific version used for uploading the sources")
+# Needed for openddl_parser config, no use of c++11 at this moment
+add_definitions( -DOPENDDL_NO_USE_CPP11 )
+set_property( GLOBAL PROPERTY CXX_STANDARD 11 )
 
 # Get the current working branch
-execute_process(
+EXECUTE_PROCESS(
   COMMAND git rev-parse --abbrev-ref HEAD
-  WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
+  WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
   OUTPUT_VARIABLE GIT_BRANCH
   OUTPUT_STRIP_TRAILING_WHITESPACE
+  ERROR_QUIET
 )
 
 # Get the latest abbreviated commit hash of the working branch
-execute_process(
+EXECUTE_PROCESS(
   COMMAND git log -1 --format=%h
-  WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
+  WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
   OUTPUT_VARIABLE GIT_COMMIT_HASH
   OUTPUT_STRIP_TRAILING_WHITESPACE
+  ERROR_QUIET
 )
 
-if(NOT GIT_COMMIT_HASH)
-  set(GIT_COMMIT_HASH 0)
-endif(NOT GIT_COMMIT_HASH)
+IF(NOT GIT_COMMIT_HASH)
+  SET(GIT_COMMIT_HASH 0)
+ENDIF(NOT GIT_COMMIT_HASH)
+
+IF(ASSIMP_DOUBLE_PRECISION)
+  ADD_DEFINITIONS(-DASSIMP_DOUBLE_PRECISION)
+ENDIF(ASSIMP_DOUBLE_PRECISION)
 
 configure_file(
-  ${CMAKE_CURRENT_SOURCE_DIR}/revision.h.in
+  ${CMAKE_CURRENT_LIST_DIR}/revision.h.in
   ${CMAKE_CURRENT_BINARY_DIR}/revision.h
 )
 
-include_directories(${CMAKE_CURRENT_BINARY_DIR})
+configure_file(
+  ${CMAKE_CURRENT_LIST_DIR}/include/assimp/config.h.in
+  ${CMAKE_CURRENT_LIST_DIR}/include/assimp/config.h
+)
 
-option(ASSIMP_OPT_BUILD_PACKAGES "Set to ON to generate CPack configuration files and packaging targets" OFF)
-set(CMAKE_MODULE_PATH       "${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules" )
-set(LIBASSIMP_COMPONENT     "libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH}" )
-set(LIBASSIMP-DEV_COMPONENT "libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH}-dev" )
-set(CPACK_COMPONENTS_ALL assimp-bin ${LIBASSIMP_COMPONENT} ${LIBASSIMP-DEV_COMPONENT} assimp-dev)
-set(ASSIMP_LIBRARY_SUFFIX "" CACHE STRING "Suffix to append to library names")
+include_directories(
+    ./
+    ${CMAKE_CURRENT_BINARY_DIR}
+    ${CMAKE_CURRENT_BINARY_DIR}/include
+)
+
+SET(CMAKE_MODULE_PATH       "${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules" )
+SET(LIBASSIMP_COMPONENT     "libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH}" )
+SET(LIBASSIMP-DEV_COMPONENT "libassimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}.${ASSIMP_VERSION_PATCH}-dev" )
+SET(CPACK_COMPONENTS_ALL assimp-bin ${LIBASSIMP_COMPONENT} ${LIBASSIMP-DEV_COMPONENT} assimp-dev)
+SET(ASSIMP_LIBRARY_SUFFIX "" CACHE STRING "Suffix to append to library names")
+
+# Ensure that we do not run into issues like http://www.tcm.phy.cam.ac.uk/sw/inodes64.html on 32 bit linux
+IF( UNIX )
+  IF ( CMAKE_SIZEOF_VOID_P EQUAL 4) # only necessary for 32-bit linux
+    ADD_DEFINITIONS(-D_FILE_OFFSET_BITS=64 )
+  ENDIF()
+ENDIF()
 
-if((CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX) AND NOT CMAKE_COMPILER_IS_MINGW)
-  add_definitions(-fPIC) # this is a very important switch and some libraries seem now to have it....
+IF((CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX) AND NOT CMAKE_COMPILER_IS_MINGW)
+  IF (BUILD_SHARED_LIBS AND CMAKE_SIZEOF_VOID_P EQUAL 8) # -fPIC is only required for shared libs on 64 bit
+     SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC")
+     SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fPIC")
+  ENDIF()
   # hide all not-exported symbols
-  add_definitions( -fvisibility=hidden -Wall )
-elseif(MSVC)
+  SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -fvisibility=hidden -Wall -std=c++0x" )
+ELSEIF(MSVC)
   # enable multi-core compilation with MSVC
-  add_definitions(/MP)
+  add_compile_options(/MP)
+ELSEIF ( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
+  set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -fvisibility=hidden -Wall -Wno-long-long -pedantic -std=c++11" )
+ELSEIF( CMAKE_COMPILER_IS_MINGW )
+  SET( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden -Wall -Wno-long-long -pedantic -std=c++11" )
+  add_definitions( -U__STRICT_ANSI__ )
+ENDIF()
+
+if (ASSIMP_COVERALLS)
+    include(Coveralls)
+    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
+    set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
 endif()
 
 INCLUDE (FindPkgConfig)
@@ -64,214 +195,265 @@ INCLUDE (PrecompiledHeader)
 # source tree. During an out-of-source build, however, do not litter this
 # directory, since that is probably what the user wanted to avoid.
 IF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR )
-	SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" )
-	SET( CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" )
-	SET( CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/bin" )
+  SET( CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" )
+  SET( CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/lib" )
+  SET( CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_HOME_DIRECTORY}/bin" )
 ENDIF ( CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR )
 
 # Cache these to allow the user to override them manually.
-SET( ASSIMP_LIB_INSTALL_DIR "lib" CACHE PATH
-	"Path the built library files are installed to." )
-SET( ASSIMP_INCLUDE_INSTALL_DIR "include" CACHE PATH
-	"Path the header files are installed to." )
-SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE PATH
-	"Path the tool executables are installed to." )
-option (ASSIMP_BUILD_STATIC_LIB "Build a static (.a) version of the library" OFF)
-
-SET(ASSIMP_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfitx for lib, samples and tools")
-
-# Allow the user to build a static library
-option ( BUILD_SHARED_LIBS "Build a shared version of the library" ON )
-IF ( ASSIMP_BUILD_STATIC_LIB )
-    option ( BUILD_SHARED_LIBS "Build a shared version of the library" OFF )
-ELSE ( ASSIMP_BUILD_STATIC_LIB )
-    option ( BUILD_SHARED_LIBS "Build a shared version of the library" ON )
-ENDIF ( ASSIMP_BUILD_STATIC_LIB )
-
-# Generate a pkg-config .pc for the Assimp library.
-CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY )
-INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
+SET( ASSIMP_LIB_INSTALL_DIR "lib" CACHE STRING
+  "Path the built library files are installed to." )
+SET( ASSIMP_INCLUDE_INSTALL_DIR "include" CACHE STRING
+  "Path the header files are installed to." )
+SET( ASSIMP_BIN_INSTALL_DIR "bin" CACHE STRING
+  "Path the tool executables are installed to." )
+
+IF (CMAKE_BUILD_TYPE STREQUAL "Debug")
+  SET(CMAKE_DEBUG_POSTFIX "d" CACHE STRING "Debug Postfix for lib, samples and tools")
+ELSE()
+  SET(CMAKE_DEBUG_POSTFIX "" CACHE STRING "Debug Postfix for lib, samples and tools")
+ENDIF()
 
 # Only generate this target if no higher-level project already has
 IF (NOT TARGET uninstall)
-	# add make uninstall capability
-	configure_file("${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules/cmake_uninstall.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake" IMMEDIATE @ONLY)
-	add_custom_target(uninstall "${CMAKE_COMMAND}" -P "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake")
+  # add make uninstall capability
+  configure_file("${CMAKE_CURRENT_SOURCE_DIR}/cmake-modules/cmake_uninstall.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake" IMMEDIATE @ONLY)
+  add_custom_target(uninstall "${CMAKE_COMMAND}" -P "${CMAKE_CURRENT_BINARY_DIR}/cmake_uninstall.cmake")
 ENDIF()
 
-# Globally enable Boost resp. the Boost workaround – it is also needed by the
-# tools which include the Assimp headers.
-option ( ASSIMP_ENABLE_BOOST_WORKAROUND
-	"If a simple implementation of the used Boost functions is used. Slightly reduces functionality, but enables builds without Boost available."
-	ON
-)
-IF ( ASSIMP_ENABLE_BOOST_WORKAROUND )
-	INCLUDE_DIRECTORIES( code/BoostWorkaround )
-	ADD_DEFINITIONS( -DASSIMP_BUILD_BOOST_WORKAROUND )
-	MESSAGE( STATUS "Building a non-boost version of Assimp." )
-ELSE ( ASSIMP_ENABLE_BOOST_WORKAROUND )
-	SET( Boost_DETAILED_FAILURE_MSG ON )
-	SET( Boost_ADDITIONAL_VERSIONS "1.47" "1.47.0" "1.48.0" "1.48" "1.49" "1.49.0" "1.50" "1.50.0" "1.51" "1.51.0" "1.52.0" "1.53.0" "1.54.0" "1.55" )	
-	FIND_PACKAGE( Boost )
-	IF ( NOT Boost_FOUND )
-		MESSAGE( FATAL_ERROR
-			"Boost libraries (http://www.boost.org/) not found. "
-			"You can build a non-boost version of Assimp with slightly reduced "
-      "functionality by specifying -DASSIMP_ENABLE_BOOST_WORKAROUND=ON."
-		)
-	ENDIF ( NOT Boost_FOUND )
-
-	INCLUDE_DIRECTORIES( ${Boost_INCLUDE_DIRS} )
-ENDIF ( ASSIMP_ENABLE_BOOST_WORKAROUND )
-
 # cmake configuration files
 configure_file("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config.cmake.in"         "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake" @ONLY IMMEDIATE)
 configure_file("${CMAKE_CURRENT_SOURCE_DIR}/assimp-config-version.cmake.in" "${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake" @ONLY IMMEDIATE)
 install(FILES "${CMAKE_CURRENT_BINARY_DIR}/assimp-config.cmake"             "${CMAKE_CURRENT_BINARY_DIR}/assimp-config-version.cmake" DESTINATION "${ASSIMP_LIB_INSTALL_DIR}/cmake/assimp-${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}" COMPONENT ${LIBASSIMP-DEV_COMPONENT})
 
-option ( ASSIMP_NO_EXPORT
-	"Disable Assimp's export functionality."
-	OFF
-)
+FIND_PACKAGE( DirectX )
+
+IF( CMAKE_COMPILER_IS_GNUCXX )
+  SET(LIBSTDC++_LIBRARIES -lstdc++)
+ENDIF( CMAKE_COMPILER_IS_GNUCXX )
 
 # Search for external dependencies, and build them from source if not found
 # Search for zlib
-find_package(ZLIB)
-if( NOT ZLIB_FOUND )
+IF ( NOT ASSIMP_BUILD_ZLIB )
+    find_package(ZLIB)
+ENDIF( NOT ASSIMP_BUILD_ZLIB )
+
+IF( NOT ZLIB_FOUND )
   message(STATUS "compiling zlib from souces")
   include(CheckIncludeFile)
   include(CheckTypeSize)
   include(CheckFunctionExists)
   # compile from sources
   add_subdirectory(contrib/zlib)
-  set(ZLIB_FOUND 1)
-  set(ZLIB_LIBRARIES zlibstatic)
-  set(ZLIB_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/contrib/zlib ${CMAKE_CURRENT_BINARY_DIR}/contrib/zlib)
+  SET(ZLIB_FOUND 1)
+  SET(ZLIB_LIBRARIES zlibstatic)
+  SET(ZLIB_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/contrib/zlib ${CMAKE_CURRENT_BINARY_DIR}/contrib/zlib)
 else(NOT ZLIB_FOUND)
   ADD_DEFINITIONS(-DASSIMP_BUILD_NO_OWN_ZLIB)
-endif(NOT ZLIB_FOUND)
+  SET(ZLIB_LIBRARIES_LINKED -lz)
+ENDIF(NOT ZLIB_FOUND)
 INCLUDE_DIRECTORIES(${ZLIB_INCLUDE_DIR})
 
 # Search for unzip
-if (PKG_CONFIG_FOUND)
-	PKG_CHECK_MODULES(UNZIP minizip)
-endif (PKG_CONFIG_FOUND)
+IF (PKG_CONFIG_FOUND)
+  PKG_CHECK_MODULES(UNZIP minizip)
+ENDIF (PKG_CONFIG_FOUND)
 
 IF ( ASSIMP_NO_EXPORT )
-	ADD_DEFINITIONS( -DASSIMP_BUILD_NO_EXPORT)
-	MESSAGE( STATUS "Build an import-only version of Assimp." )
+  ADD_DEFINITIONS( -DASSIMP_BUILD_NO_EXPORT)
+  MESSAGE( STATUS "Build an import-only version of Assimp." )
 ENDIF( ASSIMP_NO_EXPORT )
 
-# if(CMAKE_CL_64)
-# 	set(ASSIMP_BUILD_ARCHITECTURE "amd64")
-# else(CMAKE_CL_64)
-# 	set(ASSIMP_BUILD_ARCHITECTURE "x86")
-# endif(CMAKE_CL_64)
-SET ( ASSIMP_BUILD_ARCHITECTURE "" CACHE STRING 
-	"describe the current architecture."
+SET ( ASSIMP_BUILD_ARCHITECTURE "" CACHE STRING
+  "describe the current architecture."
 )
 IF    ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "")
 ELSE  ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "")
-	ADD_DEFINITIONS ( -D'ASSIMP_BUILD_ARCHITECTURE="${ASSIMP_BUILD_ARCHITECTURE}"' )
+  ADD_DEFINITIONS ( -D'ASSIMP_BUILD_ARCHITECTURE="${ASSIMP_BUILD_ARCHITECTURE}"' )
 ENDIF ( ASSIMP_BUILD_ARCHITECTURE STREQUAL "")
 
 # ${CMAKE_GENERATOR}
-SET ( ASSIMP_BUILD_COMPILER "" CACHE STRING 
-	"describe the current compiler."
+SET ( ASSIMP_BUILD_COMPILER "" CACHE STRING
+  "describe the current compiler."
 )
 IF    ( ASSIMP_BUILD_COMPILER STREQUAL "")
 ELSE  ( ASSIMP_BUILD_COMPILER STREQUAL "")
-	ADD_DEFINITIONS ( -D'ASSIMP_BUILD_COMPILER="${ASSIMP_BUILD_COMPILER}"' )
+  ADD_DEFINITIONS ( -D'ASSIMP_BUILD_COMPILER="${ASSIMP_BUILD_COMPILER}"' )
 ENDIF ( ASSIMP_BUILD_COMPILER STREQUAL "")
 
 MARK_AS_ADVANCED ( ASSIMP_BUILD_ARCHITECTURE ASSIMP_BUILD_COMPILER )
 
-ADD_SUBDIRECTORY( code/ )
-option ( ASSIMP_BUILD_ASSIMP_TOOLS
-	"If the supplementary tools for Assimp are built in addition to the library."
-	ON
+SET ( ASSIMP_BUILD_NONFREE_C4D_IMPORTER OFF CACHE BOOL
+  "Build the C4D importer, which relies on the non-free Melange SDK."
 )
+
+IF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
+  IF ( MSVC )
+    SET(C4D_INCLUDES "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/includes")
+
+    # pick the correct prebuilt library
+    IF(MSVC14)
+      SET(C4D_LIB_POSTFIX "_2015")
+    ELSEIF(MSVC12)
+      SET(C4D_LIB_POSTFIX "_2013")
+    ELSEIF(MSVC11)
+      SET(C4D_LIB_POSTFIX "_2012")
+    ELSEIF(MSVC10)
+      SET(C4D_LIB_POSTFIX "_2010")
+    ELSE()
+      MESSAGE( FATAL_ERROR
+        "C4D is currently only supported with MSVC 10, 11, 12, 14"
+      )
+    ENDIF()
+
+    SET(C4D_LIB_BASE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/contrib/Melange/libraries/win")
+
+    SET(C4D_DEBUG_LIBRARIES
+      "${C4D_LIB_BASE_PATH}/melangelib${C4D_LIB_POSTFIX}/melangelib_debug.lib"
+      "${C4D_LIB_BASE_PATH}/jpeglib${C4D_LIB_POSTFIX}/jpeglib_debug.lib"
+    )
+    SET(C4D_RELEASE_LIBRARIES
+      "${C4D_LIB_BASE_PATH}/melangelib${C4D_LIB_POSTFIX}/melangelib_release.lib"
+      "${C4D_LIB_BASE_PATH}/jpeglib${C4D_LIB_POSTFIX}/jpeglib_release.lib"
+    )
+
+    # winsock and winmm are necessary dependencies of melange (this is undocumented, but true.)
+    SET(C4D_EXTRA_LIBRARIES WSock32.lib Winmm.lib)
+  ELSE ()
+    MESSAGE( FATAL_ERROR
+      "C4D is currently only available on Windows with melange SDK installed in contrib/Melange"
+    )
+  ENDIF ( MSVC )
+ELSE (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
+  ADD_DEFINITIONS( -DASSIMP_BUILD_NO_C4D_IMPORTER )
+ENDIF (ASSIMP_BUILD_NONFREE_C4D_IMPORTER)
+
+ADD_SUBDIRECTORY( code/ )
 IF ( ASSIMP_BUILD_ASSIMP_TOOLS )
-	IF ( WIN32 )
-		ADD_SUBDIRECTORY( tools/assimp_view/ )
-	ENDIF ( WIN32 )
-	ADD_SUBDIRECTORY( tools/assimp_cmd/ )
+  IF ( WIN32 AND DirectX_D3DX9_LIBRARY )
+    option ( ASSIMP_BUILD_ASSIMP_VIEW "If the Assimp view tool is built. (requires DirectX)" ${DirectX_FOUND} )
+    IF ( ASSIMP_BUILD_ASSIMP_VIEW )
+      ADD_SUBDIRECTORY( tools/assimp_view/ )
+    ENDIF ( ASSIMP_BUILD_ASSIMP_VIEW )
+  ENDIF ( WIN32 AND DirectX_D3DX9_LIBRARY )
+
+  ADD_SUBDIRECTORY( tools/assimp_cmd/ )
+
+  # Check dependencies for assimp_qt_viewer.
+  # Why here? Maybe user do not want Qt viewer and have no Qt.
+  # Why assimp_qt_viewer/CMakeLists.txt still contain similar check?
+  # Because viewer can be build independently of Assimp.
+  FIND_PACKAGE(Qt5Widgets QUIET)
+  FIND_PACKAGE(DevIL QUIET)
+  FIND_PACKAGE(OpenGL QUIET)
+  IF ( Qt5Widgets_FOUND AND IL_FOUND AND OPENGL_FOUND)
+    ADD_SUBDIRECTORY( tools/assimp_qt_viewer/ )
+  ELSE()
+    SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "")
+    IF (NOT Qt5_FOUND)
+      SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} Qt5")
+    ENDIF (NOT Qt5_FOUND)
+
+    IF (NOT IL_FOUND)
+      SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} DevIL")
+    ENDIF (NOT IL_FOUND)
+
+    IF (NOT OPENGL_FOUND)
+      SET ( ASSIMP_QT_VIEWER_DEPENDENCIES "${ASSIMP_QT_VIEWER_DEPENDENCIES} OpengGL")
+    ENDIF (NOT OPENGL_FOUND)
+
+    MESSAGE (WARNING "Build of assimp_qt_viewer is disabled. Unsatisfied dendencies: ${ASSIMP_QT_VIEWER_DEPENDENCIES}")
+  ENDIF ( Qt5Widgets_FOUND AND IL_FOUND AND OPENGL_FOUND)
 ENDIF ( ASSIMP_BUILD_ASSIMP_TOOLS )
 
-option ( ASSIMP_BUILD_SAMPLES
-	"If the official samples are built as well (needs Glut)."
-	OFF
-)
-
 IF ( ASSIMP_BUILD_SAMPLES)
-	IF ( WIN32 )
-		ADD_SUBDIRECTORY( samples/SimpleTexturedOpenGL/ )
-	ENDIF ( WIN32 )
-	ADD_SUBDIRECTORY( samples/SimpleOpenGL/ )
+  IF ( WIN32 )
+    ADD_SUBDIRECTORY( samples/SimpleTexturedOpenGL/ )
+  ENDIF ( WIN32 )
+  ADD_SUBDIRECTORY( samples/SimpleOpenGL/ )
 ENDIF ( ASSIMP_BUILD_SAMPLES )
 
-option ( ASSIMP_BUILD_TESTS
-	"If the test suite for Assimp is built in addition to the library."
-	ON
-)
-	
 IF ( ASSIMP_BUILD_TESTS )
-	ADD_SUBDIRECTORY( test/ )
+  ADD_SUBDIRECTORY( test/ )
 ENDIF ( ASSIMP_BUILD_TESTS )
 
-IF(MSVC)
-	option ( ASSIMP_INSTALL_PDB
-		"Install MSVC debug files."
-		ON
-	)
-ENDIF(MSVC)
+# Generate a pkg-config .pc for the Assimp library.
+CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY )
+INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
 
-if(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
+IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
   # Packing information
-  set(CPACK_PACKAGE_NAME                    "assimp{ASSIMP_VERSION_MAJOR}")
-  set(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
-  set(CPACK_PACKAGE_VENDOR                  "http://assimp.sourceforge.net/")
-  set(CPACK_PACKAGE_DISPLAY_NAME            "Assimp ${ASSIMP_VERSION}")
-  set(CPACK_PACKAGE_DESCRIPTION_SUMMARY     " - Open Asset Import Library ${ASSIMP_VERSION}")
-  set(CPACK_PACKAGE_VERSION                 "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
-  set(CPACK_PACKAGE_VERSION_MAJOR           "${ASSIMP_VERSION_MAJOR}")
-  set(CPACK_PACKAGE_VERSION_MINOR           "${ASSIMP_VERSION_MINOR}")
-  set(CPACK_PACKAGE_VERSION_PATCH           "${ASSIMP_VERSION_PATCH}")
-  set(CPACK_PACKAGE_INSTALL_DIRECTORY       "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
-  #set(CPACK_PACKAGE_DESCRIPTION_FILE       "${CMAKE_CURRENT_SOURCE_DIR}/description")
-  set(CPACK_RESOURCE_FILE_LICENSE           "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
+  SET(CPACK_PACKAGE_NAME                    "assimp{ASSIMP_VERSION_MAJOR}")
+  SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
+  SET(CPACK_PACKAGE_VENDOR                  "https://github.com/assimp")
+  SET(CPACK_PACKAGE_DISPLAY_NAME            "Assimp ${ASSIMP_VERSION}")
+  SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY     " - Open Asset Import Library ${ASSIMP_VERSION}")
+  SET(CPACK_PACKAGE_VERSION                 "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
+  SET(CPACK_PACKAGE_VERSION_MAJOR           "${ASSIMP_VERSION_MAJOR}")
+  SET(CPACK_PACKAGE_VERSION_MINOR           "${ASSIMP_VERSION_MINOR}")
+  SET(CPACK_PACKAGE_VERSION_PATCH           "${ASSIMP_VERSION_PATCH}")
+  SET(CPACK_PACKAGE_INSTALL_DIRECTORY       "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
+  SET(CPACK_RESOURCE_FILE_LICENSE           "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
 
   string(TOUPPER ${LIBASSIMP_COMPONENT}     "LIBASSIMP_COMPONENT_UPPER")
   string(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
 
-  set(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME                       "tools")
-  set(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS                            "${LIBASSIMP_COMPONENT}" )
-  set(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME     "libraries")
-  set(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
-  set(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $    "{LIBASSIMP_COMPONENT}" )
-  set(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME                       "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
-  set(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS                            "${LIBASSIMP-DEV_COMPONENT}" )
-  set(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake libboost-dev libboost-thread-dev libboost-math-dev zlib1g-dev pkg-config)
+  SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME                       "tools")
+  SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS                            "${LIBASSIMP_COMPONENT}" )
+  SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME     "libraries")
+  SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
+  SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $    "{LIBASSIMP_COMPONENT}" )
+  SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME                       "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
+  SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS                            "${LIBASSIMP-DEV_COMPONENT}" )
+  SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config)
 
   # debian
-  set(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
-  set(CPACK_DEBIAN_CMAKE_OPTIONS    "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
-  set(CPACK_DEBIAN_PACKAGE_SECTION  "libs" )
-  set(CPACK_DEBIAN_PACKAGE_DEPENDS  "${CPACK_COMPONENTS_ALL}")
-  set(CPACK_DEBIAN_PACKAGE_SUGGESTS)
-  set(CPACK_DEBIAN_PACKAGE_NAME     "assimp")
-  set(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/cppunit-1.12.1 contrib/cppunit_note.txt contrib/zlib workspaces test doc obj samples packaging)
-  set(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
-  set(CPACK_DEBIAN_CHANGELOG)
+  SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
+  SET(CPACK_DEBIAN_CMAKE_OPTIONS    "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
+  SET(CPACK_DEBIAN_PACKAGE_SECTION  "libs" )
+  SET(CPACK_DEBIAN_PACKAGE_DEPENDS  "${CPACK_COMPONENTS_ALL}")
+  SET(CPACK_DEBIAN_PACKAGE_SUGGESTS)
+  SET(CPACK_DEBIAN_PACKAGE_NAME     "assimp")
+  SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/cppunit-1.12.1 contrib/cppunit_note.txt contrib/zlib workspaces test doc obj samples packaging)
+  SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
+  SET(CPACK_DEBIAN_CHANGELOG)
   execute_process(COMMAND lsb_release -is
     OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE
     RESULT_VARIABLE _lsb_release_failed)
-  set(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
-  string(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
-  if( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
-    set(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
-  endif()
-  set(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
+  SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
+  STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
+  IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
+    SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
+  ENDIF()
+  SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
   include(CPack)
   include(DebSourcePPA)
-endif()
+ENDIF()
+
+if(WIN32)
+	if (CMAKE_SIZEOF_VOID_P EQUAL 8)
+		SET(BIN_DIR "${PROJECT_SOURCE_DIR}/bin64/")
+		SET(LIB_DIR "${PROJECT_SOURCE_DIR}/lib64/")
+	elseif()
+		SET(BIN_DIR "${PROJECT_SOURCE_DIR}/bin32/")
+		SET(LIB_DIR "${PROJECT_SOURCE_DIR}/lib32/")
+	ENDIF()
+
+	if(MSVC12)
+		SET(ASSIMP_MSVC_VERSION "vc120")
+	elseif(MSVC14)
+		SET(ASSIMP_MSVC_VERSION "vc140")
+	ENDIF(MSVC12)
+
+	if(MSVC12 OR MSVC14)
+		add_custom_target(UpdateAssimpLibsDebugSymbolsAndDLLs COMMENT "Copying Assimp Libraries ..." VERBATIM)
+		add_custom_command(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Release/assimp-${ASSIMP_MSVC_VERSION}-mt.dll	${BIN_DIR}assimp-${ASSIMP_MSVC_VERSION}-mt.dll VERBATIM)
+		add_custom_command(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Release/assimp-${ASSIMP_MSVC_VERSION}-mt.exp	${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mt.exp VERBATIM)
+		add_custom_command(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Release/assimp-${ASSIMP_MSVC_VERSION}-mt.lib	${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mt.lib VERBATIM)
+		add_custom_command(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Debug/assimp-${ASSIMP_MSVC_VERSION}-mtd.dll		${BIN_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.dll  VERBATIM)
+		add_custom_command(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Debug/assimp-${ASSIMP_MSVC_VERSION}-mtd.exp		${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.exp VERBATIM)
+		add_custom_command(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Debug/assimp-${ASSIMP_MSVC_VERSION}-mtd.ilk		${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.ilk VERBATIM)
+		add_custom_command(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Debug/assimp-${ASSIMP_MSVC_VERSION}-mtd.lib		${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.lib VERBATIM)
+		add_custom_command(TARGET UpdateAssimpLibsDebugSymbolsAndDLLs COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_BINARY_DIR}/code/Debug/assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb		${LIB_DIR}assimp-${ASSIMP_MSVC_VERSION}-mtd.pdb VERBATIM)
+	ENDIF(MSVC12 OR MSVC14)
+ENDIF (WIN32)

+ 14 - 4
CREDITS

@@ -7,13 +7,13 @@ The following is a non-exhaustive list of all constributors over the years.
 If you think your name should be listed here, drop us a line and we'll add you.
 
 - Alexander Gessler,
-3DS-, BLEND-, ASE-, DXF-, HMP-, MDL-, MD2-, MD3-, MD5-, MDC-, NFF-, PLY-, STL-, RAW-, OFF-, MS3D-, Q3D- and LWO-Loader, Assimp-Viewer, assimp-cmd, -noboost, Website (Admin and Design).
+3DS-, BLEND-, ASE-, DXF-, HMP-, MDL-, MD2-, MD3-, MD5-, MDC-, NFF-, PLY-, STL-, RAW-, OFF-, MS3D-, Q3D- and LWO-Loader, Assimp-Viewer, assimp-cmd, -noboost, Website (Design).
 
 - Thomas Schulze,
 X-, Collada-, BVH-Loader, Postprocessing framework. Data structure & Interface design, documentation.
 
 - Kim Kulling,
-Obj-Loader, Logging system, Scons-build environment, CMake build environment, Linux build.
+Obj-, Q3BSD-, OpenGEX-Loader, Logging system, CMake-build-environment, Linux-build, Website ( Admin ), Coverity ( Admin ), Glitter ( Admin ).
 
 - R.Schmidt,
 Linux build, eclipse support.
@@ -30,7 +30,7 @@ Ogre Loader, VC2010 fixes and CMake fixes.
 
 - Sebastian Hempel,
 PyAssimp (first version)
-Compile-Bugfixes for mingw, add enviroment for static library support in make.
+Compile-Bugfixes for mingw, add environment for static library support in make.
 
 - Jonathan Pokrass
 Supplied a bugfix concerning the scaling in the md3 loader.
@@ -114,7 +114,7 @@ Contributes a fix for the configure script environment.
 Contributed AssimpDelphi (/port/AssimpDelphi).
 
 - rdb 
-Contributes a bundle of fixes and improvments for the bsp-importer.
+Contributes a bundle of fixes and improvements for the bsp-importer.
 
 - Mick P
 For contributing the De-bone postprocessing step and filing various bug reports.
@@ -148,3 +148,13 @@ Bugfixes for uv-tanget calculation.
 
 - Jonne Nauha
 Ogre Binary format support
+
+- Filip Wasil, Tieto Poland Sp. z o.o.
+Android JNI asset extraction support
+
+- Richard Steffen
+Contributed ExportProperties interface
+Contributed X File exporter
+Contributed Step (stp) exporter
+
+

+ 12 - 0
CodeConventions.md

@@ -0,0 +1,12 @@
+
+Open Asset Import Library Coding Conventions
+==
+
+If you want to participate as a developer in the **Open Asset Import Library** please read and respect the following coding conventions. This will ensure consistency throughout the codebase and help all the Open Asset Import Library users.
+
+Spacing
+==
+
+* Use UNIX-style line endings (LF)
+* Remove any trailing whitespace
+* Expand tabs to 4 spaces

+ 0 - 14
CodeConventions.txt

@@ -1,14 +0,0 @@
-       ===============================================
-        The Asset-Importer-Library Coding conventions
-       ===============================================
-
-	If you want to participate to the Asset-Importer_Library please have a look
-	onto these coding conventions and try to follow them. They are more or less
-	some kind of guide line to help others coming into the code and help all
-	the Asset-Importer-Library users.
-	
-	 Tab width
-	===========
-	The tab width shall be 4 spaces.
-	
-	

+ 7 - 8
INSTALL

@@ -33,13 +33,12 @@ CMake is the preferred build system for Assimp. The minimum required version
 is 2.6. If you don't have it yet, downloads for CMake can be found on
 http://www.cmake.org/. 
 
-Building Assimp with CMake is 'business as usual' if you've used CMake
-before. All steps can be done either on the command line / shell or
-by using the CMake GUI tool, the choice is up to you. 
-
-First, invoke CMake to generate build files for a particular
-toolchain (for standard GNU makefiles: cmake -G 'Unix Makefiles').
-Afterwards, use the generated build files to perform the actual
-build. 
+For Unix:
 
+1. cmake CMakeLists.txt -G 'Unix Makefiles'
+2. make
 
+For Windows:
+1. Open a command prompt
+2. cmake CMakeLists.txt
+2. Open your default IDE and build it

+ 12 - 18
LICENSE

@@ -1,10 +1,10 @@
 Open Asset Import Library (assimp)
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -21,16 +21,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 
@@ -41,9 +41,9 @@ AN EXCEPTION applies to all files in the ./test/models-nonbsd folder.
 These are 3d models for testing purposes, from various free sources
 on the internet. They are - unless otherwise stated - copyright of
 their respective creators, which may impose additional requirements
-on the use of their work. For any of these models, see 
+on the use of their work. For any of these models, see
 <model-name>.source.txt for more legal information. Contact us if you
-are a copyright holder and believe that we credited you inproperly or 
+are a copyright holder and believe that we credited you inproperly or
 if you don't want your files to appear in the repository.
 
 
@@ -76,9 +76,3 @@ 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.
-
-
-
-
-
-

+ 68 - 51
Readme.md

@@ -1,41 +1,58 @@
-Open Asset Import Library (assimp) 
-========
+Open Asset Import Library (assimp)
+==================================
 
-Open Asset Import Library is a Open Source library designed to load various __3d file formats and convert them into a shared, in-memory format__. It supports more than __40 file formats__ for import and a growing selection of file formats for export. Additionally, assimp features various __post processing tools__ to refine the imported data: _normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials_ and many more.
+[![Linux Build Status](https://travis-ci.org/assimp/assimp.svg)](https://travis-ci.org/assimp/assimp)
+[![Windows Build Status](https://ci.appveyor.com/api/projects/status/tmo433wax6u6cjp4?svg=true)](https://ci.appveyor.com/project/kimkulling/assimp)
+<a href="https://scan.coverity.com/projects/5607">
+  <img alt="Coverity Scan Build Status"
+       src="https://scan.coverity.com/projects/5607/badge.svg"/>
+</a>
+[![Coverage Status](https://coveralls.io/repos/github/assimp/assimp/badge.svg?branch=master)](https://coveralls.io/github/assimp/assimp?branch=master)
+<br>
 
-This is the development trunk of assimp containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [assimp.sf.net](http://assimp.sf.net) or from *nix package repositories. According to [Travis-CI] (https://travis-ci.org/), the current build status of the trunk is [![Build Status](https://travis-ci.org/assimp/assimp.png)](https://travis-ci.org/assimp/assimp)
+APIs are provided for C and C++. There are various bindings to other languages (C#, Java, Python, Delphi, D). Assimp also runs on Android and iOS.
 
-[open3mod](https://github.com/acgessler/open3mod) is an Open Source 3D model viewer based off Assimp's import and export abilities.
+Additionally, assimp features various __mesh post processing tools__: normals and tangent space generation, triangulation, vertex cache locality optimization, removal of degenerate primitives and duplicate vertices, sorting by primitive type, merging of redundant materials and many more.
+
+This is the development trunk containing the latest features and bugfixes. For productive use though, we recommend one of the stable releases available from [assimp.sf.net](http://assimp.sf.net) or from *nix package repositories.
+The current build status is:
+
+Gitter chat: [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)<br>
+__[open3mod](https://github.com/acgessler/open3mod) is a powerful 3D model viewer based on Assimp's import and export abilities.__
+
+Please check our Wiki as well: https://github.com/assimp/assimp/wiki
 
 #### Supported file formats ####
 
-The library provides importers for a lot of file formats, including:
+A full list [is here](http://assimp.org/main_features_formats.html).
+__Importers__:
 
 - 3DS
-- BLEND (Blender 3D)
+- BLEND (Blender)
 - DAE/Collada
 - FBX
-- IFC-STEP 
+- IFC-STEP
 - ASE
 - DXF
 - HMP
 - MD2
-- MD3 
+- MD3
 - MD5
 - MDC
 - MDL
 - NFF
 - PLY
 - STL
-- X 
-- OBJ 
+- X
+- OBJ
+- OpenGEX
 - SMD
-- LWO 
-- LXO 
+- LWO
+- LXO
 - LWS  
-- TER 
-- AC3D 
-- MS3D 
+- TER
+- AC3D
+- MS3D
 - COB
 - Q3BSP
 - XGL
@@ -46,13 +63,15 @@ The library provides importers for a lot of file formats, including:
 - Ogre Binary
 - Ogre XML
 - Q3D
-- ASSBIN (Assimp scene serialization)
- 
-Additionally, the following formats are also supported, but not part of the core library as they depend on proprietary libraries.
+- ASSBIN (Assimp custom format)
+- glTF (partial)
+- 3MF
+
+Additionally, some formats are supported by dependency on non-free code or external SDKs (not built by default):
 
 - C4D (https://github.com/acgessler/assimp-cinema4d)
 
-Exporters include:
+__Exporters__:
 
 - DAE (Collada)
 - STL
@@ -62,65 +81,63 @@ Exporters include:
 - 3DS
 - JSON (for WebGl, via https://github.com/acgessler/assimp2json)
 - ASSBIN
-	
-See [the full list here](http://assimp.sourceforge.net/main_features_formats.html).
+- STEP
+- glTF (partial)
 
+### Building ###
+Take a look into the `INSTALL` file. Our build system is CMake, if you used CMake before there is a good chance you know what to do.
 
+### Ports ###
+* [Android](port/AndroidJNI/README.md)
+* [Python](port/PyAssimp/README.md)
+* [.NET](port/AssimpNET/Readme.md)
+* [Pascal](port/AssimpPascal/Readme.md)
+* [Javascript (Alpha)](https://github.com/makc/assimp2json)
 
 #### Repository structure ####
+Open Asset Import Library is implemented in C++. The directory structure is:
 
-
-Open Asset Import Library is implemented in C++ (but provides both a C and a 
-C++ish interface). The directory structure is:
-
-	/bin		Folder for binaries, only used on Windows
 	/code		Source code
 	/contrib	Third-party libraries
 	/doc		Documentation (doxysource and pre-compiled docs)
 	/include	Public header C and C++ header files
-	/lib		Static library location for Windows
-	/obj		Object file location for Windows
 	/scripts 	Scripts used to generate the loading code for some formats
 	/port		Ports to other languages and scripts to maintain those.
 	/test		Unit- and regression tests, test suite of models
 	/tools		Tools (old assimp viewer, command line `assimp`)
-	/samples	A small number of samples to illustrate possible 
+	/samples	A small number of samples to illustrate possible
                         use cases for Assimp
-	/workspaces	Build enviroments for vc,xcode,... (deprecated,
+	/workspaces	Build environments for vc,xcode,... (deprecated,
 			CMake has superseeded all legacy build options!)
 
 
-
-### Building ###
-
-
-Take a look into the `INSTALL` file. Our build system is CMake, if you already used CMake before there is a good chance you know what to do.
-
-
 ### Where to get help ###
+For more information, visit [our website](http://assimp.org/). Or check out the `./doc`- folder, which contains the official documentation in HTML format.
+(CHMs for Windows are included in some release packages and should be located right here in the root folder).
 
+If the docs don't solve your problem, ask on [StackOverflow](http://stackoverflow.com/questions/tagged/assimp?sort=newest). If you think you found a bug, please open an issue on Github.
 
-For more information, visit [our website](http://assimp.sourceforge.net/). Or check out the `./doc`- folder, which contains the official documentation in HTML format.
-(CHMs for Windows are included in some release packages and should be located right here in the root folder).
+For development discussions, there is also a (very low-volume) mailing list, _assimp-discussions_
+  [(subscribe here)]( https://lists.sourceforge.net/lists/listinfo/assimp-discussions)
 
-If the documentation doesn't solve your problems, 
-[try our forums at SF.net](http://sourceforge.net/p/assimp/discussion/817654) or ask on
-[StackOverflow](http://stackoverflow.com/questions/tagged/assimp?sort=newest).
+Open Asset Import Library is a library to load various 3d file formats into a shared, in-memory format. It supports more than __40 file formats__ for import and a growing selection of file formats for export.
 
-For development discussions, there is also a mailing list, _assimp-discussions_
-  [(subscribe here)]( https://lists.sourceforge.net/lists/listinfo/assimp-discussions) 
+And we also have a Gitter-channel:Gitter [![Join the chat at https://gitter.im/assimp/assimp](https://badges.gitter.im/assimp/assimp.svg)](https://gitter.im/assimp/assimp?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)<br>
 
 ### Contributing ###
-
-Contributions to assimp are highly appreciated. The easiest way to get involved is to submit 
+Contributions to assimp are highly appreciated. The easiest way to get involved is to submit
 a pull request with your changes against the main repository's `master` branch.
 
+### Donate ###
+If you like assimp, consider buying us a beer (or two):
+[Donate](http://sourceforge.net/donate/index.php?group_id=226462)
 
 ### License ###
+Our license is based on the modified, __3-clause BSD__-License.
 
-Our license is based on the modified, __3-clause BSD__-License, which is very liberal. 
-
-An _informal_ summary is: do whatever you want, but include Assimp's license text with your product - 
+An _informal_ summary is: do whatever you want, but include Assimp's license text with your product -
 and don't sue us if our code doesn't work. Note that, unlike LGPLed code, you may link statically to Assimp.
-For the legal details, see the `LICENSE` file. 
+For the legal details, see the `LICENSE` file.
 
+### Why this name ###
+Sorry, we're germans :-), no english native speakers ...

+ 42 - 0
appveyor.yml

@@ -0,0 +1,42 @@
+# AppVeyor file
+# http://www.appveyor.com/docs/appveyor-yml
+
+# clone directory
+clone_folder: c:\projects\assimp
+
+# branches to build
+branches:
+  # whitelist
+  only:
+    - master
+
+platform:
+    - x86
+    - x64
+
+configuration:
+  - 14 2015
+  - 12 2013
+  #- MinGW
+  #- 10 2010 # only works for x86
+
+init:
+- if "%platform%" EQU "x64" ( for %%a in (2008 2010 MinGW) do ( if "%Configuration%"=="%%a" (echo "Skipping unsupported configuration" && exit /b 1 ) ) )
+
+install:
+# Make compiler command line tools available
+- call c:\projects\assimp\scripts\appveyor\compiler_setup.bat
+
+build_script:
+- cd c:\projects\assimp
+- if "%platform%" equ "x64" (cmake CMakeLists.txt -G "Visual Studio %Configuration% Win64")
+- if "%platform%" equ "x86" (cmake CMakeLists.txt -G "Visual Studio %Configuration%")
+- if "%platform%" equ "x64" (msbuild /m /p:Configuration=Release /p:Platform="x64" Assimp.sln)
+- if "%platform%" equ "x86" (msbuild /m /p:Configuration=Release /p:Platform="Win32" Assimp.sln)
+
+after_build:
+  - 7z a assimp.7z c:\projects\assimp\bin\release\* c:\projects\assimp\lib\release\*
+
+artifacts:
+  - path: assimp.7z
+    name: assimp_lib

+ 11 - 5
assimp-config.cmake.in

@@ -23,8 +23,16 @@ if( MSVC )
     set(MSVC_PREFIX "vc80")
   elseif( MSVC90 )
     set(MSVC_PREFIX "vc90")
-  else()
+  elseif( MSVC10 )
     set(MSVC_PREFIX "vc100")
+  elseif( MSVC11 )
+    set(MSVC_PREFIX "vc110")
+  elseif( MSVC12 )
+    set(MSVC_PREFIX "vc120")
+  elseif( MSVC14 )
+    set(MSVC_PREFIX "vc140")
+  else()
+    set(MSVC_PREFIX "vc150")
   endif()
   set(ASSIMP_LIBRARY_SUFFIX "@ASSIMP_LIBRARY_SUFFIX@-${MSVC_PREFIX}-mt" CACHE STRING "the suffix for the assimp windows library" FORCE)
 else()
@@ -40,9 +48,7 @@ set( ASSIMP_LINK_FLAGS "" )
 set( ASSIMP_LIBRARY_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_LIB_INSTALL_DIR@")
 set( ASSIMP_INCLUDE_DIRS "${ASSIMP_ROOT_DIR}/@ASSIMP_INCLUDE_INSTALL_DIR@")
 set( ASSIMP_LIBRARIES assimp${ASSIMP_LIBRARY_SUFFIX})
-if (CMAKE_BUILD_TYPE EQUAL "DEBUG")
-	set( ASSIMP_LIBRARIES ${ASSIMP_LIBRARIES}D)
-endif (CMAKE_BUILD_TYPE EQUAL "DEBUG")
+set( ASSIMP_LIBRARIES ${ASSIMP_LIBRARIES}@CMAKE_DEBUG_POSTFIX@)
 
 # search for the boost version assimp was compiled with
 #set(Boost_USE_MULTITHREAD ON)
@@ -58,7 +64,7 @@ endif (CMAKE_BUILD_TYPE EQUAL "DEBUG")
 # the boost version assimp was compiled with
 set( ASSIMP_Boost_VERSION "@Boost_MAJOR_VERSION@.@Boost_MINOR_VERSION@")
 
-# for compatibility wiht pkg-config
+# for compatibility with pkg-config
 set(ASSIMP_CFLAGS_OTHER "${ASSIMP_CXX_FLAGS}")
 set(ASSIMP_LDFLAGS_OTHER "${ASSIMP_LINK_FLAGS}")
 

+ 2 - 1
assimp.pc.in

@@ -1,5 +1,5 @@
 prefix=@CMAKE_INSTALL_PREFIX@
-exec_prefix=@CMAKE_INSTALL_PREFIX@/@ASSIMP_BIN_INSTALL_DIR@
+exec_prefix=@CMAKE_INSTALL_PREFIX@/
 libdir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_LIB_INSTALL_DIR@
 includedir=@CMAKE_INSTALL_PREFIX@/@ASSIMP_INCLUDE_INSTALL_DIR@/assimp
 
@@ -7,4 +7,5 @@ Name: @CMAKE_PROJECT_NAME@
 Description: Import various well-known 3D model formats in an uniform manner.
 Version: @PROJECT_VERSION@
 Libs: -L${libdir} -lassimp@ASSIMP_LIBRARY_SUFFIX@
+Libs.private: @LIBSTDC++_LIBRARIES@ @ZLIB_LIBRARIES_LINKED@
 Cflags: -I${includedir}

+ 0 - 64
cmake-modules/AddGTest.cmake

@@ -1,64 +0,0 @@
-find_package(Threads REQUIRED)
-include(ExternalProject)
-
-if(MSYS OR MINGW)
-	set(DISABLE_PTHREADS ON)
-else()
-	set(DISABLE_PTHREADS OFF)
-endif()
-
-if (MSVC)
-	set(RELEASE_LIB_DIR ReleaseLibs)
-	set(DEBUG_LIB_DIR DebugLibs)
-else()
-	set(RELEASE_LIB_DIR "")
-	set(DEBUG_LIB_DIR "")
-endif()
-
-set(GTEST_CMAKE_ARGS
-	"-DCMAKE_BUILD_TYPE=${CMAKE_BUILD_TYPE}"
-	"-Dgtest_force_shared_crt=ON"
-	"-Dgtest_disable_pthreads:BOOL=${DISABLE_PTHREADS}")
-set(GTEST_RELEASE_LIB_DIR "")
-set(GTEST_DEBUGLIB_DIR "")
-if (MSVC)
-	set(GTEST_CMAKE_ARGS ${GTEST_CMAKE_ARGS}
-		"-DCMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG:PATH=${DEBUG_LIB_DIR}"
-		"-DCMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE:PATH=${RELEASE_LIB_DIR}")
-	set(GTEST_LIB_DIR)
-endif()
-
-set(GTEST_PREFIX "${CMAKE_CURRENT_BINARY_DIR}/gtest")
-
-ExternalProject_Add(gtest
-	GIT_REPOSITORY https://chromium.googlesource.com/external/googletest
-	TIMEOUT 10
-	PREFIX "${GTEST_PREFIX}"
-	CMAKE_ARGS "${GTEST_CMAKE_ARGS}"
-	LOG_DOWNLOAD ON
-	LOG_CONFIGURE ON
-	LOG_BUILD ON
-	# Disable install
-	INSTALL_COMMAND ""
-)
-
-set(LIB_PREFIX "${CMAKE_STATIC_LIBRARY_PREFIX}")
-set(LIB_SUFFIX "${CMAKE_STATIC_LIBRARY_SUFFIX}")
-set(GTEST_LOCATION "${GTEST_PREFIX}/src/gtest-build")
-set(GTEST_DEBUG_LIBRARIES
-	"${GTEST_LOCATION}/${DEBUG_LIB_DIR}/${LIB_PREFIX}gtest${LIB_SUFFIX}"
-	"${CMAKE_THREAD_LIBS_INIT}")
-SET(GTEST_RELEASE_LIBRARIES
-	"${GTEST_LOCATION}/${RELEASE_LIB_DIR}/${LIB_PREFIX}gtest${LIB_SUFFIX}"
-	"${CMAKE_THREAD_LIBS_INIT}")
-
-if(MSVC_VERSION EQUAL 1700)
-  add_definitions(-D_VARIADIC_MAX=10)
-endif()
-
-ExternalProject_Get_Property(gtest source_dir)
-include_directories(${source_dir}/include)
-include_directories(${source_dir}/gtest/include)
-
-ExternalProject_Get_Property(gtest binary_dir)
-link_directories(${binary_dir})

+ 126 - 0
cmake-modules/Coveralls.cmake

@@ -0,0 +1,126 @@
+#
+# The MIT License (MIT)
+#
+# Permission is hereby granted, free of charge, to any person obtaining a copy
+# of this software and associated documentation files (the "Software"), to deal
+# in the Software without restriction, including without limitation the rights
+# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+# copies of the Software, and to permit persons to whom the Software is
+# furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be included in all
+# copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+# SOFTWARE.
+#
+# Copyright (C) 2014 Joakim Söderberg <[email protected]>
+#
+
+set(_CMAKE_SCRIPT_PATH ${CMAKE_CURRENT_LIST_DIR}) # must be outside coveralls_setup() to get correct path
+
+#
+# Param _COVERAGE_SRCS	A list of source files that coverage should be collected for.
+# Param _COVERALLS_UPLOAD Upload the result to coveralls?
+#
+
+function(coveralls_setup _COVERAGE_SRCS _COVERALLS_UPLOAD)
+
+	if (ARGC GREATER 2)
+		set(_CMAKE_SCRIPT_PATH ${ARGN})
+		message(STATUS "Coveralls: Using alternate CMake script dir: ${_CMAKE_SCRIPT_PATH}")
+	endif()
+
+	if (NOT EXISTS "${_CMAKE_SCRIPT_PATH}/CoverallsClear.cmake")
+		message(FATAL_ERROR "Coveralls: Missing ${_CMAKE_SCRIPT_PATH}/CoverallsClear.cmake")
+	endif()
+
+	if (NOT EXISTS "${_CMAKE_SCRIPT_PATH}/CoverallsGenerateGcov.cmake")
+		message(FATAL_ERROR "Coveralls: Missing ${_CMAKE_SCRIPT_PATH}/CoverallsGenerateGcov.cmake")
+	endif()
+
+	# When passing a CMake list to an external process, the list
+	# will be converted from the format "1;2;3" to "1 2 3".
+	# This means the script we're calling won't see it as a list
+	# of sources, but rather just one long path. We remedy this
+	# by replacing ";" with "*" and then reversing that in the script
+	# that we're calling.
+	# http://cmake.3232098.n2.nabble.com/Passing-a-CMake-list-quot-as-is-quot-to-a-custom-target-td6505681.html
+	set(COVERAGE_SRCS_TMP ${_COVERAGE_SRCS})
+	set(COVERAGE_SRCS "")
+	foreach (COVERAGE_SRC ${COVERAGE_SRCS_TMP})
+		set(COVERAGE_SRCS "${COVERAGE_SRCS}*${COVERAGE_SRC}")
+	endforeach()
+
+	#message("Coverage sources: ${COVERAGE_SRCS}")
+	set(COVERALLS_FILE ${PROJECT_BINARY_DIR}/coveralls.json)
+
+	add_custom_target(coveralls_generate
+
+		# Zero the coverage counters.
+		COMMAND ${CMAKE_COMMAND} -DPROJECT_BINARY_DIR="${PROJECT_BINARY_DIR}" -P "${_CMAKE_SCRIPT_PATH}/CoverallsClear.cmake"
+
+		# Run regress tests.
+		COMMAND ${CMAKE_CTEST_COMMAND} --output-on-failure
+
+		# Generate Gcov and translate it into coveralls JSON.
+		# We do this by executing an external CMake script.
+		# (We don't want this to run at CMake generation time, but after compilation and everything has run).
+		COMMAND ${CMAKE_COMMAND}
+				-DCOVERAGE_SRCS="${COVERAGE_SRCS}" # TODO: This is passed like: "a b c", not "a;b;c"
+				-DCOVERALLS_OUTPUT_FILE="${COVERALLS_FILE}"
+				-DCOV_PATH="${PROJECT_BINARY_DIR}"
+				-DPROJECT_ROOT="${PROJECT_SOURCE_DIR}"
+				-P "${_CMAKE_SCRIPT_PATH}/CoverallsGenerateGcov.cmake"
+
+		WORKING_DIRECTORY ${PROJECT_BINARY_DIR}
+		COMMENT "Generating coveralls output..."
+		)
+
+	if (_COVERALLS_UPLOAD)
+		message("COVERALLS UPLOAD: ON")
+
+		find_program(CURL_EXECUTABLE curl)
+
+		if (NOT CURL_EXECUTABLE)
+			message(FATAL_ERROR "Coveralls: curl not found! Aborting")
+		endif()
+
+		add_custom_target(coveralls_upload
+			# Upload the JSON to coveralls.
+			COMMAND ${CURL_EXECUTABLE}
+					-S -F json_file=@${COVERALLS_FILE}
+					https://coveralls.io/api/v1/jobs
+
+			DEPENDS coveralls_generate
+
+			WORKING_DIRECTORY ${PROJECT_BINARY_DIR}
+			COMMENT "Uploading coveralls output...")
+
+		add_custom_target(coveralls DEPENDS coveralls_upload)
+	else()
+		message("COVERALLS UPLOAD: OFF")
+		add_custom_target(coveralls DEPENDS coveralls_generate)
+	endif()
+
+endfunction()
+
+macro(coveralls_turn_on_coverage)
+	if(NOT (CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX)
+		AND (NOT "${CMAKE_C_COMPILER_ID}" STREQUAL "Clang"))
+		message(FATAL_ERROR "Coveralls: Compiler ${CMAKE_C_COMPILER_ID} is not GNU gcc! Aborting... You can set this on the command line using CC=/usr/bin/gcc CXX=/usr/bin/g++ cmake <options> ..")
+	endif()
+
+	if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
+		message(FATAL_ERROR "Coveralls: Code coverage results with an optimised (non-Debug) build may be misleading! Add -DCMAKE_BUILD_TYPE=Debug")
+	endif()
+
+	set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
+	set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0 -fprofile-arcs -ftest-coverage")
+endmacro()
+

+ 31 - 0
cmake-modules/CoverallsClear.cmake

@@ -0,0 +1,31 @@
+#
+# The MIT License (MIT)
+#
+# Permission is hereby granted, free of charge, to any person obtaining a copy
+# of this software and associated documentation files (the "Software"), to deal
+# in the Software without restriction, including without limitation the rights
+# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+# copies of the Software, and to permit persons to whom the Software is
+# furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be included in all
+# copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+# SOFTWARE.
+#
+# Copyright (C) 2014 Joakim Söderberg <[email protected]>
+#
+
+# do not follow symlinks in file(GLOB_RECURSE ...)
+cmake_policy(SET CMP0009 NEW)
+
+file(GLOB_RECURSE GCDA_FILES "${PROJECT_BINARY_DIR}/*.gcda")
+if(NOT GCDA_FILES STREQUAL "")
+  file(REMOVE ${GCDA_FILES})
+endif()

+ 482 - 0
cmake-modules/CoverallsGenerateGcov.cmake

@@ -0,0 +1,482 @@
+#
+# The MIT License (MIT)
+#
+# Permission is hereby granted, free of charge, to any person obtaining a copy
+# of this software and associated documentation files (the "Software"), to deal
+# in the Software without restriction, including without limitation the rights
+# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+# copies of the Software, and to permit persons to whom the Software is
+# furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be included in all
+# copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+# SOFTWARE.
+#
+# Copyright (C) 2014 Joakim Söderberg <[email protected]>
+#
+# This is intended to be run by a custom target in a CMake project like this.
+# 0. Compile program with coverage support.
+# 1. Clear coverage data. (Recursively delete *.gcda in build dir)
+# 2. Run the unit tests.
+# 3. Run this script specifying which source files the coverage should be performed on.
+#
+# This script will then use gcov to generate .gcov files in the directory specified
+# via the COV_PATH var. This should probably be the same as your cmake build dir.
+#
+# It then parses the .gcov files to convert them into the Coveralls JSON format:
+# https://coveralls.io/docs/api
+#
+# Example for running as standalone CMake script from the command line:
+# (Note it is important the -P is at the end...)
+# $ cmake -DCOV_PATH=$(pwd)
+#         -DCOVERAGE_SRCS="catcierge_rfid.c;catcierge_timer.c"
+#         -P ../cmake/CoverallsGcovUpload.cmake
+#
+CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
+
+
+#
+# Make sure we have the needed arguments.
+#
+if (NOT COVERALLS_OUTPUT_FILE)
+	message(FATAL_ERROR "Coveralls: No coveralls output file specified. Please set COVERALLS_OUTPUT_FILE")
+endif()
+
+if (NOT COV_PATH)
+	message(FATAL_ERROR "Coveralls: Missing coverage directory path where gcov files will be generated. Please set COV_PATH")
+endif()
+
+if (NOT COVERAGE_SRCS)
+	message(FATAL_ERROR "Coveralls: Missing the list of source files that we should get the coverage data for COVERAGE_SRCS")
+endif()
+
+if (NOT PROJECT_ROOT)
+	message(FATAL_ERROR "Coveralls: Missing PROJECT_ROOT.")
+endif()
+
+# Since it's not possible to pass a CMake list properly in the
+# "1;2;3" format to an external process, we have replaced the
+# ";" with "*", so reverse that here so we get it back into the
+# CMake list format.
+string(REGEX REPLACE "\\*" ";" COVERAGE_SRCS ${COVERAGE_SRCS})
+
+if (NOT DEFINED ENV{GCOV})
+  find_program(GCOV_EXECUTABLE gcov)
+else()
+  find_program(GCOV_EXECUTABLE $ENV{GCOV})
+endif()
+
+# convert all paths in COVERAGE_SRCS to absolute paths
+set(COVERAGE_SRCS_TMP "")
+foreach (COVERAGE_SRC ${COVERAGE_SRCS})
+	if (NOT "${COVERAGE_SRC}" MATCHES "^/")
+		set(COVERAGE_SRC ${PROJECT_ROOT}/${COVERAGE_SRC})
+	endif()
+	list(APPEND COVERAGE_SRCS_TMP ${COVERAGE_SRC})
+endforeach()
+set(COVERAGE_SRCS ${COVERAGE_SRCS_TMP})
+unset(COVERAGE_SRCS_TMP)
+
+if (NOT GCOV_EXECUTABLE)
+	message(FATAL_ERROR "gcov not found! Aborting...")
+endif()
+
+find_package(Git)
+
+set(JSON_REPO_TEMPLATE
+  "{
+    \"head\": {
+      \"id\": \"\@GIT_COMMIT_HASH\@\",
+      \"author_name\": \"\@GIT_AUTHOR_NAME\@\",
+      \"author_email\": \"\@GIT_AUTHOR_EMAIL\@\",
+      \"committer_name\": \"\@GIT_COMMITTER_NAME\@\",
+      \"committer_email\": \"\@GIT_COMMITTER_EMAIL\@\",
+      \"message\": \"\@GIT_COMMIT_MESSAGE\@\"
+    },
+    \"branch\": \"@GIT_BRANCH@\",
+    \"remotes\": []
+  }"
+)
+
+# TODO: Fill in git remote data
+if (GIT_FOUND)
+	# Branch.
+	execute_process(
+		COMMAND ${GIT_EXECUTABLE} rev-parse --abbrev-ref HEAD
+		WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
+		OUTPUT_VARIABLE GIT_BRANCH
+		OUTPUT_STRIP_TRAILING_WHITESPACE
+	)
+
+	macro (git_log_format FORMAT_CHARS VAR_NAME)
+		execute_process(
+			COMMAND ${GIT_EXECUTABLE} log -1 --pretty=format:%${FORMAT_CHARS}
+			WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
+			OUTPUT_VARIABLE ${VAR_NAME}
+			OUTPUT_STRIP_TRAILING_WHITESPACE
+		)
+	endmacro()
+
+	git_log_format(an GIT_AUTHOR_NAME)
+	git_log_format(ae GIT_AUTHOR_EMAIL)
+	git_log_format(cn GIT_COMMITTER_NAME)
+	git_log_format(ce GIT_COMMITTER_EMAIL)
+	git_log_format(B GIT_COMMIT_MESSAGE)
+	git_log_format(H GIT_COMMIT_HASH)
+
+	if(GIT_COMMIT_MESSAGE)
+		string(REPLACE "\n" "\\n" GIT_COMMIT_MESSAGE ${GIT_COMMIT_MESSAGE})
+	endif()
+
+	message("Git exe: ${GIT_EXECUTABLE}")
+	message("Git branch: ${GIT_BRANCH}")
+	message("Git author: ${GIT_AUTHOR_NAME}")
+	message("Git e-mail: ${GIT_AUTHOR_EMAIL}")
+	message("Git commiter name: ${GIT_COMMITTER_NAME}")
+	message("Git commiter e-mail: ${GIT_COMMITTER_EMAIL}")
+	message("Git commit hash: ${GIT_COMMIT_HASH}")
+	message("Git commit message: ${GIT_COMMIT_MESSAGE}")
+
+	string(CONFIGURE ${JSON_REPO_TEMPLATE} JSON_REPO_DATA)
+else()
+	set(JSON_REPO_DATA "{}")
+endif()
+
+############################# Macros #########################################
+
+#
+# This macro converts from the full path format gcov outputs:
+#
+#    /path/to/project/root/build/#path#to#project#root#subdir#the_file.c.gcov
+#
+# to the original source file path the .gcov is for:
+#
+#   /path/to/project/root/subdir/the_file.c
+#
+macro(get_source_path_from_gcov_filename _SRC_FILENAME _GCOV_FILENAME)
+
+	# /path/to/project/root/build/#path#to#project#root#subdir#the_file.c.gcov
+	# ->
+	# #path#to#project#root#subdir#the_file.c.gcov
+	get_filename_component(_GCOV_FILENAME_WEXT ${_GCOV_FILENAME} NAME)
+
+	# #path#to#project#root#subdir#the_file.c.gcov -> /path/to/project/root/subdir/the_file.c
+	string(REGEX REPLACE "\\.gcov$" "" SRC_FILENAME_TMP ${_GCOV_FILENAME_WEXT})
+	string(REGEX REPLACE "\#" "/" SRC_FILENAME_TMP ${SRC_FILENAME_TMP})
+	set(${_SRC_FILENAME} "${SRC_FILENAME_TMP}")
+endmacro()
+
+##############################################################################
+
+# Get the coverage data.
+file(GLOB_RECURSE GCDA_FILES "${COV_PATH}/*.gcda")
+message("GCDA files:")
+
+# Get a list of all the object directories needed by gcov
+# (The directories the .gcda files and .o files are found in)
+# and run gcov on those.
+foreach(GCDA ${GCDA_FILES})
+	message("Process: ${GCDA}")
+	message("------------------------------------------------------------------------------")
+	get_filename_component(GCDA_DIR ${GCDA} PATH)
+
+	#
+	# The -p below refers to "Preserve path components",
+	# This means that the generated gcov filename of a source file will
+	# keep the original files entire filepath, but / is replaced with #.
+	# Example:
+	#
+	# /path/to/project/root/build/CMakeFiles/the_file.dir/subdir/the_file.c.gcda
+	# ------------------------------------------------------------------------------
+	# File '/path/to/project/root/subdir/the_file.c'
+	# Lines executed:68.34% of 199
+	# /path/to/project/root/subdir/the_file.c:creating '#path#to#project#root#subdir#the_file.c.gcov'
+	#
+	# If -p is not specified then the file is named only "the_file.c.gcov"
+	#
+	execute_process(
+		COMMAND ${GCOV_EXECUTABLE} -p -o ${GCDA_DIR} ${GCDA}
+		WORKING_DIRECTORY ${COV_PATH}
+	)
+endforeach()
+
+# TODO: Make these be absolute path
+file(GLOB ALL_GCOV_FILES ${COV_PATH}/*.gcov)
+
+# Get only the filenames to use for filtering.
+#set(COVERAGE_SRCS_NAMES "")
+#foreach (COVSRC ${COVERAGE_SRCS})
+#	get_filename_component(COVSRC_NAME ${COVSRC} NAME)
+#	message("${COVSRC} -> ${COVSRC_NAME}")
+#	list(APPEND COVERAGE_SRCS_NAMES "${COVSRC_NAME}")
+#endforeach()
+
+#
+# Filter out all but the gcov files we want.
+#
+# We do this by comparing the list of COVERAGE_SRCS filepaths that the
+# user wants the coverage data for with the paths of the generated .gcov files,
+# so that we only keep the relevant gcov files.
+#
+# Example:
+# COVERAGE_SRCS =
+#				/path/to/project/root/subdir/the_file.c
+#
+# ALL_GCOV_FILES =
+#				/path/to/project/root/build/#path#to#project#root#subdir#the_file.c.gcov
+#				/path/to/project/root/build/#path#to#project#root#subdir#other_file.c.gcov
+#
+# Result should be:
+# GCOV_FILES =
+#				/path/to/project/root/build/#path#to#project#root#subdir#the_file.c.gcov
+#
+set(GCOV_FILES "")
+#message("Look in coverage sources: ${COVERAGE_SRCS}")
+message("\nFilter out unwanted GCOV files:")
+message("===============================")
+
+set(COVERAGE_SRCS_REMAINING ${COVERAGE_SRCS})
+
+foreach (GCOV_FILE ${ALL_GCOV_FILES})
+
+	#
+	# /path/to/project/root/build/#path#to#project#root#subdir#the_file.c.gcov
+	# ->
+	# /path/to/project/root/subdir/the_file.c
+	get_source_path_from_gcov_filename(GCOV_SRC_PATH ${GCOV_FILE})
+	file(RELATIVE_PATH GCOV_SRC_REL_PATH "${PROJECT_ROOT}" "${GCOV_SRC_PATH}")
+
+	# Is this in the list of source files?
+	# TODO: We want to match against relative path filenames from the source file root...
+	list(FIND COVERAGE_SRCS ${GCOV_SRC_PATH} WAS_FOUND)
+
+	if (NOT WAS_FOUND EQUAL -1)
+		message("YES: ${GCOV_FILE}")
+		list(APPEND GCOV_FILES ${GCOV_FILE})
+
+		# We remove it from the list, so we don't bother searching for it again.
+		# Also files left in COVERAGE_SRCS_REMAINING after this loop ends should
+		# have coverage data generated from them (no lines are covered).
+		list(REMOVE_ITEM COVERAGE_SRCS_REMAINING ${GCOV_SRC_PATH})
+	else()
+		message("NO:  ${GCOV_FILE}")
+	endif()
+endforeach()
+
+# TODO: Enable setting these
+set(JSON_SERVICE_NAME "travis-ci")
+set(JSON_SERVICE_JOB_ID $ENV{TRAVIS_JOB_ID})
+set(JSON_REPO_TOKEN $ENV{COVERALLS_REPO_TOKEN})
+
+set(JSON_TEMPLATE
+"{
+  \"repo_token\": \"\@JSON_REPO_TOKEN\@\",
+  \"service_name\": \"\@JSON_SERVICE_NAME\@\",
+  \"service_job_id\": \"\@JSON_SERVICE_JOB_ID\@\",
+  \"source_files\": \@JSON_GCOV_FILES\@,
+  \"git\": \@JSON_REPO_DATA\@
+}"
+)
+
+set(SRC_FILE_TEMPLATE
+"{
+      \"name\": \"\@GCOV_SRC_REL_PATH\@\",
+      \"source_digest\": \"\@GCOV_CONTENTS_MD5\@\",
+      \"coverage\": \@GCOV_FILE_COVERAGE\@
+  }"
+)
+
+message("\nGenerate JSON for files:")
+message("=========================")
+
+set(JSON_GCOV_FILES "[")
+
+# Read the GCOV files line by line and get the coverage data.
+foreach (GCOV_FILE ${GCOV_FILES})
+
+	get_source_path_from_gcov_filename(GCOV_SRC_PATH ${GCOV_FILE})
+	file(RELATIVE_PATH GCOV_SRC_REL_PATH "${PROJECT_ROOT}" "${GCOV_SRC_PATH}")
+
+	# The new coveralls API doesn't need the entire source (Yay!)
+	# However, still keeping that part for now. Will cleanup in the future.
+	file(MD5 "${GCOV_SRC_PATH}" GCOV_CONTENTS_MD5)
+	message("MD5: ${GCOV_SRC_PATH} = ${GCOV_CONTENTS_MD5}")
+
+	# Loads the gcov file as a list of lines.
+	# (We first open the file and replace all occurences of [] with _
+	#  because CMake will fail to parse a line containing unmatched brackets...
+	#  also the \ to escaped \n in macros screws up things.)
+	# https://public.kitware.com/Bug/view.php?id=15369
+	file(READ ${GCOV_FILE} GCOV_CONTENTS)
+	string(REPLACE "[" "_" GCOV_CONTENTS "${GCOV_CONTENTS}")
+	string(REPLACE "]" "_" GCOV_CONTENTS "${GCOV_CONTENTS}")
+	string(REPLACE "\\" "_" GCOV_CONTENTS "${GCOV_CONTENTS}")
+
+	# Remove file contents to avoid encoding issues (cmake 2.8 has no ENCODING option)
+	string(REGEX REPLACE "([^:]*):([^:]*):([^\n]*)\n" "\\1:\\2: \n" GCOV_CONTENTS "${GCOV_CONTENTS}")
+	file(WRITE ${GCOV_FILE}_tmp "${GCOV_CONTENTS}")
+
+	file(STRINGS ${GCOV_FILE}_tmp GCOV_LINES)
+	list(LENGTH GCOV_LINES LINE_COUNT)
+
+	# Instead of trying to parse the source from the
+	# gcov file, simply read the file contents from the source file.
+	# (Parsing it from the gcov is hard because C-code uses ; in many places
+	#  which also happens to be the same as the CMake list delimeter).
+	file(READ ${GCOV_SRC_PATH} GCOV_FILE_SOURCE)
+
+	string(REPLACE "\\" "\\\\" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")
+	string(REGEX REPLACE "\"" "\\\\\"" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")
+	string(REPLACE "\t" "\\\\t" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")
+	string(REPLACE "\r" "\\\\r" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")
+	string(REPLACE "\n" "\\\\n" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")
+	# According to http://json.org/ these should be escaped as well.
+	# Don't know how to do that in CMake however...
+	#string(REPLACE "\b" "\\\\b" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")
+	#string(REPLACE "\f" "\\\\f" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")
+	#string(REGEX REPLACE "\u([a-fA-F0-9]{4})" "\\\\u\\1" GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}")
+
+	# We want a json array of coverage data as a single string
+	# start building them from the contents of the .gcov
+	set(GCOV_FILE_COVERAGE "[")
+
+	set(GCOV_LINE_COUNT 1) # Line number for the .gcov.
+	set(DO_SKIP 0)
+	foreach (GCOV_LINE ${GCOV_LINES})
+		#message("${GCOV_LINE}")
+		# Example of what we're parsing:
+		# Hitcount  |Line | Source
+		# "        8:   26:        if (!allowed || (strlen(allowed) == 0))"
+		string(REGEX REPLACE
+			"^([^:]*):([^:]*):(.*)$"
+			"\\1;\\2;\\3"
+			RES
+			"${GCOV_LINE}")
+
+		# Check if we should exclude lines using the Lcov syntax.
+		string(REGEX MATCH "LCOV_EXCL_START" START_SKIP "${GCOV_LINE}")
+		string(REGEX MATCH "LCOV_EXCL_END" END_SKIP "${GCOV_LINE}")
+		string(REGEX MATCH "LCOV_EXCL_LINE" LINE_SKIP "${GCOV_LINE}")
+
+		set(RESET_SKIP 0)
+		if (LINE_SKIP AND NOT DO_SKIP)
+			set(DO_SKIP 1)
+			set(RESET_SKIP 1)
+		endif()
+
+		if (START_SKIP)
+			set(DO_SKIP 1)
+			message("${GCOV_LINE_COUNT}: Start skip")
+		endif()
+
+		if (END_SKIP)
+			set(DO_SKIP 0)
+		endif()
+
+		list(LENGTH RES RES_COUNT)
+
+		if (RES_COUNT GREATER 2)
+			list(GET RES 0 HITCOUNT)
+			list(GET RES 1 LINE)
+			list(GET RES 2 SOURCE)
+
+			string(STRIP ${HITCOUNT} HITCOUNT)
+			string(STRIP ${LINE} LINE)
+
+			# Lines with 0 line numbers are metadata and can be ignored.
+			if (NOT ${LINE} EQUAL 0)
+
+				if (DO_SKIP)
+					set(GCOV_FILE_COVERAGE "${GCOV_FILE_COVERAGE}null, ")
+				else()
+					# Translate the hitcount into valid JSON values.
+					if (${HITCOUNT} STREQUAL "#####" OR ${HITCOUNT} STREQUAL "=====")
+						set(GCOV_FILE_COVERAGE "${GCOV_FILE_COVERAGE}0, ")
+					elseif (${HITCOUNT} STREQUAL "-")
+						set(GCOV_FILE_COVERAGE "${GCOV_FILE_COVERAGE}null, ")
+					else()
+						set(GCOV_FILE_COVERAGE "${GCOV_FILE_COVERAGE}${HITCOUNT}, ")
+					endif()
+				endif()
+			endif()
+		else()
+			message(WARNING "Failed to properly parse line (RES_COUNT = ${RES_COUNT}) ${GCOV_FILE}:${GCOV_LINE_COUNT}\n-->${GCOV_LINE}")
+		endif()
+
+		if (RESET_SKIP)
+			set(DO_SKIP 0)
+		endif()
+		math(EXPR GCOV_LINE_COUNT "${GCOV_LINE_COUNT}+1")
+	endforeach()
+
+	message("${GCOV_LINE_COUNT} of ${LINE_COUNT} lines read!")
+
+	# Advanced way of removing the trailing comma in the JSON array.
+	# "[1, 2, 3, " -> "[1, 2, 3"
+	string(REGEX REPLACE ",[ ]*$" "" GCOV_FILE_COVERAGE ${GCOV_FILE_COVERAGE})
+
+	# Append the trailing ] to complete the JSON array.
+	set(GCOV_FILE_COVERAGE "${GCOV_FILE_COVERAGE}]")
+
+	# Generate the final JSON for this file.
+	message("Generate JSON for file: ${GCOV_SRC_REL_PATH}...")
+	string(CONFIGURE ${SRC_FILE_TEMPLATE} FILE_JSON)
+
+	set(JSON_GCOV_FILES "${JSON_GCOV_FILES}${FILE_JSON}, ")
+endforeach()
+
+# Loop through all files we couldn't find any coverage for
+# as well, and generate JSON for those as well with 0% coverage.
+foreach(NOT_COVERED_SRC ${COVERAGE_SRCS_REMAINING})
+
+	# Set variables for json replacement
+	set(GCOV_SRC_PATH ${NOT_COVERED_SRC})
+	file(MD5 "${GCOV_SRC_PATH}" GCOV_CONTENTS_MD5)
+	file(RELATIVE_PATH GCOV_SRC_REL_PATH "${PROJECT_ROOT}" "${GCOV_SRC_PATH}")
+
+	# Loads the source file as a list of lines.
+	file(STRINGS ${NOT_COVERED_SRC} SRC_LINES)
+
+	set(GCOV_FILE_COVERAGE "[")
+	set(GCOV_FILE_SOURCE "")
+
+	foreach (SOURCE ${SRC_LINES})
+		set(GCOV_FILE_COVERAGE "${GCOV_FILE_COVERAGE}null, ")
+
+		string(REPLACE "\\" "\\\\" SOURCE "${SOURCE}")
+		string(REGEX REPLACE "\"" "\\\\\"" SOURCE "${SOURCE}")
+		string(REPLACE "\t" "\\\\t" SOURCE "${SOURCE}")
+		string(REPLACE "\r" "\\\\r" SOURCE "${SOURCE}")
+		set(GCOV_FILE_SOURCE "${GCOV_FILE_SOURCE}${SOURCE}\\n")
+	endforeach()
+
+	# Remove trailing comma, and complete JSON array with ]
+	string(REGEX REPLACE ",[ ]*$" "" GCOV_FILE_COVERAGE ${GCOV_FILE_COVERAGE})
+	set(GCOV_FILE_COVERAGE "${GCOV_FILE_COVERAGE}]")
+
+	# Generate the final JSON for this file.
+	message("Generate JSON for non-gcov file: ${NOT_COVERED_SRC}...")
+	string(CONFIGURE ${SRC_FILE_TEMPLATE} FILE_JSON)
+	set(JSON_GCOV_FILES "${JSON_GCOV_FILES}${FILE_JSON}, ")
+endforeach()
+
+# Get rid of trailing comma.
+string(REGEX REPLACE ",[ ]*$" "" JSON_GCOV_FILES ${JSON_GCOV_FILES})
+set(JSON_GCOV_FILES "${JSON_GCOV_FILES}]")
+
+# Generate the final complete JSON!
+message("Generate final JSON...")
+string(CONFIGURE ${JSON_TEMPLATE} JSON)
+
+file(WRITE "${COVERALLS_OUTPUT_FILE}" "${JSON}")
+message("###########################################################################")
+message("Generated coveralls JSON containing coverage data:")
+message("${COVERALLS_OUTPUT_FILE}")
+message("###########################################################################")

+ 347 - 347
cmake-modules/DebSourcePPA.cmake

@@ -1,347 +1,347 @@
-## Debian Source Package Generator
-#
-# Copyright (c) 2010 Daniel Pfeifer <[email protected]>
-# Many modifications by Rosen Diankov <[email protected]>
-#
-# Creates source debian files and manages library dependencies
-#
-# Features:
-# 
-# - Automatically generates symbols and run-time dependencies from the build dependencies
-# - Custom copy of source directory via CPACK_DEBIAN_PACKAGE_SOURCE_COPY
-# - Simultaneous output of multiple debian source packages for each distribution
-# - Can specificy distribution-specific dependencies by suffixing DEPENDS with _${DISTRO_NAME}, for example: CPACK_DEBIAN_PACKAGE_DEPENDS_LUCID, CPACK_COMPONENT_MYCOMP0_DEPENDS_LUCID
-#
-# Usage:
-#
-# set(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake)
-# set(CPACK_DEBIAN_PACKAGE_PRIORITY optional)
-# set(CPACK_DEBIAN_PACKAGE_SECTION devel)
-# set(CPACK_DEBIAN_CMAKE_OPTIONS "-DMYOPTION=myvalue")
-# set(CPACK_DEBIAN_PACKAGE_DEPENDS mycomp0 mycomp1 some_ubuntu_package)
-# set(CPACK_DEBIAN_PACKAGE_DEPENDS_UBUNTU_LUCID mycomp0 mycomp1 lucid_specific_package)
-# set(CPACK_DEBIAN_PACKAGE_NAME mypackage)
-# set(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES unnecessary_file unnecessary_dir/file0)
-# set(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force) # if using subversion
-# set(CPACK_DEBIAN_DISTRIBUTION_NAME ubuntu)
-# set(CPACK_DEBIAN_DISTRIBUTION_RELEASES karmic lucid maverick natty)
-# set(CPACK_DEBIAN_CHANGELOG "  * Extra change log lines")
-# set(CPACK_DEBIAN_PACKAGE_SUGGESTS "ipython")
-# set(CPACK_COMPONENT_X_RECOMMENDS "recommended-package")
-##
-
-find_program(DEBUILD_EXECUTABLE debuild)
-find_program(DPUT_EXECUTABLE dput)
-
-if(NOT DEBUILD_EXECUTABLE OR NOT DPUT_EXECUTABLE)
-  return()
-endif(NOT DEBUILD_EXECUTABLE OR NOT DPUT_EXECUTABLE)
-
-# DEBIAN/control
-# debian policy enforce lower case for package name
-# Package: (mandatory)
-IF(NOT CPACK_DEBIAN_PACKAGE_NAME)
-  STRING(TOLOWER "${CPACK_PACKAGE_NAME}" CPACK_DEBIAN_PACKAGE_NAME)
-ENDIF(NOT CPACK_DEBIAN_PACKAGE_NAME)
-
-# Section: (recommended)
-IF(NOT CPACK_DEBIAN_PACKAGE_SECTION)
-  SET(CPACK_DEBIAN_PACKAGE_SECTION "devel")
-ENDIF(NOT CPACK_DEBIAN_PACKAGE_SECTION)
-
-# Priority: (recommended)
-IF(NOT CPACK_DEBIAN_PACKAGE_PRIORITY)
-  SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
-ENDIF(NOT CPACK_DEBIAN_PACKAGE_PRIORITY)
-
-file(STRINGS ${CPACK_PACKAGE_DESCRIPTION_FILE} DESC_LINES)
-foreach(LINE ${DESC_LINES})
-  set(DEB_LONG_DESCRIPTION "${DEB_LONG_DESCRIPTION} ${LINE}\n")
-endforeach(LINE ${DESC_LINES})
-
-file(REMOVE_RECURSE "${CMAKE_BINARY_DIR}/Debian")
-file(MAKE_DIRECTORY "${CMAKE_BINARY_DIR}/Debian")
-set(DEBIAN_SOURCE_ORIG_DIR "${CMAKE_BINARY_DIR}/Debian/${CPACK_DEBIAN_PACKAGE_NAME}-${CPACK_PACKAGE_VERSION}")
-
-if( CPACK_DEBIAN_PACKAGE_SOURCE_COPY )
-  execute_process(COMMAND ${CPACK_DEBIAN_PACKAGE_SOURCE_COPY} "${CMAKE_SOURCE_DIR}" "${DEBIAN_SOURCE_ORIG_DIR}.orig")
-else()
-  execute_process(COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR} "${DEBIAN_SOURCE_ORIG_DIR}.orig")
-  execute_process(COMMAND ${CMAKE_COMMAND} -E remove_directory "${DEBIAN_SOURCE_ORIG_DIR}.orig/.git")
-  execute_process(COMMAND ${CMAKE_COMMAND} -E remove_directory "${DEBIAN_SOURCE_ORIG_DIR}.orig/.svn")
-endif()
-
-# remove unnecessary folders
-foreach(REMOVE_DIR ${CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES})
-  file(REMOVE_RECURSE ${DEBIAN_SOURCE_ORIG_DIR}.orig/${REMOVE_DIR})
-endforeach()
-
-# create the original source tar
-execute_process(COMMAND ${CMAKE_COMMAND} -E tar czf "${CPACK_DEBIAN_PACKAGE_NAME}_${CPACK_PACKAGE_VERSION}.orig.tar.gz" "${CPACK_DEBIAN_PACKAGE_NAME}-${CPACK_PACKAGE_VERSION}.orig" WORKING_DIRECTORY ${CMAKE_BINARY_DIR}/Debian)
-
-set(DEB_SOURCE_CHANGES)
-foreach(RELEASE ${CPACK_DEBIAN_DISTRIBUTION_RELEASES})
-  set(DEBIAN_SOURCE_DIR "${DEBIAN_SOURCE_ORIG_DIR}-${CPACK_DEBIAN_DISTRIBUTION_NAME}1~${RELEASE}1")
-  set(RELEASE_PACKAGE_VERSION "${CPACK_PACKAGE_VERSION}-${CPACK_DEBIAN_DISTRIBUTION_NAME}1~${RELEASE}1")
-  string(TOUPPER ${RELEASE} RELEASE_UPPER)
-  string(TOUPPER ${CPACK_DEBIAN_DISTRIBUTION_NAME} DISTRIBUTION_NAME_UPPER)
-  file(MAKE_DIRECTORY ${DEBIAN_SOURCE_DIR}/debian)
-  ##############################################################################
-  # debian/control
-  set(DEBIAN_CONTROL ${DEBIAN_SOURCE_DIR}/debian/control)
-  file(WRITE ${DEBIAN_CONTROL}
-    "Source: ${CPACK_DEBIAN_PACKAGE_NAME}\n"
-    "Section: ${CPACK_DEBIAN_PACKAGE_SECTION}\n"
-    "Priority: ${CPACK_DEBIAN_PACKAGE_PRIORITY}\n"
-    "DM-Upload-Allowed: yes\n"
-    "Maintainer: ${CPACK_PACKAGE_CONTACT}\n"
-    "Build-Depends: "
-    )
-
-  if( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-    foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-      file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-    endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-  else( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-    if( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-      foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
-        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-      endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
-    else( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-      foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS})
-        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-      endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS})
-    endif( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-  endif( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-
-    
-  file(APPEND ${DEBIAN_CONTROL} "\n"
-    "Standards-Version: 3.8.4\n"
-    "Homepage: ${CPACK_PACKAGE_VENDOR}\n"
-    "\n"
-    "Package: ${CPACK_DEBIAN_PACKAGE_NAME}\n"
-    "Architecture: any\n"
-    "Depends: "
-    )
-
-  if( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-    foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-      file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-    endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-  else( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-    if( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-      foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
-        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
-    else( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-      foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS})
-        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS})
-    endif( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-  endif( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-
-  file(APPEND ${DEBIAN_CONTROL} "\nRecommends: ")
-  if( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-    foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-      file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-    endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-  else( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-    if( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
-      foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}})
-        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}})
-    else( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
-      foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS})
-        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS})
-    endif( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
-  endif( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-
-  file(APPEND ${DEBIAN_CONTROL} "\nSuggests: ")
-  if( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-    foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-      file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-    endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-  else( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-    if( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
-      foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}})
-        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}})
-    else( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
-      foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS})
-        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
-      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS})
-    endif( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
-  endif( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-  
-  file(APPEND ${DEBIAN_CONTROL} "\n"
-    "Description: ${CPACK_PACKAGE_DISPLAY_NAME} ${CPACK_PACKAGE_DESCRIPTION_SUMMARY}\n"
-    "${DEB_LONG_DESCRIPTION}"
-    )
-
-  foreach(COMPONENT ${CPACK_COMPONENTS_ALL})
-    string(TOUPPER ${COMPONENT} UPPER_COMPONENT)
-    set(DEPENDS "\${shlibs:Depends}")
-    if( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-      foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-        set(DEPENDS "${DEPENDS}, ${DEP}")
-      endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-    else( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-      if( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
-          set(DEPENDS "${DEPENDS}, ${DEP}")
-        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
-      else( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS})
-          set(DEPENDS "${DEPENDS}, ${DEP}")
-        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS})
-      endif( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
-    endif( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-
-    set(RECOMMENDS)
-    if( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-      foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-        set(RECOMMENDS "${RECOMMENDS} ${DEP}, ")
-      endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-    else( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-      if( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
-        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}})
-          set(RECOMMENDS "${RECOMMENDS} ${DEP}, ")
-        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}})
-      else( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
-        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS})
-          set(RECOMMENDS "${RECOMMENDS} ${DEP}, ")
-        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS})
-      endif( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
-    endif( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-
-    set(SUGGESTS)
-    if( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-      foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-        set(SUGGESTS "${SUGGESTS} ${DEP}, ")
-      endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
-    else( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-      if( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
-        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}})
-          set(SUGGESTS "${SUGGESTS} ${DEP}, ")
-        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}})
-      else( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
-        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS})
-          set(SUGGESTS "${SUGGESTS} ${DEP}, ")
-        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS})
-      endif( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
-    endif( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
-
-    file(APPEND ${DEBIAN_CONTROL} "\n"
-      "Package: ${COMPONENT}\n"
-      "Architecture: any\n"
-      "Depends: ${DEPENDS}\n"
-      "Recommends: ${RECOMMENDS}\n"
-      "Suggests: ${SUGGESTS}\n"
-      "Description: ${CPACK_PACKAGE_DISPLAY_NAME} ${CPACK_COMPONENT_${UPPER_COMPONENT}_DISPLAY_NAME}\n"
-      "${DEB_LONG_DESCRIPTION}"
-      " .\n"
-      " ${CPACK_COMPONENT_${UPPER_COMPONENT}_DESCRIPTION}\n"
-      )
-  endforeach(COMPONENT ${CPACK_COMPONENTS_ALL})
-
-  ##############################################################################
-  # debian/copyright
-  set(DEBIAN_COPYRIGHT ${DEBIAN_SOURCE_DIR}/debian/copyright)
-  execute_process(COMMAND ${CMAKE_COMMAND} -E
-    copy ${CPACK_RESOURCE_FILE_LICENSE} ${DEBIAN_COPYRIGHT}
-    )
-
-  ##############################################################################
-  # debian/rules
-  set(DEBIAN_RULES ${DEBIAN_SOURCE_DIR}/debian/rules)
-  file(WRITE ${DEBIAN_RULES}
-    "#!/usr/bin/make -f\n"
-    "\n"
-    "BUILDDIR = build_dir\n"
-    "\n"
-    "build:\n"
-    "	mkdir $(BUILDDIR)\n"
-    "	cd $(BUILDDIR); cmake -DCMAKE_BUILD_TYPE=Release ${CPACK_DEBIAN_CMAKE_OPTIONS} -DCMAKE_INSTALL_PREFIX=/usr ..\n"
-    "	$(MAKE) -C $(BUILDDIR) preinstall\n"
-    "	touch build\n"
-    "\n"
-    "binary: binary-indep binary-arch\n"
-    "\n"
-    "binary-indep: build\n"
-    "\n"
-    "binary-arch: build\n"
-    "	cd $(BUILDDIR); cmake -DCOMPONENT=Unspecified -DCMAKE_INSTALL_PREFIX=../debian/tmp/usr -P cmake_install.cmake\n"
-    "	mkdir -p debian/tmp/DEBIAN\n"
-    "	dpkg-gensymbols -p${CPACK_DEBIAN_PACKAGE_NAME}\n"
-    )
-
-  foreach(COMPONENT ${CPACK_COMPONENTS_ALL})
-    set(PATH debian/${COMPONENT})
-    file(APPEND ${DEBIAN_RULES}
-      "	cd $(BUILDDIR); cmake -DCOMPONENT=${COMPONENT} -DCMAKE_INSTALL_PREFIX=../${PATH}/usr -P cmake_install.cmake\n"
-      "	mkdir -p ${PATH}/DEBIAN\n"
-      "	dpkg-gensymbols -p${COMPONENT} -P${PATH}\n"
-      )
-  endforeach(COMPONENT ${CPACK_COMPONENTS_ALL})
-
-  file(APPEND ${DEBIAN_RULES}
-    "	dh_shlibdeps\n"
-    "	dh_strip\n" # for reducing size
-    "	dpkg-gencontrol -p${CPACK_DEBIAN_PACKAGE_NAME}\n"
-    "	dpkg --build debian/tmp ..\n"
-    )
-
-  foreach(COMPONENT ${CPACK_COMPONENTS_ALL})
-    set(PATH debian/${COMPONENT})
-    file(APPEND ${DEBIAN_RULES}
-      "	dpkg-gencontrol -p${COMPONENT} -P${PATH} -Tdebian/${COMPONENT}.substvars\n"
-      "	dpkg --build ${PATH} ..\n"
-      )
-  endforeach(COMPONENT ${CPACK_COMPONENTS_ALL})
-
-  file(APPEND ${DEBIAN_RULES}
-    "\n"
-    "clean:\n"
-    "	rm -f build\n"
-    "	rm -rf $(BUILDDIR)\n"
-    "\n"
-    ".PHONY: binary binary-arch binary-indep clean\n"
-    )
-
-  execute_process(COMMAND chmod +x ${DEBIAN_RULES})
-
-  ##############################################################################
-  # debian/compat
-  file(WRITE ${DEBIAN_SOURCE_DIR}/debian/compat "7")
-
-  ##############################################################################
-  # debian/source/format
-  file(WRITE ${DEBIAN_SOURCE_DIR}/debian/source/format "3.0 (quilt)")
-
-  ##############################################################################
-  # debian/changelog
-  set(DEBIAN_CHANGELOG ${DEBIAN_SOURCE_DIR}/debian/changelog)
-  execute_process(COMMAND date -R  OUTPUT_VARIABLE DATE_TIME)
-  file(WRITE ${DEBIAN_CHANGELOG}
-    "${CPACK_DEBIAN_PACKAGE_NAME} (${RELEASE_PACKAGE_VERSION}) ${RELEASE}; urgency=medium\n\n"
-    "  * Package built with CMake\n\n"
-    "${CPACK_DEBIAN_CHANGELOG}"
-    " -- ${CPACK_PACKAGE_CONTACT}  ${DATE_TIME}"
-    )
-
-  ##############################################################################
-  # debuild -S
-  if( DEB_SOURCE_CHANGES )
-    set(DEBUILD_OPTIONS "-sd")
-  else()
-    set(DEBUILD_OPTIONS "-sa")
-  endif()
-  set(SOURCE_CHANGES_FILE "${CPACK_DEBIAN_PACKAGE_NAME}_${RELEASE_PACKAGE_VERSION}_source.changes")
-  set(DEB_SOURCE_CHANGES ${DEB_SOURCE_CHANGES} "${SOURCE_CHANGES_FILE}")
-  add_custom_command(OUTPUT "${SOURCE_CHANGES_FILE}" COMMAND ${DEBUILD_EXECUTABLE} -S ${DEBUILD_OPTIONS} WORKING_DIRECTORY ${DEBIAN_SOURCE_DIR})
-endforeach(RELEASE ${CPACK_DEBIAN_DISTRIBUTION_RELEASES})
-
-##############################################################################
-# dput ppa:your-lp-id/ppa <source.changes>
-add_custom_target(dput ${DPUT_EXECUTABLE} ${DPUT_HOST} ${DEB_SOURCE_CHANGES} DEPENDS ${DEB_SOURCE_CHANGES} WORKING_DIRECTORY ${CMAKE_BINARY_DIR}/Debian)
+## Debian Source Package Generator
+#
+# Copyright (c) 2010 Daniel Pfeifer <[email protected]>
+# Many modifications by Rosen Diankov <[email protected]>
+#
+# Creates source debian files and manages library dependencies
+#
+# Features:
+# 
+# - Automatically generates symbols and run-time dependencies from the build dependencies
+# - Custom copy of source directory via CPACK_DEBIAN_PACKAGE_SOURCE_COPY
+# - Simultaneous output of multiple debian source packages for each distribution
+# - Can specificy distribution-specific dependencies by suffixing DEPENDS with _${DISTRO_NAME}, for example: CPACK_DEBIAN_PACKAGE_DEPENDS_LUCID, CPACK_COMPONENT_MYCOMP0_DEPENDS_LUCID
+#
+# Usage:
+#
+# set(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake)
+# set(CPACK_DEBIAN_PACKAGE_PRIORITY optional)
+# set(CPACK_DEBIAN_PACKAGE_SECTION devel)
+# set(CPACK_DEBIAN_CMAKE_OPTIONS "-DMYOPTION=myvalue")
+# set(CPACK_DEBIAN_PACKAGE_DEPENDS mycomp0 mycomp1 some_ubuntu_package)
+# set(CPACK_DEBIAN_PACKAGE_DEPENDS_UBUNTU_LUCID mycomp0 mycomp1 lucid_specific_package)
+# set(CPACK_DEBIAN_PACKAGE_NAME mypackage)
+# set(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES unnecessary_file unnecessary_dir/file0)
+# set(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force) # if using subversion
+# set(CPACK_DEBIAN_DISTRIBUTION_NAME ubuntu)
+# set(CPACK_DEBIAN_DISTRIBUTION_RELEASES karmic lucid maverick natty)
+# set(CPACK_DEBIAN_CHANGELOG "  * Extra change log lines")
+# set(CPACK_DEBIAN_PACKAGE_SUGGESTS "ipython")
+# set(CPACK_COMPONENT_X_RECOMMENDS "recommended-package")
+##
+
+find_program(DEBUILD_EXECUTABLE debuild)
+find_program(DPUT_EXECUTABLE dput)
+
+if(NOT DEBUILD_EXECUTABLE OR NOT DPUT_EXECUTABLE)
+  return()
+endif(NOT DEBUILD_EXECUTABLE OR NOT DPUT_EXECUTABLE)
+
+# DEBIAN/control
+# debian policy enforce lower case for package name
+# Package: (mandatory)
+IF(NOT CPACK_DEBIAN_PACKAGE_NAME)
+  STRING(TOLOWER "${CPACK_PACKAGE_NAME}" CPACK_DEBIAN_PACKAGE_NAME)
+ENDIF(NOT CPACK_DEBIAN_PACKAGE_NAME)
+
+# Section: (recommended)
+IF(NOT CPACK_DEBIAN_PACKAGE_SECTION)
+  SET(CPACK_DEBIAN_PACKAGE_SECTION "devel")
+ENDIF(NOT CPACK_DEBIAN_PACKAGE_SECTION)
+
+# Priority: (recommended)
+IF(NOT CPACK_DEBIAN_PACKAGE_PRIORITY)
+  SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
+ENDIF(NOT CPACK_DEBIAN_PACKAGE_PRIORITY)
+
+file(STRINGS ${CPACK_PACKAGE_DESCRIPTION_FILE} DESC_LINES)
+foreach(LINE ${DESC_LINES})
+  set(DEB_LONG_DESCRIPTION "${DEB_LONG_DESCRIPTION} ${LINE}\n")
+endforeach(LINE ${DESC_LINES})
+
+file(REMOVE_RECURSE "${CMAKE_BINARY_DIR}/Debian")
+file(MAKE_DIRECTORY "${CMAKE_BINARY_DIR}/Debian")
+set(DEBIAN_SOURCE_ORIG_DIR "${CMAKE_BINARY_DIR}/Debian/${CPACK_DEBIAN_PACKAGE_NAME}-${CPACK_PACKAGE_VERSION}")
+
+if( CPACK_DEBIAN_PACKAGE_SOURCE_COPY )
+  execute_process(COMMAND ${CPACK_DEBIAN_PACKAGE_SOURCE_COPY} "${CMAKE_SOURCE_DIR}" "${DEBIAN_SOURCE_ORIG_DIR}.orig")
+else()
+  execute_process(COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR} "${DEBIAN_SOURCE_ORIG_DIR}.orig")
+  execute_process(COMMAND ${CMAKE_COMMAND} -E remove_directory "${DEBIAN_SOURCE_ORIG_DIR}.orig/.git")
+  execute_process(COMMAND ${CMAKE_COMMAND} -E remove_directory "${DEBIAN_SOURCE_ORIG_DIR}.orig/.svn")
+endif()
+
+# remove unnecessary folders
+foreach(REMOVE_DIR ${CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES})
+  file(REMOVE_RECURSE ${DEBIAN_SOURCE_ORIG_DIR}.orig/${REMOVE_DIR})
+endforeach()
+
+# create the original source tar
+execute_process(COMMAND ${CMAKE_COMMAND} -E tar czf "${CPACK_DEBIAN_PACKAGE_NAME}_${CPACK_PACKAGE_VERSION}.orig.tar.gz" "${CPACK_DEBIAN_PACKAGE_NAME}-${CPACK_PACKAGE_VERSION}.orig" WORKING_DIRECTORY ${CMAKE_BINARY_DIR}/Debian)
+
+set(DEB_SOURCE_CHANGES)
+foreach(RELEASE ${CPACK_DEBIAN_DISTRIBUTION_RELEASES})
+  set(DEBIAN_SOURCE_DIR "${DEBIAN_SOURCE_ORIG_DIR}-${CPACK_DEBIAN_DISTRIBUTION_NAME}1~${RELEASE}1")
+  set(RELEASE_PACKAGE_VERSION "${CPACK_PACKAGE_VERSION}-${CPACK_DEBIAN_DISTRIBUTION_NAME}1~${RELEASE}1")
+  string(TOUPPER ${RELEASE} RELEASE_UPPER)
+  string(TOUPPER ${CPACK_DEBIAN_DISTRIBUTION_NAME} DISTRIBUTION_NAME_UPPER)
+  file(MAKE_DIRECTORY ${DEBIAN_SOURCE_DIR}/debian)
+  ##############################################################################
+  # debian/control
+  set(DEBIAN_CONTROL ${DEBIAN_SOURCE_DIR}/debian/control)
+  file(WRITE ${DEBIAN_CONTROL}
+    "Source: ${CPACK_DEBIAN_PACKAGE_NAME}\n"
+    "Section: ${CPACK_DEBIAN_PACKAGE_SECTION}\n"
+    "Priority: ${CPACK_DEBIAN_PACKAGE_PRIORITY}\n"
+    "DM-Upload-Allowed: yes\n"
+    "Maintainer: ${CPACK_PACKAGE_CONTACT}\n"
+    "Build-Depends: "
+    )
+
+  if( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+    foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+      file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+    endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+  else( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+    if( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+      foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
+        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+      endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
+    else( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+      foreach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS})
+        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+      endforeach(DEP ${CPACK_DEBIAN_BUILD_DEPENDS})
+    endif( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+  endif( CPACK_DEBIAN_BUILD_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+
+    
+  file(APPEND ${DEBIAN_CONTROL} "\n"
+    "Standards-Version: 3.8.4\n"
+    "Homepage: ${CPACK_PACKAGE_VENDOR}\n"
+    "\n"
+    "Package: ${CPACK_DEBIAN_PACKAGE_NAME}\n"
+    "Architecture: any\n"
+    "Depends: "
+    )
+
+  if( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+    foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+      file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+    endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+  else( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+    if( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+      foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
+        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
+    else( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+      foreach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS})
+        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_DEPENDS})
+    endif( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+  endif( CPACK_DEBIAN_PACKAGE_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+
+  file(APPEND ${DEBIAN_CONTROL} "\nRecommends: ")
+  if( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+    foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+      file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+    endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+  else( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+    if( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
+      foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}})
+        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}})
+    else( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
+      foreach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS})
+        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_RECOMMENDS})
+    endif( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
+  endif( CPACK_DEBIAN_PACKAGE_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+
+  file(APPEND ${DEBIAN_CONTROL} "\nSuggests: ")
+  if( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+    foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+      file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+    endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+  else( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+    if( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
+      foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}})
+        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}})
+    else( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
+      foreach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS})
+        file(APPEND ${DEBIAN_CONTROL} "${DEP}, ")
+      endforeach(DEP ${CPACK_DEBIAN_PACKAGE_SUGGESTS})
+    endif( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
+  endif( CPACK_DEBIAN_PACKAGE_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+  
+  file(APPEND ${DEBIAN_CONTROL} "\n"
+    "Description: ${CPACK_PACKAGE_DISPLAY_NAME} ${CPACK_PACKAGE_DESCRIPTION_SUMMARY}\n"
+    "${DEB_LONG_DESCRIPTION}"
+    )
+
+  foreach(COMPONENT ${CPACK_COMPONENTS_ALL})
+    string(TOUPPER ${COMPONENT} UPPER_COMPONENT)
+    set(DEPENDS "\${shlibs:Depends}")
+    if( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+      foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+        set(DEPENDS "${DEPENDS}, ${DEP}")
+      endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+    else( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+      if( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
+          set(DEPENDS "${DEPENDS}, ${DEP}")
+        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}})
+      else( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS})
+          set(DEPENDS "${DEPENDS}, ${DEP}")
+        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS})
+      endif( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER} )
+    endif( CPACK_COMPONENT_${UPPER_COMPONENT}_DEPENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+
+    set(RECOMMENDS)
+    if( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+      foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+        set(RECOMMENDS "${RECOMMENDS} ${DEP}, ")
+      endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+    else( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+      if( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
+        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}})
+          set(RECOMMENDS "${RECOMMENDS} ${DEP}, ")
+        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}})
+      else( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
+        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS})
+          set(RECOMMENDS "${RECOMMENDS} ${DEP}, ")
+        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS})
+      endif( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER} )
+    endif( CPACK_COMPONENT_${UPPER_COMPONENT}_RECOMMENDS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+
+    set(SUGGESTS)
+    if( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+      foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+        set(SUGGESTS "${SUGGESTS} ${DEP}, ")
+      endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER}})
+    else( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+      if( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
+        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}})
+          set(SUGGESTS "${SUGGESTS} ${DEP}, ")
+        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}})
+      else( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
+        foreach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS})
+          set(SUGGESTS "${SUGGESTS} ${DEP}, ")
+        endforeach(DEP ${CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS})
+      endif( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER} )
+    endif( CPACK_COMPONENT_${UPPER_COMPONENT}_SUGGESTS_${DISTRIBUTION_NAME_UPPER}_${RELEASE_UPPER} )
+
+    file(APPEND ${DEBIAN_CONTROL} "\n"
+      "Package: ${COMPONENT}\n"
+      "Architecture: any\n"
+      "Depends: ${DEPENDS}\n"
+      "Recommends: ${RECOMMENDS}\n"
+      "Suggests: ${SUGGESTS}\n"
+      "Description: ${CPACK_PACKAGE_DISPLAY_NAME} ${CPACK_COMPONENT_${UPPER_COMPONENT}_DISPLAY_NAME}\n"
+      "${DEB_LONG_DESCRIPTION}"
+      " .\n"
+      " ${CPACK_COMPONENT_${UPPER_COMPONENT}_DESCRIPTION}\n"
+      )
+  endforeach(COMPONENT ${CPACK_COMPONENTS_ALL})
+
+  ##############################################################################
+  # debian/copyright
+  set(DEBIAN_COPYRIGHT ${DEBIAN_SOURCE_DIR}/debian/copyright)
+  execute_process(COMMAND ${CMAKE_COMMAND} -E
+    copy ${CPACK_RESOURCE_FILE_LICENSE} ${DEBIAN_COPYRIGHT}
+    )
+
+  ##############################################################################
+  # debian/rules
+  set(DEBIAN_RULES ${DEBIAN_SOURCE_DIR}/debian/rules)
+  file(WRITE ${DEBIAN_RULES}
+    "#!/usr/bin/make -f\n"
+    "\n"
+    "BUILDDIR = build_dir\n"
+    "\n"
+    "build:\n"
+    "	mkdir $(BUILDDIR)\n"
+    "	cd $(BUILDDIR); cmake -DCMAKE_BUILD_TYPE=Release ${CPACK_DEBIAN_CMAKE_OPTIONS} -DCMAKE_INSTALL_PREFIX=/usr ..\n"
+    "	$(MAKE) -C $(BUILDDIR) preinstall\n"
+    "	touch build\n"
+    "\n"
+    "binary: binary-indep binary-arch\n"
+    "\n"
+    "binary-indep: build\n"
+    "\n"
+    "binary-arch: build\n"
+    "	cd $(BUILDDIR); cmake -DCOMPONENT=Unspecified -DCMAKE_INSTALL_PREFIX=../debian/tmp/usr -P cmake_install.cmake\n"
+    "	mkdir -p debian/tmp/DEBIAN\n"
+    "	dpkg-gensymbols -p${CPACK_DEBIAN_PACKAGE_NAME}\n"
+    )
+
+  foreach(COMPONENT ${CPACK_COMPONENTS_ALL})
+    set(PATH debian/${COMPONENT})
+    file(APPEND ${DEBIAN_RULES}
+      "	cd $(BUILDDIR); cmake -DCOMPONENT=${COMPONENT} -DCMAKE_INSTALL_PREFIX=../${PATH}/usr -P cmake_install.cmake\n"
+      "	mkdir -p ${PATH}/DEBIAN\n"
+      "	dpkg-gensymbols -p${COMPONENT} -P${PATH}\n"
+      )
+  endforeach(COMPONENT ${CPACK_COMPONENTS_ALL})
+
+  file(APPEND ${DEBIAN_RULES}
+    "	dh_shlibdeps\n"
+    "	dh_strip\n" # for reducing size
+    "	dpkg-gencontrol -p${CPACK_DEBIAN_PACKAGE_NAME}\n"
+    "	dpkg --build debian/tmp ..\n"
+    )
+
+  foreach(COMPONENT ${CPACK_COMPONENTS_ALL})
+    set(PATH debian/${COMPONENT})
+    file(APPEND ${DEBIAN_RULES}
+      "	dpkg-gencontrol -p${COMPONENT} -P${PATH} -Tdebian/${COMPONENT}.substvars\n"
+      "	dpkg --build ${PATH} ..\n"
+      )
+  endforeach(COMPONENT ${CPACK_COMPONENTS_ALL})
+
+  file(APPEND ${DEBIAN_RULES}
+    "\n"
+    "clean:\n"
+    "	rm -f build\n"
+    "	rm -rf $(BUILDDIR)\n"
+    "\n"
+    ".PHONY: binary binary-arch binary-indep clean\n"
+    )
+
+  execute_process(COMMAND chmod +x ${DEBIAN_RULES})
+
+  ##############################################################################
+  # debian/compat
+  file(WRITE ${DEBIAN_SOURCE_DIR}/debian/compat "7")
+
+  ##############################################################################
+  # debian/source/format
+  file(WRITE ${DEBIAN_SOURCE_DIR}/debian/source/format "3.0 (quilt)")
+
+  ##############################################################################
+  # debian/changelog
+  set(DEBIAN_CHANGELOG ${DEBIAN_SOURCE_DIR}/debian/changelog)
+  execute_process(COMMAND date -R  OUTPUT_VARIABLE DATE_TIME)
+  file(WRITE ${DEBIAN_CHANGELOG}
+    "${CPACK_DEBIAN_PACKAGE_NAME} (${RELEASE_PACKAGE_VERSION}) ${RELEASE}; urgency=medium\n\n"
+    "  * Package built with CMake\n\n"
+    "${CPACK_DEBIAN_CHANGELOG}"
+    " -- ${CPACK_PACKAGE_CONTACT}  ${DATE_TIME}"
+    )
+
+  ##############################################################################
+  # debuild -S
+  if( DEB_SOURCE_CHANGES )
+    set(DEBUILD_OPTIONS "-sd")
+  else()
+    set(DEBUILD_OPTIONS "-sa")
+  endif()
+  set(SOURCE_CHANGES_FILE "${CPACK_DEBIAN_PACKAGE_NAME}_${RELEASE_PACKAGE_VERSION}_source.changes")
+  set(DEB_SOURCE_CHANGES ${DEB_SOURCE_CHANGES} "${SOURCE_CHANGES_FILE}")
+  add_custom_command(OUTPUT "${SOURCE_CHANGES_FILE}" COMMAND ${DEBUILD_EXECUTABLE} -S ${DEBUILD_OPTIONS} WORKING_DIRECTORY ${DEBIAN_SOURCE_DIR})
+endforeach(RELEASE ${CPACK_DEBIAN_DISTRIBUTION_RELEASES})
+
+##############################################################################
+# dput ppa:your-lp-id/ppa <source.changes>
+add_custom_target(dput ${DPUT_EXECUTABLE} ${DPUT_HOST} ${DEB_SOURCE_CHANGES} DEPENDS ${DEB_SOURCE_CHANGES} WORKING_DIRECTORY ${CMAKE_BINARY_DIR}/Debian)

+ 101 - 100
cmake-modules/FindDirectX.cmake

@@ -1,100 +1,101 @@
-#-------------------------------------------------------------------
-# This file is part of the CMake build system for OGRE
-#     (Object-oriented Graphics Rendering Engine)
-# For the latest info, see http://www.ogre3d.org/
-#
-# The contents of this file are placed in the public domain. Feel
-# free to make use of it in any way you like.
-#-------------------------------------------------------------------
-
-# -----------------------------------------------------------------------------
-# Find DirectX SDK
-# Define:
-# DirectX_FOUND
-# DirectX_INCLUDE_DIR
-# DirectX_LIBRARY
-# DirectX_ROOT_DIR
-
-if(WIN32) # The only platform it makes sense to check for DirectX SDK
-  include(FindPkgMacros)
-  findpkg_begin(DirectX)
-  
-  # Get path, convert backslashes as ${ENV_DXSDK_DIR}
-  getenv_path(DXSDK_DIR)
-  getenv_path(DIRECTX_HOME)
-  getenv_path(DIRECTX_ROOT)
-  getenv_path(DIRECTX_BASE)
-  
-  # construct search paths
-  set(DirectX_PREFIX_PATH 
-    "${DXSDK_DIR}" "${ENV_DXSDK_DIR}"
-    "${DIRECTX_HOME}" "${ENV_DIRECTX_HOME}"
-    "${DIRECTX_ROOT}" "${ENV_DIRECTX_ROOT}"
-    "${DIRECTX_BASE}" "${ENV_DIRECTX_BASE}"
-    "C:/apps_x86/Microsoft DirectX SDK*"
-    "C:/Program Files (x86)/Microsoft DirectX SDK*"
-    "C:/apps/Microsoft DirectX SDK*"
-    "C:/Program Files/Microsoft DirectX SDK*"
-	"$ENV{ProgramFiles}/Microsoft DirectX SDK*"
-  )
-  create_search_paths(DirectX)
-  # redo search if prefix path changed
-  clear_if_changed(DirectX_PREFIX_PATH
-    DirectX_LIBRARY
-	DirectX_INCLUDE_DIR
-  )
-  
-  find_path(DirectX_INCLUDE_DIR NAMES d3d9.h HINTS ${DirectX_INC_SEARCH_PATH})
-  # dlls are in DirectX_ROOT_DIR/Developer Runtime/x64|x86
-  # lib files are in DirectX_ROOT_DIR/Lib/x64|x86
-  if(CMAKE_CL_64)
-    set(DirectX_LIBPATH_SUFFIX "x64")
-  else(CMAKE_CL_64)
-    set(DirectX_LIBPATH_SUFFIX "x86")
-  endif(CMAKE_CL_64)
-  find_library(DirectX_LIBRARY NAMES d3d9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
-  find_library(DirectX_D3DX9_LIBRARY NAMES d3dx9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
-  find_library(DirectX_DXERR_LIBRARY NAMES DxErr HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
-  find_library(DirectX_DXGUID_LIBRARY NAMES dxguid HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
-  
-
-  # look for dxgi (needed by both 10 and 11)
-  find_library(DirectX_DXGI_LIBRARY NAMES dxgi HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
-  
-  # look for d3dcompiler (needed by 11)
-  find_library(DirectX_D3DCOMPILER_LIBRARY NAMES d3dcompiler HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
-
-  findpkg_finish(DirectX)
-  set(DirectX_LIBRARIES ${DirectX_LIBRARIES} 
-    ${DirectX_D3DX9_LIBRARY}
-    ${DirectX_DXERR_LIBRARY}
-    ${DirectX_DXGUID_LIBRARY}
-  )
-  
-  mark_as_advanced(DirectX_D3DX9_LIBRARY DirectX_DXERR_LIBRARY DirectX_DXGUID_LIBRARY
-    DirectX_DXGI_LIBRARY DirectX_D3DCOMPILER_LIBRARY)
-  
-
-  # look for D3D11 components
-  if (DirectX_FOUND)
-    find_path(DirectX_D3D11_INCLUDE_DIR NAMES D3D11Shader.h HINTS ${DirectX_INC_SEARCH_PATH})
-	get_filename_component(DirectX_LIBRARY_DIR "${DirectX_LIBRARY}" PATH)
-	message(STATUS "DX lib dir: ${DirectX_LIBRARY_DIR}")
-    find_library(DirectX_D3D11_LIBRARY NAMES d3d11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
-    find_library(DirectX_D3DX11_LIBRARY NAMES d3dx11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})	
-	if (DirectX_D3D11_INCLUDE_DIR AND DirectX_D3D11_LIBRARY)
-	  set(DirectX_D3D11_FOUND TRUE)
-	  set(DirectX_D3D11_INCLUDE_DIR ${DirectX_D3D11_INCLUDE_DIR})
-	  set(DirectX_D3D11_LIBRARIES ${DirectX_D3D11_LIBRARIES}
-	    ${DirectX_D3D11_LIBRARY}
-	    ${DirectX_D3DX11_LIBRARY}
-	    ${DirectX_DXGI_LIBRARY}
-        ${DirectX_DXERR_LIBRARY}
-        ${DirectX_DXGUID_LIBRARY}
-        ${DirectX_D3DCOMPILER_LIBRARY}        	  
-      )	
-    endif ()
-	mark_as_advanced(DirectX_D3D11_INCLUDE_DIR DirectX_D3D11_LIBRARY DirectX_D3DX11_LIBRARY)
-  endif ()
-  
-endif(WIN32)
+#-------------------------------------------------------------------
+# This file is part of the CMake build system for OGRE
+#     (Object-oriented Graphics Rendering Engine)
+# For the latest info, see http://www.ogre3d.org/
+#
+# The contents of this file are placed in the public domain. Feel
+# free to make use of it in any way you like.
+#-------------------------------------------------------------------
+
+# -----------------------------------------------------------------------------
+# Find DirectX SDK
+# Define:
+# DirectX_FOUND
+# DirectX_INCLUDE_DIR
+# DirectX_LIBRARY
+# DirectX_ROOT_DIR
+
+if(WIN32) # The only platform it makes sense to check for DirectX SDK
+  include(FindPkgMacros)
+  findpkg_begin(DirectX)
+
+  # Get path, convert backslashes as ${ENV_DXSDK_DIR}
+  getenv_path(DXSDK_DIR)
+  getenv_path(DIRECTX_HOME)
+  getenv_path(DIRECTX_ROOT)
+  getenv_path(DIRECTX_BASE)
+
+  # construct search paths
+  set(DirectX_PREFIX_PATH 
+    "${DXSDK_DIR}" "${ENV_DXSDK_DIR}"
+    "${DIRECTX_HOME}" "${ENV_DIRECTX_HOME}"
+    "${DIRECTX_ROOT}" "${ENV_DIRECTX_ROOT}"
+    "${DIRECTX_BASE}" "${ENV_DIRECTX_BASE}"
+    "C:/apps_x86/Microsoft DirectX SDK*"
+    "C:/Program Files (x86)/Microsoft DirectX SDK*"
+    "C:/apps/Microsoft DirectX SDK*"
+    "C:/Program Files/Microsoft DirectX SDK*"
+    "C:/Program Files (x86)/Windows Kits/8.1"
+    "$ENV{ProgramFiles}/Microsoft DirectX SDK*"
+  )
+  create_search_paths(DirectX)
+  # redo search if prefix path changed
+  clear_if_changed(DirectX_PREFIX_PATH
+    DirectX_LIBRARY
+    DirectX_INCLUDE_DIR
+  )
+
+  find_path(DirectX_INCLUDE_DIR NAMES d3d9.h HINTS ${DirectX_INC_SEARCH_PATH})
+  # dlls are in DirectX_ROOT_DIR/Developer Runtime/x64|x86
+  # lib files are in DirectX_ROOT_DIR/Lib/x64|x86
+  if(CMAKE_CL_64)
+    set(DirectX_LIBPATH_SUFFIX "x64")
+  else(CMAKE_CL_64)
+    set(DirectX_LIBPATH_SUFFIX "x86")
+  endif(CMAKE_CL_64)
+  find_library(DirectX_LIBRARY NAMES d3d9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
+  find_library(DirectX_D3DX9_LIBRARY NAMES d3dx9 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
+  find_library(DirectX_DXERR_LIBRARY NAMES DxErr HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
+  find_library(DirectX_DXGUID_LIBRARY NAMES dxguid HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
+
+
+  # look for dxgi (needed by both 10 and 11)
+  find_library(DirectX_DXGI_LIBRARY NAMES dxgi HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
+
+  # look for d3dcompiler (needed by 11)
+  find_library(DirectX_D3DCOMPILER_LIBRARY NAMES d3dcompiler HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
+
+  findpkg_finish(DirectX)
+  set(DirectX_LIBRARIES ${DirectX_LIBRARIES} 
+    ${DirectX_D3DX9_LIBRARY}
+    ${DirectX_DXERR_LIBRARY}
+    ${DirectX_DXGUID_LIBRARY}
+  )
+
+  mark_as_advanced(DirectX_D3DX9_LIBRARY DirectX_DXERR_LIBRARY DirectX_DXGUID_LIBRARY
+    DirectX_DXGI_LIBRARY DirectX_D3DCOMPILER_LIBRARY)
+
+
+  # look for D3D11 components
+  if (DirectX_FOUND)
+    find_path(DirectX_D3D11_INCLUDE_DIR NAMES D3D11Shader.h HINTS ${DirectX_INC_SEARCH_PATH})
+      get_filename_component(DirectX_LIBRARY_DIR "${DirectX_LIBRARY}" PATH)
+      message(STATUS "DX lib dir: ${DirectX_LIBRARY_DIR}")
+    find_library(DirectX_D3D11_LIBRARY NAMES d3d11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})
+    find_library(DirectX_D3DX11_LIBRARY NAMES d3dx11 HINTS ${DirectX_LIB_SEARCH_PATH} PATH_SUFFIXES ${DirectX_LIBPATH_SUFFIX})	
+    if (DirectX_D3D11_INCLUDE_DIR AND DirectX_D3D11_LIBRARY)
+      set(DirectX_D3D11_FOUND TRUE)
+      set(DirectX_D3D11_INCLUDE_DIR ${DirectX_D3D11_INCLUDE_DIR})
+      set(DirectX_D3D11_LIBRARIES ${DirectX_D3D11_LIBRARIES}
+	${DirectX_D3D11_LIBRARY}
+	${DirectX_D3DX11_LIBRARY}
+	${DirectX_DXGI_LIBRARY}
+	${DirectX_DXERR_LIBRARY}
+	${DirectX_DXGUID_LIBRARY}
+	${DirectX_D3DCOMPILER_LIBRARY}        	  
+      )	
+    endif ()
+    mark_as_advanced(DirectX_D3D11_INCLUDE_DIR DirectX_D3D11_LIBRARY DirectX_D3DX11_LIBRARY)
+  endif ()
+
+endif(WIN32)

+ 143 - 142
cmake-modules/FindPkgMacros.cmake

@@ -1,142 +1,143 @@
-#-------------------------------------------------------------------
-# This file is part of the CMake build system for OGRE
-#     (Object-oriented Graphics Rendering Engine)
-# For the latest info, see http://www.ogre3d.org/
-#
-# The contents of this file are placed in the public domain. Feel
-# free to make use of it in any way you like.
-#-------------------------------------------------------------------
-
-##################################################################
-# Provides some common functionality for the FindPackage modules
-##################################################################
-
-# Begin processing of package
-macro(findpkg_begin PREFIX)
-  if (NOT ${PREFIX}_FIND_QUIETLY)
-    message(STATUS "Looking for ${PREFIX}...")
-  endif ()
-endmacro(findpkg_begin)
-
-# Display a status message unless FIND_QUIETLY is set
-macro(pkg_message PREFIX)
-  if (NOT ${PREFIX}_FIND_QUIETLY)
-    message(STATUS ${ARGN})
-  endif ()
-endmacro(pkg_message)
-
-# Get environment variable, define it as ENV_$var and make sure backslashes are converted to forward slashes
-macro(getenv_path VAR)
-   set(ENV_${VAR} $ENV{${VAR}})
-   # replace won't work if var is blank
-   if (ENV_${VAR})
-     string( REGEX REPLACE "\\\\" "/" ENV_${VAR} ${ENV_${VAR}} )
-   endif ()
-endmacro(getenv_path)
-
-# Construct search paths for includes and libraries from a PREFIX_PATH
-macro(create_search_paths PREFIX)
-  foreach(dir ${${PREFIX}_PREFIX_PATH})
-    set(${PREFIX}_INC_SEARCH_PATH ${${PREFIX}_INC_SEARCH_PATH}
-      ${dir}/include ${dir}/include/${PREFIX} ${dir}/Headers)
-    set(${PREFIX}_LIB_SEARCH_PATH ${${PREFIX}_LIB_SEARCH_PATH}
-      ${dir}/lib ${dir}/lib/${PREFIX} ${dir}/Libs)
-  endforeach(dir)
-  set(${PREFIX}_FRAMEWORK_SEARCH_PATH ${${PREFIX}_PREFIX_PATH})
-endmacro(create_search_paths)
-
-# clear cache variables if a certain variable changed
-macro(clear_if_changed TESTVAR)
-  # test against internal check variable
-  if (NOT "${${TESTVAR}}" STREQUAL "${${TESTVAR}_INT_CHECK}")
-    message(STATUS "${TESTVAR} changed.")
-    foreach(var ${ARGN})
-      set(${var} "NOTFOUND" CACHE STRING "x" FORCE)
-    endforeach(var)
-  endif ()
-  set(${TESTVAR}_INT_CHECK ${${TESTVAR}} CACHE INTERNAL "x" FORCE)
-endmacro(clear_if_changed)
-
-# Try to get some hints from pkg-config, if available
-macro(use_pkgconfig PREFIX PKGNAME)
-  find_package(PkgConfig)
-  if (PKG_CONFIG_FOUND)
-    pkg_check_modules(${PREFIX} ${PKGNAME})
-  endif ()
-endmacro (use_pkgconfig)
-
-# Couple a set of release AND debug libraries (or frameworks)
-macro(make_library_set PREFIX)
-  if (${PREFIX}_FWK)
-    set(${PREFIX} ${${PREFIX}_FWK})
-  elseif (${PREFIX}_REL AND ${PREFIX}_DBG)
-    set(${PREFIX} optimized ${${PREFIX}_REL} debug ${${PREFIX}_DBG})
-  elseif (${PREFIX}_REL)
-    set(${PREFIX} ${${PREFIX}_REL})
-  elseif (${PREFIX}_DBG)
-    set(${PREFIX} ${${PREFIX}_DBG})
-  endif ()
-endmacro(make_library_set)
-
-# Generate debug names from given release names
-macro(get_debug_names PREFIX)
-  foreach(i ${${PREFIX}})
-    set(${PREFIX}_DBG ${${PREFIX}_DBG} ${i}d ${i}D ${i}_d ${i}_D ${i}_debug ${i})
-  endforeach(i)
-endmacro(get_debug_names)
-
-# Add the parent dir from DIR to VAR 
-macro(add_parent_dir VAR DIR)
-  get_filename_component(${DIR}_TEMP "${${DIR}}/.." ABSOLUTE)
-  set(${VAR} ${${VAR}} ${${DIR}_TEMP})
-endmacro(add_parent_dir)
-
-# Do the final processing for the package find.
-macro(findpkg_finish PREFIX)
-  # skip if already processed during this run
-  if (NOT ${PREFIX}_FOUND)
-    if (${PREFIX}_INCLUDE_DIR AND ${PREFIX}_LIBRARY)
-      set(${PREFIX}_FOUND TRUE)
-      set(${PREFIX}_INCLUDE_DIRS ${${PREFIX}_INCLUDE_DIR})
-      set(${PREFIX}_LIBRARIES ${${PREFIX}_LIBRARY})
-      if (NOT ${PREFIX}_FIND_QUIETLY)
-        message(STATUS "Found ${PREFIX}: ${${PREFIX}_LIBRARIES}")
-      endif ()
-    else ()
-      if (NOT ${PREFIX}_FIND_QUIETLY)
-        message(STATUS "Could not locate ${PREFIX}")
-      endif ()
-      if (${PREFIX}_FIND_REQUIRED)
-        message(FATAL_ERROR "Required library ${PREFIX} not found! Install the library (including dev packages) and try again. If the library is already installed, set the missing variables manually in cmake.")
-      endif ()
-    endif ()
-
-    mark_as_advanced(${PREFIX}_INCLUDE_DIR ${PREFIX}_LIBRARY ${PREFIX}_LIBRARY_REL ${PREFIX}_LIBRARY_DBG ${PREFIX}_LIBRARY_FWK)
-  endif ()
-endmacro(findpkg_finish)
-
-
-# Slightly customised framework finder
-MACRO(findpkg_framework fwk)
-  IF(APPLE)
-    SET(${fwk}_FRAMEWORK_PATH
-      ${${fwk}_FRAMEWORK_SEARCH_PATH}
-      ${CMAKE_FRAMEWORK_PATH}
-      ~/Library/Frameworks
-      /Library/Frameworks
-      /System/Library/Frameworks
-      /Network/Library/Frameworks
-      /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks/
-    )
-    FOREACH(dir ${${fwk}_FRAMEWORK_PATH})
-      SET(fwkpath ${dir}/${fwk}.framework)
-      IF(EXISTS ${fwkpath})
-        SET(${fwk}_FRAMEWORK_INCLUDES ${${fwk}_FRAMEWORK_INCLUDES}
-          ${fwkpath}/Headers ${fwkpath}/PrivateHeaders)
-        if (NOT ${fwk}_LIBRARY_FWK)
-          SET(${fwk}_LIBRARY_FWK "-framework ${fwk}")
-        endif ()
-      ENDIF(EXISTS ${fwkpath})
-    ENDFOREACH(dir)
-  ENDIF(APPLE)
-ENDMACRO(findpkg_framework)
+#-------------------------------------------------------------------
+# This file is part of the CMake build system for OGRE
+#     (Object-oriented Graphics Rendering Engine)
+# For the latest info, see http://www.ogre3d.org/
+#
+# The contents of this file are placed in the public domain. Feel
+# free to make use of it in any way you like.
+#-------------------------------------------------------------------
+
+##################################################################
+# Provides some common functionality for the FindPackage modules
+##################################################################
+
+# Begin processing of package
+macro(findpkg_begin PREFIX)
+  if (NOT ${PREFIX}_FIND_QUIETLY)
+    message(STATUS "Looking for ${PREFIX}...")
+  endif ()
+endmacro(findpkg_begin)
+
+# Display a status message unless FIND_QUIETLY is set
+macro(pkg_message PREFIX)
+  if (NOT ${PREFIX}_FIND_QUIETLY)
+    message(STATUS ${ARGN})
+  endif ()
+endmacro(pkg_message)
+
+# Get environment variable, define it as ENV_$var and make sure backslashes are converted to forward slashes
+macro(getenv_path VAR)
+   set(ENV_${VAR} $ENV{${VAR}})
+   # replace won't work if var is blank
+   if (ENV_${VAR})
+     string( REGEX REPLACE "\\\\" "/" ENV_${VAR} ${ENV_${VAR}} )
+   endif ()
+endmacro(getenv_path)
+
+# Construct search paths for includes and libraries from a PREFIX_PATH
+macro(create_search_paths PREFIX)
+  foreach(dir ${${PREFIX}_PREFIX_PATH})
+    set(${PREFIX}_INC_SEARCH_PATH ${${PREFIX}_INC_SEARCH_PATH}
+      ${dir}/include ${dir}/include/${PREFIX} ${dir}/Headers)
+    set(${PREFIX}_LIB_SEARCH_PATH ${${PREFIX}_LIB_SEARCH_PATH}
+      ${dir}/lib ${dir}/lib/${PREFIX} ${dir}/Libs)
+  endforeach(dir)
+  set(${PREFIX}_FRAMEWORK_SEARCH_PATH ${${PREFIX}_PREFIX_PATH})
+endmacro(create_search_paths)
+
+# clear cache variables if a certain variable changed
+macro(clear_if_changed TESTVAR)
+  # test against internal check variable
+  if (NOT "${${TESTVAR}}" STREQUAL "${${TESTVAR}_INT_CHECK}")
+    message(STATUS "${TESTVAR} changed.")
+    foreach(var ${ARGN})
+      set(${var} "NOTFOUND" CACHE STRING "x" FORCE)
+    endforeach(var)
+  endif ()
+  set(${TESTVAR}_INT_CHECK ${${TESTVAR}} CACHE INTERNAL "x" FORCE)
+endmacro(clear_if_changed)
+
+# Try to get some hints from pkg-config, if available
+macro(use_pkgconfig PREFIX PKGNAME)
+  find_package(PkgConfig)
+  if (PKG_CONFIG_FOUND)
+    pkg_check_modules(${PREFIX} ${PKGNAME})
+  endif ()
+endmacro (use_pkgconfig)
+
+# Couple a set of release AND debug libraries (or frameworks)
+macro(make_library_set PREFIX)
+  if (${PREFIX}_FWK)
+    set(${PREFIX} ${${PREFIX}_FWK})
+  elseif (${PREFIX}_REL AND ${PREFIX}_DBG)
+    set(${PREFIX} optimized ${${PREFIX}_REL} debug ${${PREFIX}_DBG})
+  elseif (${PREFIX}_REL)
+    set(${PREFIX} ${${PREFIX}_REL})
+  elseif (${PREFIX}_DBG)
+    set(${PREFIX} ${${PREFIX}_DBG})
+  endif ()
+endmacro(make_library_set)
+
+# Generate debug names from given release names
+macro(get_debug_names PREFIX)
+  foreach(i ${${PREFIX}})
+    set(${PREFIX}_DBG ${${PREFIX}_DBG} ${i}d ${i}D ${i}_d ${i}_D ${i}_debug ${i})
+  endforeach(i)
+endmacro(get_debug_names)
+
+# Add the parent dir from DIR to VAR
+macro(add_parent_dir VAR DIR)
+  get_filename_component(${DIR}_TEMP "${${DIR}}/.." ABSOLUTE)
+  set(${VAR} ${${VAR}} ${${DIR}_TEMP})
+endmacro(add_parent_dir)
+
+# Do the final processing for the package find.
+macro(findpkg_finish PREFIX)
+  # skip if already processed during this run
+  if (NOT ${PREFIX}_FOUND)
+    if (${PREFIX}_INCLUDE_DIR AND ${PREFIX}_LIBRARY)
+      set(${PREFIX}_FOUND TRUE)
+      set(${PREFIX}_INCLUDE_DIRS ${${PREFIX}_INCLUDE_DIR})
+      set(${PREFIX}_LIBRARIES ${${PREFIX}_LIBRARY})
+      if (NOT ${PREFIX}_FIND_QUIETLY)
+        message(STATUS "Found ${PREFIX}: ${${PREFIX}_LIBRARIES}")
+      endif ()
+    else ()
+      if (NOT ${PREFIX}_FIND_QUIETLY)
+        message(STATUS "Could not locate ${PREFIX}")
+      endif ()
+      if (${PREFIX}_FIND_REQUIRED)
+        message(FATAL_ERROR "Required library ${PREFIX} not found! Install the library (including dev packages) and try again. If the library is already installed, set the missing variables manually in cmake.")
+      endif ()
+    endif ()
+
+    mark_as_advanced(${PREFIX}_INCLUDE_DIR ${PREFIX}_LIBRARY ${PREFIX}_LIBRARY_REL ${PREFIX}_LIBRARY_DBG ${PREFIX}_LIBRARY_FWK)
+  endif ()
+endmacro(findpkg_finish)
+
+
+# Slightly customised framework finder
+MACRO(findpkg_framework fwk)
+  IF(APPLE)
+    SET(${fwk}_FRAMEWORK_PATH
+      ${${fwk}_FRAMEWORK_SEARCH_PATH}
+      ${CMAKE_FRAMEWORK_PATH}
+      ~/Library/Frameworks
+      /Library/Frameworks
+      /System/Library/Frameworks
+      /Network/Library/Frameworks
+      /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks/
+      /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks/
+    )
+    FOREACH(dir ${${fwk}_FRAMEWORK_PATH})
+      SET(fwkpath ${dir}/${fwk}.framework)
+      IF(EXISTS ${fwkpath})
+        SET(${fwk}_FRAMEWORK_INCLUDES ${${fwk}_FRAMEWORK_INCLUDES}
+          ${fwkpath}/Headers ${fwkpath}/PrivateHeaders)
+        if (NOT ${fwk}_LIBRARY_FWK)
+          SET(${fwk}_LIBRARY_FWK "-framework ${fwk}")
+        endif ()
+      ENDIF(EXISTS ${fwkpath})
+    ENDFOREACH(dir)
+  ENDIF(APPLE)
+ENDMACRO(findpkg_framework)

+ 20 - 0
cmake-modules/FindRT.cmake

@@ -0,0 +1,20 @@
+# Try to find real time libraries
+# Once done, this will define
+#
+# RT_FOUND - system has rt library
+# RT_LIBRARIES - rt libraries directory
+#
+# Source: https://gitlab.cern.ch/dss/eos/commit/44070e575faaa46bd998708ef03eedb381506ff0
+#
+
+if(RT_LIBRARIES)
+    set(RT_FIND_QUIETLY TRUE)
+endif(RT_LIBRARIES)
+
+find_library(RT_LIBRARY rt)
+set(RT_LIBRARIES ${RT_LIBRARY})
+# handle the QUIETLY and REQUIRED arguments and set
+# RT_FOUND to TRUE if all listed variables are TRUE
+include(FindPackageHandleStandardArgs)
+find_package_handle_standard_args(rt DEFAULT_MSG RT_LIBRARY)
+mark_as_advanced(RT_LIBRARY)

+ 48 - 48
cmake-modules/FindZLIB.cmake

@@ -1,48 +1,48 @@
-#-------------------------------------------------------------------
-# This file is part of the CMake build system for OGRE
-#     (Object-oriented Graphics Rendering Engine)
-# For the latest info, see http://www.ogre3d.org/
-#
-# The contents of this file are placed in the public domain. Feel
-# free to make use of it in any way you like.
-#-------------------------------------------------------------------
-
-# - Try to find ZLIB
-# Once done, this will define
-#
-#  ZLIB_FOUND - system has ZLIB
-#  ZLIB_INCLUDE_DIRS - the ZLIB include directories 
-#  ZLIB_LIBRARIES - link these to use ZLIB
-
-include(FindPkgMacros)
-findpkg_begin(ZLIB)
-
-# Get path, convert backslashes as ${ENV_${var}}
-getenv_path(ZLIB_HOME)
-
-# construct search paths
-set(ZLIB_PREFIX_PATH ${ZLIB_HOME} ${ENV_ZLIB_HOME})
-create_search_paths(ZLIB)
-# redo search if prefix path changed
-clear_if_changed(ZLIB_PREFIX_PATH
-  ZLIB_LIBRARY_FWK
-  ZLIB_LIBRARY_REL
-  ZLIB_LIBRARY_DBG
-  ZLIB_INCLUDE_DIR
-)
-
-set(ZLIB_LIBRARY_NAMES z zlib zdll)
-get_debug_names(ZLIB_LIBRARY_NAMES)
-
-use_pkgconfig(ZLIB_PKGC zzip-zlib-config)
-
-findpkg_framework(ZLIB)
-
-find_path(ZLIB_INCLUDE_DIR NAMES zlib.h HINTS ${ZLIB_INC_SEARCH_PATH} ${ZLIB_PKGC_INCLUDE_DIRS})
-find_library(ZLIB_LIBRARY_REL NAMES ${ZLIB_LIBRARY_NAMES} HINTS ${ZLIB_LIB_SEARCH_PATH} ${ZLIB_PKGC_LIBRARY_DIRS} PATH_SUFFIXES "" release relwithdebinfo minsizerel)
-find_library(ZLIB_LIBRARY_DBG NAMES ${ZLIB_LIBRARY_NAMES_DBG} HINTS ${ZLIB_LIB_SEARCH_PATH} ${ZLIB_PKGC_LIBRARY_DIRS} PATH_SUFFIXES "" debug)
-
-make_library_set(ZLIB_LIBRARY)
-
-findpkg_finish(ZLIB)
-
+#-------------------------------------------------------------------
+# This file is part of the CMake build system for OGRE
+#     (Object-oriented Graphics Rendering Engine)
+# For the latest info, see http://www.ogre3d.org/
+#
+# The contents of this file are placed in the public domain. Feel
+# free to make use of it in any way you like.
+#-------------------------------------------------------------------
+
+# - Try to find ZLIB
+# Once done, this will define
+#
+#  ZLIB_FOUND - system has ZLIB
+#  ZLIB_INCLUDE_DIRS - the ZLIB include directories 
+#  ZLIB_LIBRARIES - link these to use ZLIB
+
+include(FindPkgMacros)
+findpkg_begin(ZLIB)
+
+# Get path, convert backslashes as ${ENV_${var}}
+getenv_path(ZLIB_HOME)
+
+# construct search paths
+set(ZLIB_PREFIX_PATH ${ZLIB_HOME} ${ENV_ZLIB_HOME})
+create_search_paths(ZLIB)
+# redo search if prefix path changed
+clear_if_changed(ZLIB_PREFIX_PATH
+  ZLIB_LIBRARY_FWK
+  ZLIB_LIBRARY_REL
+  ZLIB_LIBRARY_DBG
+  ZLIB_INCLUDE_DIR
+)
+
+set(ZLIB_LIBRARY_NAMES z zlib zdll)
+get_debug_names(ZLIB_LIBRARY_NAMES)
+
+use_pkgconfig(ZLIB_PKGC zzip-zlib-config)
+
+findpkg_framework(ZLIB)
+
+find_path(ZLIB_INCLUDE_DIR NAMES zlib.h HINTS ${ZLIB_INC_SEARCH_PATH} ${ZLIB_PKGC_INCLUDE_DIRS})
+find_library(ZLIB_LIBRARY_REL NAMES ${ZLIB_LIBRARY_NAMES} HINTS ${ZLIB_LIB_SEARCH_PATH} ${ZLIB_PKGC_LIBRARY_DIRS} PATH_SUFFIXES "" release relwithdebinfo minsizerel)
+find_library(ZLIB_LIBRARY_DBG NAMES ${ZLIB_LIBRARY_NAMES_DBG} HINTS ${ZLIB_LIB_SEARCH_PATH} ${ZLIB_PKGC_LIBRARY_DIRS} PATH_SUFFIXES "" debug)
+
+make_library_set(ZLIB_LIBRARY)
+
+findpkg_finish(ZLIB)
+

+ 78 - 22
cmake-modules/Findassimp.cmake

@@ -1,25 +1,81 @@
-FIND_PATH(
-	assimp_INCLUDE_DIRS
-	NAMES postprocess.h scene.h version.h config.h cimport.h
-	PATHS /usr/local/include/
-)
+if(CMAKE_SIZEOF_VOID_P EQUAL 8)
+	set(ASSIMP_ARCHITECTURE "64")
+elseif(CMAKE_SIZEOF_VOID_P EQUAL 4)
+	set(ASSIMP_ARCHITECTURE "32")
+endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
+	
+if(WIN32)
+	set(ASSIMP_ROOT_DIR CACHE PATH "ASSIMP root directory")
 
-FIND_LIBRARY(
-	assimp_LIBRARIES
-	NAMES assimp
-	PATHS /usr/local/lib/
-)
+	# Find path of each library
+	find_path(ASSIMP_INCLUDE_DIR
+		NAMES
+			assimp/anim.h
+		HINTS
+			${ASSIMP_ROOT_DIR}/include
+	)
 
-IF (assimp_INCLUDE_DIRS AND assimp_LIBRARIES)
-    SET(assimp_FOUND TRUE)
-ENDIF (assimp_INCLUDE_DIRS AND assimp_LIBRARIES)
+	if(MSVC12)
+		set(ASSIMP_MSVC_VERSION "vc120")
+	elseif(MSVC14)	
+		set(ASSIMP_MSVC_VERSION "vc140")
+	endif(MSVC12)
+	
+	if(MSVC12 OR MSVC14)
+	
+		find_path(ASSIMP_LIBRARY_DIR
+			NAMES
+				assimp-${ASSIMP_MSVC_VERSION}-mt.lib
+			HINTS
+				${ASSIMP_ROOT_DIR}/lib${ASSIMP_ARCHITECTURE}
+		)
+		
+		find_library(ASSIMP_LIBRARY_RELEASE				assimp-${ASSIMP_MSVC_VERSION}-mt.lib 			PATHS ${ASSIMP_LIBRARY_DIR})
+		find_library(ASSIMP_LIBRARY_DEBUG				assimp-${ASSIMP_MSVC_VERSION}-mtd.lib			PATHS ${ASSIMP_LIBRARY_DIR})
+		
+		set(ASSIMP_LIBRARY 
+			optimized 	${ASSIMP_LIBRARY_RELEASE}
+			debug		${ASSIMP_LIBRARY_DEBUG}
+		)
+		
+		set(ASSIMP_LIBRARIES "ASSIMP_LIBRARY_RELEASE" "ASSIMP_LIBRARY_DEBUG")
+	
+		FUNCTION(ASSIMP_COPY_BINARIES TargetDirectory)
+			ADD_CUSTOM_TARGET(AssimpCopyBinaries
+				COMMAND ${CMAKE_COMMAND} -E copy ${ASSIMP_ROOT_DIR}/bin${ASSIMP_ARCHITECTURE}/assimp-${ASSIMP_MSVC_VERSION}-mtd.dll 	${TargetDirectory}/Debug/assimp-${ASSIMP_MSVC_VERSION}-mtd.dll
+				COMMAND ${CMAKE_COMMAND} -E copy ${ASSIMP_ROOT_DIR}/bin${ASSIMP_ARCHITECTURE}/assimp-${ASSIMP_MSVC_VERSION}-mt.dll 		${TargetDirectory}/Release/assimp-${ASSIMP_MSVC_VERSION}-mt.dll
+			COMMENT "Copying Assimp binaries to '${TargetDirectory}'"
+			VERBATIM)
+		ENDFUNCTION(ASSIMP_COPY_BINARIES)
+	
+	endif()
+	
+else(WIN32)
 
-IF (assimp_FOUND)
-    IF (NOT assimp_FIND_QUIETLY)
-        MESSAGE(STATUS "Found asset importer library: ${assimp_LIBRARIES}")
-    ENDIF (NOT assimp_FIND_QUIETLY)
-ELSE (assimp_FOUND)
-    IF (assimp_FIND_REQUIRED)
-        MESSAGE(FATAL_ERROR "Could not find asset importer library")
-    ENDIF (assimp_FIND_REQUIRED)
-ENDIF (assimp_FOUND)
+	find_path(
+	  assimp_INCLUDE_DIRS
+	  NAMES postprocess.h scene.h version.h config.h cimport.h
+	  PATHS /usr/local/include/
+	)
+
+	find_library(
+	  assimp_LIBRARIES
+	  NAMES assimp
+	  PATHS /usr/local/lib/
+	)
+
+	if (assimp_INCLUDE_DIRS AND assimp_LIBRARIES)
+	  SET(assimp_FOUND TRUE)
+	ENDIF (assimp_INCLUDE_DIRS AND assimp_LIBRARIES)
+
+	if (assimp_FOUND)
+	  if (NOT assimp_FIND_QUIETLY)
+		message(STATUS "Found asset importer library: ${assimp_LIBRARIES}")
+	  endif (NOT assimp_FIND_QUIETLY)
+	else (assimp_FOUND)
+	  if (assimp_FIND_REQUIRED)
+		message(FATAL_ERROR "Could not find asset importer library")
+	  endif (assimp_FIND_REQUIRED)
+	endif (assimp_FOUND)
+	
+endif(WIN32)

+ 16 - 0
cmake-modules/MinGW_x86_64.cmake

@@ -0,0 +1,16 @@
+# this one sets internal to crosscompile (in theory)
+SET(CMAKE_SYSTEM_NAME Windows)
+
+# the minimalistic settings
+SET(CMAKE_C_COMPILER "/usr/bin/x86_64-w64-mingw32-gcc")
+SET(CMAKE_CXX_COMPILER "/usr/bin/x86_64-w64-mingw32-g++")
+SET(CMAKE_RC_COMPILER "/usr/bin/x86_64-w64-mingw32-windres")
+
+# where is the target (so called staging) environment
+SET(CMAKE_FIND_ROOT_PATH /usr/x86_64-w64-mingw32)
+
+# search for programs in the build host directories (default BOTH)
+#SET(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
+# for libraries and headers in the target directories
+SET(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
+SET(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)

+ 15 - 15
cmake-modules/PrecompiledHeader.cmake

@@ -5,21 +5,21 @@ MACRO(ADD_MSVC_PRECOMPILED_HEADER PrecompiledHeader PrecompiledSource SourcesVar
     SET(Sources ${${SourcesVar}})
 
     SET_SOURCE_FILES_PROPERTIES(${PrecompiledSource}
-                                PROPERTIES COMPILE_FLAGS "/Yc\"${PrecompiledHeader}\" /Fp\"${PrecompiledBinary}\""
-                                           OBJECT_OUTPUTS "${PrecompiledBinary}")
-										   
-	# Do not consider .c files
-	foreach(fname ${Sources}) 
-		GET_FILENAME_COMPONENT(fext ${fname} EXT)
-		if(fext STREQUAL ".cpp")
-			SET_SOURCE_FILES_PROPERTIES(${fname}
-                                PROPERTIES COMPILE_FLAGS "/Yu\"${PrecompiledBinary}\" /FI\"${PrecompiledBinary}\" /Fp\"${PrecompiledBinary}\""
-                                           OBJECT_DEPENDS "${PrecompiledBinary}")     
-		endif(fext STREQUAL ".cpp")
-	endforeach(fname) 
-										   
+      PROPERTIES COMPILE_FLAGS "/Yc\"${PrecompiledHeader}\" /Fp\"${PrecompiledBinary}\""
+      OBJECT_OUTPUTS "${PrecompiledBinary}")
+
+    # Do not consider .c files
+    foreach(fname ${Sources}) 
+      GET_FILENAME_COMPONENT(fext ${fname} EXT)
+      if(fext STREQUAL ".cpp")
+	SET_SOURCE_FILES_PROPERTIES(${fname}
+	  PROPERTIES COMPILE_FLAGS "/Yu\"${PrecompiledBinary}\" /FI\"${PrecompiledBinary}\" /Fp\"${PrecompiledBinary}\""
+          OBJECT_DEPENDS "${PrecompiledBinary}")     
+      endif(fext STREQUAL ".cpp")
+    endforeach(fname) 
+
   ENDIF(MSVC)
   # Add precompiled header to SourcesVar
   LIST(APPEND ${SourcesVar} ${PrecompiledSource})
-	
-ENDMACRO(ADD_MSVC_PRECOMPILED_HEADER)
+
+ENDMACRO(ADD_MSVC_PRECOMPILED_HEADER)

+ 8 - 0
code/.editorconfig

@@ -0,0 +1,8 @@
+# See <http://EditorConfig.org> for details
+
+[*.{h,hpp,c,cpp}]
+end_of_line = lf
+insert_final_newline = true
+trim_trailing_whitespace = true
+indent_size = 4
+indent_style = space

+ 867 - 861
code/3DSConverter.cpp

@@ -1,861 +1,867 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Implementation of the 3ds importer class */
-
-#include "AssimpPCH.h"
-#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
-
-// internal headers
-#include "3DSLoader.h"
-#include "TargetAnimation.h"
-
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-// Setup final material indices, generae a default material if necessary
-void Discreet3DSImporter::ReplaceDefaultMaterial()
-{
-	
-	// Try to find an existing material that matches the
-	// typical default material setting:
-	// - no textures
-	// - diffuse color (in grey!)
-	// NOTE: This is here to workaround the fact that some
-	// exporters are writing a default material, too.
-	unsigned int idx = 0xcdcdcdcd;
-	for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
-	{
-		std::string s = mScene->mMaterials[i].mName;
-		for (std::string::iterator it = s.begin(); it != s.end(); ++it)
-			*it = ::tolower(*it);
-
-		if (std::string::npos == s.find("default"))continue;
-
-		if (mScene->mMaterials[i].mDiffuse.r !=
-			mScene->mMaterials[i].mDiffuse.g ||
-			mScene->mMaterials[i].mDiffuse.r !=
-			mScene->mMaterials[i].mDiffuse.b)continue;
-
-		if (mScene->mMaterials[i].sTexDiffuse.mMapName.length()   != 0	||
-			mScene->mMaterials[i].sTexBump.mMapName.length()      != 0	|| 
-			mScene->mMaterials[i].sTexOpacity.mMapName.length()   != 0	||
-			mScene->mMaterials[i].sTexEmissive.mMapName.length()  != 0	||
-			mScene->mMaterials[i].sTexSpecular.mMapName.length()  != 0	||
-			mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )
-		{
-			continue;
-		}
-		idx = i;
-	}
-	if (0xcdcdcdcd == idx)idx = (unsigned int)mScene->mMaterials.size();
-
-	// now iterate through all meshes and through all faces and
-	// find all faces that are using the default material
-	unsigned int cnt = 0;
-	for (std::vector<D3DS::Mesh>::iterator
-		i =  mScene->mMeshes.begin();
-		i != mScene->mMeshes.end();++i)
-	{
-		for (std::vector<unsigned int>::iterator
-			a =  (*i).mFaceMaterials.begin();
-			a != (*i).mFaceMaterials.end();++a)
-		{
-			// NOTE: The additional check seems to be necessary,
-			// some exporters seem to generate invalid data here
-			if (0xcdcdcdcd == (*a))
-			{
-				(*a) = idx;
-				++cnt;
-			}
-			else if ( (*a) >= mScene->mMaterials.size())
-			{
-				(*a) = idx;
-				DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
-				++cnt;
-			}
-		}
-	}
-	if (cnt && idx == mScene->mMaterials.size())
-	{
-		// We need to create our own default material
-		D3DS::Material sMat;
-		sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
-		sMat.mName = "%%%DEFAULT";
-		mScene->mMaterials.push_back(sMat);
-
-		DefaultLogger::get()->info("3DS: Generating default material");
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Check whether all indices are valid. Otherwise we'd crash before the validation step is reached
-void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh)
-{
-	for (std::vector< D3DS::Face >::iterator i =  sMesh.mFaces.begin(); i != sMesh.mFaces.end();++i)
-	{
-		// check whether all indices are in range
-		for (unsigned int a = 0; a < 3;++a)
-		{
-			if ((*i).mIndices[a] >= sMesh.mPositions.size())
-			{
-				DefaultLogger::get()->warn("3DS: Vertex index overflow)");
-				(*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
-			}
-			if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size())
-			{
-				DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)");
-				(*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1;
-			}
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Generate out unique verbose format representation
-void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
-{
-	// TODO: really necessary? I don't think. Just a waste of memory and time
-	// to do it now in a separate buffer. 
-
-	// Allocate output storage
-	std::vector<aiVector3D> vNew  (sMesh.mFaces.size() * 3);
-	std::vector<aiVector3D> vNew2;
-	if (sMesh.mTexCoords.size())
-		vNew2.resize(sMesh.mFaces.size() * 3);
-
-	for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size();++i)
-	{
-		D3DS::Face& face = sMesh.mFaces[i];
-
-		// Positions
-		for (unsigned int a = 0; a < 3;++a,++base)
-		{
-			vNew[base] = sMesh.mPositions[face.mIndices[a]];
-			if (sMesh.mTexCoords.size())
-				vNew2[base] = sMesh.mTexCoords[face.mIndices[a]];
-
-			face.mIndices[a] = base;
-		}
-	}
-	sMesh.mPositions = vNew;
-	sMesh.mTexCoords = vNew2;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Convert a 3DS texture to texture keys in an aiMaterial
-void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
-{
-	// Setup the texture name
-	aiString tex;
-	tex.Set( texture.mMapName);
-	mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
-
-	// Setup the texture blend factor
-	if (is_not_qnan(texture.mTextureBlend))
-		mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
-
-	// Setup the texture mapping mode
-	mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
-	mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
-
-	// Mirroring - double the scaling values 
-	// FIXME: this is not really correct ...
-	if (texture.mMapMode == aiTextureMapMode_Mirror)
-	{
-		texture.mScaleU *= 2.f;
-		texture.mScaleV *= 2.f;
-		texture.mOffsetU /= 2.f;
-		texture.mOffsetV /= 2.f;
-	}
-	
-	// Setup texture UV transformations
-	mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
-}
-
-// ------------------------------------------------------------------------------------------------
-// Convert a 3DS material to an aiMaterial
-void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
-	aiMaterial& mat)
-{
-	// NOTE: Pass the background image to the viewer by bypassing the
-	// material system. This is an evil hack, never do it again!
-	if (0 != mBackgroundImage.length() && bHasBG)
-	{
-		aiString tex;
-		tex.Set( mBackgroundImage);
-		mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
-
-		// Be sure this is only done for the first material
-		mBackgroundImage = std::string("");
-	}
-
-	// At first add the base ambient color of the scene to the material
-	oldMat.mAmbient.r += mClrAmbient.r;
-	oldMat.mAmbient.g += mClrAmbient.g;
-	oldMat.mAmbient.b += mClrAmbient.b;
-
-	aiString name;
-	name.Set( oldMat.mName);
-	mat.AddProperty( &name, AI_MATKEY_NAME);
-
-	// Material colors
-	mat.AddProperty( &oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
-	mat.AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
-	mat.AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
-	mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
-
-	// Phong shininess and shininess strength
-	if (D3DS::Discreet3DS::Phong == oldMat.mShading || 
-		D3DS::Discreet3DS::Metal == oldMat.mShading)
-	{
-		if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
-		{
-			oldMat.mShading = D3DS::Discreet3DS::Gouraud;
-		}
-		else
-		{
-			mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
-			mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
-		}
-	}
-
-	// Opacity
-	mat.AddProperty<float>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
-
-	// Bump height scaling
-	mat.AddProperty<float>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
-
-	// Two sided rendering?
-	if (oldMat.mTwoSided)
-	{
-		int i = 1;
-		mat.AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
-	}
-
-	// Shading mode
-	aiShadingMode eShading = aiShadingMode_NoShading;
-	switch (oldMat.mShading)
-	{
-		case D3DS::Discreet3DS::Flat:
-			eShading = aiShadingMode_Flat; break;
-
-		// I don't know what "Wire" shading should be,
-		// assume it is simple lambertian diffuse shading
-		case D3DS::Discreet3DS::Wire:
-			{
-				// Set the wireframe flag
-				unsigned int iWire = 1;
-				mat.AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
-			}
-
-		case D3DS::Discreet3DS::Gouraud:
-			eShading = aiShadingMode_Gouraud; break;
-
-		// assume cook-torrance shading for metals.
-		case D3DS::Discreet3DS::Phong :
-			eShading = aiShadingMode_Phong; break;
-
-		case D3DS::Discreet3DS::Metal :
-			eShading = aiShadingMode_CookTorrance; break;
-
-			// FIX to workaround a warning with GCC 4 who complained
-			// about a missing case Blinn: here - Blinn isn't a valid
-			// value in the 3DS Loader, it is just needed for ASE
-		case D3DS::Discreet3DS::Blinn :
-			eShading = aiShadingMode_Blinn; break;
-	}
-	mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
-
-	// DIFFUSE texture
-	if( oldMat.sTexDiffuse.mMapName.length() > 0)
-		CopyTexture(mat,oldMat.sTexDiffuse, aiTextureType_DIFFUSE);
-
-	// SPECULAR texture
-	if( oldMat.sTexSpecular.mMapName.length() > 0)
-		CopyTexture(mat,oldMat.sTexSpecular, aiTextureType_SPECULAR);
-
-	// OPACITY texture
-	if( oldMat.sTexOpacity.mMapName.length() > 0)
-		CopyTexture(mat,oldMat.sTexOpacity, aiTextureType_OPACITY);
-
-	// EMISSIVE texture
-	if( oldMat.sTexEmissive.mMapName.length() > 0)
-		CopyTexture(mat,oldMat.sTexEmissive, aiTextureType_EMISSIVE);
-
-	// BUMP texture
-	if( oldMat.sTexBump.mMapName.length() > 0)
-		CopyTexture(mat,oldMat.sTexBump, aiTextureType_HEIGHT);
-
-	// SHININESS texture
-	if( oldMat.sTexShininess.mMapName.length() > 0)
-		CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS);
-
-	// REFLECTION texture
-	if( oldMat.sTexReflective.mMapName.length() > 0)
-		CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION);
-
-	// Store the name of the material itself, too
-	if( oldMat.mName.length())	{
-		aiString tex;
-		tex.Set( oldMat.mName);
-		mat.AddProperty( &tex, AI_MATKEY_NAME);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Split meshes by their materials and generate output aiMesh'es
-void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
-{
-	std::vector<aiMesh*> avOutMeshes;
-	avOutMeshes.reserve(mScene->mMeshes.size() * 2);
-
-	unsigned int iFaceCnt = 0,num = 0;
-	aiString name;
-
-	// we need to split all meshes by their materials
-	for (std::vector<D3DS::Mesh>::iterator i =  mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i)	{
-		boost::scoped_array< std::vector<unsigned int> > aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
-
-		name.length = ASSIMP_itoa10(name.data,num++);
-
-		unsigned int iNum = 0;
-		for (std::vector<unsigned int>::const_iterator a =  (*i).mFaceMaterials.begin();
-			a != (*i).mFaceMaterials.end();++a,++iNum)
-		{
-			aiSplit[*a].push_back(iNum);
-		}
-		// now generate submeshes
-		for (unsigned int p = 0; p < mScene->mMaterials.size();++p)
-		{
-			if (aiSplit[p].empty())	{
-				continue;
-			}
-			aiMesh* meshOut = new aiMesh();
-			meshOut->mName = name;
-			meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
-			// be sure to setup the correct material index
-			meshOut->mMaterialIndex = p;
-
-			// use the color data as temporary storage
-			meshOut->mColors[0] = (aiColor4D*)(&*i);
-			avOutMeshes.push_back(meshOut);
-
-			// convert vertices
-			meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
-			meshOut->mNumVertices = meshOut->mNumFaces*3;
-
-			// allocate enough storage for faces
-			meshOut->mFaces = new aiFace[meshOut->mNumFaces];
-			iFaceCnt += meshOut->mNumFaces;
-
-			meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
-			meshOut->mNormals  = new aiVector3D[meshOut->mNumVertices];
-			if ((*i).mTexCoords.size())
-			{
-				meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
-			}
-			for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q)
-			{
-				register unsigned int index = aiSplit[p][q];
-				aiFace& face = meshOut->mFaces[q];
-
-				face.mIndices = new unsigned int[3];
-				face.mNumIndices = 3;
-
-				for (unsigned int a = 0; a < 3;++a,++base)
-				{
-					unsigned int idx = (*i).mFaces[index].mIndices[a];
-					meshOut->mVertices[base]  = (*i).mPositions[idx];
-					meshOut->mNormals [base]  = (*i).mNormals[idx];
-
-					if ((*i).mTexCoords.size())
-						meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
-
-					face.mIndices[a] = base;
-				}
-			}
-		}
-	}
-
-	// Copy them to the output array
-	pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
-	pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
-	for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) {
-		pcOut->mMeshes[a] = avOutMeshes[a];
-	}
-
-	// We should have at least one face here
-	if (!iFaceCnt) {
-		throw DeadlyImportError("No faces loaded. The mesh is empty");
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Add a node to the scenegraph and setup its final transformation
-void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
-	D3DS::Node* pcIn, aiMatrix4x4& /*absTrafo*/)
-{
-	std::vector<unsigned int> iArray;
-	iArray.reserve(3);
-
-	aiMatrix4x4 abs;
-
-	// Find all meshes with the same name as the node
-	for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
-	{
-		const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
-		ai_assert(NULL != pcMesh);
-
-		if (pcIn->mName == pcMesh->mName)
-			iArray.push_back(a);
-	}
-	if (!iArray.empty())
-	{
-		// The matrix should be identical for all meshes with the 
-		// same name. It HAS to be identical for all meshes .....
-		D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]);
-
-		// Compute the inverse of the transformation matrix to move the
-		// vertices back to their relative and local space
-		aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
-		mInv.Inverse();mInvTransposed.Transpose();
-		aiVector3D pivot = pcIn->vPivot;
-
-		pcOut->mNumMeshes = (unsigned int)iArray.size();
-		pcOut->mMeshes = new unsigned int[iArray.size()];
-		for (unsigned int i = 0;i < iArray.size();++i)	{
-			const unsigned int iIndex = iArray[i];
-			aiMesh* const mesh = pcSOut->mMeshes[iIndex];
-
-			if (mesh->mColors[1] == NULL)
-			{
-				// Transform the vertices back into their local space
-				// fixme: consider computing normals after this, so we don't need to transform them
-				const aiVector3D* const pvEnd = mesh->mVertices + mesh->mNumVertices;
-				aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
-
-				for (; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
-					*pvCurrent = mInv * (*pvCurrent);
-					*t2 = mInvTransposed * (*t2);
-				}
-
-				// Handle negative transformation matrix determinant -> invert vertex x
-				if (imesh->mMat.Determinant() < 0.0f)
-				{
-					/* we *must* have normals */
-					for (pvCurrent = mesh->mVertices, t2 = mesh->mNormals; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
-						pvCurrent->x *= -1.f;
-						t2->x *= -1.f;
-					}
-					DefaultLogger::get()->info("3DS: Flipping mesh X-Axis");
-				}
-
-				// Handle pivot point
-				if (pivot.x || pivot.y || pivot.z)
-				{
-					for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent)	{
-						*pvCurrent -= pivot;
-					}
-				}
-
-				mesh->mColors[1] = (aiColor4D*)1;
-			}
-			else
-				mesh->mColors[1] = (aiColor4D*)1;
-
-			// Setup the mesh index
-			pcOut->mMeshes[i] = iIndex;
-		}
-	}
-
-	// Setup the name of the node
-	// First instance keeps its name otherwise something might break, all others will be postfixed with their instance number
-	if (pcIn->mInstanceNumber > 1)
-	{
-		char tmp[12];
-		ASSIMP_itoa10(tmp, pcIn->mInstanceNumber);
-		std::string tempStr = pcIn->mName + "_inst_";
-		tempStr += tmp;
-		pcOut->mName.Set(tempStr);
-	}
-	else
-		pcOut->mName.Set(pcIn->mName);
-
-	// Now build the transformation matrix of the node
-	// ROTATION
-	if (pcIn->aRotationKeys.size()){
-
-		// FIX to get to Assimp's quaternion conventions
-		for (std::vector<aiQuatKey>::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) {
-			(*it).mValue.w *= -1.f;
-		}
-
-		pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() );
-	}
-	else if (pcIn->aCameraRollKeys.size()) 
-	{
-		aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue),
-			pcOut->mTransformation);
-	}
-
-	// SCALING
-	aiMatrix4x4& m = pcOut->mTransformation;
-	if (pcIn->aScalingKeys.size())
-	{
-		const aiVector3D& v = pcIn->aScalingKeys[0].mValue;
-		m.a1 *= v.x; m.b1 *= v.x; m.c1 *= v.x;
-		m.a2 *= v.y; m.b2 *= v.y; m.c2 *= v.y;
-		m.a3 *= v.z; m.b3 *= v.z; m.c3 *= v.z;
-	}
-
-	// TRANSLATION
-	if (pcIn->aPositionKeys.size())
-	{
-		const aiVector3D& v = pcIn->aPositionKeys[0].mValue;
-		m.a4 += v.x;
-		m.b4 += v.y;
-		m.c4 += v.z;
-	}
-
-	// Generate animation channels for the node
-	if (pcIn->aPositionKeys.size()  > 1  || pcIn->aRotationKeys.size()   > 1 ||
-		pcIn->aScalingKeys.size()   > 1  || pcIn->aCameraRollKeys.size() > 1 ||
-		pcIn->aTargetPositionKeys.size() > 1)
-	{
-		aiAnimation* anim = pcSOut->mAnimations[0];
-		ai_assert(NULL != anim);
-
-		if (pcIn->aCameraRollKeys.size() > 1)
-		{
-			DefaultLogger::get()->debug("3DS: Converting camera roll track ...");
-
-			// Camera roll keys - in fact they're just rotations
-			// around the camera's z axis. The angles are given
-			// in degrees (and they're clockwise).
-			pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size());
-			for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size();++i)
-			{
-				aiQuatKey&  q = pcIn->aRotationKeys[i];
-				aiFloatKey& f = pcIn->aCameraRollKeys[i];
-
-				q.mTime  = f.mTime;
-
-				// FIX to get to Assimp quaternion conventions
-				q.mValue = aiQuaternion(0.f,0.f,AI_DEG_TO_RAD( /*-*/ f.mValue));
-			}
-		}
-#if 0
-		if (pcIn->aTargetPositionKeys.size() > 1)
-		{
-			DefaultLogger::get()->debug("3DS: Converting target track ...");
-
-			// Camera or spot light - need to convert the separate
-			// target position channel to our representation
-			TargetAnimationHelper helper;
-
-			if (pcIn->aPositionKeys.empty())
-			{
-				// We can just pass zero here ...
-				helper.SetFixedMainAnimationChannel(aiVector3D());
-			}
-			else  helper.SetMainAnimationChannel(&pcIn->aPositionKeys);
-			helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys);
-
-			// Do the conversion
-			std::vector<aiVectorKey> distanceTrack;
-			helper.Process(&distanceTrack);
-
-			// Now add a new node as child, name it <ourName>.Target
-			// and assign the distance track to it. This is that the
-			// information where the target is and how it moves is
-			// not lost
-			D3DS::Node* nd = new D3DS::Node();
-			pcIn->push_back(nd);
-
-			nd->mName = pcIn->mName + ".Target";
-
-			aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
-			nda->mNodeName.Set(nd->mName);
-
-			nda->mNumPositionKeys = (unsigned int)distanceTrack.size();
-			nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
-			::memcpy(nda->mPositionKeys,&distanceTrack[0],
-				sizeof(aiVectorKey)*nda->mNumPositionKeys);
-		}
-#endif
-
-		// Cameras or lights define their transformation in their parent node and in the
-		// corresponding light or camera chunks. However, we read and process the latter
-		// to to be able to return valid cameras/lights even if no scenegraph is given.
-		for (unsigned int n = 0; n < pcSOut->mNumCameras;++n)	{
-			if (pcSOut->mCameras[n]->mName == pcOut->mName) {
-				pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f);
-			}
-		}
-		for (unsigned int n = 0; n < pcSOut->mNumLights;++n)	{
-			if (pcSOut->mLights[n]->mName == pcOut->mName) {
-				pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f);
-			}
-		}
-
-		// Allocate a new node anim and setup its name
-		aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
-		nda->mNodeName.Set(pcIn->mName);
-
-		// POSITION keys
-		if (pcIn->aPositionKeys.size()  > 0)
-		{
-			nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
-			nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
-			::memcpy(nda->mPositionKeys,&pcIn->aPositionKeys[0],
-				sizeof(aiVectorKey)*nda->mNumPositionKeys);
-		}
-
-		// ROTATION keys
-		if (pcIn->aRotationKeys.size()  > 0)
-		{
-			nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
-			nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
-
-			// Rotations are quaternion offsets
-			aiQuaternion abs;
-			for (unsigned int n = 0; n < nda->mNumRotationKeys;++n)
-			{
-				const aiQuatKey& q = pcIn->aRotationKeys[n];
-
-				abs = (n ? abs * q.mValue : q.mValue);
-				nda->mRotationKeys[n].mTime  = q.mTime;
-				nda->mRotationKeys[n].mValue = abs.Normalize();
-			}
-		}
-
-		// SCALING keys
-		if (pcIn->aScalingKeys.size()  > 0)
-		{
-			nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
-			nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys];
-			::memcpy(nda->mScalingKeys,&pcIn->aScalingKeys[0],
-				sizeof(aiVectorKey)*nda->mNumScalingKeys);
-		}
-	}
-
-	// Allocate storage for children 
-	pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
-	pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
-
-	// Recursively process all children
-	const unsigned int size = pcIn->mChildren.size();
-	for (unsigned int i = 0; i < size;++i)
-	{
-		pcOut->mChildren[i] = new aiNode();
-		pcOut->mChildren[i]->mParent = pcOut;
-		AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Find out how many node animation channels we'll have finally
-void CountTracks(D3DS::Node* node, unsigned int& cnt)
-{
-	//////////////////////////////////////////////////////////////////////////////
-	// We will never generate more than one channel for a node, so
-	// this is rather easy here.
-
-	if (node->aPositionKeys.size()  > 1  || node->aRotationKeys.size()   > 1   ||
-		node->aScalingKeys.size()   > 1  || node->aCameraRollKeys.size() > 1 ||
-		node->aTargetPositionKeys.size()  > 1)
-	{
-		++cnt;
-
-		// account for the additional channel for the camera/spotlight target position
-		if (node->aTargetPositionKeys.size()  > 1)++cnt;
-	}
-
-	// Recursively process all children
-	for (unsigned int i = 0; i < node->mChildren.size();++i)
-		CountTracks(node->mChildren[i],cnt);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Generate the output node graph
-void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
-{
-	pcOut->mRootNode = new aiNode();
-	if (0 == mRootNode->mChildren.size())
-	{
-		//////////////////////////////////////////////////////////////////////////////
-		// It seems the file is so messed up that it has not even a hierarchy.
-		// generate a flat hiearachy which looks like this:
-		//
-		//                ROOT_NODE
-		//                   |
-		//   ----------------------------------------
-		//   |       |       |            |         |  
-		// MESH_0  MESH_1  MESH_2  ...  MESH_N    CAMERA_0 ....
-		//
-		DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
-
-		pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes + 
-			mScene->mCameras.size() + mScene->mLights.size();
-
-		pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
-		pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
-
-		// Build dummy nodes for all meshes
-		unsigned int a = 0;
-		for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a)
-		{
-			aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
-			pcNode->mParent = pcOut->mRootNode;
-			pcNode->mMeshes = new unsigned int[1];
-			pcNode->mMeshes[0] = i;
-			pcNode->mNumMeshes = 1;
-
-			// Build a name for the node
-			pcNode->mName.length = sprintf(pcNode->mName.data,"3DSMesh_%i",i);	
-		}
-
-		// Build dummy nodes for all cameras
-		for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a)
-		{
-			aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
-			pcNode->mParent = pcOut->mRootNode;
-
-			// Build a name for the node
-			pcNode->mName = mScene->mCameras[i]->mName;
-		}
-
-		// Build dummy nodes for all lights
-		for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a)
-		{
-			aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
-			pcNode->mParent = pcOut->mRootNode;
-
-			// Build a name for the node
-			pcNode->mName = mScene->mLights[i]->mName;
-		}
-	}
-	else
-	{
-		// First of all: find out how many scaling, rotation and translation
-		// animation tracks we'll have afterwards
-		unsigned int numChannel = 0;
-		CountTracks(mRootNode,numChannel);
-
-		if (numChannel)
-		{
-			// Allocate a primary animation channel
-			pcOut->mNumAnimations = 1;
-			pcOut->mAnimations    = new aiAnimation*[1];
-			aiAnimation* anim     = pcOut->mAnimations[0] = new aiAnimation();
-
-			anim->mName.Set("3DSMasterAnim");
-
-			// Allocate enough storage for all node animation channels, 
-			// but don't set the mNumChannels member - we'll use it to
-			// index into the array
-			anim->mChannels = new aiNodeAnim*[numChannel];
-		}
-
-		aiMatrix4x4 m;
-		AddNodeToGraph(pcOut,  pcOut->mRootNode, mRootNode,m);
-	}
-
-	// We used the first and second vertex color set to store some temporary values so we need to cleanup here
-	for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a)
-	{
-		pcOut->mMeshes[a]->mColors[0] = NULL;
-		pcOut->mMeshes[a]->mColors[1] = NULL;
-	}
-
-	pcOut->mRootNode->mTransformation = aiMatrix4x4(
-		1.f,0.f,0.f,0.f,
-		0.f,0.f,1.f,0.f,
-		0.f,-1.f,0.f,0.f,
-		0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation;
-
-	// If the root node is unnamed name it "<3DSRoot>"
-	if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) ||
-		(pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$') )
-	{
-		pcOut->mRootNode->mName.Set("<3DSRoot>");
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Convert all meshes in the scene and generate the final output scene.
-void Discreet3DSImporter::ConvertScene(aiScene* pcOut)
-{
-	// Allocate enough storage for all output materials
-	pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size();
-	pcOut->mMaterials    = new aiMaterial*[pcOut->mNumMaterials];
-
-	//  ... and convert the 3DS materials to aiMaterial's
-	for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
-	{
-		aiMaterial* pcNew = new aiMaterial();
-		ConvertMaterial(mScene->mMaterials[i],*pcNew);
-		pcOut->mMaterials[i] = pcNew;
-	}
-
-	// Generate the output mesh list
-	ConvertMeshes(pcOut);
-
-	// Now copy all light sources to the output scene
-	pcOut->mNumLights = (unsigned int)mScene->mLights.size();
-	if (pcOut->mNumLights)
-	{
-		pcOut->mLights = new aiLight*[pcOut->mNumLights];
-		::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights);
-	}
-
-	// Now copy all cameras to the output scene
-	pcOut->mNumCameras = (unsigned int)mScene->mCameras.size();
-	if (pcOut->mNumCameras)
-	{
-		pcOut->mCameras = new aiCamera*[pcOut->mNumCameras];
-		::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras);
-	}
-}
-
-#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Implementation of the 3ds importer class */
+
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// internal headers
+#include "3DSLoader.h"
+#include "TargetAnimation.h"
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include "StringComparison.h"
+#include <memory>
+#include <cctype>
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Setup final material indices, generae a default material if necessary
+void Discreet3DSImporter::ReplaceDefaultMaterial()
+{
+
+    // Try to find an existing material that matches the
+    // typical default material setting:
+    // - no textures
+    // - diffuse color (in grey!)
+    // NOTE: This is here to workaround the fact that some
+    // exporters are writing a default material, too.
+    unsigned int idx = 0xcdcdcdcd;
+    for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
+    {
+        std::string s = mScene->mMaterials[i].mName;
+        for ( std::string::iterator it = s.begin(); it != s.end(); ++it ) {
+            *it = static_cast< char >( ::tolower( *it ) );
+        }
+
+        if (std::string::npos == s.find("default"))continue;
+
+        if (mScene->mMaterials[i].mDiffuse.r !=
+            mScene->mMaterials[i].mDiffuse.g ||
+            mScene->mMaterials[i].mDiffuse.r !=
+            mScene->mMaterials[i].mDiffuse.b)continue;
+
+        if (mScene->mMaterials[i].sTexDiffuse.mMapName.length()   != 0  ||
+            mScene->mMaterials[i].sTexBump.mMapName.length()      != 0  ||
+            mScene->mMaterials[i].sTexOpacity.mMapName.length()   != 0  ||
+            mScene->mMaterials[i].sTexEmissive.mMapName.length()  != 0  ||
+            mScene->mMaterials[i].sTexSpecular.mMapName.length()  != 0  ||
+            mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )
+        {
+            continue;
+        }
+        idx = i;
+    }
+    if (0xcdcdcdcd == idx)idx = (unsigned int)mScene->mMaterials.size();
+
+    // now iterate through all meshes and through all faces and
+    // find all faces that are using the default material
+    unsigned int cnt = 0;
+    for (std::vector<D3DS::Mesh>::iterator
+        i =  mScene->mMeshes.begin();
+        i != mScene->mMeshes.end();++i)
+    {
+        for (std::vector<unsigned int>::iterator
+            a =  (*i).mFaceMaterials.begin();
+            a != (*i).mFaceMaterials.end();++a)
+        {
+            // NOTE: The additional check seems to be necessary,
+            // some exporters seem to generate invalid data here
+            if (0xcdcdcdcd == (*a))
+            {
+                (*a) = idx;
+                ++cnt;
+            }
+            else if ( (*a) >= mScene->mMaterials.size())
+            {
+                (*a) = idx;
+                DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
+                ++cnt;
+            }
+        }
+    }
+    if (cnt && idx == mScene->mMaterials.size())
+    {
+        // We need to create our own default material
+        D3DS::Material sMat;
+        sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
+        sMat.mName = "%%%DEFAULT";
+        mScene->mMaterials.push_back(sMat);
+
+        DefaultLogger::get()->info("3DS: Generating default material");
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Check whether all indices are valid. Otherwise we'd crash before the validation step is reached
+void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh)
+{
+    for (std::vector< D3DS::Face >::iterator i =  sMesh.mFaces.begin(); i != sMesh.mFaces.end();++i)
+    {
+        // check whether all indices are in range
+        for (unsigned int a = 0; a < 3;++a)
+        {
+            if ((*i).mIndices[a] >= sMesh.mPositions.size())
+            {
+                DefaultLogger::get()->warn("3DS: Vertex index overflow)");
+                (*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
+            }
+            if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size())
+            {
+                DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)");
+                (*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1;
+            }
+        }
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Generate out unique verbose format representation
+void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
+{
+    // TODO: really necessary? I don't think. Just a waste of memory and time
+    // to do it now in a separate buffer.
+
+    // Allocate output storage
+    std::vector<aiVector3D> vNew  (sMesh.mFaces.size() * 3);
+    std::vector<aiVector3D> vNew2;
+    if (sMesh.mTexCoords.size())
+        vNew2.resize(sMesh.mFaces.size() * 3);
+
+    for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size();++i)
+    {
+        D3DS::Face& face = sMesh.mFaces[i];
+
+        // Positions
+        for (unsigned int a = 0; a < 3;++a,++base)
+        {
+            vNew[base] = sMesh.mPositions[face.mIndices[a]];
+            if (sMesh.mTexCoords.size())
+                vNew2[base] = sMesh.mTexCoords[face.mIndices[a]];
+
+            face.mIndices[a] = base;
+        }
+    }
+    sMesh.mPositions = vNew;
+    sMesh.mTexCoords = vNew2;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert a 3DS texture to texture keys in an aiMaterial
+void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
+{
+    // Setup the texture name
+    aiString tex;
+    tex.Set( texture.mMapName);
+    mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
+
+    // Setup the texture blend factor
+    if (is_not_qnan(texture.mTextureBlend))
+        mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
+
+    // Setup the texture mapping mode
+    mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
+    mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
+
+    // Mirroring - double the scaling values
+    // FIXME: this is not really correct ...
+    if (texture.mMapMode == aiTextureMapMode_Mirror)
+    {
+        texture.mScaleU *= 2.0;
+        texture.mScaleV *= 2.0;
+        texture.mOffsetU /= 2.0;
+        texture.mOffsetV /= 2.0;
+    }
+
+    // Setup texture UV transformations
+    mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert a 3DS material to an aiMaterial
+void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
+    aiMaterial& mat)
+{
+    // NOTE: Pass the background image to the viewer by bypassing the
+    // material system. This is an evil hack, never do it again!
+    if (0 != mBackgroundImage.length() && bHasBG)
+    {
+        aiString tex;
+        tex.Set( mBackgroundImage);
+        mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
+
+        // Be sure this is only done for the first material
+        mBackgroundImage = std::string("");
+    }
+
+    // At first add the base ambient color of the scene to the material
+    oldMat.mAmbient.r += mClrAmbient.r;
+    oldMat.mAmbient.g += mClrAmbient.g;
+    oldMat.mAmbient.b += mClrAmbient.b;
+
+    aiString name;
+    name.Set( oldMat.mName);
+    mat.AddProperty( &name, AI_MATKEY_NAME);
+
+    // Material colors
+    mat.AddProperty( &oldMat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
+    mat.AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+    mat.AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+    mat.AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+
+    // Phong shininess and shininess strength
+    if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
+        D3DS::Discreet3DS::Metal == oldMat.mShading)
+    {
+        if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
+        {
+            oldMat.mShading = D3DS::Discreet3DS::Gouraud;
+        }
+        else
+        {
+            mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
+            mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
+        }
+    }
+
+    // Opacity
+    mat.AddProperty<ai_real>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
+
+    // Bump height scaling
+    mat.AddProperty<ai_real>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
+
+    // Two sided rendering?
+    if (oldMat.mTwoSided)
+    {
+        int i = 1;
+        mat.AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
+    }
+
+    // Shading mode
+    aiShadingMode eShading = aiShadingMode_NoShading;
+    switch (oldMat.mShading)
+    {
+        case D3DS::Discreet3DS::Flat:
+            eShading = aiShadingMode_Flat; break;
+
+        // I don't know what "Wire" shading should be,
+        // assume it is simple lambertian diffuse shading
+        case D3DS::Discreet3DS::Wire:
+            {
+                // Set the wireframe flag
+                unsigned int iWire = 1;
+                mat.AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
+            }
+
+        case D3DS::Discreet3DS::Gouraud:
+            eShading = aiShadingMode_Gouraud; break;
+
+        // assume cook-torrance shading for metals.
+        case D3DS::Discreet3DS::Phong :
+            eShading = aiShadingMode_Phong; break;
+
+        case D3DS::Discreet3DS::Metal :
+            eShading = aiShadingMode_CookTorrance; break;
+
+            // FIX to workaround a warning with GCC 4 who complained
+            // about a missing case Blinn: here - Blinn isn't a valid
+            // value in the 3DS Loader, it is just needed for ASE
+        case D3DS::Discreet3DS::Blinn :
+            eShading = aiShadingMode_Blinn; break;
+    }
+    mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
+
+    // DIFFUSE texture
+    if( oldMat.sTexDiffuse.mMapName.length() > 0)
+        CopyTexture(mat,oldMat.sTexDiffuse, aiTextureType_DIFFUSE);
+
+    // SPECULAR texture
+    if( oldMat.sTexSpecular.mMapName.length() > 0)
+        CopyTexture(mat,oldMat.sTexSpecular, aiTextureType_SPECULAR);
+
+    // OPACITY texture
+    if( oldMat.sTexOpacity.mMapName.length() > 0)
+        CopyTexture(mat,oldMat.sTexOpacity, aiTextureType_OPACITY);
+
+    // EMISSIVE texture
+    if( oldMat.sTexEmissive.mMapName.length() > 0)
+        CopyTexture(mat,oldMat.sTexEmissive, aiTextureType_EMISSIVE);
+
+    // BUMP texture
+    if( oldMat.sTexBump.mMapName.length() > 0)
+        CopyTexture(mat,oldMat.sTexBump, aiTextureType_HEIGHT);
+
+    // SHININESS texture
+    if( oldMat.sTexShininess.mMapName.length() > 0)
+        CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS);
+
+    // REFLECTION texture
+    if( oldMat.sTexReflective.mMapName.length() > 0)
+        CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION);
+
+    // Store the name of the material itself, too
+    if( oldMat.mName.length())  {
+        aiString tex;
+        tex.Set( oldMat.mName);
+        mat.AddProperty( &tex, AI_MATKEY_NAME);
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Split meshes by their materials and generate output aiMesh'es
+void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
+{
+    std::vector<aiMesh*> avOutMeshes;
+    avOutMeshes.reserve(mScene->mMeshes.size() * 2);
+
+    unsigned int iFaceCnt = 0,num = 0;
+    aiString name;
+
+    // we need to split all meshes by their materials
+    for (std::vector<D3DS::Mesh>::iterator i =  mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i)    {
+        std::unique_ptr< std::vector<unsigned int>[] > aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
+
+        name.length = ASSIMP_itoa10(name.data,num++);
+
+        unsigned int iNum = 0;
+        for (std::vector<unsigned int>::const_iterator a =  (*i).mFaceMaterials.begin();
+            a != (*i).mFaceMaterials.end();++a,++iNum)
+        {
+            aiSplit[*a].push_back(iNum);
+        }
+        // now generate submeshes
+        for (unsigned int p = 0; p < mScene->mMaterials.size();++p)
+        {
+            if (aiSplit[p].empty()) {
+                continue;
+            }
+            aiMesh* meshOut = new aiMesh();
+            meshOut->mName = name;
+            meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+            // be sure to setup the correct material index
+            meshOut->mMaterialIndex = p;
+
+            // use the color data as temporary storage
+            meshOut->mColors[0] = (aiColor4D*)(&*i);
+            avOutMeshes.push_back(meshOut);
+
+            // convert vertices
+            meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
+            meshOut->mNumVertices = meshOut->mNumFaces*3;
+
+            // allocate enough storage for faces
+            meshOut->mFaces = new aiFace[meshOut->mNumFaces];
+            iFaceCnt += meshOut->mNumFaces;
+
+            meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
+            meshOut->mNormals  = new aiVector3D[meshOut->mNumVertices];
+            if ((*i).mTexCoords.size())
+            {
+                meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
+            }
+            for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q)
+            {
+                unsigned int index = aiSplit[p][q];
+                aiFace& face = meshOut->mFaces[q];
+
+                face.mIndices = new unsigned int[3];
+                face.mNumIndices = 3;
+
+                for (unsigned int a = 0; a < 3;++a,++base)
+                {
+                    unsigned int idx = (*i).mFaces[index].mIndices[a];
+                    meshOut->mVertices[base]  = (*i).mPositions[idx];
+                    meshOut->mNormals [base]  = (*i).mNormals[idx];
+
+                    if ((*i).mTexCoords.size())
+                        meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
+
+                    face.mIndices[a] = base;
+                }
+            }
+        }
+    }
+
+    // Copy them to the output array
+    pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
+    pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
+    for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) {
+        pcOut->mMeshes[a] = avOutMeshes[a];
+    }
+
+    // We should have at least one face here
+    if (!iFaceCnt) {
+        throw DeadlyImportError("No faces loaded. The mesh is empty");
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add a node to the scenegraph and setup its final transformation
+void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
+    D3DS::Node* pcIn, aiMatrix4x4& /*absTrafo*/)
+{
+    std::vector<unsigned int> iArray;
+    iArray.reserve(3);
+
+    aiMatrix4x4 abs;
+
+    // Find all meshes with the same name as the node
+    for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
+    {
+        const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
+        ai_assert(NULL != pcMesh);
+
+        if (pcIn->mName == pcMesh->mName)
+            iArray.push_back(a);
+    }
+    if (!iArray.empty())
+    {
+        // The matrix should be identical for all meshes with the
+        // same name. It HAS to be identical for all meshes .....
+        D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]);
+
+        // Compute the inverse of the transformation matrix to move the
+        // vertices back to their relative and local space
+        aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
+        mInv.Inverse();mInvTransposed.Transpose();
+        aiVector3D pivot = pcIn->vPivot;
+
+        pcOut->mNumMeshes = (unsigned int)iArray.size();
+        pcOut->mMeshes = new unsigned int[iArray.size()];
+        for (unsigned int i = 0;i < iArray.size();++i)  {
+            const unsigned int iIndex = iArray[i];
+            aiMesh* const mesh = pcSOut->mMeshes[iIndex];
+
+            if (mesh->mColors[1] == NULL)
+            {
+                // Transform the vertices back into their local space
+                // fixme: consider computing normals after this, so we don't need to transform them
+                const aiVector3D* const pvEnd = mesh->mVertices + mesh->mNumVertices;
+                aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
+
+                for (; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
+                    *pvCurrent = mInv * (*pvCurrent);
+                    *t2 = mInvTransposed * (*t2);
+                }
+
+                // Handle negative transformation matrix determinant -> invert vertex x
+                if (imesh->mMat.Determinant() < 0.0f)
+                {
+                    /* we *must* have normals */
+                    for (pvCurrent = mesh->mVertices, t2 = mesh->mNormals; pvCurrent != pvEnd; ++pvCurrent, ++t2) {
+                        pvCurrent->x *= -1.f;
+                        t2->x *= -1.f;
+                    }
+                    DefaultLogger::get()->info("3DS: Flipping mesh X-Axis");
+                }
+
+                // Handle pivot point
+                if (pivot.x || pivot.y || pivot.z)
+                {
+                    for (pvCurrent = mesh->mVertices; pvCurrent != pvEnd; ++pvCurrent)  {
+                        *pvCurrent -= pivot;
+                    }
+                }
+
+                mesh->mColors[1] = (aiColor4D*)1;
+            }
+            else
+                mesh->mColors[1] = (aiColor4D*)1;
+
+            // Setup the mesh index
+            pcOut->mMeshes[i] = iIndex;
+        }
+    }
+
+    // Setup the name of the node
+    // First instance keeps its name otherwise something might break, all others will be postfixed with their instance number
+    if (pcIn->mInstanceNumber > 1)
+    {
+        char tmp[12];
+        ASSIMP_itoa10(tmp, pcIn->mInstanceNumber);
+        std::string tempStr = pcIn->mName + "_inst_";
+        tempStr += tmp;
+        pcOut->mName.Set(tempStr);
+    }
+    else
+        pcOut->mName.Set(pcIn->mName);
+
+    // Now build the transformation matrix of the node
+    // ROTATION
+    if (pcIn->aRotationKeys.size()){
+
+        // FIX to get to Assimp's quaternion conventions
+        for (std::vector<aiQuatKey>::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) {
+            (*it).mValue.w *= -1.f;
+        }
+
+        pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() );
+    }
+    else if (pcIn->aCameraRollKeys.size())
+    {
+        aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue),
+            pcOut->mTransformation);
+    }
+
+    // SCALING
+    aiMatrix4x4& m = pcOut->mTransformation;
+    if (pcIn->aScalingKeys.size())
+    {
+        const aiVector3D& v = pcIn->aScalingKeys[0].mValue;
+        m.a1 *= v.x; m.b1 *= v.x; m.c1 *= v.x;
+        m.a2 *= v.y; m.b2 *= v.y; m.c2 *= v.y;
+        m.a3 *= v.z; m.b3 *= v.z; m.c3 *= v.z;
+    }
+
+    // TRANSLATION
+    if (pcIn->aPositionKeys.size())
+    {
+        const aiVector3D& v = pcIn->aPositionKeys[0].mValue;
+        m.a4 += v.x;
+        m.b4 += v.y;
+        m.c4 += v.z;
+    }
+
+    // Generate animation channels for the node
+    if (pcIn->aPositionKeys.size()  > 1  || pcIn->aRotationKeys.size()   > 1 ||
+        pcIn->aScalingKeys.size()   > 1  || pcIn->aCameraRollKeys.size() > 1 ||
+        pcIn->aTargetPositionKeys.size() > 1)
+    {
+        aiAnimation* anim = pcSOut->mAnimations[0];
+        ai_assert(NULL != anim);
+
+        if (pcIn->aCameraRollKeys.size() > 1)
+        {
+            DefaultLogger::get()->debug("3DS: Converting camera roll track ...");
+
+            // Camera roll keys - in fact they're just rotations
+            // around the camera's z axis. The angles are given
+            // in degrees (and they're clockwise).
+            pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size());
+            for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size();++i)
+            {
+                aiQuatKey&  q = pcIn->aRotationKeys[i];
+                aiFloatKey& f = pcIn->aCameraRollKeys[i];
+
+                q.mTime  = f.mTime;
+
+                // FIX to get to Assimp quaternion conventions
+                q.mValue = aiQuaternion(0.f,0.f,AI_DEG_TO_RAD( /*-*/ f.mValue));
+            }
+        }
+#if 0
+        if (pcIn->aTargetPositionKeys.size() > 1)
+        {
+            DefaultLogger::get()->debug("3DS: Converting target track ...");
+
+            // Camera or spot light - need to convert the separate
+            // target position channel to our representation
+            TargetAnimationHelper helper;
+
+            if (pcIn->aPositionKeys.empty())
+            {
+                // We can just pass zero here ...
+                helper.SetFixedMainAnimationChannel(aiVector3D());
+            }
+            else  helper.SetMainAnimationChannel(&pcIn->aPositionKeys);
+            helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys);
+
+            // Do the conversion
+            std::vector<aiVectorKey> distanceTrack;
+            helper.Process(&distanceTrack);
+
+            // Now add a new node as child, name it <ourName>.Target
+            // and assign the distance track to it. This is that the
+            // information where the target is and how it moves is
+            // not lost
+            D3DS::Node* nd = new D3DS::Node();
+            pcIn->push_back(nd);
+
+            nd->mName = pcIn->mName + ".Target";
+
+            aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
+            nda->mNodeName.Set(nd->mName);
+
+            nda->mNumPositionKeys = (unsigned int)distanceTrack.size();
+            nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
+            ::memcpy(nda->mPositionKeys,&distanceTrack[0],
+                sizeof(aiVectorKey)*nda->mNumPositionKeys);
+        }
+#endif
+
+        // Cameras or lights define their transformation in their parent node and in the
+        // corresponding light or camera chunks. However, we read and process the latter
+        // to to be able to return valid cameras/lights even if no scenegraph is given.
+        for (unsigned int n = 0; n < pcSOut->mNumCameras;++n)   {
+            if (pcSOut->mCameras[n]->mName == pcOut->mName) {
+                pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f);
+            }
+        }
+        for (unsigned int n = 0; n < pcSOut->mNumLights;++n)    {
+            if (pcSOut->mLights[n]->mName == pcOut->mName) {
+                pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f);
+            }
+        }
+
+        // Allocate a new node anim and setup its name
+        aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
+        nda->mNodeName.Set(pcIn->mName);
+
+        // POSITION keys
+        if (pcIn->aPositionKeys.size()  > 0)
+        {
+            nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
+            nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
+            ::memcpy(nda->mPositionKeys,&pcIn->aPositionKeys[0],
+                sizeof(aiVectorKey)*nda->mNumPositionKeys);
+        }
+
+        // ROTATION keys
+        if (pcIn->aRotationKeys.size()  > 0)
+        {
+            nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
+            nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
+
+            // Rotations are quaternion offsets
+            aiQuaternion abs1;
+            for (unsigned int n = 0; n < nda->mNumRotationKeys;++n)
+            {
+                const aiQuatKey& q = pcIn->aRotationKeys[n];
+
+                abs1 = (n ? abs1 * q.mValue : q.mValue);
+                nda->mRotationKeys[n].mTime  = q.mTime;
+                nda->mRotationKeys[n].mValue = abs1.Normalize();
+            }
+        }
+
+        // SCALING keys
+        if (pcIn->aScalingKeys.size()  > 0)
+        {
+            nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
+            nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys];
+            ::memcpy(nda->mScalingKeys,&pcIn->aScalingKeys[0],
+                sizeof(aiVectorKey)*nda->mNumScalingKeys);
+        }
+    }
+
+    // Allocate storage for children
+    pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
+    pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
+
+    // Recursively process all children
+    const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
+    for (unsigned int i = 0; i < size;++i)
+    {
+        pcOut->mChildren[i] = new aiNode();
+        pcOut->mChildren[i]->mParent = pcOut;
+        AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs);
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Find out how many node animation channels we'll have finally
+void CountTracks(D3DS::Node* node, unsigned int& cnt)
+{
+    //////////////////////////////////////////////////////////////////////////////
+    // We will never generate more than one channel for a node, so
+    // this is rather easy here.
+
+    if (node->aPositionKeys.size()  > 1  || node->aRotationKeys.size()   > 1   ||
+        node->aScalingKeys.size()   > 1  || node->aCameraRollKeys.size() > 1 ||
+        node->aTargetPositionKeys.size()  > 1)
+    {
+        ++cnt;
+
+        // account for the additional channel for the camera/spotlight target position
+        if (node->aTargetPositionKeys.size()  > 1)++cnt;
+    }
+
+    // Recursively process all children
+    for (unsigned int i = 0; i < node->mChildren.size();++i)
+        CountTracks(node->mChildren[i],cnt);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Generate the output node graph
+void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
+{
+    pcOut->mRootNode = new aiNode();
+    if (0 == mRootNode->mChildren.size())
+    {
+        //////////////////////////////////////////////////////////////////////////////
+        // It seems the file is so messed up that it has not even a hierarchy.
+        // generate a flat hiearachy which looks like this:
+        //
+        //                ROOT_NODE
+        //                   |
+        //   ----------------------------------------
+        //   |       |       |            |         |
+        // MESH_0  MESH_1  MESH_2  ...  MESH_N    CAMERA_0 ....
+        //
+        DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
+
+        pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
+            static_cast<unsigned int>(mScene->mCameras.size() + mScene->mLights.size());
+
+        pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
+        pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
+
+        // Build dummy nodes for all meshes
+        unsigned int a = 0;
+        for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a)
+        {
+            aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+            pcNode->mParent = pcOut->mRootNode;
+            pcNode->mMeshes = new unsigned int[1];
+            pcNode->mMeshes[0] = i;
+            pcNode->mNumMeshes = 1;
+
+            // Build a name for the node
+            pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "3DSMesh_%u",i);
+        }
+
+        // Build dummy nodes for all cameras
+        for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a)
+        {
+            aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+            pcNode->mParent = pcOut->mRootNode;
+
+            // Build a name for the node
+            pcNode->mName = mScene->mCameras[i]->mName;
+        }
+
+        // Build dummy nodes for all lights
+        for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a)
+        {
+            aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+            pcNode->mParent = pcOut->mRootNode;
+
+            // Build a name for the node
+            pcNode->mName = mScene->mLights[i]->mName;
+        }
+    }
+    else
+    {
+        // First of all: find out how many scaling, rotation and translation
+        // animation tracks we'll have afterwards
+        unsigned int numChannel = 0;
+        CountTracks(mRootNode,numChannel);
+
+        if (numChannel)
+        {
+            // Allocate a primary animation channel
+            pcOut->mNumAnimations = 1;
+            pcOut->mAnimations    = new aiAnimation*[1];
+            aiAnimation* anim     = pcOut->mAnimations[0] = new aiAnimation();
+
+            anim->mName.Set("3DSMasterAnim");
+
+            // Allocate enough storage for all node animation channels,
+            // but don't set the mNumChannels member - we'll use it to
+            // index into the array
+            anim->mChannels = new aiNodeAnim*[numChannel];
+        }
+
+        aiMatrix4x4 m;
+        AddNodeToGraph(pcOut,  pcOut->mRootNode, mRootNode,m);
+    }
+
+    // We used the first and second vertex color set to store some temporary values so we need to cleanup here
+    for (unsigned int a = 0; a < pcOut->mNumMeshes; ++a)
+    {
+        pcOut->mMeshes[a]->mColors[0] = NULL;
+        pcOut->mMeshes[a]->mColors[1] = NULL;
+    }
+
+    pcOut->mRootNode->mTransformation = aiMatrix4x4(
+        1.f,0.f,0.f,0.f,
+        0.f,0.f,1.f,0.f,
+        0.f,-1.f,0.f,0.f,
+        0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation;
+
+    // If the root node is unnamed name it "<3DSRoot>"
+    if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) ||
+        (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$') )
+    {
+        pcOut->mRootNode->mName.Set("<3DSRoot>");
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert all meshes in the scene and generate the final output scene.
+void Discreet3DSImporter::ConvertScene(aiScene* pcOut)
+{
+    // Allocate enough storage for all output materials
+    pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size();
+    pcOut->mMaterials    = new aiMaterial*[pcOut->mNumMaterials];
+
+    //  ... and convert the 3DS materials to aiMaterial's
+    for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
+    {
+        aiMaterial* pcNew = new aiMaterial();
+        ConvertMaterial(mScene->mMaterials[i],*pcNew);
+        pcOut->mMaterials[i] = pcNew;
+    }
+
+    // Generate the output mesh list
+    ConvertMeshes(pcOut);
+
+    // Now copy all light sources to the output scene
+    pcOut->mNumLights = (unsigned int)mScene->mLights.size();
+    if (pcOut->mNumLights)
+    {
+        pcOut->mLights = new aiLight*[pcOut->mNumLights];
+        ::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights);
+    }
+
+    // Now copy all cameras to the output scene
+    pcOut->mNumCameras = (unsigned int)mScene->mCameras.size();
+    if (pcOut->mNumCameras)
+    {
+        pcOut->mCameras = new aiCamera*[pcOut->mNumCameras];
+        ::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras);
+    }
+}
+
+#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER

+ 472 - 459
code/3DSExporter.cpp

@@ -2,11 +2,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -23,536 +23,549 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
 */
 
-#include "AssimpPCH.h"
 
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_3DS_EXPORTER
 
 #include "3DSExporter.h"
 #include "3DSLoader.h"
+#include "3DSHelper.h"
 #include "SceneCombiner.h"
 #include "SplitLargeMeshes.h"
+#include "StringComparison.h"
+#include <assimp/IOSystem.hpp>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Exporter.hpp>
+#include <memory>
 
 using namespace Assimp;
-namespace Assimp	{
+namespace Assimp    {
+using namespace D3DS;
 
 namespace {
 
-	//////////////////////////////////////////////////////////////////////////////////////
-	// Scope utility to write a 3DS file chunk.
-	//
-	// Upon construction, the chunk header is written with the chunk type (flags)
-	// filled out, but the chunk size left empty. Upon destruction, the correct chunk
-	// size based on the then-position of the output stream cursor is filled in.
-	class ChunkWriter {
-		enum {
-			  CHUNK_SIZE_NOT_SET = 0xdeadbeef
-			, SIZE_OFFSET        = 2
-		};
-	public:
-
-		ChunkWriter(StreamWriterLE& writer, uint16_t chunk_type)
-			: writer(writer)
-		{
-			chunk_start_pos = writer.GetCurrentPos();
-			writer.PutU2(chunk_type);
-			writer.PutU4(CHUNK_SIZE_NOT_SET);
-		}
-
-		~ChunkWriter() {
-			std::size_t head_pos = writer.GetCurrentPos();
-
-			ai_assert(head_pos > chunk_start_pos);
-			const std::size_t chunk_size = head_pos - chunk_start_pos;
-
-			writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET);
-			writer.PutU4(chunk_size);
-			writer.SetCurrentPos(head_pos);
-		}
-		
-	private:
-		StreamWriterLE& writer;
-		std::size_t chunk_start_pos;
-	};
-
-
-	// Return an unique name for a given |mesh| attached to |node| that
-	// preserves the mesh's given name if it has one. |index| is the index
-	// of the mesh in |aiScene::mMeshes|.
-	std::string GetMeshName(const aiMesh& mesh, unsigned int index, const aiNode& node) {
-		static const std::string underscore = "_";
-		char postfix[10] = {0};
-		ASSIMP_itoa10(postfix, index);
-
-		std::string result = node.mName.C_Str();
-		if (mesh.mName.length > 0) {
-			result += underscore + mesh.mName.C_Str();
-		}
-		return result + underscore + postfix;
-	}
-
-	// Return an unique name for a given |mat| with original position |index|
-	// in |aiScene::mMaterials|. The name preserves the original material
-	// name if possible.
-	std::string GetMaterialName(const aiMaterial& mat, unsigned int index) {
-		static const std::string underscore = "_";
-		char postfix[10] = {0};
-		ASSIMP_itoa10(postfix, index);
-
-		aiString mat_name;
-		if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) {
-			return mat_name.C_Str() + underscore + postfix;
-		}
-
-		return "Material" + underscore + postfix;
-	}
-
-	// Collect world transformations for each node
-	void CollectTrafos(const aiNode* node, std::map<const aiNode*, aiMatrix4x4>& trafos) {
-		const aiMatrix4x4& parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4();
-		trafos[node] = parent * node->mTransformation;
-		for (unsigned int i = 0; i < node->mNumChildren; ++i) {
-			CollectTrafos(node->mChildren[i], trafos);
-		}
-	}
-
-	// Generate a flat list of the meshes (by index) assigned to each node
-	void CollectMeshes(const aiNode* node, std::multimap<const aiNode*, unsigned int>& meshes) {
-		for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
-			meshes.insert(std::make_pair(node, node->mMeshes[i]));
-		}
-		for (unsigned int i = 0; i < node->mNumChildren; ++i) {
-			CollectMeshes(node->mChildren[i], meshes);
-		}
-	}
+    //////////////////////////////////////////////////////////////////////////////////////
+    // Scope utility to write a 3DS file chunk.
+    //
+    // Upon construction, the chunk header is written with the chunk type (flags)
+    // filled out, but the chunk size left empty. Upon destruction, the correct chunk
+    // size based on the then-position of the output stream cursor is filled in.
+    class ChunkWriter {
+        enum {
+              CHUNK_SIZE_NOT_SET = 0xdeadbeef
+            , SIZE_OFFSET        = 2
+        };
+    public:
+
+        ChunkWriter(StreamWriterLE& writer, uint16_t chunk_type)
+            : writer(writer)
+        {
+            chunk_start_pos = writer.GetCurrentPos();
+            writer.PutU2(chunk_type);
+            writer.PutU4(CHUNK_SIZE_NOT_SET);
+        }
+
+        ~ChunkWriter() {
+            std::size_t head_pos = writer.GetCurrentPos();
+
+            ai_assert(head_pos > chunk_start_pos);
+            const std::size_t chunk_size = head_pos - chunk_start_pos;
+
+            writer.SetCurrentPos(chunk_start_pos + SIZE_OFFSET);
+            writer.PutU4(static_cast<uint32_t>(chunk_size));
+            writer.SetCurrentPos(head_pos);
+        }
+
+    private:
+        StreamWriterLE& writer;
+        std::size_t chunk_start_pos;
+    };
+
+
+    // Return an unique name for a given |mesh| attached to |node| that
+    // preserves the mesh's given name if it has one. |index| is the index
+    // of the mesh in |aiScene::mMeshes|.
+    std::string GetMeshName(const aiMesh& mesh, unsigned int index, const aiNode& node) {
+        static const std::string underscore = "_";
+        char postfix[10] = {0};
+        ASSIMP_itoa10(postfix, index);
+
+        std::string result = node.mName.C_Str();
+        if (mesh.mName.length > 0) {
+            result += underscore + mesh.mName.C_Str();
+        }
+        return result + underscore + postfix;
+    }
+
+    // Return an unique name for a given |mat| with original position |index|
+    // in |aiScene::mMaterials|. The name preserves the original material
+    // name if possible.
+    std::string GetMaterialName(const aiMaterial& mat, unsigned int index) {
+        static const std::string underscore = "_";
+        char postfix[10] = {0};
+        ASSIMP_itoa10(postfix, index);
+
+        aiString mat_name;
+        if (AI_SUCCESS == mat.Get(AI_MATKEY_NAME, mat_name)) {
+            return mat_name.C_Str() + underscore + postfix;
+        }
+
+        return "Material" + underscore + postfix;
+    }
+
+    // Collect world transformations for each node
+    void CollectTrafos(const aiNode* node, std::map<const aiNode*, aiMatrix4x4>& trafos) {
+        const aiMatrix4x4& parent = node->mParent ? trafos[node->mParent] : aiMatrix4x4();
+        trafos[node] = parent * node->mTransformation;
+        for (unsigned int i = 0; i < node->mNumChildren; ++i) {
+            CollectTrafos(node->mChildren[i], trafos);
+        }
+    }
+
+    // Generate a flat list of the meshes (by index) assigned to each node
+    void CollectMeshes(const aiNode* node, std::multimap<const aiNode*, unsigned int>& meshes) {
+        for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
+            meshes.insert(std::make_pair(node, node->mMeshes[i]));
+        }
+        for (unsigned int i = 0; i < node->mNumChildren; ++i) {
+            CollectMeshes(node->mChildren[i], meshes);
+        }
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 // Worker function for exporting a scene to 3DS. Prototyped and registered in Exporter.cpp
-void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
+void ExportScene3DS(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
 {
-	boost::shared_ptr<IOStream> outfile (pIOSystem->Open(pFile, "wb"));
-	if(!outfile) {
-		throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile));
-	} 
-
-	// TODO: This extra copy should be avoided and all of this made a preprocess
-	// requirement of the 3DS exporter.
-	//
-	// 3DS meshes can be max 0xffff (16 Bit) vertices and faces, respectively.
-	// SplitLargeMeshes can do this, but it requires the correct limit to be set
-	// which is not possible with the current way of specifying preprocess steps
-	// in |Exporter::ExportFormatEntry|.
-	aiScene* scenecopy_tmp;
-	SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
-	std::auto_ptr<aiScene> scenecopy(scenecopy_tmp);
-
-	SplitLargeMeshesProcess_Triangle tri_splitter;
-	tri_splitter.SetLimit(0xffff);
-	tri_splitter.Execute(scenecopy.get());
-
-	SplitLargeMeshesProcess_Vertex vert_splitter;
-	vert_splitter.SetLimit(0xffff);
-	vert_splitter.Execute(scenecopy.get());
-
-	// Invoke the actual exporter 
-	Discreet3DSExporter exporter(outfile, scenecopy.get());
+    std::shared_ptr<IOStream> outfile (pIOSystem->Open(pFile, "wb"));
+    if(!outfile) {
+        throw DeadlyExportError("Could not open output .3ds file: " + std::string(pFile));
+    }
+
+    // TODO: This extra copy should be avoided and all of this made a preprocess
+    // requirement of the 3DS exporter.
+    //
+    // 3DS meshes can be max 0xffff (16 Bit) vertices and faces, respectively.
+    // SplitLargeMeshes can do this, but it requires the correct limit to be set
+    // which is not possible with the current way of specifying preprocess steps
+    // in |Exporter::ExportFormatEntry|.
+    aiScene* scenecopy_tmp;
+    SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
+    std::unique_ptr<aiScene> scenecopy(scenecopy_tmp);
+
+    SplitLargeMeshesProcess_Triangle tri_splitter;
+    tri_splitter.SetLimit(0xffff);
+    tri_splitter.Execute(scenecopy.get());
+
+    SplitLargeMeshesProcess_Vertex vert_splitter;
+    vert_splitter.SetLimit(0xffff);
+    vert_splitter.Execute(scenecopy.get());
+
+    // Invoke the actual exporter
+    Discreet3DSExporter exporter(outfile, scenecopy.get());
 }
 
 } // end of namespace Assimp
 
 // ------------------------------------------------------------------------------------------------
-Discreet3DSExporter:: Discreet3DSExporter(boost::shared_ptr<IOStream> outfile, const aiScene* scene)
+Discreet3DSExporter:: Discreet3DSExporter(std::shared_ptr<IOStream> outfile, const aiScene* scene)
 : scene(scene)
 , writer(outfile)
 {
-	CollectTrafos(scene->mRootNode, trafos);
-	CollectMeshes(scene->mRootNode, meshes);
-
-	ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN);
-
-	{
-		ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH);
-		WriteMeshes();
-		WriteMaterials();
-
-		{
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MASTER_SCALE);
-			writer.PutF4(1.0f);
-		}
-	}
-
-	{
-		ChunkWriter chunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
-		WriteHierarchy(*scene->mRootNode, -1, -1);
-	}
+    CollectTrafos(scene->mRootNode, trafos);
+    CollectMeshes(scene->mRootNode, meshes);
+
+    ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN);
+
+    {
+        ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH);
+        WriteMaterials();
+        WriteMeshes();
+
+        {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MASTER_SCALE);
+            writer.PutF4(1.0f);
+        }
+    }
+
+    {
+        ChunkWriter chunk(writer, Discreet3DS::CHUNK_KEYFRAMER);
+        WriteHierarchy(*scene->mRootNode, -1, -1);
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 int Discreet3DSExporter::WriteHierarchy(const aiNode& node, int seq, int sibling_level)
 {
-	// 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec
-	{
-		ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
-		{
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
-
-			// Assimp node names are unique and distinct from all mesh-node
-			// names we generate; thus we can use them as-is
-			WriteString(node.mName);
-
-			// Two unknown int16 values - it is even unclear if 0 is a safe value
-			// but luckily importers do not know better either.
-			writer.PutI4(0);
-
-			int16_t hierarchy_pos = static_cast<int16_t>(seq);
-			if (sibling_level != -1) {
-				hierarchy_pos = sibling_level;
-			}
-
-			// Write the hierarchy position
-			writer.PutI2(hierarchy_pos);
-		}
-	}
-
-	// TODO: write transformation chunks
-
-	++seq;
-	sibling_level = seq;
-
-	// Write all children
-	for (unsigned int i = 0; i < node.mNumChildren; ++i) {
-		seq = WriteHierarchy(*node.mChildren[i], seq, i == 0 ? -1 : sibling_level);
-	}
-
-	// Write all meshes as separate nodes to be able to reference the meshes by name
-	for (unsigned int i = 0; i < node.mNumMeshes; ++i) {
-		const bool first_child = node.mNumChildren == 0 && i == 0;
-
-		const unsigned int mesh_idx = node.mMeshes[i];
-		const aiMesh& mesh = *scene->mMeshes[mesh_idx];
-
-		ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
-		{
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
-			WriteString(GetMeshName(mesh, mesh_idx, node));
-
-			writer.PutI4(0);
-			writer.PutI2(static_cast<int16_t>(first_child ? seq : sibling_level));
-			++seq;
-		}
-	}
-	return seq;
+    // 3DS scene hierarchy is serialized as in http://www.martinreddy.net/gfx/3d/3DS.spec
+    {
+        ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
+        {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
+
+            // Assimp node names are unique and distinct from all mesh-node
+            // names we generate; thus we can use them as-is
+            WriteString(node.mName);
+
+            // Two unknown int16 values - it is even unclear if 0 is a safe value
+            // but luckily importers do not know better either.
+            writer.PutI4(0);
+
+            int16_t hierarchy_pos = static_cast<int16_t>(seq);
+            if (sibling_level != -1) {
+                hierarchy_pos = sibling_level;
+            }
+
+            // Write the hierarchy position
+            writer.PutI2(hierarchy_pos);
+        }
+    }
+
+    // TODO: write transformation chunks
+
+    ++seq;
+    sibling_level = seq;
+
+    // Write all children
+    for (unsigned int i = 0; i < node.mNumChildren; ++i) {
+        seq = WriteHierarchy(*node.mChildren[i], seq, i == 0 ? -1 : sibling_level);
+    }
+
+    // Write all meshes as separate nodes to be able to reference the meshes by name
+    for (unsigned int i = 0; i < node.mNumMeshes; ++i) {
+        const bool first_child = node.mNumChildren == 0 && i == 0;
+
+        const unsigned int mesh_idx = node.mMeshes[i];
+        const aiMesh& mesh = *scene->mMeshes[mesh_idx];
+
+        ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKINFO);
+        {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRACKOBJNAME);
+            WriteString(GetMeshName(mesh, mesh_idx, node));
+
+            writer.PutI4(0);
+            writer.PutI2(static_cast<int16_t>(first_child ? seq : sibling_level));
+            ++seq;
+        }
+    }
+    return seq;
 }
 
 // ------------------------------------------------------------------------------------------------
 void Discreet3DSExporter::WriteMaterials()
 {
-	for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
-		ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
-		const aiMaterial& mat = *scene->mMaterials[i];
-
-		{
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME);
-			const std::string& name = GetMaterialName(mat, i);
-			WriteString(name);
-		}
-
-		aiColor3D color;
-		if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
-			WriteColor(color);
-		}
-
-		if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
-			WriteColor(color);
-		}
-
-		if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
-			WriteColor(color);
-		}
-
-		if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
-			WriteColor(color);
-		}
-
-		aiShadingMode shading_mode;
-		if (mat.Get(AI_MATKEY_SHADING_MODEL, shading_mode) == AI_SUCCESS) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING);
-
-			Discreet3DS::shadetype3ds shading_mode_out;
-			switch(shading_mode) {
-			case aiShadingMode_Flat:
-			case aiShadingMode_NoShading:
-				shading_mode_out = Discreet3DS::Flat;
-				break;
-
-			case aiShadingMode_Gouraud:
-			case aiShadingMode_Toon:
-			case aiShadingMode_OrenNayar:
-			case aiShadingMode_Minnaert:
-				shading_mode_out = Discreet3DS::Gouraud;
-				break;
-
-			case aiShadingMode_Phong:
-			case aiShadingMode_Blinn:
-			case aiShadingMode_CookTorrance:
-			case aiShadingMode_Fresnel:
-				shading_mode_out = Discreet3DS::Phong;
-				break;
-
-			default:
-				ai_assert(false);
-			};
-			writer.PutU2(static_cast<uint16_t>(shading_mode_out));
-		}
-
-
-		float f;
-		if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS);
-			WritePercentChunk(f);
-		}
-
-		if (mat.Get(AI_MATKEY_SHININESS_STRENGTH, f) == AI_SUCCESS) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS_PERCENT);
-			WritePercentChunk(f);
-		}
-
-		int twosided;
-		if (mat.Get(AI_MATKEY_TWOSIDED, twosided) == AI_SUCCESS && twosided != 0) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TWO_SIDE);
-			writer.PutI2(1);
-		}
-		
-		WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE);
-		WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP);
-		WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP);
-		WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP);
-		WriteTexture(mat, aiTextureType_SPECULAR, Discreet3DS::CHUNK_MAT_SPECMAP);
-		WriteTexture(mat, aiTextureType_EMISSIVE, Discreet3DS::CHUNK_MAT_SELFIMAP);
-		WriteTexture(mat, aiTextureType_REFLECTION, Discreet3DS::CHUNK_MAT_REFLMAP);
-	}
+    for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
+        ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
+        const aiMaterial& mat = *scene->mMaterials[i];
+
+        {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATNAME);
+            const std::string& name = GetMaterialName(mat, i);
+            WriteString(name);
+        }
+
+        aiColor3D color;
+        if (mat.Get(AI_MATKEY_COLOR_DIFFUSE, color) == AI_SUCCESS) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_DIFFUSE);
+            WriteColor(color);
+        }
+
+        if (mat.Get(AI_MATKEY_COLOR_SPECULAR, color) == AI_SUCCESS) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SPECULAR);
+            WriteColor(color);
+        }
+
+        if (mat.Get(AI_MATKEY_COLOR_AMBIENT, color) == AI_SUCCESS) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_AMBIENT);
+            WriteColor(color);
+        }
+
+        if (mat.Get(AI_MATKEY_COLOR_EMISSIVE, color) == AI_SUCCESS) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SELF_ILLUM);
+            WriteColor(color);
+        }
+
+        aiShadingMode shading_mode = aiShadingMode_Flat;
+        if (mat.Get(AI_MATKEY_SHADING_MODEL, shading_mode) == AI_SUCCESS) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHADING);
+
+            Discreet3DS::shadetype3ds shading_mode_out;
+            switch(shading_mode) {
+            case aiShadingMode_Flat:
+            case aiShadingMode_NoShading:
+                shading_mode_out = Discreet3DS::Flat;
+                break;
+
+            case aiShadingMode_Gouraud:
+            case aiShadingMode_Toon:
+            case aiShadingMode_OrenNayar:
+            case aiShadingMode_Minnaert:
+                shading_mode_out = Discreet3DS::Gouraud;
+                break;
+
+            case aiShadingMode_Phong:
+            case aiShadingMode_Blinn:
+            case aiShadingMode_CookTorrance:
+            case aiShadingMode_Fresnel:
+                shading_mode_out = Discreet3DS::Phong;
+                break;
+
+            default:
+                shading_mode_out = Discreet3DS::Flat;
+                ai_assert(false);
+            };
+            writer.PutU2(static_cast<uint16_t>(shading_mode_out));
+        }
+
+
+        float f;
+        if (mat.Get(AI_MATKEY_SHININESS, f) == AI_SUCCESS) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS);
+            WritePercentChunk(f);
+        }
+
+        if (mat.Get(AI_MATKEY_SHININESS_STRENGTH, f) == AI_SUCCESS) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_SHININESS_PERCENT);
+            WritePercentChunk(f);
+        }
+
+        int twosided;
+        if (mat.Get(AI_MATKEY_TWOSIDED, twosided) == AI_SUCCESS && twosided != 0) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TWO_SIDE);
+            writer.PutI2(1);
+        }
+
+        WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE);
+        WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP);
+        WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP);
+        WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP);
+        WriteTexture(mat, aiTextureType_SPECULAR, Discreet3DS::CHUNK_MAT_SPECMAP);
+        WriteTexture(mat, aiTextureType_EMISSIVE, Discreet3DS::CHUNK_MAT_SELFIMAP);
+        WriteTexture(mat, aiTextureType_REFLECTION, Discreet3DS::CHUNK_MAT_REFLMAP);
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
-void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags) 
+void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags)
 {
-	aiString path;
-	aiTextureMapMode map_mode[2] = {
-		aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
-	};
-	float blend = 1.0f;
-	if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, map_mode) != AI_SUCCESS || !path.length) {
-		return;
-	}
-
-	// TODO: handle embedded textures properly
-	if (path.data[0] == '*') {
-		DefaultLogger::get()->error("Ignoring embedded texture for export: " + std::string(path.C_Str()));
-		return;
-	}
-
-	ChunkWriter chunk(writer, chunk_flags);
-	{
-		ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE);
-		WriteString(path);
-	}
-
-	WritePercentChunk(blend);
-
-	{
-		ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
-		uint16_t val = 0; // WRAP
-		if (map_mode[0] == aiTextureMapMode_Mirror) {
-			val = 0x2;
-		}
-		else if (map_mode[0] == aiTextureMapMode_Decal) {
-			val = 0x10;
-		}
-		writer.PutU2(val);
-	}
-	// TODO: export texture transformation (i.e. UV offset, scale, rotation)
+    aiString path;
+    aiTextureMapMode map_mode[2] = {
+        aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
+    };
+    ai_real blend = 1.0;
+    if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, map_mode) != AI_SUCCESS || !path.length) {
+        return;
+    }
+
+    // TODO: handle embedded textures properly
+    if (path.data[0] == '*') {
+        DefaultLogger::get()->error("Ignoring embedded texture for export: " + std::string(path.C_Str()));
+        return;
+    }
+
+    ChunkWriter chunk(writer, chunk_flags);
+    {
+        ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE);
+        WriteString(path);
+    }
+
+    WritePercentChunk(blend);
+
+    {
+        ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
+        uint16_t val = 0; // WRAP
+        if (map_mode[0] == aiTextureMapMode_Mirror) {
+            val = 0x2;
+        }
+        else if (map_mode[0] == aiTextureMapMode_Decal) {
+            val = 0x10;
+        }
+        writer.PutU2(val);
+    }
+    // TODO: export texture transformation (i.e. UV offset, scale, rotation)
 }
 
 // ------------------------------------------------------------------------------------------------
 void Discreet3DSExporter::WriteMeshes()
 {
-	// NOTE: 3DS allows for instances. However:
-	//   i)  not all importers support reading them
-	//   ii) instances are not as flexible as they are in assimp, in particular,
-	//        nodes can carry (and instance) only one mesh.
-	//
-	// This exporter currently deep clones all instanced meshes, i.e. for each mesh
-	// attached to a node a full TRIMESH chunk is written to the file.
-	//
-	// Furthermore, the TRIMESH is transformed into world space so that it will
-	// appear correctly if importers don't read the scene hierarchy at all.
-	for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) {
-		const aiNode& node = *(*it).first;
-		const unsigned int mesh_idx = (*it).second;
-
-		const aiMesh& mesh = *scene->mMeshes[mesh_idx];
-
-		// This should not happen if the SLM step is correctly executed
-		// before the scene is handed to the exporter
-		ai_assert(mesh.mNumVertices <= 0xffff);
-		ai_assert(mesh.mNumFaces <= 0xffff);
-
-		const aiMatrix4x4& trafo = trafos[&node];
-
-		ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK);
-
-		// Mesh name is tied to the node it is attached to so it can later be referenced
-		const std::string& name = GetMeshName(mesh, mesh_idx, node);
-		WriteString(name);
-
-
-		// TRIMESH chunk
-		ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH);
-
-		// Vertices in world space
-		{
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_VERTLIST);
-
-			const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
-			writer.PutU2(count);
-			for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
-				const aiVector3D& v = trafo * mesh.mVertices[i];
-				writer.PutF4(v.x);
-				writer.PutF4(v.y);
-				writer.PutF4(v.z);
-			}
-		}
-
-		// UV coordinates
-		if (mesh.HasTextureCoords(0)) {
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPLIST);
-			const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
-			writer.PutU2(count);
-
-			for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
-				const aiVector3D& v = mesh.mTextureCoords[0][i];
-				writer.PutF4(v.x);
-				writer.PutF4(v.y);
-			}
-		}
-
-		// Faces (indices)
-		{
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACELIST);
-
-			ai_assert(mesh.mNumFaces <= 0xffff);
-
-			// Count triangles, discard lines and points
-			uint16_t count = 0;
-			for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
-				const aiFace& f = mesh.mFaces[i];
-				if (f.mNumIndices < 3) {
-					continue;
-				}
-				// TRIANGULATE step is a pre-requisite so we should not see polys here
-				ai_assert(f.mNumIndices == 3);
-				++count;
-			}
-
-			writer.PutU2(count);
-			for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
-				const aiFace& f = mesh.mFaces[i];
-				if (f.mNumIndices < 3) {
-					continue;
-				}
-
-				for (unsigned int j = 0; j < 3; ++j) {
-					ai_assert(f.mIndices[j] <= 0xffff);
-					writer.PutI2(static_cast<uint16_t>(f.mIndices[j]));
-				}
-
-				// Edge visibility flag
-				writer.PutI2(0x0);
-			}
-
-			// TODO: write smoothing groups (CHUNK_SMOOLIST)
-
-			WriteFaceMaterialChunk(mesh);
-		}
-
-		// Transformation matrix by which the mesh vertices have been pre-transformed with.
-		{
-			ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRMATRIX);
-			for (unsigned int r = 0; r < 4; ++r) {
-				for (unsigned int c = 0; c < 3; ++c) {
-					writer.PutF4(trafo[r][c]);
-				}
-			}
-		}
-	}
+    // NOTE: 3DS allows for instances. However:
+    //   i)  not all importers support reading them
+    //   ii) instances are not as flexible as they are in assimp, in particular,
+    //        nodes can carry (and instance) only one mesh.
+    //
+    // This exporter currently deep clones all instanced meshes, i.e. for each mesh
+    // attached to a node a full TRIMESH chunk is written to the file.
+    //
+    // Furthermore, the TRIMESH is transformed into world space so that it will
+    // appear correctly if importers don't read the scene hierarchy at all.
+    for (MeshesByNodeMap::const_iterator it = meshes.begin(); it != meshes.end(); ++it) {
+        const aiNode& node = *(*it).first;
+        const unsigned int mesh_idx = (*it).second;
+
+        const aiMesh& mesh = *scene->mMeshes[mesh_idx];
+
+        // This should not happen if the SLM step is correctly executed
+        // before the scene is handed to the exporter
+        ai_assert(mesh.mNumVertices <= 0xffff);
+        ai_assert(mesh.mNumFaces <= 0xffff);
+
+        const aiMatrix4x4& trafo = trafos[&node];
+
+        ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK);
+
+        // Mesh name is tied to the node it is attached to so it can later be referenced
+        const std::string& name = GetMeshName(mesh, mesh_idx, node);
+        WriteString(name);
+
+
+        // TRIMESH chunk
+        ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH);
+
+        // Vertices in world space
+        {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_VERTLIST);
+
+            const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
+            writer.PutU2(count);
+            for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
+                const aiVector3D& v = trafo * mesh.mVertices[i];
+                writer.PutF4(v.x);
+                writer.PutF4(v.y);
+                writer.PutF4(v.z);
+            }
+        }
+
+        // UV coordinates
+        if (mesh.HasTextureCoords(0)) {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPLIST);
+            const uint16_t count = static_cast<uint16_t>(mesh.mNumVertices);
+            writer.PutU2(count);
+
+            for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
+                const aiVector3D& v = mesh.mTextureCoords[0][i];
+                writer.PutF4(v.x);
+                writer.PutF4(v.y);
+            }
+        }
+
+        // Faces (indices)
+        {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACELIST);
+
+            ai_assert(mesh.mNumFaces <= 0xffff);
+
+            // Count triangles, discard lines and points
+            uint16_t count = 0;
+            for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
+                const aiFace& f = mesh.mFaces[i];
+                if (f.mNumIndices < 3) {
+                    continue;
+                }
+                // TRIANGULATE step is a pre-requisite so we should not see polys here
+                ai_assert(f.mNumIndices == 3);
+                ++count;
+            }
+
+            writer.PutU2(count);
+            for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
+                const aiFace& f = mesh.mFaces[i];
+                if (f.mNumIndices < 3) {
+                    continue;
+                }
+
+                for (unsigned int j = 0; j < 3; ++j) {
+                    ai_assert(f.mIndices[j] <= 0xffff);
+                    writer.PutI2(static_cast<uint16_t>(f.mIndices[j]));
+                }
+
+                // Edge visibility flag
+                writer.PutI2(0x0);
+            }
+
+            // TODO: write smoothing groups (CHUNK_SMOOLIST)
+
+            WriteFaceMaterialChunk(mesh);
+        }
+
+        // Transformation matrix by which the mesh vertices have been pre-transformed with.
+        {
+            ChunkWriter chunk(writer, Discreet3DS::CHUNK_TRMATRIX);
+            for (unsigned int r = 0; r < 4; ++r) {
+                for (unsigned int c = 0; c < 3; ++c) {
+                    writer.PutF4(trafo[r][c]);
+                }
+            }
+        }
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void Discreet3DSExporter::WriteFaceMaterialChunk(const aiMesh& mesh)
 {
-	ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT);
-	const std::string& name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex);
-	WriteString(name);
-
-	// Because assimp splits meshes by material, only a single
-	// FACEMAT chunk needs to be written
-	ai_assert(mesh.mNumFaces <= 0xffff);
-	const uint16_t count = static_cast<uint16_t>(mesh.mNumFaces);
-	writer.PutU2(count);
-
-	for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
-		writer.PutU2(static_cast<uint16_t>(i));
-	}
+    ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT);
+    const std::string& name = GetMaterialName(*scene->mMaterials[mesh.mMaterialIndex], mesh.mMaterialIndex);
+    WriteString(name);
+
+    // Because assimp splits meshes by material, only a single
+    // FACEMAT chunk needs to be written
+    ai_assert(mesh.mNumFaces <= 0xffff);
+    const uint16_t count = static_cast<uint16_t>(mesh.mNumFaces);
+    writer.PutU2(count);
+
+    for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
+        writer.PutU2(static_cast<uint16_t>(i));
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void Discreet3DSExporter::WriteString(const std::string& s) {
-	for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) {
-		writer.PutI1(*it);
-	}
-	writer.PutI1('\0');
+    for (std::string::const_iterator it = s.begin(); it != s.end(); ++it) {
+        writer.PutI1(*it);
+    }
+    writer.PutI1('\0');
 }
 
 // ------------------------------------------------------------------------------------------------
 void Discreet3DSExporter::WriteString(const aiString& s) {
-	for (std::size_t i = 0; i < s.length; ++i) {
-		writer.PutI1(s.data[i]);
-	}
-	writer.PutI1('\0');
+    for (std::size_t i = 0; i < s.length; ++i) {
+        writer.PutI1(s.data[i]);
+    }
+    writer.PutI1('\0');
 }
 
 // ------------------------------------------------------------------------------------------------
 void Discreet3DSExporter::WriteColor(const aiColor3D& color) {
-	ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF);
-	writer.PutF4(color.r);
-	writer.PutF4(color.g);
-	writer.PutF4(color.b);
+    ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF);
+    writer.PutF4(color.r);
+    writer.PutF4(color.g);
+    writer.PutF4(color.b);
 }
 
 // ------------------------------------------------------------------------------------------------
 void Discreet3DSExporter::WritePercentChunk(float f) {
-	ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTF);
-	writer.PutF4(f);
+    ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTF);
+    writer.PutF4(f);
+}
+
+// ------------------------------------------------------------------------------------------------
+void Discreet3DSExporter::WritePercentChunk(double f) {
+    ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTD);
+    writer.PutF8(f);
 }
 
 

+ 31 - 26
code/3DSExporter.h

@@ -2,11 +2,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
@@ -45,13 +45,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #define AI_3DSEXPORTER_H_INC
 
 #include <map>
+#include <memory>
 
 #include "StreamWriter.h"
+#include "./../include/assimp/material.h"
 
 struct aiScene;
 struct aiNode;
+struct aiMaterial;
+struct aiMesh;
 
-namespace Assimp	
+namespace Assimp
 {
 
 // ------------------------------------------------------------------------------------------------
@@ -60,32 +64,33 @@ namespace Assimp
 class Discreet3DSExporter
 {
 public:
-	Discreet3DSExporter(boost::shared_ptr<IOStream> outfile, const aiScene* pScene);
+    Discreet3DSExporter(std::shared_ptr<IOStream> outfile, const aiScene* pScene);
 
 private:
 
-	void WriteMeshes();
-	void WriteMaterials();
-	void WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags);
+    void WriteMeshes();
+    void WriteMaterials();
+    void WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags);
 
-	void WriteFaceMaterialChunk(const aiMesh& mesh);
+    void WriteFaceMaterialChunk(const aiMesh& mesh);
 
-	int WriteHierarchy(const aiNode& node, int level, int sibling_level);
+    int WriteHierarchy(const aiNode& node, int level, int sibling_level);
 
-	void WriteString(const std::string& s);
-	void WriteString(const aiString& s);
-	void WriteColor(const aiColor3D& color);
-	void WritePercentChunk(float f);
+    void WriteString(const std::string& s);
+    void WriteString(const aiString& s);
+    void WriteColor(const aiColor3D& color);
+    void WritePercentChunk(float f);
+    void WritePercentChunk(double f);
 
 private:
 
-	const aiScene* const scene;
-	StreamWriterLE writer;
+    const aiScene* const scene;
+    StreamWriterLE writer;
 
-	std::map<const aiNode*, aiMatrix4x4> trafos;
+    std::map<const aiNode*, aiMatrix4x4> trafos;
 
-	typedef std::multimap<const aiNode*, unsigned int> MeshesByNodeMap;
-	MeshesByNodeMap meshes;
+    typedef std::multimap<const aiNode*, unsigned int> MeshesByNodeMap;
+    MeshesByNodeMap meshes;
 
 };
 

+ 592 - 584
code/3DSHelper.h

@@ -1,584 +1,592 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Defines helper data structures for the import of 3DS files */
-
-#ifndef AI_3DSFILEHELPER_H_INC
-#define AI_3DSFILEHELPER_H_INC
-
-
-#include "SpatialSort.h"
-#include "SmoothingGroups.h"
-
-namespace Assimp	{
-namespace D3DS	{
-
-#include "./../include/assimp/Compiler/pushpack1.h"
-
-// ---------------------------------------------------------------------------
-/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
-*  and data structures.
-*/
-class Discreet3DS
-{
-private:
-	inline Discreet3DS() {}
-
-public:
-
-	//! data structure for a single chunk in a .3ds file
-	struct Chunk
-	{
-		uint16_t	Flag;
-		uint32_t	Size;
-	} PACK_STRUCT;
-
-
-	//! Used for shading field in material3ds structure
-	//! From AutoDesk 3ds SDK
-	typedef enum
-	{
-		// translated to gouraud shading with wireframe active
-		Wire = 0x0,
-
-		// if this material is set, no vertex normals will
-		// be calculated for the model. Face normals + gouraud
-		Flat = 0x1,
-
-		// standard gouraud shading
-		Gouraud = 0x2,
-
-		// phong shading
-		Phong = 0x3,
-
-		// cooktorrance or anistropic phong shading ...
-		// the exact meaning is unknown, if you know it
-		// feel free to tell me ;-)
-		Metal = 0x4,
-
-		// required by the ASE loader
-		Blinn = 0x5
-	} shadetype3ds;
-
-	// Flags for animated keys
-	enum
-	{
-		KEY_USE_TENS         = 0x1,
-		KEY_USE_CONT         = 0x2,
-		KEY_USE_BIAS         = 0x4,
-		KEY_USE_EASE_TO      = 0x8,
-		KEY_USE_EASE_FROM    = 0x10
-	} ;
-
-	enum 
-	{
-
-		// ********************************************************************
-		// Basic chunks which can be found everywhere in the file
-		CHUNK_VERSION	= 0x0002,
-		CHUNK_RGBF      = 0x0010,		// float4 R; float4 G; float4 B
-		CHUNK_RGBB      = 0x0011,		// int1 R; int1 G; int B
-
-		// Linear color values (gamma = 2.2?)
-		CHUNK_LINRGBF      = 0x0013,	// float4 R; float4 G; float4 B
-		CHUNK_LINRGBB      = 0x0012,	// int1 R; int1 G; int B
-
-		CHUNK_PERCENTW	= 0x0030,		// int2   percentage
-		CHUNK_PERCENTF	= 0x0031,		// float4  percentage
-		// ********************************************************************
-
-		// Prj master chunk
-		CHUNK_PRJ       = 0xC23D,
-
-		// MDLI master chunk
-		CHUNK_MLI       = 0x3DAA,
-
-		// Primary main chunk of the .3ds file
-		CHUNK_MAIN      = 0x4D4D,
-
-		// Mesh main chunk
-		CHUNK_OBJMESH   = 0x3D3D,
-
-		// Specifies the background color of the .3ds file
-		// This is passed through the material system for
-		// viewing purposes.
-		CHUNK_BKGCOLOR  = 0x1200,
-
-		// Specifies the ambient base color of the scene.
-		// This is added to all materials in the file
-		CHUNK_AMBCOLOR  = 0x2100,
-
-		// Specifies the background image for the whole scene
-		// This value is passed through the material system
-		// to the viewer 
-		CHUNK_BIT_MAP   = 0x1100,
-		CHUNK_BIT_MAP_EXISTS  = 0x1101,
-
-		// ********************************************************************
-		// Viewport related stuff. Ignored
-		CHUNK_DEFAULT_VIEW = 0x3000,
-		CHUNK_VIEW_TOP = 0x3010,
-		CHUNK_VIEW_BOTTOM = 0x3020,
-		CHUNK_VIEW_LEFT = 0x3030,
-		CHUNK_VIEW_RIGHT = 0x3040,
-		CHUNK_VIEW_FRONT = 0x3050,
-		CHUNK_VIEW_BACK = 0x3060,
-		CHUNK_VIEW_USER = 0x3070,
-		CHUNK_VIEW_CAMERA = 0x3080,
-		// ********************************************************************
-
-		// Mesh chunks
-		CHUNK_OBJBLOCK  = 0x4000,
-		CHUNK_TRIMESH   = 0x4100,
-		CHUNK_VERTLIST  = 0x4110,
-		CHUNK_VERTFLAGS = 0x4111,
-		CHUNK_FACELIST  = 0x4120,
-		CHUNK_FACEMAT   = 0x4130,
-		CHUNK_MAPLIST   = 0x4140,
-		CHUNK_SMOOLIST  = 0x4150,
-		CHUNK_TRMATRIX  = 0x4160,
-		CHUNK_MESHCOLOR = 0x4165,
-		CHUNK_TXTINFO   = 0x4170,
-		CHUNK_LIGHT     = 0x4600,
-		CHUNK_CAMERA    = 0x4700,
-		CHUNK_HIERARCHY = 0x4F00,
-
-		// Specifies the global scaling factor. This is applied
-		// to the root node's transformation matrix
-		CHUNK_MASTER_SCALE    = 0x0100,
-
-		// ********************************************************************
-		// Material chunks
-		CHUNK_MAT_MATERIAL  = 0xAFFF,
-
-			// asciiz containing the name of the material
-			CHUNK_MAT_MATNAME   = 0xA000, 
-			CHUNK_MAT_AMBIENT   = 0xA010, // followed by color chunk
-			CHUNK_MAT_DIFFUSE   = 0xA020, // followed by color chunk
-			CHUNK_MAT_SPECULAR  = 0xA030, // followed by color chunk
-
-			// Specifies the shininess of the material
-			// followed by percentage chunk
-			CHUNK_MAT_SHININESS  = 0xA040, 
-			CHUNK_MAT_SHININESS_PERCENT  = 0xA041 ,
-
-			// Specifies the shading mode to be used
-			// followed by a short
-			CHUNK_MAT_SHADING  = 0xA100, 
-
-			// NOTE: Emissive color (self illumination) seems not
-			// to be a color but a single value, type is unknown.
-			// Make the parser accept both of them.
-			// followed by percentage chunk (?)
-			CHUNK_MAT_SELF_ILLUM = 0xA080,  
-
-			// Always followed by percentage chunk	(?)
-			CHUNK_MAT_SELF_ILPCT = 0xA084,  
-
-			// Always followed by percentage chunk
-			CHUNK_MAT_TRANSPARENCY = 0xA050, 
-
-			// Diffuse texture channel 0 
-			CHUNK_MAT_TEXTURE   = 0xA200,
-
-			// Contains opacity information for each texel
-			CHUNK_MAT_OPACMAP = 0xA210,
-
-			// Contains a reflection map to be used to reflect
-			// the environment. This is partially supported.
-			CHUNK_MAT_REFLMAP = 0xA220,
-
-			// Self Illumination map (emissive colors)
-			CHUNK_MAT_SELFIMAP = 0xA33d,	
-
-			// Bumpmap. Not specified whether it is a heightmap
-			// or a normal map. Assme it is a heightmap since
-			// artist normally prefer this format.
-			CHUNK_MAT_BUMPMAP = 0xA230,
-
-			// Specular map. Seems to influence the specular color
-			CHUNK_MAT_SPECMAP = 0xA204,
-
-			// Holds shininess data. 
-			CHUNK_MAT_MAT_SHINMAP = 0xA33C,
-
-			// Scaling in U/V direction.
-			// (need to gen separate UV coordinate set 
-			// and do this by hand)
-			CHUNK_MAT_MAP_USCALE 	  = 0xA354,
-			CHUNK_MAT_MAP_VSCALE 	  = 0xA356,
-
-			// Translation in U/V direction.
-			// (need to gen separate UV coordinate set 
-			// and do this by hand)
-			CHUNK_MAT_MAP_UOFFSET 	  = 0xA358,
-			CHUNK_MAT_MAP_VOFFSET 	  = 0xA35a,
-
-			// UV-coordinates rotation around the z-axis
-			// Assumed to be in radians.
-			CHUNK_MAT_MAP_ANG = 0xA35C,
-
-			// Tiling flags for 3DS files
-			CHUNK_MAT_MAP_TILING = 0xa351,
-
-			// Specifies the file name of a texture
-			CHUNK_MAPFILE   = 0xA300,
-
-			// Specifies whether a materail requires two-sided rendering
-			CHUNK_MAT_TWO_SIDE = 0xA081,  
-		// ********************************************************************
-
-		// Main keyframer chunk. Contains translation/rotation/scaling data
-		CHUNK_KEYFRAMER		= 0xB000,
-
-		// Supported sub chunks
-		CHUNK_TRACKINFO		= 0xB002,
-		CHUNK_TRACKOBJNAME  = 0xB010,
-		CHUNK_TRACKDUMMYOBJNAME  = 0xB011,
-		CHUNK_TRACKPIVOT    = 0xB013,
-		CHUNK_TRACKPOS      = 0xB020,
-		CHUNK_TRACKROTATE   = 0xB021,
-		CHUNK_TRACKSCALE    = 0xB022,
-
-		// ********************************************************************
-		// Keyframes for various other stuff in the file
-		// Partially ignored
-		CHUNK_AMBIENTKEY    = 0xB001,
-		CHUNK_TRACKMORPH    = 0xB026,
-		CHUNK_TRACKHIDE     = 0xB029,
-		CHUNK_OBJNUMBER     = 0xB030,
-		CHUNK_TRACKCAMERA	= 0xB003,
-		CHUNK_TRACKFOV		= 0xB023,
-		CHUNK_TRACKROLL		= 0xB024,
-		CHUNK_TRACKCAMTGT	= 0xB004,
-		CHUNK_TRACKLIGHT	= 0xB005,
-		CHUNK_TRACKLIGTGT	= 0xB006,
-		CHUNK_TRACKSPOTL	= 0xB007,
-		CHUNK_FRAMES		= 0xB008,
-		// ********************************************************************
-
-		// light sub-chunks
-		CHUNK_DL_OFF                 = 0x4620,
-		CHUNK_DL_OUTER_RANGE         = 0x465A,
-		CHUNK_DL_INNER_RANGE         = 0x4659,
-		CHUNK_DL_MULTIPLIER          = 0x465B,
-		CHUNK_DL_EXCLUDE             = 0x4654,
-		CHUNK_DL_ATTENUATE           = 0x4625,
-		CHUNK_DL_SPOTLIGHT           = 0x4610,
-
-		// camera sub-chunks
-		CHUNK_CAM_RANGES             = 0x4720
-	};
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure representing a 3ds mesh face */
-struct Face : public FaceWithSmoothingGroup
-{
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure representing a texture */
-struct Texture
-{
-	//! Default constructor
-	Texture()
-		: mOffsetU	(0.0f)
-		, mOffsetV	(0.0f)
-		, mScaleU	(1.0f)
-		, mScaleV	(1.0f)
-		, mRotation	(0.0f)
-		, mMapMode	(aiTextureMapMode_Wrap)
-		, iUVSrc	(0)
-	{
-		mTextureBlend = get_qnan();
-	}
-
-	//! Specifies the blend factor for the texture
-	float mTextureBlend;
-
-	//! Specifies the filename of the texture
-	std::string mMapName;
-
-	//! Specifies texture coordinate offsets/scaling/rotations
-	float mOffsetU;
-	float mOffsetV;
-	float mScaleU;
-	float mScaleV;
-	float mRotation;
-
-	//! Specifies the mapping mode to be used for the texture
-	aiTextureMapMode mMapMode;
-
-	//! Used internally
-	bool bPrivate;
-	int iUVSrc;
-};
-
-#include "./../include/assimp/Compiler/poppack1.h"
-
-// ---------------------------------------------------------------------------
-/** Helper structure representing a 3ds material */
-struct Material
-{
-	//! Default constructor. Builds a default name for the material
-	Material()
-		: 
-	mDiffuse			(0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
-	mSpecularExponent	(0.0f),
-	mShininessStrength	(1.0f),
-	mShading(Discreet3DS::Gouraud),
-	mTransparency		(1.0f),
-	mBumpHeight			(1.0f),
-	mTwoSided			(false)
-	{
-		static int iCnt = 0;
-		
-		char szTemp[128];
-		sprintf(szTemp,"UNNAMED_%i",iCnt++);
-		mName = szTemp;
-	}
-
-	//! Name of the material
-	std::string mName;
-	//! Diffuse color of the material
-	aiColor3D mDiffuse;
-	//! Specular exponent
-	float mSpecularExponent;
-	//! Shininess strength, in percent
-	float mShininessStrength;
-	//! Specular color of the material
-	aiColor3D mSpecular;
-	//! Ambient color of the material
-	aiColor3D mAmbient;
-	//! Shading type to be used
-	Discreet3DS::shadetype3ds mShading;
-	//! Opacity of the material
-	float mTransparency;
-	//! Diffuse texture channel
-	Texture sTexDiffuse;
-	//! Opacity texture channel
-	Texture sTexOpacity;
-	//! Specular texture channel
-	Texture sTexSpecular;
-	//! Reflective texture channel
-	Texture sTexReflective;
-	//! Bump texture channel
-	Texture sTexBump;
-	//! Emissive texture channel
-	Texture sTexEmissive;
-	//! Shininess texture channel
-	Texture sTexShininess;
-	//! Scaling factor for the bump values
-	float mBumpHeight;
-	//! Emissive color
-	aiColor3D mEmissive;
-	//! Ambient texture channel
-	//! (used by the ASE format)
-	Texture sTexAmbient;
-	//! True if the material must be rendered from two sides
-	bool mTwoSided;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent a 3ds file mesh */
-struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
-{
-	//! Default constructor
-	Mesh()
-	{
-		static int iCnt = 0;
-		
-		// Generate a default name for the mesh
-		char szTemp[128];
-		::sprintf(szTemp,"UNNAMED_%i",iCnt++);
-		mName = szTemp;
-	}
-
-	//! Name of the mesh
-	std::string mName;
-
-	//! Texture coordinates
-	std::vector<aiVector3D> mTexCoords;
-
-	//! Face materials
-	std::vector<unsigned int> mFaceMaterials;
-
-	//! Local transformation matrix
-	aiMatrix4x4 mMat;
-};
-
-// ---------------------------------------------------------------------------
-/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
-    C-API, so it would be difficult to make them a template. */
-struct aiFloatKey 
-{
-	double mTime;      ///< The time of this key
-	float mValue;	///< The value of this key
-
-#ifdef __cplusplus
-
-	// time is not compared
-	bool operator == (const aiFloatKey& o) const
-		{return o.mValue == this->mValue;}
-
-	bool operator != (const aiFloatKey& o) const
-		{return o.mValue != this->mValue;}
-
-	// Only time is compared. This operator is defined
-	// for use with std::sort
-	bool operator < (const aiFloatKey& o) const
-		{return mTime < o.mTime;}
-
-	bool operator > (const aiFloatKey& o) const
-		{return mTime < o.mTime;}
-
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent a 3ds file node */
-struct Node
-{
-	Node()
-
-		:	mHierarchyPos		(0)
-		,	mHierarchyIndex		(0)
-		,	mInstanceCount		(1)
-
-	{
-		static int iCnt = 0;
-		
-		// Generate a default name for the node
-		char szTemp[128];
-		::sprintf(szTemp,"UNNAMED_%i",iCnt++);
-		mName = szTemp;
-
-		aRotationKeys.reserve (20);
-		aPositionKeys.reserve (20);
-		aScalingKeys.reserve  (20);
-	}
-
-	~Node()
-	{
-		for (unsigned int i = 0; i < mChildren.size();++i)
-			delete mChildren[i];
-	}
-
-	//! Pointer to the parent node
-	Node* mParent;
-
-	//! Holds all child nodes
-	std::vector<Node*> mChildren;
-
-	//! Name of the node
-	std::string mName;
-
-	//! InstanceNumber of the node
-	int32_t mInstanceNumber;
-
-	//! Dummy nodes: real name to be combined with the $$$DUMMY 
-	std::string mDummyName;
-
-	//! Position of the node in the hierarchy (tree depth)
-	int16_t mHierarchyPos;
-
-	//! Index of the node
-	int16_t mHierarchyIndex;
-
-	//! Rotation keys loaded from the file
-	std::vector<aiQuatKey> aRotationKeys;
-
-	//! Position keys loaded from the file
-	std::vector<aiVectorKey> aPositionKeys;
-
-	//! Scaling keys loaded from the file
-	std::vector<aiVectorKey> aScalingKeys;
-
-
-	// For target lights (spot lights and directional lights):
-	// The position of the target
-	std::vector< aiVectorKey > aTargetPositionKeys;
-
-	// For cameras: the camera roll angle
-	std::vector< aiFloatKey > aCameraRollKeys;
-
-	//! Pivot position loaded from the file
-	aiVector3D vPivot;
-
-	//instance count, will be kept only for the first node
-	int32_t mInstanceCount;
-
-	//! Add a child node, setup the right parent node for it
-	//! \param pc Node to be 'adopted'
-	inline Node& push_back(Node* pc)
-	{
-		mChildren.push_back(pc);
-		pc->mParent = this;
-		return *this;
-	}
-};
-// ---------------------------------------------------------------------------
-/** Helper structure analogue to aiScene */
-struct Scene
-{
-	//! List of all materials loaded
-	//! NOTE: 3ds references materials globally
-	std::vector<Material> mMaterials;
-
-	//! List of all meshes loaded
-	std::vector<Mesh> mMeshes;
-
-	//! List of all cameras loaded
-	std::vector<aiCamera*> mCameras;
-
-	//! List of all lights loaded
-	std::vector<aiLight*> mLights;
-
-	//! Pointer to the root node of the scene
-	// --- moved to main class
-	// Node* pcRootNode;
-};
-
-
-} // end of namespace D3DS
-} // end of namespace Assimp
-
-#endif // AI_XFILEHELPER_H_INC
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Defines helper data structures for the import of 3DS files */
+
+#ifndef AI_3DSFILEHELPER_H_INC
+#define AI_3DSFILEHELPER_H_INC
+
+
+#include "SpatialSort.h"
+#include "SmoothingGroups.h"
+#include "StringUtils.h"
+#include "qnan.h"
+#include "./../include/assimp/material.h"
+#include "./../include/assimp/camera.h"
+#include "./../include/assimp/light.h"
+#include "./../include/assimp/anim.h"
+#include <stdio.h> //sprintf
+
+namespace Assimp    {
+namespace D3DS  {
+
+#include "./../include/assimp/Compiler/pushpack1.h"
+
+// ---------------------------------------------------------------------------
+/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
+*  and data structures.
+*/
+class Discreet3DS
+{
+private:
+    inline Discreet3DS() {}
+
+public:
+
+    //! data structure for a single chunk in a .3ds file
+    struct Chunk
+    {
+        uint16_t    Flag;
+        uint32_t    Size;
+    } PACK_STRUCT;
+
+
+    //! Used for shading field in material3ds structure
+    //! From AutoDesk 3ds SDK
+    typedef enum
+    {
+        // translated to gouraud shading with wireframe active
+        Wire = 0x0,
+
+        // if this material is set, no vertex normals will
+        // be calculated for the model. Face normals + gouraud
+        Flat = 0x1,
+
+        // standard gouraud shading
+        Gouraud = 0x2,
+
+        // phong shading
+        Phong = 0x3,
+
+        // cooktorrance or anistropic phong shading ...
+        // the exact meaning is unknown, if you know it
+        // feel free to tell me ;-)
+        Metal = 0x4,
+
+        // required by the ASE loader
+        Blinn = 0x5
+    } shadetype3ds;
+
+    // Flags for animated keys
+    enum
+    {
+        KEY_USE_TENS         = 0x1,
+        KEY_USE_CONT         = 0x2,
+        KEY_USE_BIAS         = 0x4,
+        KEY_USE_EASE_TO      = 0x8,
+        KEY_USE_EASE_FROM    = 0x10
+    } ;
+
+    enum
+    {
+
+        // ********************************************************************
+        // Basic chunks which can be found everywhere in the file
+        CHUNK_VERSION   = 0x0002,
+        CHUNK_RGBF      = 0x0010,       // float4 R; float4 G; float4 B
+        CHUNK_RGBB      = 0x0011,       // int1 R; int1 G; int B
+
+        // Linear color values (gamma = 2.2?)
+        CHUNK_LINRGBF      = 0x0013,    // float4 R; float4 G; float4 B
+        CHUNK_LINRGBB      = 0x0012,    // int1 R; int1 G; int B
+
+        CHUNK_PERCENTW  = 0x0030,       // int2   percentage
+        CHUNK_PERCENTF  = 0x0031,       // float4  percentage
+        CHUNK_PERCENTD  = 0x0032,       // float8  percentage
+        // ********************************************************************
+
+        // Prj master chunk
+        CHUNK_PRJ       = 0xC23D,
+
+        // MDLI master chunk
+        CHUNK_MLI       = 0x3DAA,
+
+        // Primary main chunk of the .3ds file
+        CHUNK_MAIN      = 0x4D4D,
+
+        // Mesh main chunk
+        CHUNK_OBJMESH   = 0x3D3D,
+
+        // Specifies the background color of the .3ds file
+        // This is passed through the material system for
+        // viewing purposes.
+        CHUNK_BKGCOLOR  = 0x1200,
+
+        // Specifies the ambient base color of the scene.
+        // This is added to all materials in the file
+        CHUNK_AMBCOLOR  = 0x2100,
+
+        // Specifies the background image for the whole scene
+        // This value is passed through the material system
+        // to the viewer
+        CHUNK_BIT_MAP   = 0x1100,
+        CHUNK_BIT_MAP_EXISTS  = 0x1101,
+
+        // ********************************************************************
+        // Viewport related stuff. Ignored
+        CHUNK_DEFAULT_VIEW = 0x3000,
+        CHUNK_VIEW_TOP = 0x3010,
+        CHUNK_VIEW_BOTTOM = 0x3020,
+        CHUNK_VIEW_LEFT = 0x3030,
+        CHUNK_VIEW_RIGHT = 0x3040,
+        CHUNK_VIEW_FRONT = 0x3050,
+        CHUNK_VIEW_BACK = 0x3060,
+        CHUNK_VIEW_USER = 0x3070,
+        CHUNK_VIEW_CAMERA = 0x3080,
+        // ********************************************************************
+
+        // Mesh chunks
+        CHUNK_OBJBLOCK  = 0x4000,
+        CHUNK_TRIMESH   = 0x4100,
+        CHUNK_VERTLIST  = 0x4110,
+        CHUNK_VERTFLAGS = 0x4111,
+        CHUNK_FACELIST  = 0x4120,
+        CHUNK_FACEMAT   = 0x4130,
+        CHUNK_MAPLIST   = 0x4140,
+        CHUNK_SMOOLIST  = 0x4150,
+        CHUNK_TRMATRIX  = 0x4160,
+        CHUNK_MESHCOLOR = 0x4165,
+        CHUNK_TXTINFO   = 0x4170,
+        CHUNK_LIGHT     = 0x4600,
+        CHUNK_CAMERA    = 0x4700,
+        CHUNK_HIERARCHY = 0x4F00,
+
+        // Specifies the global scaling factor. This is applied
+        // to the root node's transformation matrix
+        CHUNK_MASTER_SCALE    = 0x0100,
+
+        // ********************************************************************
+        // Material chunks
+        CHUNK_MAT_MATERIAL  = 0xAFFF,
+
+            // asciiz containing the name of the material
+            CHUNK_MAT_MATNAME   = 0xA000,
+            CHUNK_MAT_AMBIENT   = 0xA010, // followed by color chunk
+            CHUNK_MAT_DIFFUSE   = 0xA020, // followed by color chunk
+            CHUNK_MAT_SPECULAR  = 0xA030, // followed by color chunk
+
+            // Specifies the shininess of the material
+            // followed by percentage chunk
+            CHUNK_MAT_SHININESS  = 0xA040,
+            CHUNK_MAT_SHININESS_PERCENT  = 0xA041 ,
+
+            // Specifies the shading mode to be used
+            // followed by a short
+            CHUNK_MAT_SHADING  = 0xA100,
+
+            // NOTE: Emissive color (self illumination) seems not
+            // to be a color but a single value, type is unknown.
+            // Make the parser accept both of them.
+            // followed by percentage chunk (?)
+            CHUNK_MAT_SELF_ILLUM = 0xA080,
+
+            // Always followed by percentage chunk  (?)
+            CHUNK_MAT_SELF_ILPCT = 0xA084,
+
+            // Always followed by percentage chunk
+            CHUNK_MAT_TRANSPARENCY = 0xA050,
+
+            // Diffuse texture channel 0
+            CHUNK_MAT_TEXTURE   = 0xA200,
+
+            // Contains opacity information for each texel
+            CHUNK_MAT_OPACMAP = 0xA210,
+
+            // Contains a reflection map to be used to reflect
+            // the environment. This is partially supported.
+            CHUNK_MAT_REFLMAP = 0xA220,
+
+            // Self Illumination map (emissive colors)
+            CHUNK_MAT_SELFIMAP = 0xA33d,
+
+            // Bumpmap. Not specified whether it is a heightmap
+            // or a normal map. Assme it is a heightmap since
+            // artist normally prefer this format.
+            CHUNK_MAT_BUMPMAP = 0xA230,
+
+            // Specular map. Seems to influence the specular color
+            CHUNK_MAT_SPECMAP = 0xA204,
+
+            // Holds shininess data.
+            CHUNK_MAT_MAT_SHINMAP = 0xA33C,
+
+            // Scaling in U/V direction.
+            // (need to gen separate UV coordinate set
+            // and do this by hand)
+            CHUNK_MAT_MAP_USCALE      = 0xA354,
+            CHUNK_MAT_MAP_VSCALE      = 0xA356,
+
+            // Translation in U/V direction.
+            // (need to gen separate UV coordinate set
+            // and do this by hand)
+            CHUNK_MAT_MAP_UOFFSET     = 0xA358,
+            CHUNK_MAT_MAP_VOFFSET     = 0xA35a,
+
+            // UV-coordinates rotation around the z-axis
+            // Assumed to be in radians.
+            CHUNK_MAT_MAP_ANG = 0xA35C,
+
+            // Tiling flags for 3DS files
+            CHUNK_MAT_MAP_TILING = 0xa351,
+
+            // Specifies the file name of a texture
+            CHUNK_MAPFILE   = 0xA300,
+
+            // Specifies whether a materail requires two-sided rendering
+            CHUNK_MAT_TWO_SIDE = 0xA081,
+        // ********************************************************************
+
+        // Main keyframer chunk. Contains translation/rotation/scaling data
+        CHUNK_KEYFRAMER     = 0xB000,
+
+        // Supported sub chunks
+        CHUNK_TRACKINFO     = 0xB002,
+        CHUNK_TRACKOBJNAME  = 0xB010,
+        CHUNK_TRACKDUMMYOBJNAME  = 0xB011,
+        CHUNK_TRACKPIVOT    = 0xB013,
+        CHUNK_TRACKPOS      = 0xB020,
+        CHUNK_TRACKROTATE   = 0xB021,
+        CHUNK_TRACKSCALE    = 0xB022,
+
+        // ********************************************************************
+        // Keyframes for various other stuff in the file
+        // Partially ignored
+        CHUNK_AMBIENTKEY    = 0xB001,
+        CHUNK_TRACKMORPH    = 0xB026,
+        CHUNK_TRACKHIDE     = 0xB029,
+        CHUNK_OBJNUMBER     = 0xB030,
+        CHUNK_TRACKCAMERA   = 0xB003,
+        CHUNK_TRACKFOV      = 0xB023,
+        CHUNK_TRACKROLL     = 0xB024,
+        CHUNK_TRACKCAMTGT   = 0xB004,
+        CHUNK_TRACKLIGHT    = 0xB005,
+        CHUNK_TRACKLIGTGT   = 0xB006,
+        CHUNK_TRACKSPOTL    = 0xB007,
+        CHUNK_FRAMES        = 0xB008,
+        // ********************************************************************
+
+        // light sub-chunks
+        CHUNK_DL_OFF                 = 0x4620,
+        CHUNK_DL_OUTER_RANGE         = 0x465A,
+        CHUNK_DL_INNER_RANGE         = 0x4659,
+        CHUNK_DL_MULTIPLIER          = 0x465B,
+        CHUNK_DL_EXCLUDE             = 0x4654,
+        CHUNK_DL_ATTENUATE           = 0x4625,
+        CHUNK_DL_SPOTLIGHT           = 0x4610,
+
+        // camera sub-chunks
+        CHUNK_CAM_RANGES             = 0x4720
+    };
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure representing a 3ds mesh face */
+struct Face : public FaceWithSmoothingGroup
+{
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure representing a texture */
+struct Texture
+{
+    //! Default constructor
+    Texture()
+        : mOffsetU  (0.0)
+        , mOffsetV  (0.0)
+        , mScaleU   (1.0)
+        , mScaleV   (1.0)
+        , mRotation (0.0)
+        , mMapMode  (aiTextureMapMode_Wrap)
+        , bPrivate()
+        , iUVSrc    (0)
+    {
+        mTextureBlend = get_qnan();
+    }
+
+    //! Specifies the blend factor for the texture
+    ai_real mTextureBlend;
+
+    //! Specifies the filename of the texture
+    std::string mMapName;
+
+    //! Specifies texture coordinate offsets/scaling/rotations
+    ai_real mOffsetU;
+    ai_real mOffsetV;
+    ai_real mScaleU;
+    ai_real mScaleV;
+    ai_real mRotation;
+
+    //! Specifies the mapping mode to be used for the texture
+    aiTextureMapMode mMapMode;
+
+    //! Used internally
+    bool bPrivate;
+    int iUVSrc;
+};
+
+#include "./../include/assimp/Compiler/poppack1.h"
+
+// ---------------------------------------------------------------------------
+/** Helper structure representing a 3ds material */
+struct Material
+{
+    //! Default constructor. Builds a default name for the material
+    Material()
+    : mDiffuse            ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
+    , mSpecularExponent   ( ai_real( 0.0 ) )
+    , mShininessStrength  ( ai_real( 1.0 ) )
+    , mShading(Discreet3DS::Gouraud)
+    , mTransparency       ( ai_real( 1.0 ) )
+    , mBumpHeight         ( ai_real( 1.0 ) )
+    , mTwoSided           (false)
+    {
+        static int iCnt = 0;
+
+        char szTemp[128];
+        ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
+        mName = szTemp;
+    }
+
+    //! Name of the material
+    std::string mName;
+    //! Diffuse color of the material
+    aiColor3D mDiffuse;
+    //! Specular exponent
+    ai_real mSpecularExponent;
+    //! Shininess strength, in percent
+    ai_real mShininessStrength;
+    //! Specular color of the material
+    aiColor3D mSpecular;
+    //! Ambient color of the material
+    aiColor3D mAmbient;
+    //! Shading type to be used
+    Discreet3DS::shadetype3ds mShading;
+    //! Opacity of the material
+    ai_real mTransparency;
+    //! Diffuse texture channel
+    Texture sTexDiffuse;
+    //! Opacity texture channel
+    Texture sTexOpacity;
+    //! Specular texture channel
+    Texture sTexSpecular;
+    //! Reflective texture channel
+    Texture sTexReflective;
+    //! Bump texture channel
+    Texture sTexBump;
+    //! Emissive texture channel
+    Texture sTexEmissive;
+    //! Shininess texture channel
+    Texture sTexShininess;
+    //! Scaling factor for the bump values
+    ai_real mBumpHeight;
+    //! Emissive color
+    aiColor3D mEmissive;
+    //! Ambient texture channel
+    //! (used by the ASE format)
+    Texture sTexAmbient;
+    //! True if the material must be rendered from two sides
+    bool mTwoSided;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent a 3ds file mesh */
+struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
+{
+    //! Default constructor
+    Mesh()
+    {
+        static int iCnt = 0;
+
+        // Generate a default name for the mesh
+        char szTemp[128];
+        ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
+        mName = szTemp;
+    }
+
+    //! Name of the mesh
+    std::string mName;
+
+    //! Texture coordinates
+    std::vector<aiVector3D> mTexCoords;
+
+    //! Face materials
+    std::vector<unsigned int> mFaceMaterials;
+
+    //! Local transformation matrix
+    aiMatrix4x4 mMat;
+};
+
+// ---------------------------------------------------------------------------
+/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
+    C-API, so it would be difficult to make them a template. */
+struct aiFloatKey
+{
+    double mTime;      ///< The time of this key
+    ai_real mValue;   ///< The value of this key
+
+#ifdef __cplusplus
+
+    // time is not compared
+    bool operator == (const aiFloatKey& o) const
+        {return o.mValue == this->mValue;}
+
+    bool operator != (const aiFloatKey& o) const
+        {return o.mValue != this->mValue;}
+
+    // Only time is compared. This operator is defined
+    // for use with std::sort
+    bool operator < (const aiFloatKey& o) const
+        {return mTime < o.mTime;}
+
+    bool operator > (const aiFloatKey& o) const
+        {return mTime > o.mTime;}
+
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent a 3ds file node */
+struct Node
+{
+    Node():
+    	mParent(NULL)
+		,	mInstanceNumber(0)
+		,	mHierarchyPos		(0)
+		,	mHierarchyIndex		(0)
+		,	mInstanceCount		(1)
+    {
+        static int iCnt = 0;
+
+        // Generate a default name for the node
+        char szTemp[128];
+        ::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
+        mName = szTemp;
+
+        aRotationKeys.reserve (20);
+        aPositionKeys.reserve (20);
+        aScalingKeys.reserve  (20);
+    }
+
+    ~Node()
+    {
+        for (unsigned int i = 0; i < mChildren.size();++i)
+            delete mChildren[i];
+    }
+
+    //! Pointer to the parent node
+    Node* mParent;
+
+    //! Holds all child nodes
+    std::vector<Node*> mChildren;
+
+    //! Name of the node
+    std::string mName;
+
+    //! InstanceNumber of the node
+    int32_t mInstanceNumber;
+
+    //! Dummy nodes: real name to be combined with the $$$DUMMY
+    std::string mDummyName;
+
+    //! Position of the node in the hierarchy (tree depth)
+    int16_t mHierarchyPos;
+
+    //! Index of the node
+    int16_t mHierarchyIndex;
+
+    //! Rotation keys loaded from the file
+    std::vector<aiQuatKey> aRotationKeys;
+
+    //! Position keys loaded from the file
+    std::vector<aiVectorKey> aPositionKeys;
+
+    //! Scaling keys loaded from the file
+    std::vector<aiVectorKey> aScalingKeys;
+
+
+    // For target lights (spot lights and directional lights):
+    // The position of the target
+    std::vector< aiVectorKey > aTargetPositionKeys;
+
+    // For cameras: the camera roll angle
+    std::vector< aiFloatKey > aCameraRollKeys;
+
+    //! Pivot position loaded from the file
+    aiVector3D vPivot;
+
+    //instance count, will be kept only for the first node
+    int32_t mInstanceCount;
+
+    //! Add a child node, setup the right parent node for it
+    //! \param pc Node to be 'adopted'
+    inline Node& push_back(Node* pc)
+    {
+        mChildren.push_back(pc);
+        pc->mParent = this;
+        return *this;
+    }
+};
+// ---------------------------------------------------------------------------
+/** Helper structure analogue to aiScene */
+struct Scene
+{
+    //! List of all materials loaded
+    //! NOTE: 3ds references materials globally
+    std::vector<Material> mMaterials;
+
+    //! List of all meshes loaded
+    std::vector<Mesh> mMeshes;
+
+    //! List of all cameras loaded
+    std::vector<aiCamera*> mCameras;
+
+    //! List of all lights loaded
+    std::vector<aiLight*> mLights;
+
+    //! Pointer to the root node of the scene
+    // --- moved to main class
+    // Node* pcRootNode;
+};
+
+
+} // end of namespace D3DS
+} // end of namespace Assimp
+
+#endif // AI_XFILEHELPER_H_INC

+ 1431 - 1402
code/3DSLoader.cpp

@@ -1,1402 +1,1431 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  3DSLoader.cpp
- *  @brief Implementation of the 3ds importer class
- *
- *  http://www.the-labs.com/Blender/3DS-details.html
- */
-
-#include "AssimpPCH.h"
-#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
-
-// internal headers
-#include "3DSLoader.h"
-
-using namespace Assimp;
-
-static const aiImporterDesc desc = {
-	"Discreet 3DS Importer",
-	"",
-	"",
-	"Limited animation support",
-	aiImporterFlags_SupportBinaryFlavour,
-	0,
-	0,
-	0,
-	0,
-	"3ds prj" 
-};
-
-		
-// ------------------------------------------------------------------------------------------------
-// Begins a new parsing block
-// - Reads the current chunk and validates it
-// - computes its length
-#define ASSIMP_3DS_BEGIN_CHUNK()                                         \
-	while (true) {                                                       \
-	if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \
-		return;                                                          \
-	}                                                                    \
-	Discreet3DS::Chunk chunk;                                            \
-	ReadChunk(&chunk);                                                   \
-	int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk);	             \
-    if(chunkSize <= 0)                                                   \
-        continue;                                                        \
-	const int oldReadLimit = stream->GetReadLimit();                     \
-	stream->SetReadLimit(stream->GetCurrentPos() + chunkSize);           \
-	
-
-// ------------------------------------------------------------------------------------------------
-// End a parsing block
-// Must follow at the end of each parsing block, reset chunk end marker to previous value
-#define ASSIMP_3DS_END_CHUNK()                  \
-	stream->SkipToReadLimit();                  \
-	stream->SetReadLimit(oldReadLimit);         \
-	if (stream->GetRemainingSizeToLimit() == 0) \
-		return;                                 \
-	}
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-Discreet3DSImporter::Discreet3DSImporter()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well 
-Discreet3DSImporter::~Discreet3DSImporter()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file. 
-bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
-{
-	std::string extension = GetExtension(pFile);
-	if(extension == "3ds" || extension == "prj" ) {
-		return true;
-	}
-	if (!extension.length() || checkSig) {
-		uint16_t token[3];
-		token[0] = 0x4d4d;
-		token[1] = 0x3dc2;
-		//token[2] = 0x3daa;
-		return CheckMagicToken(pIOHandler,pFile,token,2,0,2);
-	}
-	return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Loader registry entry
-const aiImporterDesc* Discreet3DSImporter::GetInfo () const
-{
-	return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup configuration properties
-void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
-{
-	// nothing to be done for the moment
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure. 
-void Discreet3DSImporter::InternReadFile( const std::string& pFile, 
-	aiScene* pScene, IOSystem* pIOHandler)
-{
-	StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
-	this->stream = &stream;
-
-	// We should have at least one chunk
-	if (stream.GetRemainingSize() < 16) {
-		throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
-	}
-
-	// Allocate our temporary 3DS representation
-	mScene = new D3DS::Scene();
-
-	// Initialize members
-	mLastNodeIndex             = -1;
-	mCurrentNode               = new D3DS::Node();
-	mRootNode                  = mCurrentNode;
-	mRootNode->mHierarchyPos   = -1;
-	mRootNode->mHierarchyIndex = -1;
-	mRootNode->mParent         = NULL;
-	mMasterScale               = 1.0f;
-	mBackgroundImage           = "";
-	bHasBG                     = false;
-	bIsPrj                     = false;
-
-	// Parse the file
-	ParseMainChunk();
-
-	// Process all meshes in the file. First check whether all
-	// face indices haev valid values. The generate our 
-	// internal verbose representation. Finally compute normal
-	// vectors from the smoothing groups we read from the
-	// file.
-	for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(),
-		 end = mScene->mMeshes.end(); i != end;++i)	{
-		CheckIndices(*i);
-		MakeUnique  (*i);
-		ComputeNormalsWithSmoothingsGroups<D3DS::Face>(*i);
-	}
-
-	// Replace all occurences of the default material with a
-	// valid material. Generate it if no material containing
-	// DEFAULT in its name has been found in the file
-	ReplaceDefaultMaterial();
-
-	// Convert the scene from our internal representation to an
-	// aiScene object. This involves copying all meshes, lights
-	// and cameras to the scene
-	ConvertScene(pScene);
-
-	// Generate the node graph for the scene. This is a little bit
-	// tricky since we'll need to split some meshes into submeshes
-	GenerateNodeGraph(pScene);
-
-	// Now apply the master scaling factor to the scene
-	ApplyMasterScale(pScene);
-
-	// Delete our internal scene representation and the root
-	// node, so the whole hierarchy will follow
-	delete mRootNode;
-	delete mScene;
-
-	AI_DEBUG_INVALIDATE_PTR(mRootNode);
-	AI_DEBUG_INVALIDATE_PTR(mScene);
-	AI_DEBUG_INVALIDATE_PTR(this->stream);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Applies a master-scaling factor to the imported scene
-void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
-{
-	// There are some 3DS files with a zero scaling factor
-	if (!mMasterScale)mMasterScale = 1.0f;
-	else mMasterScale = 1.0f / mMasterScale;
-
-	// Construct an uniform scaling matrix and multiply with it
-	pScene->mRootNode->mTransformation *= aiMatrix4x4( 
-		mMasterScale,0.0f, 0.0f, 0.0f,
-		0.0f, mMasterScale,0.0f, 0.0f,
-		0.0f, 0.0f, mMasterScale,0.0f,
-		0.0f, 0.0f, 0.0f, 1.0f);
-
-	// Check whether a scaling track is assigned to the root node.
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads a new chunk from the file
-void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
-{
-	ai_assert(pcOut != NULL);
-
-	pcOut->Flag = stream->GetI2();
-	pcOut->Size = stream->GetI4();
-
-	if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize())
-		throw DeadlyImportError("Chunk is too large");
-	
-	if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit())
-		DefaultLogger::get()->error("3DS: Chunk overflow");
-}
-
-// ------------------------------------------------------------------------------------------------
-// Skip a chunk
-void Discreet3DSImporter::SkipChunk()
-{
-	Discreet3DS::Chunk psChunk;
-	ReadChunk(&psChunk);
-	
-	stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk));
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Process the primary chunk of the file
-void Discreet3DSImporter::ParseMainChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	
-	case Discreet3DS::CHUNK_PRJ:
-		bIsPrj = true;
-	case Discreet3DS::CHUNK_MAIN:
-		ParseEditorChunk();
-		break;
-	};
-
-	ASSIMP_3DS_END_CHUNK();
-	// recursively continue processing this hierarchy level
-	return ParseMainChunk();
-}
-
-// ------------------------------------------------------------------------------------------------
-void Discreet3DSImporter::ParseEditorChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_OBJMESH:
-
-		ParseObjectChunk();
-		break;
-
-	// NOTE: In several documentations in the internet this
-	// chunk appears at different locations
-	case Discreet3DS::CHUNK_KEYFRAMER:
-
-		ParseKeyframeChunk();
-		break;
-
-	case Discreet3DS::CHUNK_VERSION:
-		{
-		// print the version number
-		char buff[10];
-		ASSIMP_itoa10(buff,stream->GetI2());
-		DefaultLogger::get()->info(std::string("3DS file format version: ") + buff);
-		}
-		break;
-	};
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-void Discreet3DSImporter::ParseObjectChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_OBJBLOCK:
-		{
-		unsigned int cnt = 0;
-		const char* sz = (const char*)stream->GetPtr();
-
-		// Get the name of the geometry object
-		while (stream->GetI1())++cnt;
-		ParseChunk(sz,cnt);
-		}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_MATERIAL:
-
-		// Add a new material to the list
-		mScene->mMaterials.push_back(D3DS::Material());
-		ParseMaterialChunk();
-		break;
-
-	case Discreet3DS::CHUNK_AMBCOLOR:
-
-		// This is the ambient base color of the scene.
-		// We add it to the ambient color of all materials
-		ParseColorChunk(&mClrAmbient,true);
-		if (is_qnan(mClrAmbient.r))
-		{
-			// We failed to read the ambient base color.
-			DefaultLogger::get()->error("3DS: Failed to read ambient base color");
-			mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f;
-		}
-		break;
-
-	case Discreet3DS::CHUNK_BIT_MAP:
-		{
-		// Specifies the background image. The string should already be 
-		// properly 0 terminated but we need to be sure
-		unsigned int cnt = 0;
-		const char* sz = (const char*)stream->GetPtr();
-		while (stream->GetI1())++cnt;
-		mBackgroundImage = std::string(sz,cnt);
-		}
-		break;
-
-	case Discreet3DS::CHUNK_BIT_MAP_EXISTS:
-		bHasBG = true;
-		break;
-
-	case Discreet3DS::CHUNK_MASTER_SCALE:
-		// Scene master scaling factor
-		mMasterScale = stream->GetF4();
-		break;
-	};
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// IMPLEMENTATION NOTE;
-	// Cameras or lights define their transformation in their parent node and in the
-	// corresponding light or camera chunks. However, we read and process the latter
-	// to to be able to return valid cameras/lights even if no scenegraph is given.
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_TRIMESH:
-		{
-		// this starts a new triangle mesh
-		mScene->mMeshes.push_back(D3DS::Mesh());
-		D3DS::Mesh& m = mScene->mMeshes.back();
-
-		// Setup the name of the mesh
-		m.mName = std::string(name, num);
-
-		// Read mesh chunks
-		ParseMeshChunk();
-		}
-		break;
-
-	case Discreet3DS::CHUNK_LIGHT:	
-		{
-		// This starts a new light
-		aiLight* light = new aiLight();
-		mScene->mLights.push_back(light);
-
-		light->mName.Set(std::string(name, num));
-
-		// First read the position of the light
-		light->mPosition.x = stream->GetF4();
-		light->mPosition.y = stream->GetF4();
-		light->mPosition.z = stream->GetF4();
-
-		light->mColorDiffuse = aiColor3D(1.f,1.f,1.f);
-
-		// Now check for further subchunks
-		if (!bIsPrj) /* fixme */
-			ParseLightChunk();
-
-		// The specular light color is identical the the diffuse light color. The ambient light color
-		// is equal to the ambient base color of the whole scene.
-		light->mColorSpecular = light->mColorDiffuse;
-		light->mColorAmbient  = mClrAmbient;
-
-		if (light->mType == aiLightSource_UNDEFINED)
-		{
-			// It must be a point light
-			light->mType = aiLightSource_POINT;
-		}}
-		break;
-
-	case Discreet3DS::CHUNK_CAMERA:
-		{
-		// This starts a new camera
-		aiCamera* camera = new aiCamera();
-		mScene->mCameras.push_back(camera);
-		camera->mName.Set(std::string(name, num));
-
-		// First read the position of the camera
-		camera->mPosition.x = stream->GetF4();
-		camera->mPosition.y = stream->GetF4();
-		camera->mPosition.z = stream->GetF4();
-
-		// Then the camera target
-		camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
-		camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
-		camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
-		float len = camera->mLookAt.Length();
-		if (len < 1e-5f) {
-			
-			// There are some files with lookat == position. Don't know why or whether it's ok or not.
-			DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector");
-			camera->mLookAt = aiVector3D(0.f,1.f,0.f);
-
-		}
-		else camera->mLookAt /= len;
-
-		// And finally - the camera rotation angle, in counter clockwise direction 
-		const float angle =  AI_DEG_TO_RAD( stream->GetF4() );
-		aiQuaternion quat(camera->mLookAt,angle);
-		camera->mUp = quat.GetMatrix() * aiVector3D(0.f,1.f,0.f);
-
-		// Read the lense angle
-		camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() );
-		if (camera->mHorizontalFOV < 0.001f)  {
-			camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f);
-		}
-
-		// Now check for further subchunks 
-		if (!bIsPrj) /* fixme */ {
-			ParseCameraChunk();
-		}}
-		break;
-	};
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-void Discreet3DSImporter::ParseLightChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-	aiLight* light = mScene->mLights.back();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_DL_SPOTLIGHT:
-		// Now we can be sure that the light is a spot light
-		light->mType = aiLightSource_SPOT;
-
-		// We wouldn't need to normalize here, but we do it
-		light->mDirection.x = stream->GetF4() - light->mPosition.x;
-		light->mDirection.y = stream->GetF4() - light->mPosition.y;
-		light->mDirection.z = stream->GetF4() - light->mPosition.z;
-		light->mDirection.Normalize();
-
-		// Now the hotspot and falloff angles - in degrees
-		light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() );
-
-		// FIX: the falloff angle is just an offset
-		light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() );
-		break; 
-
-		// intensity multiplier
-	case Discreet3DS::CHUNK_DL_MULTIPLIER:
-		light->mColorDiffuse = light->mColorDiffuse * stream->GetF4();
-		break;
-
-		// light color
-	case Discreet3DS::CHUNK_RGBF:
-	case Discreet3DS::CHUNK_LINRGBF:
-		light->mColorDiffuse.r *= stream->GetF4();
-		light->mColorDiffuse.g *= stream->GetF4();
-		light->mColorDiffuse.b *= stream->GetF4();
-		break;
-
-		// light attenuation
-	case Discreet3DS::CHUNK_DL_ATTENUATE: 
-		light->mAttenuationLinear = stream->GetF4();
-		break;
-	};
-
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-void Discreet3DSImporter::ParseCameraChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-	aiCamera* camera = mScene->mCameras.back();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-		// near and far clip plane
-	case Discreet3DS::CHUNK_CAM_RANGES:
-		camera->mClipPlaneNear = stream->GetF4();
-		camera->mClipPlaneFar  = stream->GetF4();
-		break;
-	}
-
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-void Discreet3DSImporter::ParseKeyframeChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_TRACKCAMTGT:
-	case Discreet3DS::CHUNK_TRACKSPOTL:
-	case Discreet3DS::CHUNK_TRACKCAMERA:
-	case Discreet3DS::CHUNK_TRACKINFO:
-	case Discreet3DS::CHUNK_TRACKLIGHT:
-	case Discreet3DS::CHUNK_TRACKLIGTGT:
-
-		// this starts a new mesh hierarchy chunk
-		ParseHierarchyChunk(chunk.Flag);
-		break;
-	};
-
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Little helper function for ParseHierarchyChunk
-void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent)
-{
-	if (!pcCurrent)	{
-		mRootNode->push_back(pcNode);
-		return;
-	}
-
-	if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos)	{
-		if(pcCurrent->mParent) {
-			pcCurrent->mParent->push_back(pcNode);
-		}
-		else pcCurrent->push_back(pcNode);
-		return;
-	}
-	return InverseNodeSearch(pcNode,pcCurrent->mParent);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Find a node with a specific name in the import hierarchy
-D3DS::Node* FindNode(D3DS::Node* root, const std::string& name)
-{
-	if (root->mName == name)
-		return root;
-	for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it)	{
-		D3DS::Node* nd;
-		if (( nd = FindNode(*it,name)))
-			return nd;
-	}
-	return NULL;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Binary predicate for std::unique()
-template <class T>
-bool KeyUniqueCompare(const T& first, const T& second)
-{
-	return first.mTime == second.mTime;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Skip some additional import data.
-void Discreet3DSImporter::SkipTCBInfo()
-{
-	unsigned int flags = stream->GetI2();
-
-	if (!flags)	{
-		// Currently we can't do anything with these values. They occur
-		// quite rare, so it wouldn't be worth the effort implementing
-		// them. 3DS ist not really suitable for complex animations,
-		// so full support is not required.
-		DefaultLogger::get()->warn("3DS: Skipping TCB animation info");
-	}
-
-	if (flags & Discreet3DS::KEY_USE_TENS) {
-		stream->IncPtr(4);
-	}
-	if (flags & Discreet3DS::KEY_USE_BIAS) {
-		stream->IncPtr(4);
-	}
-	if (flags & Discreet3DS::KEY_USE_CONT) {
-		stream->IncPtr(4);
-	}
-	if (flags & Discreet3DS::KEY_USE_EASE_FROM) {
-		stream->IncPtr(4);
-	}
-	if (flags & Discreet3DS::KEY_USE_EASE_TO) {
-		stream->IncPtr(4);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read hierarchy and keyframe info
-void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_TRACKOBJNAME:
-
-		// This is the name of the object to which the track applies. The chunk also
-		// defines the position of this object in the hierarchy.
-		{
-
-		// First of all: get the name of the object
-		unsigned int cnt = 0;
-		const char* sz = (const char*)stream->GetPtr();
-
-		while (stream->GetI1())++cnt;
-		std::string name = std::string(sz,cnt);
-
-		// Now find out whether we have this node already (target animation channels 
-		// are stored with a separate object ID)
-		D3DS::Node* pcNode = FindNode(mRootNode,name);
-		int instanceNumber = 1;
-
-		if ( pcNode)
-		{
-			// if the source is not a CHUNK_TRACKINFO block it wont be an object instance
-			if (parent != Discreet3DS::CHUNK_TRACKINFO)
-			{
-				mCurrentNode = pcNode;
-				break;
-			}
-			pcNode->mInstanceCount++;
-			instanceNumber = pcNode->mInstanceCount;
-		}
-		pcNode = new D3DS::Node();
-		pcNode->mName = name;
-		pcNode->mInstanceNumber = instanceNumber;
-
-		// There are two unknown values which we can safely ignore
-		stream->IncPtr(4);
-
-		// Now read the hierarchy position of the object
-		uint16_t hierarchy = stream->GetI2() + 1;
-		pcNode->mHierarchyPos   = hierarchy;
-		pcNode->mHierarchyIndex = mLastNodeIndex;
-
-		// And find a proper position in the graph for it
-		if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy)	{
-
-			// add to the parent of the last touched node
-			mCurrentNode->mParent->push_back(pcNode);
-			mLastNodeIndex++;	
-		}
-		else if(hierarchy >= mLastNodeIndex)	{
-
-			// place it at the current position in the hierarchy
-			mCurrentNode->push_back(pcNode);
-			mLastNodeIndex = hierarchy;
-		}
-		else	{
-			// need to go back to the specified position in the hierarchy.
-			InverseNodeSearch(pcNode,mCurrentNode);
-			mLastNodeIndex++;	
-		}
-		// Make this node the current node
-		mCurrentNode = pcNode;
-		}
-		break;
-
-	case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME:
-
-		// This is the "real" name of a $$$DUMMY object
-		{
-			const char* sz = (const char*) stream->GetPtr();
-			while (stream->GetI1());
-
-			// If object name is DUMMY, take this one instead
-			if (mCurrentNode->mName == "$$$DUMMY")	{
-				//DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object");
-				mCurrentNode->mName = std::string(sz);
-				break;
-			}
-		}
-		break;
-
-	case Discreet3DS::CHUNK_TRACKPIVOT:
-
-		if ( Discreet3DS::CHUNK_TRACKINFO != parent) 
-		{
-			DefaultLogger::get()->warn("3DS: Skipping pivot subchunk for non usual object");
-			break;
-		}
-
-		// Pivot = origin of rotation and scaling
-		mCurrentNode->vPivot.x = stream->GetF4();
-		mCurrentNode->vPivot.y = stream->GetF4();
-		mCurrentNode->vPivot.z = stream->GetF4();
-		break;
-
-
-		// ////////////////////////////////////////////////////////////////////
-		// POSITION KEYFRAME
-	case Discreet3DS::CHUNK_TRACKPOS:
-		{
-		stream->IncPtr(10);
-		const unsigned int numFrames = stream->GetI4();
-		bool sortKeys = false;
-
-		// This could also be meant as the target position for
-		// (targeted) lights and cameras
-		std::vector<aiVectorKey>* l;
-		if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent)	{
-			l = & mCurrentNode->aTargetPositionKeys;
-		}
-		else l = & mCurrentNode->aPositionKeys;
-
-		l->reserve(numFrames);
-		for (unsigned int i = 0; i < numFrames;++i)	{
-			const unsigned int fidx = stream->GetI4();
-
-			// Setup a new position key
-			aiVectorKey v;
-			v.mTime = (double)fidx;
-
-			SkipTCBInfo();
-			v.mValue.x = stream->GetF4();
-			v.mValue.y = stream->GetF4();
-			v.mValue.z = stream->GetF4();
-
-			// check whether we'll need to sort the keys
-			if (!l->empty() && v.mTime <= l->back().mTime)
-				sortKeys = true;
-
-			// Add the new keyframe to the list
-			l->push_back(v);
-		}
-
-		// Sort all keys with ascending time values and remove duplicates?
-		if (sortKeys)	{
-			std::stable_sort(l->begin(),l->end());
-			l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
-		}}
-
-		break;
-
-		// ////////////////////////////////////////////////////////////////////
-		// CAMERA ROLL KEYFRAME
-	case Discreet3DS::CHUNK_TRACKROLL:
-		{
-		// roll keys are accepted for cameras only
-		if (parent != Discreet3DS::CHUNK_TRACKCAMERA)	{
-			DefaultLogger::get()->warn("3DS: Ignoring roll track for non-camera object");
-			break;
-		}
-		bool sortKeys = false;
-		std::vector<aiFloatKey>* l = &mCurrentNode->aCameraRollKeys;
-
-		stream->IncPtr(10);
-		const unsigned int numFrames = stream->GetI4();
-		l->reserve(numFrames);
-		for (unsigned int i = 0; i < numFrames;++i)	{
-			const unsigned int fidx = stream->GetI4();
-
-			// Setup a new position key
-			aiFloatKey v;
-			v.mTime = (double)fidx;
-
-			// This is just a single float 
-			SkipTCBInfo();
-			v.mValue = stream->GetF4();
-
-			// Check whether we'll need to sort the keys
-			if (!l->empty() && v.mTime <= l->back().mTime)
-				sortKeys = true;
-
-			// Add the new keyframe to the list
-			l->push_back(v);
-		}
-
-		// Sort all keys with ascending time values and remove duplicates?
-		if (sortKeys)	{
-			std::stable_sort(l->begin(),l->end());
-			l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiFloatKey>), l->end() );
-		}}
-		break;
-
-
-		// ////////////////////////////////////////////////////////////////////
-		// CAMERA FOV KEYFRAME
-	case Discreet3DS::CHUNK_TRACKFOV:
-		{
-			DefaultLogger::get()->error("3DS: Skipping FOV animation track. "
-				"This is not supported");
-		}
-		break;
-
-
-		// ////////////////////////////////////////////////////////////////////
-		// ROTATION KEYFRAME
-	case Discreet3DS::CHUNK_TRACKROTATE:
-		{
-		stream->IncPtr(10);
-		const unsigned int numFrames = stream->GetI4();
-
-		bool sortKeys = false;
-		std::vector<aiQuatKey>* l = &mCurrentNode->aRotationKeys;
-		l->reserve(numFrames);
-
-		for (unsigned int i = 0; i < numFrames;++i)	{
-			const unsigned int fidx = stream->GetI4();
-			SkipTCBInfo();
-
-			aiQuatKey v;
-			v.mTime = (double)fidx;
-
-			// The rotation keyframe is given as an axis-angle pair
-			const float rad = stream->GetF4();
-			aiVector3D axis;
-			axis.x = stream->GetF4();
-			axis.y = stream->GetF4();
-			axis.z = stream->GetF4();
-
-			if (!axis.x && !axis.y && !axis.z)
-				axis.y = 1.f;
-
-			// Construct a rotation quaternion from the axis-angle pair
-			v.mValue = aiQuaternion(axis,rad);
-
-			// Check whether we'll need to sort the keys
-			if (!l->empty() && v.mTime <= l->back().mTime)
-				sortKeys = true;
-
-			// add the new keyframe to the list
-			l->push_back(v);
-		}
-		// Sort all keys with ascending time values and remove duplicates?
-		if (sortKeys)	{
-			std::stable_sort(l->begin(),l->end());
-			l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiQuatKey>), l->end() );
-		}}
-		break;
-
-		// ////////////////////////////////////////////////////////////////////
-		// SCALING KEYFRAME
-	case Discreet3DS::CHUNK_TRACKSCALE:
-		{
-		stream->IncPtr(10);
-		const unsigned int numFrames = stream->GetI2();
-		stream->IncPtr(2);
-
-		bool sortKeys = false;
-		std::vector<aiVectorKey>* l = &mCurrentNode->aScalingKeys;
-		l->reserve(numFrames);
-
-		for (unsigned int i = 0; i < numFrames;++i)	{
-			const unsigned int fidx = stream->GetI4();
-			SkipTCBInfo();
-
-			// Setup a new key
-			aiVectorKey v;
-			v.mTime = (double)fidx;
-
-			// ... and read its value
-			v.mValue.x = stream->GetF4();
-			v.mValue.y = stream->GetF4();
-			v.mValue.z = stream->GetF4();
-
-			// check whether we'll need to sort the keys
-			if (!l->empty() && v.mTime <= l->back().mTime)
-				sortKeys = true;
-			
-			// Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files
-			if (!v.mValue.x) v.mValue.x = 1.f;
-			if (!v.mValue.y) v.mValue.y = 1.f;
-			if (!v.mValue.z) v.mValue.z = 1.f;
-
-			l->push_back(v);
-		}
-		// Sort all keys with ascending time values and remove duplicates?
-		if (sortKeys)	{
-			std::stable_sort(l->begin(),l->end());
-			l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
-		}}
-		break;
-	};
-
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a face chunk - it contains smoothing groups and material assignments
-void Discreet3DSImporter::ParseFaceChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// Get the mesh we're currently working on
-	D3DS::Mesh& mMesh = mScene->mMeshes.back();
-
-	// Get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_SMOOLIST:
-		{
-		// This is the list of smoothing groups - a bitfield for every face. 
-		// Up to 32 smoothing groups assigned to a single face.
-		unsigned int num = chunkSize/4, m = 0;
-		for (std::vector<D3DS::Face>::iterator i =  mMesh.mFaces.begin(); m != num;++i, ++m)	{
-			// nth bit is set for nth smoothing group
-			(*i).iSmoothGroup = stream->GetI4();
-		}}
-		break;
-
-	case Discreet3DS::CHUNK_FACEMAT:
-		{
-		// at fist an asciiz with the material name
-		const char* sz = (const char*)stream->GetPtr();
-		while (stream->GetI1());
-
-		// find the index of the material
-		unsigned int idx = 0xcdcdcdcd, cnt = 0;
-		for (std::vector<D3DS::Material>::const_iterator i =  mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt)	{
-			// use case independent comparisons. hopefully it will work.
-			if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str()))	{
-				idx = cnt;
-				break;
-			}
-		}
-		if (0xcdcdcdcd == idx)	{
-			DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz);
-		}
-
-		// Now continue and read all material indices
-		cnt = (uint16_t)stream->GetI2();
-		for (unsigned int i = 0; i < cnt;++i)	{
-			unsigned int fidx = (uint16_t)stream->GetI2();
-
-			// check range
-			if (fidx >= mMesh.mFaceMaterials.size())	{
-				DefaultLogger::get()->error("3DS: Invalid face index in face material list");
-			}
-			else mMesh.mFaceMaterials[fidx] = idx;
-		}}
-		break;
-	};
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a mesh chunk. Here's the actual mesh data
-void Discreet3DSImporter::ParseMeshChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// Get the mesh we're currently working on
-	D3DS::Mesh& mMesh = mScene->mMeshes.back();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_VERTLIST:
-		{
-		// This is the list of all vertices in the current mesh
-		int num = (int)(uint16_t)stream->GetI2();
-		mMesh.mPositions.reserve(num);
-		while (num-- > 0)	{
-			aiVector3D v;
-			v.x = stream->GetF4();
-			v.y = stream->GetF4();
-			v.z = stream->GetF4();
-			mMesh.mPositions.push_back(v);
-		}}
-		break;
-	case Discreet3DS::CHUNK_TRMATRIX:
-		{
-		// This is the RLEATIVE transformation matrix of the current mesh. Vertices are
-		// pretransformed by this matrix wonder.
-		mMesh.mMat.a1 = stream->GetF4();
-		mMesh.mMat.b1 = stream->GetF4();
-		mMesh.mMat.c1 = stream->GetF4();
-		mMesh.mMat.a2 = stream->GetF4();
-		mMesh.mMat.b2 = stream->GetF4();
-		mMesh.mMat.c2 = stream->GetF4();
-		mMesh.mMat.a3 = stream->GetF4();
-		mMesh.mMat.b3 = stream->GetF4();
-		mMesh.mMat.c3 = stream->GetF4();
-		mMesh.mMat.a4 = stream->GetF4();
-		mMesh.mMat.b4 = stream->GetF4();
-		mMesh.mMat.c4 = stream->GetF4();
-		}
-		break;
-
-	case Discreet3DS::CHUNK_MAPLIST:
-		{
-		// This is the list of all UV coords in the current mesh
-		int num = (int)(uint16_t)stream->GetI2();
-		mMesh.mTexCoords.reserve(num);
-		while (num-- > 0)	{
-			aiVector3D v;
-			v.x = stream->GetF4();
-			v.y = stream->GetF4();
-			mMesh.mTexCoords.push_back(v);
-		}}
-		break;
-
-	case Discreet3DS::CHUNK_FACELIST:
-		{
-		// This is the list of all faces in the current mesh
-		int num = (int)(uint16_t)stream->GetI2();
-		mMesh.mFaces.reserve(num);
-		while (num-- > 0)	{
-			// 3DS faces are ALWAYS triangles
-			mMesh.mFaces.push_back(D3DS::Face());
-			D3DS::Face& sFace = mMesh.mFaces.back();
-
-			sFace.mIndices[0] = (uint16_t)stream->GetI2();
-			sFace.mIndices[1] = (uint16_t)stream->GetI2();
-			sFace.mIndices[2] = (uint16_t)stream->GetI2();
-
-			stream->IncPtr(2); // skip edge visibility flag
-		}
-
-		// Resize the material array (0xcdcdcdcd marks the default material; so if a face is 
-		// not referenced by a material, $$DEFAULT will be assigned to it)
-		mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
-
-		// Larger 3DS files could have multiple FACE chunks here
-		chunkSize = stream->GetRemainingSizeToLimit();
-		if ( chunkSize > (int) sizeof(Discreet3DS::Chunk ) )
-			ParseFaceChunk();
-		}
-		break;
-	};
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a 3DS material chunk
-void Discreet3DSImporter::ParseMaterialChunk()
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_MAT_MATNAME:
-
-		{
-		// The material name string is already zero-terminated, but we need to be sure ...
-		const char* sz = (const char*)stream->GetPtr();
-		unsigned int cnt = 0;
-		while (stream->GetI1())
-			++cnt;
-
-		if (!cnt)	{
-			// This may not be, we use the default name instead
-			DefaultLogger::get()->error("3DS: Empty material name");
-		}
-		else mScene->mMaterials.back().mName = std::string(sz,cnt);
-		}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_DIFFUSE:
-		{
-		// This is the diffuse material color
-		aiColor3D* pc = &mScene->mMaterials.back().mDiffuse;
-		ParseColorChunk(pc);
-		if (is_qnan(pc->r))	{
-			// color chunk is invalid. Simply ignore it
-			DefaultLogger::get()->error("3DS: Unable to read DIFFUSE chunk");
-			pc->r = pc->g = pc->b = 1.0f;
-		}}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_SPECULAR:
-		{
-		// This is the specular material color
-		aiColor3D* pc = &mScene->mMaterials.back().mSpecular;
-		ParseColorChunk(pc);
-		if (is_qnan(pc->r))	{
-			// color chunk is invalid. Simply ignore it
-			DefaultLogger::get()->error("3DS: Unable to read SPECULAR chunk");
-			pc->r = pc->g = pc->b = 1.0f;
-		}}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_AMBIENT:
-		{
-		// This is the ambient material color
-		aiColor3D* pc = &mScene->mMaterials.back().mAmbient;
-		ParseColorChunk(pc);
-		if (is_qnan(pc->r))	{
-			// color chunk is invalid. Simply ignore it
-			DefaultLogger::get()->error("3DS: Unable to read AMBIENT chunk");
-			pc->r = pc->g = pc->b = 0.0f;
-		}}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_SELF_ILLUM:
-		{
-		// This is the emissive material color
-		aiColor3D* pc = &mScene->mMaterials.back().mEmissive;
-		ParseColorChunk(pc);
-		if (is_qnan(pc->r))	{
-			// color chunk is invalid. Simply ignore it
-			DefaultLogger::get()->error("3DS: Unable to read EMISSIVE chunk");
-			pc->r = pc->g = pc->b = 0.0f;
-		}}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_TRANSPARENCY:
-		{
-		// This is the material's transparency
-		float* pcf = &mScene->mMaterials.back().mTransparency;
-		*pcf = ParsePercentageChunk();
-
-		// NOTE: transparency, not opacity
-		if (is_qnan(*pcf))
-			*pcf = 1.0f;
-		else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
-		}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_SHADING:
-		// This is the material shading mode
-		mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2();
-		break;
-
-	case Discreet3DS::CHUNK_MAT_TWO_SIDE:
-		// This is the two-sided flag
-		mScene->mMaterials.back().mTwoSided = true;
-		break;
-
-	case Discreet3DS::CHUNK_MAT_SHININESS:
-		{ // This is the shininess of the material
-		float* pcf = &mScene->mMaterials.back().mSpecularExponent;
-		*pcf = ParsePercentageChunk();
-		if (is_qnan(*pcf))
-			*pcf = 0.0f;
-		else *pcf *= (float)0xFFFF;
-		}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT:
-		{ // This is the shininess strength of the material
-		float* pcf = &mScene->mMaterials.back().mShininessStrength;
-		*pcf = ParsePercentageChunk();
-		if (is_qnan(*pcf))
-			*pcf = 0.0f;
-		else *pcf *= (float)0xffff / 100.0f;
-		}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
-		{ // This is the self illumination strength of the material
-		float f = ParsePercentageChunk();
-		if (is_qnan(f))
-			f = 0.0f;
-		else f *= (float)0xFFFF / 100.0f;
-		mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
-		}
-		break;
-
-	// Parse texture chunks
-	case Discreet3DS::CHUNK_MAT_TEXTURE:
-		// Diffuse texture
-		ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse);
-		break;
-	case Discreet3DS::CHUNK_MAT_BUMPMAP:
-		// Height map
-		ParseTextureChunk(&mScene->mMaterials.back().sTexBump);
-		break;
-	case Discreet3DS::CHUNK_MAT_OPACMAP:
-		// Opacity texture
-		ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity);
-		break;
-	case Discreet3DS::CHUNK_MAT_MAT_SHINMAP:
-		// Shininess map
-		ParseTextureChunk(&mScene->mMaterials.back().sTexShininess);
-		break;
-	case Discreet3DS::CHUNK_MAT_SPECMAP:
-		// Specular map
-		ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular);
-		break;
-	case Discreet3DS::CHUNK_MAT_SELFIMAP:
-		// Self-illumination (emissive) map
-		ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive);
-		break;
-	case Discreet3DS::CHUNK_MAT_REFLMAP:
-		// Reflection map
-		ParseTextureChunk(&mScene->mMaterials.back().sTexReflective);
-		break;
-	};
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
-{
-	ASSIMP_3DS_BEGIN_CHUNK();
-
-	// get chunk type
-	switch (chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_MAPFILE:
-		{
-		// The material name string is already zero-terminated, but we need to be sure ...
-		const char* sz = (const char*)stream->GetPtr();
-		unsigned int cnt = 0;
-		while (stream->GetI1())
-			++cnt;
-		pcOut->mMapName = std::string(sz,cnt);
-		}
-		break;
-
-
-	case Discreet3DS::CHUNK_PERCENTF:
-		// Manually parse the blend factor
-		pcOut->mTextureBlend = stream->GetF4();
-		break;
-
-	case Discreet3DS::CHUNK_PERCENTW:
-		// Manually parse the blend factor
-		pcOut->mTextureBlend = (float)((uint16_t)stream->GetI2()) / 100.0f;
-		break;
-
-	case Discreet3DS::CHUNK_MAT_MAP_USCALE:
-		// Texture coordinate scaling in the U direction
-		pcOut->mScaleU = stream->GetF4();
-		if (0.0f == pcOut->mScaleU)
-		{
-			DefaultLogger::get()->warn("Texture coordinate scaling in the x direction is zero. Assuming 1.");
-			pcOut->mScaleU = 1.0f;
-		}
-		break;
-	case Discreet3DS::CHUNK_MAT_MAP_VSCALE:
-		// Texture coordinate scaling in the V direction
-		pcOut->mScaleV = stream->GetF4();
-		if (0.0f == pcOut->mScaleV)
-		{
-			DefaultLogger::get()->warn("Texture coordinate scaling in the y direction is zero. Assuming 1.");
-			pcOut->mScaleV = 1.0f;
-		}
-		break;
-
-	case Discreet3DS::CHUNK_MAT_MAP_UOFFSET:
-		// Texture coordinate offset in the U direction
-		pcOut->mOffsetU = -stream->GetF4();
-		break;
-
-	case Discreet3DS::CHUNK_MAT_MAP_VOFFSET:
-		// Texture coordinate offset in the V direction
-		pcOut->mOffsetV = stream->GetF4();
-		break;
-
-	case Discreet3DS::CHUNK_MAT_MAP_ANG:
-		// Texture coordinate rotation, CCW in DEGREES
-		pcOut->mRotation = -AI_DEG_TO_RAD( stream->GetF4() );
-		break;
-
-	case Discreet3DS::CHUNK_MAT_MAP_TILING:
-		{
-		const uint16_t iFlags = stream->GetI2();
-
-		// Get the mapping mode (for both axes)
-		if (iFlags & 0x2u)
-			pcOut->mMapMode = aiTextureMapMode_Mirror;
-		
-		else if (iFlags & 0x10u)
-			pcOut->mMapMode = aiTextureMapMode_Decal;
-		
-		// wrapping in all remaining cases
-		else pcOut->mMapMode = aiTextureMapMode_Wrap;
-		}
-		break;
-	};
-
-	ASSIMP_3DS_END_CHUNK();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a percentage chunk
-float Discreet3DSImporter::ParsePercentageChunk()
-{
-	Discreet3DS::Chunk chunk;
-	ReadChunk(&chunk);
-
-	if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag)
-		return stream->GetF4();
-	else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag)
-		return (float)((uint16_t)stream->GetI2()) / (float)0xFFFF;
-	return get_qnan();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color
-void Discreet3DSImporter::ParseColorChunk(aiColor3D* out,
-	bool acceptPercent)
-{
-	ai_assert(out != NULL);
-
-	// error return value
-	const float qnan = get_qnan();
-	static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan);
-
-	Discreet3DS::Chunk chunk;
-	ReadChunk(&chunk);
-	const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk);
-
-	bool bGamma = false;
-
-	// Get the type of the chunk
-	switch(chunk.Flag)
-	{
-	case Discreet3DS::CHUNK_LINRGBF:
-		bGamma = true;
-
-	case Discreet3DS::CHUNK_RGBF:
-		if (sizeof(float) * 3 > diff)	{
-			*out = clrError;
-			return;
-		}
-		out->r = stream->GetF4();
-		out->g = stream->GetF4();
-		out->b = stream->GetF4();
-		break;
-
-	case Discreet3DS::CHUNK_LINRGBB:
-		bGamma = true;
-	case Discreet3DS::CHUNK_RGBB:
-		if (sizeof(char) * 3 > diff)	{
-			*out = clrError;
-			return;
-		}
-		out->r = (float)(uint8_t)stream->GetI1() / 255.0f;
-		out->g = (float)(uint8_t)stream->GetI1() / 255.0f;
-		out->b = (float)(uint8_t)stream->GetI1() / 255.0f;
-		break;
-
-	// Percentage chunks are accepted, too.
-	case Discreet3DS::CHUNK_PERCENTF:
-		if (acceptPercent && 4 <= diff)	{
-			out->g = out->b = out->r = stream->GetF4();
-			break;
-		}
-		*out = clrError;
-		return;
-
-	case Discreet3DS::CHUNK_PERCENTW:
-		if (acceptPercent && 1 <= diff)	{
-			out->g = out->b = out->r = (float)(uint8_t)stream->GetI1() / 255.0f;
-			break;
-		}
-		*out = clrError;
-		return;
-
-	default:
-		stream->IncPtr(diff);
-		// Skip unknown chunks, hope this won't cause any problems.
-		return ParseColorChunk(out,acceptPercent);
-	};
-	(void)bGamma;
-}
-
-#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  3DSLoader.cpp
+ *  @brief Implementation of the 3ds importer class
+ *
+ *  http://www.the-labs.com/Blender/3DS-details.html
+ */
+
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+// internal headers
+#include "3DSLoader.h"
+#include "Macros.h"
+#include <assimp/IOSystem.hpp>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include "StringComparison.h"
+
+using namespace Assimp;
+
+static const aiImporterDesc desc = {
+    "Discreet 3DS Importer",
+    "",
+    "",
+    "Limited animation support",
+    aiImporterFlags_SupportBinaryFlavour,
+    0,
+    0,
+    0,
+    0,
+    "3ds prj"
+};
+
+
+// ------------------------------------------------------------------------------------------------
+// Begins a new parsing block
+// - Reads the current chunk and validates it
+// - computes its length
+#define ASSIMP_3DS_BEGIN_CHUNK()                                         \
+    while (true) {                                                       \
+    if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \
+        return;                                                          \
+    }                                                                    \
+    Discreet3DS::Chunk chunk;                                            \
+    ReadChunk(&chunk);                                                   \
+    int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk);               \
+    if(chunkSize <= 0)                                                   \
+        continue;                                                        \
+    const unsigned int oldReadLimit = stream->SetReadLimit(              \
+        stream->GetCurrentPos() + chunkSize);                            \
+
+
+// ------------------------------------------------------------------------------------------------
+// End a parsing block
+// Must follow at the end of each parsing block, reset chunk end marker to previous value
+#define ASSIMP_3DS_END_CHUNK()                  \
+    stream->SkipToReadLimit();                  \
+    stream->SetReadLimit(oldReadLimit);         \
+    if (stream->GetRemainingSizeToLimit() == 0) \
+        return;                                 \
+    }
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+Discreet3DSImporter::Discreet3DSImporter()
+    : stream(),
+    mLastNodeIndex(),
+    mCurrentNode(),
+    mRootNode(),
+    mScene(),
+    mMasterScale(),
+    bHasBG(),
+    bIsPrj()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+Discreet3DSImporter::~Discreet3DSImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+{
+    std::string extension = GetExtension(pFile);
+    if(extension == "3ds" || extension == "prj" ) {
+        return true;
+    }
+    if (!extension.length() || checkSig) {
+        uint16_t token[3];
+        token[0] = 0x4d4d;
+        token[1] = 0x3dc2;
+        //token[2] = 0x3daa;
+        return CheckMagicToken(pIOHandler,pFile,token,2,0,2);
+    }
+    return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader registry entry
+const aiImporterDesc* Discreet3DSImporter::GetInfo () const
+{
+    return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration properties
+void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
+{
+    // nothing to be done for the moment
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void Discreet3DSImporter::InternReadFile( const std::string& pFile,
+    aiScene* pScene, IOSystem* pIOHandler)
+{
+    StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
+    this->stream = &stream;
+
+    // We should have at least one chunk
+    if (stream.GetRemainingSize() < 16) {
+        throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
+    }
+
+    // Allocate our temporary 3DS representation
+    mScene = new D3DS::Scene();
+
+    // Initialize members
+    mLastNodeIndex             = -1;
+    mCurrentNode               = new D3DS::Node();
+    mRootNode                  = mCurrentNode;
+    mRootNode->mHierarchyPos   = -1;
+    mRootNode->mHierarchyIndex = -1;
+    mRootNode->mParent         = NULL;
+    mMasterScale               = 1.0f;
+    mBackgroundImage           = "";
+    bHasBG                     = false;
+    bIsPrj                     = false;
+
+    // Parse the file
+    ParseMainChunk();
+
+    // Process all meshes in the file. First check whether all
+    // face indices have valid values. The generate our
+    // internal verbose representation. Finally compute normal
+    // vectors from the smoothing groups we read from the
+    // file.
+    for (auto &mesh : mScene->mMeshes) {
+        if (mesh.mFaces.size() > 0 && mesh.mPositions.size() == 0)  {
+            delete mScene;
+            throw DeadlyImportError("3DS file contains faces but no vertices: " + pFile);
+        }
+        CheckIndices(mesh);
+        MakeUnique  (mesh);
+        ComputeNormalsWithSmoothingsGroups<D3DS::Face>(mesh);
+    }
+
+    // Replace all occurrences of the default material with a
+    // valid material. Generate it if no material containing
+    // DEFAULT in its name has been found in the file
+    ReplaceDefaultMaterial();
+
+    // Convert the scene from our internal representation to an
+    // aiScene object. This involves copying all meshes, lights
+    // and cameras to the scene
+    ConvertScene(pScene);
+
+    // Generate the node graph for the scene. This is a little bit
+    // tricky since we'll need to split some meshes into submeshes
+    GenerateNodeGraph(pScene);
+
+    // Now apply the master scaling factor to the scene
+    ApplyMasterScale(pScene);
+
+    // Delete our internal scene representation and the root
+    // node, so the whole hierarchy will follow
+    delete mRootNode;
+    delete mScene;
+
+    AI_DEBUG_INVALIDATE_PTR(mRootNode);
+    AI_DEBUG_INVALIDATE_PTR(mScene);
+    AI_DEBUG_INVALIDATE_PTR(this->stream);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Applies a master-scaling factor to the imported scene
+void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
+{
+    // There are some 3DS files with a zero scaling factor
+    if (!mMasterScale)mMasterScale = 1.0f;
+    else mMasterScale = 1.0f / mMasterScale;
+
+    // Construct an uniform scaling matrix and multiply with it
+    pScene->mRootNode->mTransformation *= aiMatrix4x4(
+        mMasterScale,0.0f, 0.0f, 0.0f,
+        0.0f, mMasterScale,0.0f, 0.0f,
+        0.0f, 0.0f, mMasterScale,0.0f,
+        0.0f, 0.0f, 0.0f, 1.0f);
+
+    // Check whether a scaling track is assigned to the root node.
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads a new chunk from the file
+void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
+{
+    ai_assert(pcOut != NULL);
+
+    pcOut->Flag = stream->GetI2();
+    pcOut->Size = stream->GetI4();
+
+    if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize())
+        throw DeadlyImportError("Chunk is too large");
+
+    if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit())
+        DefaultLogger::get()->error("3DS: Chunk overflow");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Skip a chunk
+void Discreet3DSImporter::SkipChunk()
+{
+    Discreet3DS::Chunk psChunk;
+    ReadChunk(&psChunk);
+
+    stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk));
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Process the primary chunk of the file
+void Discreet3DSImporter::ParseMainChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+
+    case Discreet3DS::CHUNK_PRJ:
+        bIsPrj = true;
+    case Discreet3DS::CHUNK_MAIN:
+        ParseEditorChunk();
+        break;
+    };
+
+    ASSIMP_3DS_END_CHUNK();
+    // recursively continue processing this hierarchy level
+    return ParseMainChunk();
+}
+
+// ------------------------------------------------------------------------------------------------
+void Discreet3DSImporter::ParseEditorChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_OBJMESH:
+
+        ParseObjectChunk();
+        break;
+
+    // NOTE: In several documentations in the internet this
+    // chunk appears at different locations
+    case Discreet3DS::CHUNK_KEYFRAMER:
+
+        ParseKeyframeChunk();
+        break;
+
+    case Discreet3DS::CHUNK_VERSION:
+        {
+        // print the version number
+        char buff[10];
+        ASSIMP_itoa10(buff,stream->GetI2());
+        DefaultLogger::get()->info(std::string("3DS file format version: ") + buff);
+        }
+        break;
+    };
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+void Discreet3DSImporter::ParseObjectChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_OBJBLOCK:
+        {
+        unsigned int cnt = 0;
+        const char* sz = (const char*)stream->GetPtr();
+
+        // Get the name of the geometry object
+        while (stream->GetI1())++cnt;
+        ParseChunk(sz,cnt);
+        }
+        break;
+
+    case Discreet3DS::CHUNK_MAT_MATERIAL:
+
+        // Add a new material to the list
+        mScene->mMaterials.push_back(D3DS::Material());
+        ParseMaterialChunk();
+        break;
+
+    case Discreet3DS::CHUNK_AMBCOLOR:
+
+        // This is the ambient base color of the scene.
+        // We add it to the ambient color of all materials
+        ParseColorChunk(&mClrAmbient,true);
+        if (is_qnan(mClrAmbient.r))
+        {
+            // We failed to read the ambient base color.
+            DefaultLogger::get()->error("3DS: Failed to read ambient base color");
+            mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f;
+        }
+        break;
+
+    case Discreet3DS::CHUNK_BIT_MAP:
+        {
+        // Specifies the background image. The string should already be
+        // properly 0 terminated but we need to be sure
+        unsigned int cnt = 0;
+        const char* sz = (const char*)stream->GetPtr();
+        while (stream->GetI1())++cnt;
+        mBackgroundImage = std::string(sz,cnt);
+        }
+        break;
+
+    case Discreet3DS::CHUNK_BIT_MAP_EXISTS:
+        bHasBG = true;
+        break;
+
+    case Discreet3DS::CHUNK_MASTER_SCALE:
+        // Scene master scaling factor
+        mMasterScale = stream->GetF4();
+        break;
+    };
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // IMPLEMENTATION NOTE;
+    // Cameras or lights define their transformation in their parent node and in the
+    // corresponding light or camera chunks. However, we read and process the latter
+    // to to be able to return valid cameras/lights even if no scenegraph is given.
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_TRIMESH:
+        {
+        // this starts a new triangle mesh
+        mScene->mMeshes.push_back(D3DS::Mesh());
+        D3DS::Mesh& m = mScene->mMeshes.back();
+
+        // Setup the name of the mesh
+        m.mName = std::string(name, num);
+
+        // Read mesh chunks
+        ParseMeshChunk();
+        }
+        break;
+
+    case Discreet3DS::CHUNK_LIGHT:
+        {
+        // This starts a new light
+        aiLight* light = new aiLight();
+        mScene->mLights.push_back(light);
+
+        light->mName.Set(std::string(name, num));
+
+        // First read the position of the light
+        light->mPosition.x = stream->GetF4();
+        light->mPosition.y = stream->GetF4();
+        light->mPosition.z = stream->GetF4();
+
+        light->mColorDiffuse = aiColor3D(1.f,1.f,1.f);
+
+        // Now check for further subchunks
+        if (!bIsPrj) /* fixme */
+            ParseLightChunk();
+
+        // The specular light color is identical the the diffuse light color. The ambient light color
+        // is equal to the ambient base color of the whole scene.
+        light->mColorSpecular = light->mColorDiffuse;
+        light->mColorAmbient  = mClrAmbient;
+
+        if (light->mType == aiLightSource_UNDEFINED)
+        {
+            // It must be a point light
+            light->mType = aiLightSource_POINT;
+        }}
+        break;
+
+    case Discreet3DS::CHUNK_CAMERA:
+        {
+        // This starts a new camera
+        aiCamera* camera = new aiCamera();
+        mScene->mCameras.push_back(camera);
+        camera->mName.Set(std::string(name, num));
+
+        // First read the position of the camera
+        camera->mPosition.x = stream->GetF4();
+        camera->mPosition.y = stream->GetF4();
+        camera->mPosition.z = stream->GetF4();
+
+        // Then the camera target
+        camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
+        camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
+        camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
+        ai_real len = camera->mLookAt.Length();
+        if (len < 1e-5) {
+
+            // There are some files with lookat == position. Don't know why or whether it's ok or not.
+            DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector");
+            camera->mLookAt = aiVector3D(0.0,1.0,0.0);
+
+        }
+        else camera->mLookAt /= len;
+
+        // And finally - the camera rotation angle, in counter clockwise direction
+        const ai_real angle =  AI_DEG_TO_RAD( stream->GetF4() );
+        aiQuaternion quat(camera->mLookAt,angle);
+        camera->mUp = quat.GetMatrix() * aiVector3D(0.0,1.0,0.0);
+
+        // Read the lense angle
+        camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() );
+        if (camera->mHorizontalFOV < 0.001f)  {
+            camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f);
+        }
+
+        // Now check for further subchunks
+        if (!bIsPrj) /* fixme */ {
+            ParseCameraChunk();
+        }}
+        break;
+    };
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+void Discreet3DSImporter::ParseLightChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+    aiLight* light = mScene->mLights.back();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_DL_SPOTLIGHT:
+        // Now we can be sure that the light is a spot light
+        light->mType = aiLightSource_SPOT;
+
+        // We wouldn't need to normalize here, but we do it
+        light->mDirection.x = stream->GetF4() - light->mPosition.x;
+        light->mDirection.y = stream->GetF4() - light->mPosition.y;
+        light->mDirection.z = stream->GetF4() - light->mPosition.z;
+        light->mDirection.Normalize();
+
+        // Now the hotspot and falloff angles - in degrees
+        light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() );
+
+        // FIX: the falloff angle is just an offset
+        light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() );
+        break;
+
+        // intensity multiplier
+    case Discreet3DS::CHUNK_DL_MULTIPLIER:
+        light->mColorDiffuse = light->mColorDiffuse * stream->GetF4();
+        break;
+
+        // light color
+    case Discreet3DS::CHUNK_RGBF:
+    case Discreet3DS::CHUNK_LINRGBF:
+        light->mColorDiffuse.r *= stream->GetF4();
+        light->mColorDiffuse.g *= stream->GetF4();
+        light->mColorDiffuse.b *= stream->GetF4();
+        break;
+
+        // light attenuation
+    case Discreet3DS::CHUNK_DL_ATTENUATE:
+        light->mAttenuationLinear = stream->GetF4();
+        break;
+    };
+
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+void Discreet3DSImporter::ParseCameraChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+    aiCamera* camera = mScene->mCameras.back();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+        // near and far clip plane
+    case Discreet3DS::CHUNK_CAM_RANGES:
+        camera->mClipPlaneNear = stream->GetF4();
+        camera->mClipPlaneFar  = stream->GetF4();
+        break;
+    }
+
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+void Discreet3DSImporter::ParseKeyframeChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_TRACKCAMTGT:
+    case Discreet3DS::CHUNK_TRACKSPOTL:
+    case Discreet3DS::CHUNK_TRACKCAMERA:
+    case Discreet3DS::CHUNK_TRACKINFO:
+    case Discreet3DS::CHUNK_TRACKLIGHT:
+    case Discreet3DS::CHUNK_TRACKLIGTGT:
+
+        // this starts a new mesh hierarchy chunk
+        ParseHierarchyChunk(chunk.Flag);
+        break;
+    };
+
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Little helper function for ParseHierarchyChunk
+void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent)
+{
+    if (!pcCurrent) {
+        mRootNode->push_back(pcNode);
+        return;
+    }
+
+    if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos)  {
+        if(pcCurrent->mParent) {
+            pcCurrent->mParent->push_back(pcNode);
+        }
+        else pcCurrent->push_back(pcNode);
+        return;
+    }
+    return InverseNodeSearch(pcNode,pcCurrent->mParent);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Find a node with a specific name in the import hierarchy
+D3DS::Node* FindNode(D3DS::Node* root, const std::string& name)
+{
+    if (root->mName == name)
+        return root;
+    for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
+        D3DS::Node* nd;
+        if (( nd = FindNode(*it,name)))
+            return nd;
+    }
+    return NULL;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Binary predicate for std::unique()
+template <class T>
+bool KeyUniqueCompare(const T& first, const T& second)
+{
+    return first.mTime == second.mTime;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Skip some additional import data.
+void Discreet3DSImporter::SkipTCBInfo()
+{
+    unsigned int flags = stream->GetI2();
+
+    if (!flags) {
+        // Currently we can't do anything with these values. They occur
+        // quite rare, so it wouldn't be worth the effort implementing
+        // them. 3DS ist not really suitable for complex animations,
+        // so full support is not required.
+        DefaultLogger::get()->warn("3DS: Skipping TCB animation info");
+    }
+
+    if (flags & Discreet3DS::KEY_USE_TENS) {
+        stream->IncPtr(4);
+    }
+    if (flags & Discreet3DS::KEY_USE_BIAS) {
+        stream->IncPtr(4);
+    }
+    if (flags & Discreet3DS::KEY_USE_CONT) {
+        stream->IncPtr(4);
+    }
+    if (flags & Discreet3DS::KEY_USE_EASE_FROM) {
+        stream->IncPtr(4);
+    }
+    if (flags & Discreet3DS::KEY_USE_EASE_TO) {
+        stream->IncPtr(4);
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Read hierarchy and keyframe info
+void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_TRACKOBJNAME:
+
+        // This is the name of the object to which the track applies. The chunk also
+        // defines the position of this object in the hierarchy.
+        {
+
+        // First of all: get the name of the object
+        unsigned int cnt = 0;
+        const char* sz = (const char*)stream->GetPtr();
+
+        while (stream->GetI1())++cnt;
+        std::string name = std::string(sz,cnt);
+
+        // Now find out whether we have this node already (target animation channels
+        // are stored with a separate object ID)
+        D3DS::Node* pcNode = FindNode(mRootNode,name);
+        int instanceNumber = 1;
+
+        if ( pcNode)
+        {
+            // if the source is not a CHUNK_TRACKINFO block it won't be an object instance
+            if (parent != Discreet3DS::CHUNK_TRACKINFO)
+            {
+                mCurrentNode = pcNode;
+                break;
+            }
+            pcNode->mInstanceCount++;
+            instanceNumber = pcNode->mInstanceCount;
+        }
+        pcNode = new D3DS::Node();
+        pcNode->mName = name;
+        pcNode->mInstanceNumber = instanceNumber;
+
+        // There are two unknown values which we can safely ignore
+        stream->IncPtr(4);
+
+        // Now read the hierarchy position of the object
+        uint16_t hierarchy = stream->GetI2() + 1;
+        pcNode->mHierarchyPos   = hierarchy;
+        pcNode->mHierarchyIndex = mLastNodeIndex;
+
+        // And find a proper position in the graph for it
+        if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy)   {
+
+            // add to the parent of the last touched node
+            mCurrentNode->mParent->push_back(pcNode);
+            mLastNodeIndex++;
+        }
+        else if(hierarchy >= mLastNodeIndex)    {
+
+            // place it at the current position in the hierarchy
+            mCurrentNode->push_back(pcNode);
+            mLastNodeIndex = hierarchy;
+        }
+        else    {
+            // need to go back to the specified position in the hierarchy.
+            InverseNodeSearch(pcNode,mCurrentNode);
+            mLastNodeIndex++;
+        }
+        // Make this node the current node
+        mCurrentNode = pcNode;
+        }
+        break;
+
+    case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME:
+
+        // This is the "real" name of a $$$DUMMY object
+        {
+            const char* sz = (const char*) stream->GetPtr();
+            while (stream->GetI1());
+
+            // If object name is DUMMY, take this one instead
+            if (mCurrentNode->mName == "$$$DUMMY")  {
+                //DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object");
+                mCurrentNode->mName = std::string(sz);
+                break;
+            }
+        }
+        break;
+
+    case Discreet3DS::CHUNK_TRACKPIVOT:
+
+        if ( Discreet3DS::CHUNK_TRACKINFO != parent)
+        {
+            DefaultLogger::get()->warn("3DS: Skipping pivot subchunk for non usual object");
+            break;
+        }
+
+        // Pivot = origin of rotation and scaling
+        mCurrentNode->vPivot.x = stream->GetF4();
+        mCurrentNode->vPivot.y = stream->GetF4();
+        mCurrentNode->vPivot.z = stream->GetF4();
+        break;
+
+
+        // ////////////////////////////////////////////////////////////////////
+        // POSITION KEYFRAME
+    case Discreet3DS::CHUNK_TRACKPOS:
+        {
+        stream->IncPtr(10);
+        const unsigned int numFrames = stream->GetI4();
+        bool sortKeys = false;
+
+        // This could also be meant as the target position for
+        // (targeted) lights and cameras
+        std::vector<aiVectorKey>* l;
+        if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent)  {
+            l = & mCurrentNode->aTargetPositionKeys;
+        }
+        else l = & mCurrentNode->aPositionKeys;
+
+        l->reserve(numFrames);
+        for (unsigned int i = 0; i < numFrames;++i) {
+            const unsigned int fidx = stream->GetI4();
+
+            // Setup a new position key
+            aiVectorKey v;
+            v.mTime = (double)fidx;
+
+            SkipTCBInfo();
+            v.mValue.x = stream->GetF4();
+            v.mValue.y = stream->GetF4();
+            v.mValue.z = stream->GetF4();
+
+            // check whether we'll need to sort the keys
+            if (!l->empty() && v.mTime <= l->back().mTime)
+                sortKeys = true;
+
+            // Add the new keyframe to the list
+            l->push_back(v);
+        }
+
+        // Sort all keys with ascending time values and remove duplicates?
+        if (sortKeys)   {
+            std::stable_sort(l->begin(),l->end());
+            l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
+        }}
+
+        break;
+
+        // ////////////////////////////////////////////////////////////////////
+        // CAMERA ROLL KEYFRAME
+    case Discreet3DS::CHUNK_TRACKROLL:
+        {
+        // roll keys are accepted for cameras only
+        if (parent != Discreet3DS::CHUNK_TRACKCAMERA)   {
+            DefaultLogger::get()->warn("3DS: Ignoring roll track for non-camera object");
+            break;
+        }
+        bool sortKeys = false;
+        std::vector<aiFloatKey>* l = &mCurrentNode->aCameraRollKeys;
+
+        stream->IncPtr(10);
+        const unsigned int numFrames = stream->GetI4();
+        l->reserve(numFrames);
+        for (unsigned int i = 0; i < numFrames;++i) {
+            const unsigned int fidx = stream->GetI4();
+
+            // Setup a new position key
+            aiFloatKey v;
+            v.mTime = (double)fidx;
+
+            // This is just a single float
+            SkipTCBInfo();
+            v.mValue = stream->GetF4();
+
+            // Check whether we'll need to sort the keys
+            if (!l->empty() && v.mTime <= l->back().mTime)
+                sortKeys = true;
+
+            // Add the new keyframe to the list
+            l->push_back(v);
+        }
+
+        // Sort all keys with ascending time values and remove duplicates?
+        if (sortKeys)   {
+            std::stable_sort(l->begin(),l->end());
+            l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiFloatKey>), l->end() );
+        }}
+        break;
+
+
+        // ////////////////////////////////////////////////////////////////////
+        // CAMERA FOV KEYFRAME
+    case Discreet3DS::CHUNK_TRACKFOV:
+        {
+            DefaultLogger::get()->error("3DS: Skipping FOV animation track. "
+                "This is not supported");
+        }
+        break;
+
+
+        // ////////////////////////////////////////////////////////////////////
+        // ROTATION KEYFRAME
+    case Discreet3DS::CHUNK_TRACKROTATE:
+        {
+        stream->IncPtr(10);
+        const unsigned int numFrames = stream->GetI4();
+
+        bool sortKeys = false;
+        std::vector<aiQuatKey>* l = &mCurrentNode->aRotationKeys;
+        l->reserve(numFrames);
+
+        for (unsigned int i = 0; i < numFrames;++i) {
+            const unsigned int fidx = stream->GetI4();
+            SkipTCBInfo();
+
+            aiQuatKey v;
+            v.mTime = (double)fidx;
+
+            // The rotation keyframe is given as an axis-angle pair
+            const float rad = stream->GetF4();
+            aiVector3D axis;
+            axis.x = stream->GetF4();
+            axis.y = stream->GetF4();
+            axis.z = stream->GetF4();
+
+            if (!axis.x && !axis.y && !axis.z)
+                axis.y = 1.f;
+
+            // Construct a rotation quaternion from the axis-angle pair
+            v.mValue = aiQuaternion(axis,rad);
+
+            // Check whether we'll need to sort the keys
+            if (!l->empty() && v.mTime <= l->back().mTime)
+                sortKeys = true;
+
+            // add the new keyframe to the list
+            l->push_back(v);
+        }
+        // Sort all keys with ascending time values and remove duplicates?
+        if (sortKeys)   {
+            std::stable_sort(l->begin(),l->end());
+            l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiQuatKey>), l->end() );
+        }}
+        break;
+
+        // ////////////////////////////////////////////////////////////////////
+        // SCALING KEYFRAME
+    case Discreet3DS::CHUNK_TRACKSCALE:
+        {
+        stream->IncPtr(10);
+        const unsigned int numFrames = stream->GetI2();
+        stream->IncPtr(2);
+
+        bool sortKeys = false;
+        std::vector<aiVectorKey>* l = &mCurrentNode->aScalingKeys;
+        l->reserve(numFrames);
+
+        for (unsigned int i = 0; i < numFrames;++i) {
+            const unsigned int fidx = stream->GetI4();
+            SkipTCBInfo();
+
+            // Setup a new key
+            aiVectorKey v;
+            v.mTime = (double)fidx;
+
+            // ... and read its value
+            v.mValue.x = stream->GetF4();
+            v.mValue.y = stream->GetF4();
+            v.mValue.z = stream->GetF4();
+
+            // check whether we'll need to sort the keys
+            if (!l->empty() && v.mTime <= l->back().mTime)
+                sortKeys = true;
+
+            // Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files
+            if (!v.mValue.x) v.mValue.x = 1.f;
+            if (!v.mValue.y) v.mValue.y = 1.f;
+            if (!v.mValue.z) v.mValue.z = 1.f;
+
+            l->push_back(v);
+        }
+        // Sort all keys with ascending time values and remove duplicates?
+        if (sortKeys)   {
+            std::stable_sort(l->begin(),l->end());
+            l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
+        }}
+        break;
+    };
+
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Read a face chunk - it contains smoothing groups and material assignments
+void Discreet3DSImporter::ParseFaceChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // Get the mesh we're currently working on
+    D3DS::Mesh& mMesh = mScene->mMeshes.back();
+
+    // Get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_SMOOLIST:
+        {
+        // This is the list of smoothing groups - a bitfield for every face.
+        // Up to 32 smoothing groups assigned to a single face.
+        unsigned int num = chunkSize/4, m = 0;
+        if (num > mMesh.mFaces.size())  {
+            throw DeadlyImportError("3DS: More smoothing groups than faces");
+        }
+        for (std::vector<D3DS::Face>::iterator i =  mMesh.mFaces.begin(); m != num;++i, ++m)    {
+            // nth bit is set for nth smoothing group
+            (*i).iSmoothGroup = stream->GetI4();
+        }}
+        break;
+
+    case Discreet3DS::CHUNK_FACEMAT:
+        {
+        // at fist an asciiz with the material name
+        const char* sz = (const char*)stream->GetPtr();
+        while (stream->GetI1());
+
+        // find the index of the material
+        unsigned int idx = 0xcdcdcdcd, cnt = 0;
+        for (std::vector<D3DS::Material>::const_iterator i =  mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt)   {
+            // use case independent comparisons. hopefully it will work.
+            if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) {
+                idx = cnt;
+                break;
+            }
+        }
+        if (0xcdcdcdcd == idx)  {
+            DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz);
+        }
+
+        // Now continue and read all material indices
+        cnt = (uint16_t)stream->GetI2();
+        for (unsigned int i = 0; i < cnt;++i)   {
+            unsigned int fidx = (uint16_t)stream->GetI2();
+
+            // check range
+            if (fidx >= mMesh.mFaceMaterials.size())    {
+                DefaultLogger::get()->error("3DS: Invalid face index in face material list");
+            }
+            else mMesh.mFaceMaterials[fidx] = idx;
+        }}
+        break;
+    };
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Read a mesh chunk. Here's the actual mesh data
+void Discreet3DSImporter::ParseMeshChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // Get the mesh we're currently working on
+    D3DS::Mesh& mMesh = mScene->mMeshes.back();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_VERTLIST:
+        {
+        // This is the list of all vertices in the current mesh
+        int num = (int)(uint16_t)stream->GetI2();
+        mMesh.mPositions.reserve(num);
+        while (num-- > 0)   {
+            aiVector3D v;
+            v.x = stream->GetF4();
+            v.y = stream->GetF4();
+            v.z = stream->GetF4();
+            mMesh.mPositions.push_back(v);
+        }}
+        break;
+    case Discreet3DS::CHUNK_TRMATRIX:
+        {
+        // This is the RLEATIVE transformation matrix of the current mesh. Vertices are
+        // pretransformed by this matrix wonder.
+        mMesh.mMat.a1 = stream->GetF4();
+        mMesh.mMat.b1 = stream->GetF4();
+        mMesh.mMat.c1 = stream->GetF4();
+        mMesh.mMat.a2 = stream->GetF4();
+        mMesh.mMat.b2 = stream->GetF4();
+        mMesh.mMat.c2 = stream->GetF4();
+        mMesh.mMat.a3 = stream->GetF4();
+        mMesh.mMat.b3 = stream->GetF4();
+        mMesh.mMat.c3 = stream->GetF4();
+        mMesh.mMat.a4 = stream->GetF4();
+        mMesh.mMat.b4 = stream->GetF4();
+        mMesh.mMat.c4 = stream->GetF4();
+        }
+        break;
+
+    case Discreet3DS::CHUNK_MAPLIST:
+        {
+        // This is the list of all UV coords in the current mesh
+        int num = (int)(uint16_t)stream->GetI2();
+        mMesh.mTexCoords.reserve(num);
+        while (num-- > 0)   {
+            aiVector3D v;
+            v.x = stream->GetF4();
+            v.y = stream->GetF4();
+            mMesh.mTexCoords.push_back(v);
+        }}
+        break;
+
+    case Discreet3DS::CHUNK_FACELIST:
+        {
+        // This is the list of all faces in the current mesh
+        int num = (int)(uint16_t)stream->GetI2();
+        mMesh.mFaces.reserve(num);
+        while (num-- > 0)   {
+            // 3DS faces are ALWAYS triangles
+            mMesh.mFaces.push_back(D3DS::Face());
+            D3DS::Face& sFace = mMesh.mFaces.back();
+
+            sFace.mIndices[0] = (uint16_t)stream->GetI2();
+            sFace.mIndices[1] = (uint16_t)stream->GetI2();
+            sFace.mIndices[2] = (uint16_t)stream->GetI2();
+
+            stream->IncPtr(2); // skip edge visibility flag
+        }
+
+        // Resize the material array (0xcdcdcdcd marks the default material; so if a face is
+        // not referenced by a material, $$DEFAULT will be assigned to it)
+        mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
+
+        // Larger 3DS files could have multiple FACE chunks here
+        chunkSize = stream->GetRemainingSizeToLimit();
+        if ( chunkSize > (int) sizeof(Discreet3DS::Chunk ) )
+            ParseFaceChunk();
+        }
+        break;
+    };
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Read a 3DS material chunk
+void Discreet3DSImporter::ParseMaterialChunk()
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_MAT_MATNAME:
+
+        {
+        // The material name string is already zero-terminated, but we need to be sure ...
+        const char* sz = (const char*)stream->GetPtr();
+        unsigned int cnt = 0;
+        while (stream->GetI1())
+            ++cnt;
+
+        if (!cnt)   {
+            // This may not be, we use the default name instead
+            DefaultLogger::get()->error("3DS: Empty material name");
+        }
+        else mScene->mMaterials.back().mName = std::string(sz,cnt);
+        }
+        break;
+
+    case Discreet3DS::CHUNK_MAT_DIFFUSE:
+        {
+        // This is the diffuse material color
+        aiColor3D* pc = &mScene->mMaterials.back().mDiffuse;
+        ParseColorChunk(pc);
+        if (is_qnan(pc->r)) {
+            // color chunk is invalid. Simply ignore it
+            DefaultLogger::get()->error("3DS: Unable to read DIFFUSE chunk");
+            pc->r = pc->g = pc->b = 1.0f;
+        }}
+        break;
+
+    case Discreet3DS::CHUNK_MAT_SPECULAR:
+        {
+        // This is the specular material color
+        aiColor3D* pc = &mScene->mMaterials.back().mSpecular;
+        ParseColorChunk(pc);
+        if (is_qnan(pc->r)) {
+            // color chunk is invalid. Simply ignore it
+            DefaultLogger::get()->error("3DS: Unable to read SPECULAR chunk");
+            pc->r = pc->g = pc->b = 1.0f;
+        }}
+        break;
+
+    case Discreet3DS::CHUNK_MAT_AMBIENT:
+        {
+        // This is the ambient material color
+        aiColor3D* pc = &mScene->mMaterials.back().mAmbient;
+        ParseColorChunk(pc);
+        if (is_qnan(pc->r)) {
+            // color chunk is invalid. Simply ignore it
+            DefaultLogger::get()->error("3DS: Unable to read AMBIENT chunk");
+            pc->r = pc->g = pc->b = 0.0f;
+        }}
+        break;
+
+    case Discreet3DS::CHUNK_MAT_SELF_ILLUM:
+        {
+        // This is the emissive material color
+        aiColor3D* pc = &mScene->mMaterials.back().mEmissive;
+        ParseColorChunk(pc);
+        if (is_qnan(pc->r)) {
+            // color chunk is invalid. Simply ignore it
+            DefaultLogger::get()->error("3DS: Unable to read EMISSIVE chunk");
+            pc->r = pc->g = pc->b = 0.0f;
+        }}
+        break;
+
+    case Discreet3DS::CHUNK_MAT_TRANSPARENCY:
+        {
+            // This is the material's transparency
+            ai_real* pcf = &mScene->mMaterials.back().mTransparency;
+            *pcf = ParsePercentageChunk();
+
+            // NOTE: transparency, not opacity
+            if (is_qnan(*pcf))
+                *pcf = ai_real( 1.0 );
+            else 
+                *pcf = ai_real( 1.0 ) - *pcf * (ai_real)0xFFFF / ai_real( 100.0 );
+        }
+        break;
+
+    case Discreet3DS::CHUNK_MAT_SHADING:
+        // This is the material shading mode
+        mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2();
+        break;
+
+    case Discreet3DS::CHUNK_MAT_TWO_SIDE:
+        // This is the two-sided flag
+        mScene->mMaterials.back().mTwoSided = true;
+        break;
+
+    case Discreet3DS::CHUNK_MAT_SHININESS:
+        { // This is the shininess of the material
+        ai_real* pcf = &mScene->mMaterials.back().mSpecularExponent;
+        *pcf = ParsePercentageChunk();
+        if (is_qnan(*pcf))
+            *pcf = 0.0;
+        else *pcf *= (ai_real)0xFFFF;
+        }
+        break;
+
+    case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT:
+        { // This is the shininess strength of the material
+            ai_real* pcf = &mScene->mMaterials.back().mShininessStrength;
+            *pcf = ParsePercentageChunk();
+            if (is_qnan(*pcf))
+                *pcf = ai_real( 0.0 );
+            else 
+                *pcf *= (ai_real)0xffff / ai_real( 100.0 );
+        }
+        break;
+
+    case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
+        { // This is the self illumination strength of the material
+            ai_real f = ParsePercentageChunk();
+            if (is_qnan(f))
+                f = ai_real( 0.0 );
+            else 
+                f *= (ai_real)0xFFFF / ai_real( 100.0 );
+            mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
+        }
+        break;
+
+    // Parse texture chunks
+    case Discreet3DS::CHUNK_MAT_TEXTURE:
+        // Diffuse texture
+        ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse);
+        break;
+    case Discreet3DS::CHUNK_MAT_BUMPMAP:
+        // Height map
+        ParseTextureChunk(&mScene->mMaterials.back().sTexBump);
+        break;
+    case Discreet3DS::CHUNK_MAT_OPACMAP:
+        // Opacity texture
+        ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity);
+        break;
+    case Discreet3DS::CHUNK_MAT_MAT_SHINMAP:
+        // Shininess map
+        ParseTextureChunk(&mScene->mMaterials.back().sTexShininess);
+        break;
+    case Discreet3DS::CHUNK_MAT_SPECMAP:
+        // Specular map
+        ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular);
+        break;
+    case Discreet3DS::CHUNK_MAT_SELFIMAP:
+        // Self-illumination (emissive) map
+        ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive);
+        break;
+    case Discreet3DS::CHUNK_MAT_REFLMAP:
+        // Reflection map
+        ParseTextureChunk(&mScene->mMaterials.back().sTexReflective);
+        break;
+    };
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
+{
+    ASSIMP_3DS_BEGIN_CHUNK();
+
+    // get chunk type
+    switch (chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_MAPFILE:
+        {
+        // The material name string is already zero-terminated, but we need to be sure ...
+        const char* sz = (const char*)stream->GetPtr();
+        unsigned int cnt = 0;
+        while (stream->GetI1())
+            ++cnt;
+        pcOut->mMapName = std::string(sz,cnt);
+        }
+        break;
+
+
+    case Discreet3DS::CHUNK_PERCENTD:
+        // Manually parse the blend factor
+        pcOut->mTextureBlend = ai_real( stream->GetF8() );
+        break;
+
+    case Discreet3DS::CHUNK_PERCENTF:
+        // Manually parse the blend factor
+        pcOut->mTextureBlend = stream->GetF4();
+        break;
+
+    case Discreet3DS::CHUNK_PERCENTW:
+        // Manually parse the blend factor
+        pcOut->mTextureBlend = (ai_real)((uint16_t)stream->GetI2()) / ai_real( 100.0 );
+        break;
+
+    case Discreet3DS::CHUNK_MAT_MAP_USCALE:
+        // Texture coordinate scaling in the U direction
+        pcOut->mScaleU = stream->GetF4();
+        if (0.0f == pcOut->mScaleU)
+        {
+            DefaultLogger::get()->warn("Texture coordinate scaling in the x direction is zero. Assuming 1.");
+            pcOut->mScaleU = 1.0f;
+        }
+        break;
+    case Discreet3DS::CHUNK_MAT_MAP_VSCALE:
+        // Texture coordinate scaling in the V direction
+        pcOut->mScaleV = stream->GetF4();
+        if (0.0f == pcOut->mScaleV)
+        {
+            DefaultLogger::get()->warn("Texture coordinate scaling in the y direction is zero. Assuming 1.");
+            pcOut->mScaleV = 1.0f;
+        }
+        break;
+
+    case Discreet3DS::CHUNK_MAT_MAP_UOFFSET:
+        // Texture coordinate offset in the U direction
+        pcOut->mOffsetU = -stream->GetF4();
+        break;
+
+    case Discreet3DS::CHUNK_MAT_MAP_VOFFSET:
+        // Texture coordinate offset in the V direction
+        pcOut->mOffsetV = stream->GetF4();
+        break;
+
+    case Discreet3DS::CHUNK_MAT_MAP_ANG:
+        // Texture coordinate rotation, CCW in DEGREES
+        pcOut->mRotation = -AI_DEG_TO_RAD( stream->GetF4() );
+        break;
+
+    case Discreet3DS::CHUNK_MAT_MAP_TILING:
+        {
+        const uint16_t iFlags = stream->GetI2();
+
+        // Get the mapping mode (for both axes)
+        if (iFlags & 0x2u)
+            pcOut->mMapMode = aiTextureMapMode_Mirror;
+
+        else if (iFlags & 0x10u)
+            pcOut->mMapMode = aiTextureMapMode_Decal;
+
+        // wrapping in all remaining cases
+        else pcOut->mMapMode = aiTextureMapMode_Wrap;
+        }
+        break;
+    };
+
+    ASSIMP_3DS_END_CHUNK();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Read a percentage chunk
+ai_real Discreet3DSImporter::ParsePercentageChunk()
+{
+    Discreet3DS::Chunk chunk;
+    ReadChunk(&chunk);
+
+    if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag)
+        return stream->GetF4();
+    else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag)
+        return (ai_real)((uint16_t)stream->GetI2()) / (ai_real)0xFFFF;
+    return get_qnan();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color
+void Discreet3DSImporter::ParseColorChunk( aiColor3D* out, bool acceptPercent )
+{
+    ai_assert(out != NULL);
+
+    // error return value
+    const ai_real qnan = get_qnan();
+    static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan);
+
+    Discreet3DS::Chunk chunk;
+    ReadChunk(&chunk);
+    const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk);
+
+    bool bGamma = false;
+
+    // Get the type of the chunk
+    switch(chunk.Flag)
+    {
+    case Discreet3DS::CHUNK_LINRGBF:
+        bGamma = true;
+
+    case Discreet3DS::CHUNK_RGBF:
+        if (sizeof(ai_real) * 3 > diff)   {
+            *out = clrError;
+            return;
+        }
+        out->r = stream->GetF4();
+        out->g = stream->GetF4();
+        out->b = stream->GetF4();
+        break;
+
+    case Discreet3DS::CHUNK_LINRGBB:
+        bGamma = true;
+    case Discreet3DS::CHUNK_RGBB:
+        {
+            if ( sizeof( char ) * 3 > diff ) {
+                *out = clrError;
+                return;
+            }
+            const ai_real invVal = ai_real( 1.0 ) / ai_real( 255.0 );
+            out->r = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
+            out->g = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
+            out->b = ( ai_real ) ( uint8_t ) stream->GetI1() * invVal;
+        }
+        break;
+
+    // Percentage chunks are accepted, too.
+    case Discreet3DS::CHUNK_PERCENTF:
+        if (acceptPercent && 4 <= diff) {
+            out->g = out->b = out->r = stream->GetF4();
+            break;
+        }
+        *out = clrError;
+        return;
+
+    case Discreet3DS::CHUNK_PERCENTW:
+        if (acceptPercent && 1 <= diff) {
+            out->g = out->b = out->r = (ai_real)(uint8_t)stream->GetI1() / ai_real( 255.0 );
+            break;
+        }
+        *out = clrError;
+        return;
+
+    default:
+        stream->IncPtr(diff);
+        // Skip unknown chunks, hope this won't cause any problems.
+        return ParseColorChunk(out,acceptPercent);
+    };
+    (void)bGamma;
+}
+
+#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER

+ 282 - 280
code/3DSLoader.h

@@ -1,280 +1,282 @@
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  3DSLoader.h
- *  @brief 3DS File format loader
- */
-#ifndef AI_3DSIMPORTER_H_INC
-#define AI_3DSIMPORTER_H_INC
-
-#include "BaseImporter.h"
-#include "../include/assimp/types.h"
-
-#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
-
-struct aiNode;
-#include "3DSHelper.h"
-
-namespace Assimp	{
-
-
-using namespace D3DS;
-
-// ---------------------------------------------------------------------------------
-/** Importer class for 3D Studio r3 and r4 3DS files
- */
-class Discreet3DSImporter : public BaseImporter
-{
-public:
-
-	Discreet3DSImporter();
-	~Discreet3DSImporter();
-
-public:
-
-	// -------------------------------------------------------------------
-	/** Returns whether the class can handle the format of the given file. 
-	 * See BaseImporter::CanRead() for details.	
-	 */
-	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
-		bool checkSig) const;
-
-	// -------------------------------------------------------------------
-	/** Called prior to ReadFile().
-	 * The function is a request to the importer to update its configuration
-	 * basing on the Importer's configuration property list.
-	 */
-	void SetupProperties(const Importer* pImp);
-
-protected:
-
-	// -------------------------------------------------------------------
-	/** Return importer meta information.
-	 * See #BaseImporter::GetInfo for the details
-	 */
-	const aiImporterDesc* GetInfo () const;
-
-	// -------------------------------------------------------------------
-	/** Imports the given file into the given scene structure. 
-	 * See BaseImporter::InternReadFile() for details
-	 */
-	void InternReadFile( const std::string& pFile, aiScene* pScene, 
-		IOSystem* pIOHandler);
-
-	// -------------------------------------------------------------------
-	/** Converts a temporary material to the outer representation 
-	 */
-	void ConvertMaterial(D3DS::Material& p_cMat,
-		aiMaterial& p_pcOut);
-
-	// -------------------------------------------------------------------
-	/** Read a chunk
-	 *
-	 *  @param pcOut Receives the current chunk
-	 */
-	void ReadChunk(Discreet3DS::Chunk* pcOut);
-
-	// -------------------------------------------------------------------
-	/** Parse a percentage chunk. mCurrent will point to the next
-	* chunk behind afterwards. If no percentage chunk is found
-	* QNAN is returned.
-	*/
-	float ParsePercentageChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a color chunk. mCurrent will point to the next
-	* chunk behind afterwards. If no color chunk is found
-	* QNAN is returned in all members.
-	*/
-	void ParseColorChunk(aiColor3D* p_pcOut,
-		bool p_bAcceptPercent = true);
-
-
-	// -------------------------------------------------------------------
-	/** Skip a chunk in the file
-	*/
-	void SkipChunk();
-
-	// -------------------------------------------------------------------
-	/** Generate the nodegraph
-	*/
-	void GenerateNodeGraph(aiScene* pcOut);
-
-	// -------------------------------------------------------------------
-	/** Parse a main top-level chunk in the file
-	*/
-	void ParseMainChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a top-level chunk in the file
-	*/
-	void ParseChunk(const char* name, unsigned int num);
-
-	// -------------------------------------------------------------------
-	/** Parse a top-level editor chunk in the file
-	*/
-	void ParseEditorChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a top-level object chunk in the file
-	*/
-	void ParseObjectChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a material chunk in the file
-	*/
-	void ParseMaterialChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a mesh chunk in the file
-	*/
-	void ParseMeshChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a light chunk in the file
-	*/
-	void ParseLightChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a camera chunk in the file
-	*/
-	void ParseCameraChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a face list chunk in the file
-	*/
-	void ParseFaceChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a keyframe chunk in the file
-	*/
-	void ParseKeyframeChunk();
-
-	// -------------------------------------------------------------------
-	/** Parse a hierarchy chunk in the file
-	*/
-	void ParseHierarchyChunk(uint16_t parent);
-
-	// -------------------------------------------------------------------
-	/** Parse a texture chunk in the file
-	*/
-	void ParseTextureChunk(D3DS::Texture* pcOut);
-
-	// -------------------------------------------------------------------
-	/** Convert the meshes in the file
-	*/
-	void ConvertMeshes(aiScene* pcOut);
-
-	// -------------------------------------------------------------------
-	/** Replace the default material in the scene
-	*/
-	void ReplaceDefaultMaterial();
-
-	// -------------------------------------------------------------------
-	/** Convert the whole scene
-	*/
-	void ConvertScene(aiScene* pcOut);
-
-	// -------------------------------------------------------------------
-	/** generate unique vertices for a mesh
-	*/
-	void MakeUnique(D3DS::Mesh& sMesh);
-
-	// -------------------------------------------------------------------
-	/** Add a node to the node graph
-	*/
-	void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
-		aiMatrix4x4& absTrafo);
-
-	// -------------------------------------------------------------------
-	/** Search for a node in the graph.
-	* Called recursively
-	*/
-	void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
-
-	// -------------------------------------------------------------------
-	/** Apply the master scaling factor to the mesh
-	*/
-	void ApplyMasterScale(aiScene* pScene);
-
-	// -------------------------------------------------------------------
-	/** Clamp all indices in the file to a valid range
-	*/
-	void CheckIndices(D3DS::Mesh& sMesh);
-
-	// -------------------------------------------------------------------
-	/** Skip the TCB info in a track key
-	*/
-	void SkipTCBInfo();
-
-protected:
-
-	/** Stream to read from */
-	StreamReaderLE* stream;
-
-	/** Last touched node index */
-	short mLastNodeIndex;
-
-	/** Current node, root node */
-	D3DS::Node* mCurrentNode, *mRootNode;
-
-	/** Scene under construction */
-	D3DS::Scene* mScene;
-
-	/** Ambient base color of the scene */
-	aiColor3D mClrAmbient;
-
-	/** Master scaling factor of the scene */
-	float mMasterScale;
-
-	/** Path to the background image of the scene */
-	std::string mBackgroundImage;
-	bool bHasBG;
-
-	/** true if PRJ file */
-	bool bIsPrj;
-};
-
-} // end of namespace Assimp
-
-#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
-
-#endif // AI_3DSIMPORTER_H_INC
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  3DSLoader.h
+ *  @brief 3DS File format loader
+ */
+#ifndef AI_3DSIMPORTER_H_INC
+#define AI_3DSIMPORTER_H_INC
+
+#include "BaseImporter.h"
+#include <assimp/types.h>
+
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+
+#include "3DSHelper.h"
+#include "StreamReader.h"
+
+struct aiNode;
+
+namespace Assimp    {
+
+
+using namespace D3DS;
+
+// ---------------------------------------------------------------------------------
+/** Importer class for 3D Studio r3 and r4 3DS files
+ */
+class Discreet3DSImporter : public BaseImporter
+{
+public:
+
+    Discreet3DSImporter();
+    ~Discreet3DSImporter();
+
+public:
+
+    // -------------------------------------------------------------------
+    /** Returns whether the class can handle the format of the given file.
+     * See BaseImporter::CanRead() for details.
+     */
+    bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+        bool checkSig) const;
+
+    // -------------------------------------------------------------------
+    /** Called prior to ReadFile().
+     * The function is a request to the importer to update its configuration
+     * basing on the Importer's configuration property list.
+     */
+    void SetupProperties(const Importer* pImp);
+
+protected:
+
+    // -------------------------------------------------------------------
+    /** Return importer meta information.
+     * See #BaseImporter::GetInfo for the details
+     */
+    const aiImporterDesc* GetInfo () const;
+
+    // -------------------------------------------------------------------
+    /** Imports the given file into the given scene structure.
+     * See BaseImporter::InternReadFile() for details
+     */
+    void InternReadFile( const std::string& pFile, aiScene* pScene,
+        IOSystem* pIOHandler);
+
+    // -------------------------------------------------------------------
+    /** Converts a temporary material to the outer representation
+     */
+    void ConvertMaterial(D3DS::Material& p_cMat,
+        aiMaterial& p_pcOut);
+
+    // -------------------------------------------------------------------
+    /** Read a chunk
+     *
+     *  @param pcOut Receives the current chunk
+     */
+    void ReadChunk(Discreet3DS::Chunk* pcOut);
+
+    // -------------------------------------------------------------------
+    /** Parse a percentage chunk. mCurrent will point to the next
+    * chunk behind afterwards. If no percentage chunk is found
+    * QNAN is returned.
+    */
+    ai_real ParsePercentageChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a color chunk. mCurrent will point to the next
+    * chunk behind afterwards. If no color chunk is found
+    * QNAN is returned in all members.
+    */
+    void ParseColorChunk(aiColor3D* p_pcOut,
+        bool p_bAcceptPercent = true);
+
+
+    // -------------------------------------------------------------------
+    /** Skip a chunk in the file
+    */
+    void SkipChunk();
+
+    // -------------------------------------------------------------------
+    /** Generate the nodegraph
+    */
+    void GenerateNodeGraph(aiScene* pcOut);
+
+    // -------------------------------------------------------------------
+    /** Parse a main top-level chunk in the file
+    */
+    void ParseMainChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a top-level chunk in the file
+    */
+    void ParseChunk(const char* name, unsigned int num);
+
+    // -------------------------------------------------------------------
+    /** Parse a top-level editor chunk in the file
+    */
+    void ParseEditorChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a top-level object chunk in the file
+    */
+    void ParseObjectChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a material chunk in the file
+    */
+    void ParseMaterialChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a mesh chunk in the file
+    */
+    void ParseMeshChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a light chunk in the file
+    */
+    void ParseLightChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a camera chunk in the file
+    */
+    void ParseCameraChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a face list chunk in the file
+    */
+    void ParseFaceChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a keyframe chunk in the file
+    */
+    void ParseKeyframeChunk();
+
+    // -------------------------------------------------------------------
+    /** Parse a hierarchy chunk in the file
+    */
+    void ParseHierarchyChunk(uint16_t parent);
+
+    // -------------------------------------------------------------------
+    /** Parse a texture chunk in the file
+    */
+    void ParseTextureChunk(D3DS::Texture* pcOut);
+
+    // -------------------------------------------------------------------
+    /** Convert the meshes in the file
+    */
+    void ConvertMeshes(aiScene* pcOut);
+
+    // -------------------------------------------------------------------
+    /** Replace the default material in the scene
+    */
+    void ReplaceDefaultMaterial();
+
+    // -------------------------------------------------------------------
+    /** Convert the whole scene
+    */
+    void ConvertScene(aiScene* pcOut);
+
+    // -------------------------------------------------------------------
+    /** generate unique vertices for a mesh
+    */
+    void MakeUnique(D3DS::Mesh& sMesh);
+
+    // -------------------------------------------------------------------
+    /** Add a node to the node graph
+    */
+    void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
+        aiMatrix4x4& absTrafo);
+
+    // -------------------------------------------------------------------
+    /** Search for a node in the graph.
+    * Called recursively
+    */
+    void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
+
+    // -------------------------------------------------------------------
+    /** Apply the master scaling factor to the mesh
+    */
+    void ApplyMasterScale(aiScene* pScene);
+
+    // -------------------------------------------------------------------
+    /** Clamp all indices in the file to a valid range
+    */
+    void CheckIndices(D3DS::Mesh& sMesh);
+
+    // -------------------------------------------------------------------
+    /** Skip the TCB info in a track key
+    */
+    void SkipTCBInfo();
+
+protected:
+
+    /** Stream to read from */
+    StreamReaderLE* stream;
+
+    /** Last touched node index */
+    short mLastNodeIndex;
+
+    /** Current node, root node */
+    D3DS::Node* mCurrentNode, *mRootNode;
+
+    /** Scene under construction */
+    D3DS::Scene* mScene;
+
+    /** Ambient base color of the scene */
+    aiColor3D mClrAmbient;
+
+    /** Master scaling factor of the scene */
+    ai_real mMasterScale;
+
+    /** Path to the background image of the scene */
+    std::string mBackgroundImage;
+    bool bHasBG;
+
+    /** true if PRJ file */
+    bool bIsPrj;
+};
+
+} // end of namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
+
+#endif // AI_3DSIMPORTER_H_INC

+ 907 - 866
code/ACLoader.cpp

@@ -1,866 +1,907 @@
-
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Implementation of the AC3D importer class */
-
-#include "AssimpPCH.h"
-
-#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
-
-// internal headers
-#include "ACLoader.h"
-#include "ParsingUtils.h"
-#include "fast_atof.h"
-#include "Subdivision.h"
-
-using namespace Assimp;
-
-static const aiImporterDesc desc = {
-	"AC3D Importer",
-	"",
-	"",
-	"",
-	aiImporterFlags_SupportTextFlavour,
-	0,
-	0,
-	0,
-	0,
-	"ac acc ac3d"
-};
-
-// ------------------------------------------------------------------------------------------------
-// skip to the next token
-#define AI_AC_SKIP_TO_NEXT_TOKEN() \
-	if (!SkipSpaces(&buffer)) \
-	{ \
-		DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \
-		continue; \
-	} 
-
-// ------------------------------------------------------------------------------------------------
-// read a string (may be enclosed in double quotation marks). buffer must point to "
-#define AI_AC_GET_STRING(out) \
-	++buffer; \
-	const char* sz = buffer; \
-	while ('\"' != *buffer) \
-	{ \
-		if (IsLineEnd( *buffer )) \
-		{ \
-			DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \
-			out = "ERROR"; \
-			break; \
-		} \
-		++buffer; \
-	} \
-	if (IsLineEnd( *buffer ))continue; \
-	out = std::string(sz,(unsigned int)(buffer-sz)); \
-	++buffer;
-
-
-// ------------------------------------------------------------------------------------------------
-// read 1 to n floats prefixed with an optional predefined identifier 
-#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \
-	AI_AC_SKIP_TO_NEXT_TOKEN(); \
-	if (name_length) \
-	{ \
-		if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
-		{ \
-			DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \
-			continue; \
-		} \
-		buffer += name_length+1; \
-	} \
-	for (unsigned int i = 0; i < num;++i) \
-	{ \
-		AI_AC_SKIP_TO_NEXT_TOKEN(); \
-		buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \
-	}
-
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-AC3DImporter::AC3DImporter()
-{
-	// nothing to be done here
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well 
-AC3DImporter::~AC3DImporter()
-{
-	// nothing to be done here
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file. 
-bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
-{
-	std::string extension = GetExtension(pFile);
-
-	// fixme: are acc and ac3d *really* used? Some sources say they are
-	if(extension == "ac" || extension == "ac3d" || extension == "acc") {
-		return true;
-	}
-	if (!extension.length() || checkSig) {
-		uint32_t token = AI_MAKE_MAGIC("AC3D");
-		return CheckMagicToken(pIOHandler,pFile,&token,1,0);
-	}
-	return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Loader meta information
-const aiImporterDesc* AC3DImporter::GetInfo () const
-{
-	return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get a pointer to the next line from the file
-bool AC3DImporter::GetNextLine( )
-{
-	SkipLine(&buffer); 
-	return SkipSpaces(&buffer);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Parse an object section in an AC file
-void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
-{
-	if (!TokenMatch(buffer,"OBJECT",6))
-		return;
-
-	SkipSpaces(&buffer);
-
-	++mNumMeshes;
-
-	objects.push_back(Object());
-	Object& obj = objects.back();
-
-	aiLight* light = NULL;
-	if (!ASSIMP_strincmp(buffer,"light",5))
-	{
-		// This is a light source. Add it to the list
-		mLights->push_back(light = new aiLight());
-
-		// Return a point light with no attenuation
-		light->mType = aiLightSource_POINT;
-		light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f);
-		light->mAttenuationConstant = 1.f;
-
-		// Generate a default name for both the light source and the node
-		// FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
-		light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
-		obj.name = std::string( light->mName.data );
-
-		DefaultLogger::get()->debug("AC3D: Light source encountered");
-		obj.type = Object::Light;
-	}
-	else if (!ASSIMP_strincmp(buffer,"group",5))
-	{
-		obj.type = Object::Group;
-	}
-	else if (!ASSIMP_strincmp(buffer,"world",5))
-	{
-		obj.type = Object::World;
-	}
-	else obj.type = Object::Poly;
-	while (GetNextLine())
-	{
-		if (TokenMatch(buffer,"kids",4))
-		{
-			SkipSpaces(&buffer);
-			unsigned int num = strtoul10(buffer,&buffer);
-			GetNextLine();
-			if (num)
-			{
-				// load the children of this object recursively
-				obj.children.reserve(num);
-				for (unsigned int i = 0; i < num; ++i)
-					LoadObjectSection(obj.children);
-			}
-			return;
-		}
-		else if (TokenMatch(buffer,"name",4))
-		{
-			SkipSpaces(&buffer);
-			AI_AC_GET_STRING(obj.name);
-
-			// If this is a light source, we'll also need to store
-			// the name of the node in it.
-			if (light)
-			{
-				light->mName.Set(obj.name);
-			}
-		}
-		else if (TokenMatch(buffer,"texture",7))
-		{
-			SkipSpaces(&buffer);
-			AI_AC_GET_STRING(obj.texture);
-		}
-		else if (TokenMatch(buffer,"texrep",6))
-		{
-			SkipSpaces(&buffer);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
-			if (!obj.texRepeat.x || !obj.texRepeat.y)
-				obj.texRepeat = aiVector2D (1.f,1.f);
-		}
-		else if (TokenMatch(buffer,"texoff",6))
-		{
-			SkipSpaces(&buffer);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
-		}
-		else if (TokenMatch(buffer,"rot",3))
-		{
-			SkipSpaces(&buffer);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
-		}
-		else if (TokenMatch(buffer,"loc",3))
-		{
-			SkipSpaces(&buffer);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
-		}
-		else if (TokenMatch(buffer,"subdiv",6))
-		{
-			SkipSpaces(&buffer);
-			obj.subDiv = strtoul10(buffer,&buffer);
-		}
-		else if (TokenMatch(buffer,"crease",6))
-		{
-			SkipSpaces(&buffer);
-			obj.crease = fast_atof(buffer);
-		}
-		else if (TokenMatch(buffer,"numvert",7))
-		{
-			SkipSpaces(&buffer);
-
-			unsigned int t = strtoul10(buffer,&buffer);
-			obj.vertices.reserve(t);
-			for (unsigned int i = 0; i < t;++i)
-			{
-				if (!GetNextLine())
-				{
-					DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet");
-					break;
-				}
-				else if (!IsNumeric(*buffer))
-				{
-					DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet");
-					--buffer; // make sure the line is processed a second time
-					break;
-				}
-				obj.vertices.push_back(aiVector3D());
-				aiVector3D& v = obj.vertices.back();
-				AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
-			}
-		}
-		else if (TokenMatch(buffer,"numsurf",7))
-		{
-			SkipSpaces(&buffer);
-			
-			bool Q3DWorkAround = false;
-
-			const unsigned int t = strtoul10(buffer,&buffer);
-			obj.surfaces.reserve(t);
-			for (unsigned int i = 0; i < t;++i)
-			{
-				GetNextLine();
-				if (!TokenMatch(buffer,"SURF",4))
-				{
-					// FIX: this can occur for some files - Quick 3D for 
-					// example writes no surf chunks
-					if (!Q3DWorkAround)
-					{
-						DefaultLogger::get()->warn("AC3D: SURF token was expected");
-						DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
-					}
-					--buffer; // make sure the line is processed a second time
-					// break; --- see fix notes above
-
-					Q3DWorkAround = true;
-				}
-				SkipSpaces(&buffer);
-				obj.surfaces.push_back(Surface());
-				Surface& surf = obj.surfaces.back();
-				surf.flags = strtoul_cppstyle(buffer);
-			
-				while (1)
-				{
-					if(!GetNextLine())
-					{
-						DefaultLogger::get()->error("AC3D: Unexpected EOF: surface is incomplete");
-						break;
-					}
-					if (TokenMatch(buffer,"mat",3))
-					{
-						SkipSpaces(&buffer);
-						surf.mat = strtoul10(buffer);
-					}
-					else if (TokenMatch(buffer,"refs",4))
-					{
-						// --- see fix notes above
-						if (Q3DWorkAround)
-						{
-							if (!surf.entries.empty())
-							{
-								buffer -= 6;
-								break;
-							}
-						}
-
-						SkipSpaces(&buffer);
-						const unsigned int m = strtoul10(buffer);
-						surf.entries.reserve(m);
-
-						obj.numRefs += m;
-
-						for (unsigned int k = 0; k < m; ++k)
-						{
-							if(!GetNextLine())
-							{
-								DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete");
-								break;
-							}
-							surf.entries.push_back(Surface::SurfaceEntry());
-							Surface::SurfaceEntry& entry = surf.entries.back();
-
-							entry.first = strtoul10(buffer,&buffer);
-							SkipSpaces(&buffer);
-							AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
-						}
-					}
-					else 
-					{
-
-						--buffer; // make sure the line is processed a second time
-						break;
-					}
-				}
-			}
-		}
-	}
-	DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected");
-}
-
-// ------------------------------------------------------------------------------------------------
-// Convert a material from AC3DImporter::Material to aiMaterial
-void AC3DImporter::ConvertMaterial(const Object& object,
-	const Material& matSrc,
-	aiMaterial& matDest)
-{
-	aiString s;
-
-	if (matSrc.name.length())
-	{
-		s.Set(matSrc.name);
-		matDest.AddProperty(&s,AI_MATKEY_NAME);
-	}
-	if (object.texture.length())
-	{
-		s.Set(object.texture);
-		matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
-
-		// UV transformation
-		if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
-			object.texOffset.x        || object.texOffset.y)
-		{
-			aiUVTransform transform;
-			transform.mScaling = object.texRepeat;
-			transform.mTranslation = object.texOffset;
-			matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
-		}
-	}
-
-	matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE);
-	matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT);
-	matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE);
-	matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR);
-
-	int n;
-	if (matSrc.shin)
-	{
-		n = aiShadingMode_Phong;
-		matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS);
-	}
-	else n = aiShadingMode_Gouraud;
-	matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL);
-
-	float f = 1.f - matSrc.trans;
-	matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Converts the loaded data to the internal verbose representation
-aiNode* AC3DImporter::ConvertObjectSection(Object& object,
-	std::vector<aiMesh*>& meshes,
-	std::vector<aiMaterial*>& outMaterials,
-	const std::vector<Material>& materials,
-	aiNode* parent)
-{
-	aiNode* node = new aiNode();
-	node->mParent = parent;
-	if (object.vertices.size())
-	{
-		if (!object.surfaces.size() || !object.numRefs)
-		{
-			/* " An object with 7 vertices (no surfaces, no materials defined). 
-			     This is a good way of getting point data into AC3D. 
-			     The Vertex->create convex-surface/object can be used on these
-			     vertices to 'wrap' a 3d shape around them "
-				 (http://www.opencity.info/html/ac3dfileformat.html)
-
-				 therefore: if no surfaces are defined return point data only
-			 */
-
-			DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, "
-				"a point list is returned");
-
-			meshes.push_back(new aiMesh());
-			aiMesh* mesh = meshes.back();
-
-			mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
-			aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
-			aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
-
-			for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts)
-			{
-				*verts = object.vertices[i];
-				faces->mNumIndices = 1;
-				faces->mIndices = new unsigned int[1];
-				faces->mIndices[0] = i;
-			}
-
-			// use the primary material in this case. this should be the
-			// default material if all objects of the file contain points
-			// and no faces.
-			mesh->mMaterialIndex = 0;
-			outMaterials.push_back(new aiMaterial());
-			ConvertMaterial(object, materials[0], *outMaterials.back());
-		}
-		else
-		{
-			// need to generate one or more meshes for this object.
-			// find out how many different materials we have
-			typedef std::pair< unsigned int, unsigned int > IntPair;
-			typedef std::vector< IntPair > MatTable;
-			MatTable needMat(materials.size(),IntPair(0,0));
-
-			std::vector<Surface>::iterator it,end = object.surfaces.end();
-			std::vector<Surface::SurfaceEntry>::iterator it2,end2;
-
-			for (it = object.surfaces.begin(); it != end; ++it)
-			{
-				register unsigned int idx = (*it).mat;
-				if (idx >= needMat.size())
-				{
-					DefaultLogger::get()->error("AC3D: material index is out of range");
-					idx = 0;
-				}
-				if ((*it).entries.empty())
-				{
-					DefaultLogger::get()->warn("AC3D: surface her zero vertex references");
-				}
-
-				// validate all vertex indices to make sure we won't crash here
-				for (it2  = (*it).entries.begin(),
-					 end2 = (*it).entries.end(); it2 != end2; ++it2)
-				{
-					if ((*it2).first >= object.vertices.size())
-					{
-						DefaultLogger::get()->warn("AC3D: Invalid vertex reference");
-						(*it2).first = 0;
-					}
-				}
-
-				if (!needMat[idx].first)++node->mNumMeshes;
-
-				switch ((*it).flags & 0xf)
-				{
-					// closed line
-				case 0x1:
-
-					needMat[idx].first  += (unsigned int)(*it).entries.size();
-					needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
-					break;
-
-					// unclosed line
-				case 0x2:
-
-					needMat[idx].first  += (unsigned int)(*it).entries.size()-1;
-					needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
-					break;
-
-					// 0 == polygon, else unknown
-				default:
-
-					if ((*it).flags & 0xf)
-					{
-						DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown");
-						(*it).flags &= ~(0xf);
-					}
-
-					// the number of faces increments by one, the number
-					// of vertices by surface.numref.
-					needMat[idx].first++;
-					needMat[idx].second += (unsigned int)(*it).entries.size();
-				};
-			}
-			unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes];
-			unsigned int mat = 0;
-			const size_t oldm = meshes.size();
-			for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
-				cit != cend; ++cit, ++mat)
-			{
-				if (!(*cit).first)continue;
-
-				// allocate a new aiMesh object
-				*pip++ = (unsigned int)meshes.size();
-				aiMesh* mesh = new aiMesh();
-				meshes.push_back(mesh);
-
-				mesh->mMaterialIndex = (unsigned int)outMaterials.size();
-				outMaterials.push_back(new aiMaterial());
-				ConvertMaterial(object, materials[mat], *outMaterials.back());
-
-				// allocate storage for vertices and normals
-				mesh->mNumFaces = (*cit).first;
-				aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
-
-				mesh->mNumVertices = (*cit).second;
-				aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
-				unsigned int cur = 0;
-
-				// allocate UV coordinates, but only if the texture name for the
-				// surface is not empty
-				aiVector3D* uv = NULL;
-				if(object.texture.length())
-				{
-					uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
-					mesh->mNumUVComponents[0] = 2;
-				}
-
-				for (it = object.surfaces.begin(); it != end; ++it)
-				{
-					if (mat == (*it).mat)
-					{
-						const Surface& src = *it;
-
-						// closed polygon
-						unsigned int type = (*it).flags & 0xf; 
-						if (!type)
-						{
-							aiFace& face = *faces++;
-							if((face.mNumIndices = (unsigned int)src.entries.size()))
-							{
-								face.mIndices = new unsigned int[face.mNumIndices];
-								for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices)
-								{
-									const Surface::SurfaceEntry& entry = src.entries[i];
-									face.mIndices[i] = cur++;
-
-									// copy vertex positions
-									*vertices = object.vertices[entry.first] + object.translation;
-
-
-									// copy texture coordinates 
-									if (uv)
-									{
-										uv->x =  entry.second.x;
-										uv->y =  entry.second.y;
-										++uv;
-									}
-								}
-							}
-						}
-						else
-						{
-							
-							it2  = (*it).entries.begin();
-
-							// either a closed or an unclosed line
-							register unsigned int tmp = (unsigned int)(*it).entries.size();
-							if (0x2 == type)--tmp;
-							for (unsigned int m = 0; m < tmp;++m)
-							{
-								aiFace& face = *faces++;
-
-								face.mNumIndices = 2;
-								face.mIndices = new unsigned int[2];
-								face.mIndices[0] = cur++;
-								face.mIndices[1] = cur++;
-
-								// copy vertex positions
-								*vertices++ = object.vertices[(*it2).first];
-								
-								// copy texture coordinates 
-								if (uv)
-								{
-									uv->x =  (*it2).second.x;
-									uv->y =  (*it2).second.y;
-									++uv;
-								}
-
-
-								if (0x1 == type && tmp-1 == m)
-								{
-									// if this is a closed line repeat its beginning now
-									it2  = (*it).entries.begin();
-								}
-								else ++it2;
-
-								// second point
-								*vertices++ = object.vertices[(*it2).first];
-
-								if (uv)
-								{
-									uv->x =  (*it2).second.x;
-									uv->y =  (*it2).second.y;
-									++uv;
-								}
-							}
-						}
-					}
-				}
-			}
-
-			// Now apply catmull clark subdivision if necessary. We split meshes into
-			// materials which is not done by AC3D during smoothing, so we need to
-			// collect all meshes using the same material group.
-			if (object.subDiv)	{
-				if (configEvalSubdivision) {
-					boost::scoped_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
-					DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name);
-
-					std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
-					div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true);
-					std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm);
-
-					// previous meshes are deleted vy Subdivide().
-				}
-				else {
-					DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: "
-						+object.name);
-				}
-			}
-		}
-	}
-
-	if (object.name.length())
-		node->mName.Set(object.name);
-	else
-	{
-		// generate a name depending on the type of the node
-		switch (object.type)
-		{
-		case Object::Group:
-			node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++);
-			break;
-		case Object::Poly:
-			node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++);
-			break;
-		case Object::Light:
-			node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++);
-			break;
-
-			// there shouldn't be more than one world, but we don't care
-		case Object::World: 
-			node->mName.length = ::sprintf(node->mName.data,"ACWorld_%i",worlds++);
-			break;
-		}
-	}
-
-
-	// setup the local transformation matrix of the object
-	// compute the transformation offset to the parent node
-	node->mTransformation = aiMatrix4x4 ( object.rotation );
-
-	if (object.type == Object::Group || !object.numRefs)
-	{
-		node->mTransformation.a4 = object.translation.x;
-		node->mTransformation.b4 = object.translation.y;
-		node->mTransformation.c4 = object.translation.z;
-	}
-
-	// add children to the object
-	if (object.children.size())
-	{
-		node->mNumChildren = (unsigned int)object.children.size();
-		node->mChildren = new aiNode*[node->mNumChildren];
-		for (unsigned int i = 0; i < node->mNumChildren;++i)
-		{
-			node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node);
-		}
-	}
-
-	return node;
-}
-
-// ------------------------------------------------------------------------------------------------
-void AC3DImporter::SetupProperties(const Importer* pImp)
-{
-	configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false;
-	configEvalSubdivision =  pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure. 
-void AC3DImporter::InternReadFile( const std::string& pFile, 
-	aiScene* pScene, IOSystem* pIOHandler)
-{
-	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
-	// Check whether we can read from the file
-	if( file.get() == NULL)
-		throw DeadlyImportError( "Failed to open AC3D file " + pFile + ".");
-
-	// allocate storage and copy the contents of the file to a memory buffer
-	std::vector<char> mBuffer2;
-	TextFileToBuffer(file.get(),mBuffer2);
-
-	buffer = &mBuffer2[0];
-	mNumMeshes = 0;
-
-	lights = polys = worlds = groups = 0;
-
-	if (::strncmp(buffer,"AC3D",4)) {
-		throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
-	}
-
-	// print the file format version to the console
-	unsigned int version = HexDigitToDecimal( buffer[4] );
-	char msg[3];
-	ASSIMP_itoa10(msg,3,version);
-	DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
-
-	std::vector<Material> materials;
-	materials.reserve(5);
-
-	std::vector<Object> rootObjects;
-	rootObjects.reserve(5);
-
-	std::vector<aiLight*> lights;
-	mLights = & lights;
-
-	while (GetNextLine())
-	{
-		if (TokenMatch(buffer,"MATERIAL",8))
-		{
-			materials.push_back(Material());
-			Material& mat = materials.back();
-
-			// manually parse the material ... sscanf would use the buldin atof ...
-			// Format: (name) rgb %f %f %f  amb %f %f %f  emis %f %f %f  spec %f %f %f  shi %d  trans %f
-
-			AI_AC_SKIP_TO_NEXT_TOKEN();
-			if ('\"' == *buffer)
-			{
-				AI_AC_GET_STRING(mat.name);
-				AI_AC_SKIP_TO_NEXT_TOKEN();
-			}
-
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
-			AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
-		}
-		LoadObjectSection(rootObjects);
-	}
-
-	if (rootObjects.empty() || !mNumMeshes)
-	{
-		throw DeadlyImportError("AC3D: No meshes have been loaded");
-	}
-	if (materials.empty())
-	{
-		DefaultLogger::get()->warn("AC3D: No material has been found");
-		materials.push_back(Material());
-	}
-
-	mNumMeshes += (mNumMeshes>>2u) + 1;
-	std::vector<aiMesh*> meshes;
-	meshes.reserve(mNumMeshes);
-
-	std::vector<aiMaterial*> omaterials;
-	materials.reserve(mNumMeshes);
-
-	// generate a dummy root if there are multiple objects on the top layer
-	Object* root;
-	if (1 == rootObjects.size())
-		root = &rootObjects[0];
-	else
-	{
-		root = new Object();
-	}
-
-	// now convert the imported stuff to our output data structure
-	pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials);
-	if (1 != rootObjects.size())delete root;
-
-	if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4))
-		pScene->mRootNode->mName.Set("<AC3DWorld>");
-
-	// copy meshes
-	if (meshes.empty())
-	{
-		throw DeadlyImportError("An unknown error occured during converting");
-	}
-	pScene->mNumMeshes = (unsigned int)meshes.size();
-	pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
-	::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*));
-
-	// copy materials
-	pScene->mNumMaterials = (unsigned int)omaterials.size();
-	pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
-	::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*));
-
-	// copy lights
-	pScene->mNumLights = (unsigned int)lights.size();
-	if (lights.size())
-	{
-		pScene->mLights = new aiLight*[lights.size()];
-		::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
-	}
-}
-
-#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER
+
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Implementation of the AC3D importer class */
+
+
+
+#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
+
+// internal headers
+#include "ACLoader.h"
+#include "ParsingUtils.h"
+#include "fast_atof.h"
+#include "Subdivision.h"
+#include "Importer.h"
+#include "BaseImporter.h"
+#include <assimp/Importer.hpp>
+#include <assimp/light.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/material.h>
+#include <assimp/scene.h>
+#include <assimp/config.h>
+#include <assimp/IOSystem.hpp>
+#include <memory>
+
+using namespace Assimp;
+
+static const aiImporterDesc desc = {
+    "AC3D Importer",
+    "",
+    "",
+    "",
+    aiImporterFlags_SupportTextFlavour,
+    0,
+    0,
+    0,
+    0,
+    "ac acc ac3d"
+};
+
+// ------------------------------------------------------------------------------------------------
+// skip to the next token
+#define AI_AC_SKIP_TO_NEXT_TOKEN() \
+    if (!SkipSpaces(&buffer)) \
+    { \
+        DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \
+        continue; \
+    }
+
+// ------------------------------------------------------------------------------------------------
+// read a string (may be enclosed in double quotation marks). buffer must point to "
+#define AI_AC_GET_STRING(out) \
+    if (*buffer == '\0') { \
+        throw DeadlyImportError("AC3D: Unexpected EOF in string"); \
+    } \
+    ++buffer; \
+    const char* sz = buffer; \
+    while ('\"' != *buffer) \
+    { \
+        if (IsLineEnd( *buffer )) \
+        { \
+            DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \
+            out = "ERROR"; \
+            break; \
+        } \
+        ++buffer; \
+    } \
+    if (IsLineEnd( *buffer ))continue; \
+    out = std::string(sz,(unsigned int)(buffer-sz)); \
+    ++buffer;
+
+
+// ------------------------------------------------------------------------------------------------
+// read 1 to n floats prefixed with an optional predefined identifier
+#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \
+    AI_AC_SKIP_TO_NEXT_TOKEN(); \
+    if (name_length) \
+    { \
+        if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
+        { \
+            DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \
+            continue; \
+        } \
+        buffer += name_length+1; \
+    } \
+    for (unsigned int i = 0; i < num;++i) \
+    { \
+        AI_AC_SKIP_TO_NEXT_TOKEN(); \
+        buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \
+    }
+
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+AC3DImporter::AC3DImporter()
+    : buffer(),
+    configSplitBFCull(),
+    configEvalSubdivision(),
+    mNumMeshes(),
+    mLights(),
+    lights(),
+    groups(),
+    polys(),
+    worlds()
+{
+    // nothing to be done here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+AC3DImporter::~AC3DImporter()
+{
+    // nothing to be done here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+{
+    std::string extension = GetExtension(pFile);
+
+    // fixme: are acc and ac3d *really* used? Some sources say they are
+    if(extension == "ac" || extension == "ac3d" || extension == "acc") {
+        return true;
+    }
+    if (!extension.length() || checkSig) {
+        uint32_t token = AI_MAKE_MAGIC("AC3D");
+        return CheckMagicToken(pIOHandler,pFile,&token,1,0);
+    }
+    return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader meta information
+const aiImporterDesc* AC3DImporter::GetInfo () const
+{
+    return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get a pointer to the next line from the file
+bool AC3DImporter::GetNextLine( )
+{
+    SkipLine(&buffer);
+    return SkipSpaces(&buffer);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Parse an object section in an AC file
+void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
+{
+    if (!TokenMatch(buffer,"OBJECT",6))
+        return;
+
+    SkipSpaces(&buffer);
+
+    ++mNumMeshes;
+
+    objects.push_back(Object());
+    Object& obj = objects.back();
+
+    aiLight* light = NULL;
+    if (!ASSIMP_strincmp(buffer,"light",5))
+    {
+        // This is a light source. Add it to the list
+        mLights->push_back(light = new aiLight());
+
+        // Return a point light with no attenuation
+        light->mType = aiLightSource_POINT;
+        light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f);
+        light->mAttenuationConstant = 1.f;
+
+        // Generate a default name for both the light source and the node
+        // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
+        light->mName.length = ::ai_snprintf(light->mName.data, MAXLEN, "ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
+        obj.name = std::string( light->mName.data );
+
+        DefaultLogger::get()->debug("AC3D: Light source encountered");
+        obj.type = Object::Light;
+    }
+    else if (!ASSIMP_strincmp(buffer,"group",5))
+    {
+        obj.type = Object::Group;
+    }
+    else if (!ASSIMP_strincmp(buffer,"world",5))
+    {
+        obj.type = Object::World;
+    }
+    else obj.type = Object::Poly;
+    while (GetNextLine())
+    {
+        if (TokenMatch(buffer,"kids",4))
+        {
+            SkipSpaces(&buffer);
+            unsigned int num = strtoul10(buffer,&buffer);
+            GetNextLine();
+            if (num)
+            {
+                // load the children of this object recursively
+                obj.children.reserve(num);
+                for (unsigned int i = 0; i < num; ++i)
+                    LoadObjectSection(obj.children);
+            }
+            return;
+        }
+        else if (TokenMatch(buffer,"name",4))
+        {
+            SkipSpaces(&buffer);
+            AI_AC_GET_STRING(obj.name);
+
+            // If this is a light source, we'll also need to store
+            // the name of the node in it.
+            if (light)
+            {
+                light->mName.Set(obj.name);
+            }
+        }
+        else if (TokenMatch(buffer,"texture",7))
+        {
+            SkipSpaces(&buffer);
+            AI_AC_GET_STRING(obj.texture);
+        }
+        else if (TokenMatch(buffer,"texrep",6))
+        {
+            SkipSpaces(&buffer);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
+            if (!obj.texRepeat.x || !obj.texRepeat.y)
+                obj.texRepeat = aiVector2D (1.f,1.f);
+        }
+        else if (TokenMatch(buffer,"texoff",6))
+        {
+            SkipSpaces(&buffer);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
+        }
+        else if (TokenMatch(buffer,"rot",3))
+        {
+            SkipSpaces(&buffer);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
+        }
+        else if (TokenMatch(buffer,"loc",3))
+        {
+            SkipSpaces(&buffer);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
+        }
+        else if (TokenMatch(buffer,"subdiv",6))
+        {
+            SkipSpaces(&buffer);
+            obj.subDiv = strtoul10(buffer,&buffer);
+        }
+        else if (TokenMatch(buffer,"crease",6))
+        {
+            SkipSpaces(&buffer);
+            obj.crease = fast_atof(buffer);
+        }
+        else if (TokenMatch(buffer,"numvert",7))
+        {
+            SkipSpaces(&buffer);
+
+            unsigned int t = strtoul10(buffer,&buffer);
+            if (t >= AI_MAX_ALLOC(aiVector3D)) {
+                throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
+            }
+            obj.vertices.reserve(t);
+            for (unsigned int i = 0; i < t;++i)
+            {
+                if (!GetNextLine())
+                {
+                    DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet");
+                    break;
+                }
+                else if (!IsNumeric(*buffer))
+                {
+                    DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet");
+                    --buffer; // make sure the line is processed a second time
+                    break;
+                }
+                obj.vertices.push_back(aiVector3D());
+                aiVector3D& v = obj.vertices.back();
+                AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
+            }
+        }
+        else if (TokenMatch(buffer,"numsurf",7))
+        {
+            SkipSpaces(&buffer);
+
+            bool Q3DWorkAround = false;
+
+            const unsigned int t = strtoul10(buffer,&buffer);
+            obj.surfaces.reserve(t);
+            for (unsigned int i = 0; i < t;++i)
+            {
+                GetNextLine();
+                if (!TokenMatch(buffer,"SURF",4))
+                {
+                    // FIX: this can occur for some files - Quick 3D for
+                    // example writes no surf chunks
+                    if (!Q3DWorkAround)
+                    {
+                        DefaultLogger::get()->warn("AC3D: SURF token was expected");
+                        DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
+                    }
+                    --buffer; // make sure the line is processed a second time
+                    // break; --- see fix notes above
+
+                    Q3DWorkAround = true;
+                }
+                SkipSpaces(&buffer);
+                obj.surfaces.push_back(Surface());
+                Surface& surf = obj.surfaces.back();
+                surf.flags = strtoul_cppstyle(buffer);
+
+                while (1)
+                {
+                    if(!GetNextLine())
+                    {
+                        throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
+                    }
+                    if (TokenMatch(buffer,"mat",3))
+                    {
+                        SkipSpaces(&buffer);
+                        surf.mat = strtoul10(buffer);
+                    }
+                    else if (TokenMatch(buffer,"refs",4))
+                    {
+                        // --- see fix notes above
+                        if (Q3DWorkAround)
+                        {
+                            if (!surf.entries.empty())
+                            {
+                                buffer -= 6;
+                                break;
+                            }
+                        }
+
+                        SkipSpaces(&buffer);
+                        const unsigned int m = strtoul10(buffer);
+                        surf.entries.reserve(m);
+
+                        obj.numRefs += m;
+
+                        for (unsigned int k = 0; k < m; ++k)
+                        {
+                            if(!GetNextLine())
+                            {
+                                DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete");
+                                break;
+                            }
+                            surf.entries.push_back(Surface::SurfaceEntry());
+                            Surface::SurfaceEntry& entry = surf.entries.back();
+
+                            entry.first = strtoul10(buffer,&buffer);
+                            SkipSpaces(&buffer);
+                            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
+                        }
+                    }
+                    else
+                    {
+
+                        --buffer; // make sure the line is processed a second time
+                        break;
+                    }
+                }
+            }
+        }
+    }
+    DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert a material from AC3DImporter::Material to aiMaterial
+void AC3DImporter::ConvertMaterial(const Object& object,
+    const Material& matSrc,
+    aiMaterial& matDest)
+{
+    aiString s;
+
+    if (matSrc.name.length())
+    {
+        s.Set(matSrc.name);
+        matDest.AddProperty(&s,AI_MATKEY_NAME);
+    }
+    if (object.texture.length())
+    {
+        s.Set(object.texture);
+        matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+        // UV transformation
+        if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
+            object.texOffset.x        || object.texOffset.y)
+        {
+            aiUVTransform transform;
+            transform.mScaling = object.texRepeat;
+            transform.mTranslation = object.texOffset;
+            matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
+        }
+    }
+
+    matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE);
+    matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT);
+    matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE);
+    matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR);
+
+    int n;
+    if (matSrc.shin)
+    {
+        n = aiShadingMode_Phong;
+        matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS);
+    }
+    else n = aiShadingMode_Gouraud;
+    matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL);
+
+    float f = 1.f - matSrc.trans;
+    matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Converts the loaded data to the internal verbose representation
+aiNode* AC3DImporter::ConvertObjectSection(Object& object,
+    std::vector<aiMesh*>& meshes,
+    std::vector<aiMaterial*>& outMaterials,
+    const std::vector<Material>& materials,
+    aiNode* parent)
+{
+    aiNode* node = new aiNode();
+    node->mParent = parent;
+    if (object.vertices.size())
+    {
+        if (!object.surfaces.size() || !object.numRefs)
+        {
+            /* " An object with 7 vertices (no surfaces, no materials defined).
+                 This is a good way of getting point data into AC3D.
+                 The Vertex->create convex-surface/object can be used on these
+                 vertices to 'wrap' a 3d shape around them "
+                 (http://www.opencity.info/html/ac3dfileformat.html)
+
+                 therefore: if no surfaces are defined return point data only
+             */
+
+            DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, "
+                "a point list is returned");
+
+            meshes.push_back(new aiMesh());
+            aiMesh* mesh = meshes.back();
+
+            mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
+            aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
+            aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+
+            for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts)
+            {
+                *verts = object.vertices[i];
+                faces->mNumIndices = 1;
+                faces->mIndices = new unsigned int[1];
+                faces->mIndices[0] = i;
+            }
+
+            // use the primary material in this case. this should be the
+            // default material if all objects of the file contain points
+            // and no faces.
+            mesh->mMaterialIndex = 0;
+            outMaterials.push_back(new aiMaterial());
+            ConvertMaterial(object, materials[0], *outMaterials.back());
+        }
+        else
+        {
+            // need to generate one or more meshes for this object.
+            // find out how many different materials we have
+            typedef std::pair< unsigned int, unsigned int > IntPair;
+            typedef std::vector< IntPair > MatTable;
+            MatTable needMat(materials.size(),IntPair(0,0));
+
+            std::vector<Surface>::iterator it,end = object.surfaces.end();
+            std::vector<Surface::SurfaceEntry>::iterator it2,end2;
+
+            for (it = object.surfaces.begin(); it != end; ++it)
+            {
+                unsigned int idx = (*it).mat;
+                if (idx >= needMat.size())
+                {
+                    DefaultLogger::get()->error("AC3D: material index is out of range");
+                    idx = 0;
+                }
+                if ((*it).entries.empty())
+                {
+                    DefaultLogger::get()->warn("AC3D: surface her zero vertex references");
+                }
+
+                // validate all vertex indices to make sure we won't crash here
+                for (it2  = (*it).entries.begin(),
+                     end2 = (*it).entries.end(); it2 != end2; ++it2)
+                {
+                    if ((*it2).first >= object.vertices.size())
+                    {
+                        DefaultLogger::get()->warn("AC3D: Invalid vertex reference");
+                        (*it2).first = 0;
+                    }
+                }
+
+                if (!needMat[idx].first)++node->mNumMeshes;
+
+                switch ((*it).flags & 0xf)
+                {
+                    // closed line
+                case 0x1:
+
+                    needMat[idx].first  += (unsigned int)(*it).entries.size();
+                    needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
+                    break;
+
+                    // unclosed line
+                case 0x2:
+
+                    needMat[idx].first  += (unsigned int)(*it).entries.size()-1;
+                    needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
+                    break;
+
+                    // 0 == polygon, else unknown
+                default:
+
+                    if ((*it).flags & 0xf)
+                    {
+                        DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown");
+                        (*it).flags &= ~(0xf);
+                    }
+
+                    // the number of faces increments by one, the number
+                    // of vertices by surface.numref.
+                    needMat[idx].first++;
+                    needMat[idx].second += (unsigned int)(*it).entries.size();
+                };
+            }
+            unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes];
+            unsigned int mat = 0;
+            const size_t oldm = meshes.size();
+            for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
+                cit != cend; ++cit, ++mat)
+            {
+                if (!(*cit).first)continue;
+
+                // allocate a new aiMesh object
+                *pip++ = (unsigned int)meshes.size();
+                aiMesh* mesh = new aiMesh();
+                meshes.push_back(mesh);
+
+                mesh->mMaterialIndex = (unsigned int)outMaterials.size();
+                outMaterials.push_back(new aiMaterial());
+                ConvertMaterial(object, materials[mat], *outMaterials.back());
+
+                // allocate storage for vertices and normals
+                mesh->mNumFaces = (*cit).first;
+                if (mesh->mNumFaces == 0) {
+                    throw DeadlyImportError("AC3D: No faces");
+                } else if (mesh->mNumFaces > AI_MAX_ALLOC(aiFace)) {
+                    throw DeadlyImportError("AC3D: Too many faces, would run out of memory");
+                }
+                aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+                mesh->mNumVertices = (*cit).second;
+                if (mesh->mNumVertices == 0) {
+                    throw DeadlyImportError("AC3D: No vertices");
+                } else if (mesh->mNumVertices > AI_MAX_ALLOC(aiVector3D)) {
+                    throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
+                }
+                aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+                unsigned int cur = 0;
+
+                // allocate UV coordinates, but only if the texture name for the
+                // surface is not empty
+                aiVector3D* uv = NULL;
+                if(object.texture.length())
+                {
+                    uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+                    mesh->mNumUVComponents[0] = 2;
+                }
+
+                for (it = object.surfaces.begin(); it != end; ++it)
+                {
+                    if (mat == (*it).mat)
+                    {
+                        const Surface& src = *it;
+
+                        // closed polygon
+                        unsigned int type = (*it).flags & 0xf;
+                        if (!type)
+                        {
+                            aiFace& face = *faces++;
+                            if((face.mNumIndices = (unsigned int)src.entries.size()))
+                            {
+                                face.mIndices = new unsigned int[face.mNumIndices];
+                                for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices)
+                                {
+                                    const Surface::SurfaceEntry& entry = src.entries[i];
+                                    face.mIndices[i] = cur++;
+
+                                    // copy vertex positions
+                                    if (static_cast<unsigned>(vertices - mesh->mVertices) >= mesh->mNumVertices) {
+                                        throw DeadlyImportError("AC3D: Invalid number of vertices");
+                                    }
+                                    *vertices = object.vertices[entry.first] + object.translation;
+
+
+                                    // copy texture coordinates
+                                    if (uv)
+                                    {
+                                        uv->x =  entry.second.x;
+                                        uv->y =  entry.second.y;
+                                        ++uv;
+                                    }
+                                }
+                            }
+                        }
+                        else
+                        {
+
+                            it2  = (*it).entries.begin();
+
+                            // either a closed or an unclosed line
+                            unsigned int tmp = (unsigned int)(*it).entries.size();
+                            if (0x2 == type)--tmp;
+                            for (unsigned int m = 0; m < tmp;++m)
+                            {
+                                aiFace& face = *faces++;
+
+                                face.mNumIndices = 2;
+                                face.mIndices = new unsigned int[2];
+                                face.mIndices[0] = cur++;
+                                face.mIndices[1] = cur++;
+
+                                // copy vertex positions
+                                if (it2 == (*it).entries.end() ) {
+                                    throw DeadlyImportError("AC3D: Bad line");
+                                }
+                                ai_assert((*it2).first < object.vertices.size());
+                                *vertices++ = object.vertices[(*it2).first];
+
+                                // copy texture coordinates
+                                if (uv)
+                                {
+                                    uv->x =  (*it2).second.x;
+                                    uv->y =  (*it2).second.y;
+                                    ++uv;
+                                }
+
+
+                                if (0x1 == type && tmp-1 == m)
+                                {
+                                    // if this is a closed line repeat its beginning now
+                                    it2  = (*it).entries.begin();
+                                }
+                                else ++it2;
+
+                                // second point
+                                *vertices++ = object.vertices[(*it2).first];
+
+                                if (uv)
+                                {
+                                    uv->x =  (*it2).second.x;
+                                    uv->y =  (*it2).second.y;
+                                    ++uv;
+                                }
+                            }
+                        }
+                    }
+                }
+            }
+
+            // Now apply catmull clark subdivision if necessary. We split meshes into
+            // materials which is not done by AC3D during smoothing, so we need to
+            // collect all meshes using the same material group.
+            if (object.subDiv)  {
+                if (configEvalSubdivision) {
+                    std::unique_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
+                    DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name);
+
+                    std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
+                    div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true);
+                    std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm);
+
+                    // previous meshes are deleted vy Subdivide().
+                }
+                else {
+                    DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: "
+                        +object.name);
+                }
+            }
+        }
+    }
+
+    if (object.name.length())
+        node->mName.Set(object.name);
+    else
+    {
+        // generate a name depending on the type of the node
+        switch (object.type)
+        {
+        case Object::Group:
+            node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i",groups++);
+            break;
+        case Object::Poly:
+            node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++);
+            break;
+        case Object::Light:
+            node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++);
+            break;
+
+            // there shouldn't be more than one world, but we don't care
+        case Object::World:
+            node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i",worlds++);
+            break;
+        }
+    }
+
+
+    // setup the local transformation matrix of the object
+    // compute the transformation offset to the parent node
+    node->mTransformation = aiMatrix4x4 ( object.rotation );
+
+    if (object.type == Object::Group || !object.numRefs)
+    {
+        node->mTransformation.a4 = object.translation.x;
+        node->mTransformation.b4 = object.translation.y;
+        node->mTransformation.c4 = object.translation.z;
+    }
+
+    // add children to the object
+    if (object.children.size())
+    {
+        node->mNumChildren = (unsigned int)object.children.size();
+        node->mChildren = new aiNode*[node->mNumChildren];
+        for (unsigned int i = 0; i < node->mNumChildren;++i)
+        {
+            node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node);
+        }
+    }
+
+    return node;
+}
+
+// ------------------------------------------------------------------------------------------------
+void AC3DImporter::SetupProperties(const Importer* pImp)
+{
+    configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false;
+    configEvalSubdivision =  pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void AC3DImporter::InternReadFile( const std::string& pFile,
+    aiScene* pScene, IOSystem* pIOHandler)
+{
+    std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+    // Check whether we can read from the file
+    if( file.get() == NULL)
+        throw DeadlyImportError( "Failed to open AC3D file " + pFile + ".");
+
+    // allocate storage and copy the contents of the file to a memory buffer
+    std::vector<char> mBuffer2;
+    TextFileToBuffer(file.get(),mBuffer2);
+
+    buffer = &mBuffer2[0];
+    mNumMeshes = 0;
+
+    lights = polys = worlds = groups = 0;
+
+    if (::strncmp(buffer,"AC3D",4)) {
+        throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
+    }
+
+    // print the file format version to the console
+    unsigned int version = HexDigitToDecimal( buffer[4] );
+    char msg[3];
+    ASSIMP_itoa10(msg,3,version);
+    DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
+
+    std::vector<Material> materials;
+    materials.reserve(5);
+
+    std::vector<Object> rootObjects;
+    rootObjects.reserve(5);
+
+    std::vector<aiLight*> lights;
+    mLights = & lights;
+
+    while (GetNextLine())
+    {
+        if (TokenMatch(buffer,"MATERIAL",8))
+        {
+            materials.push_back(Material());
+            Material& mat = materials.back();
+
+            // manually parse the material ... sscanf would use the buldin atof ...
+            // Format: (name) rgb %f %f %f  amb %f %f %f  emis %f %f %f  spec %f %f %f  shi %d  trans %f
+
+            AI_AC_SKIP_TO_NEXT_TOKEN();
+            if ('\"' == *buffer)
+            {
+                AI_AC_GET_STRING(mat.name);
+                AI_AC_SKIP_TO_NEXT_TOKEN();
+            }
+
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
+            AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
+        }
+        LoadObjectSection(rootObjects);
+    }
+
+    if (rootObjects.empty() || !mNumMeshes)
+    {
+        throw DeadlyImportError("AC3D: No meshes have been loaded");
+    }
+    if (materials.empty())
+    {
+        DefaultLogger::get()->warn("AC3D: No material has been found");
+        materials.push_back(Material());
+    }
+
+    mNumMeshes += (mNumMeshes>>2u) + 1;
+    std::vector<aiMesh*> meshes;
+    meshes.reserve(mNumMeshes);
+
+    std::vector<aiMaterial*> omaterials;
+    materials.reserve(mNumMeshes);
+
+    // generate a dummy root if there are multiple objects on the top layer
+    Object* root;
+    if (1 == rootObjects.size())
+        root = &rootObjects[0];
+    else
+    {
+        root = new Object();
+    }
+
+    // now convert the imported stuff to our output data structure
+    pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials);
+    if (1 != rootObjects.size())delete root;
+
+    if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4))
+        pScene->mRootNode->mName.Set("<AC3DWorld>");
+
+    // copy meshes
+    if (meshes.empty())
+    {
+        throw DeadlyImportError("An unknown error occurred during converting");
+    }
+    pScene->mNumMeshes = (unsigned int)meshes.size();
+    pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+    ::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*));
+
+    // copy materials
+    pScene->mNumMaterials = (unsigned int)omaterials.size();
+    pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+    ::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*));
+
+    // copy lights
+    pScene->mNumLights = (unsigned int)lights.size();
+    if (lights.size())
+    {
+        pScene->mLights = new aiLight*[lights.size()];
+        ::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
+    }
+}
+
+#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER

+ 274 - 267
code/ACLoader.h

@@ -1,267 +1,274 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  ACLoader.h
- *  @brief Declaration of the .ac importer class.
- */
-#ifndef AI_AC3DLOADER_H_INCLUDED
-#define AI_AC3DLOADER_H_INCLUDED
-
-#include <vector>
-
-#include "BaseImporter.h"
-#include "../include/assimp/types.h"
-
-namespace Assimp	{
-
-// ---------------------------------------------------------------------------
-/** AC3D (*.ac) importer class
-*/
-class AC3DImporter : public BaseImporter
-{
-public:
-	AC3DImporter();
-	~AC3DImporter();
-
-
-
-	// Represents an AC3D material
-	struct Material
-	{
-		Material()
-			:	rgb		(0.6f,0.6f,0.6f)
-			,	spec	(1.f,1.f,1.f)
-			,	shin	(0.f)
-			,	trans	(0.f)
-		{}
-
-		// base color of the material
-		aiColor3D rgb;
-
-		// ambient color of the material
-		aiColor3D amb;
-
-		// emissive color of the material
-		aiColor3D emis;
-
-		// specular color of the material
-		aiColor3D spec;
-
-		// shininess exponent
-		float shin;
-
-		// transparency. 0 == opaque
-		float trans;
-
-		// name of the material. optional.
-		std::string name;
-	};
-
-	// Represents an AC3D surface
-	struct Surface
-	{
-		Surface()
-			:	mat		(0)
-			,	flags	(0)
-		{}
-
-		unsigned int mat,flags;
-
-		typedef std::pair<unsigned int, aiVector2D > SurfaceEntry;
-		std::vector< SurfaceEntry > entries;
-	};
-
-	// Represents an AC3D object
-	struct Object
-	{
-		Object()
-			:	type	(World)
-			,	name( "" )
-			,	children()
-			,	texture( "" )
-			,	texRepeat( 1.f, 1.f )
-			,	texOffset( 0.0f, 0.0f )
-			,	rotation()
-			,	translation()
-			,	vertices()
-			,	surfaces()
-			,	numRefs (0)
-			,	subDiv	(0)                
-		{}
-
-		// Type description
-		enum Type
-		{
-			World = 0x0,
-			Poly  = 0x1,
-			Group = 0x2,
-			Light = 0x4
-		} type;
-
-		// name of the object
-		std::string name;
-
-		// object children
-		std::vector<Object> children;
-
-		// texture to be assigned to all surfaces of the object
-		std::string texture;
-
-		// texture repat factors (scaling for all coordinates)
-		aiVector2D texRepeat, texOffset;
-
-		// rotation matrix
-		aiMatrix3x3 rotation;
-
-		// translation vector
-		aiVector3D translation;
-
-		// vertices
-		std::vector<aiVector3D> vertices;
-
-		// surfaces
-		std::vector<Surface> surfaces;
-
-		// number of indices (= num verts in verbose format)
-		unsigned int numRefs;
-
-		// number of subdivisions to be performed on the 
-		// imported data
-		unsigned int subDiv;
-
-		// max angle limit for smoothing
-		float crease;
-	};
-
-
-public:
-
-	// -------------------------------------------------------------------
-	/** Returns whether the class can handle the format of the given file. 
-	 * See BaseImporter::CanRead() for details.
-	 */
-	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
-		bool checkSig) const;
-
-protected:
-
-	// -------------------------------------------------------------------
-	/** Return importer meta information.
-	 * See #BaseImporter::GetInfo for the details */
-	const aiImporterDesc* GetInfo () const;
-
-	// -------------------------------------------------------------------
-	/** Imports the given file into the given scene structure. 
-	 * See BaseImporter::InternReadFile() for details*/
-	void InternReadFile( const std::string& pFile, aiScene* pScene, 
-		IOSystem* pIOHandler);
-
-	// -------------------------------------------------------------------
-	/** Called prior to ReadFile().
-	* The function is a request to the importer to update its configuration
-	* basing on the Importer's configuration property list.*/
-	void SetupProperties(const Importer* pImp);
-
-private:
-
-	// -------------------------------------------------------------------
-	/** Get the next line from the file.
-	 *  @return false if the end of the file was reached*/
-	bool GetNextLine();
-
-	// -------------------------------------------------------------------
-	/** Load the object section. This method is called recursively to
-	 *  load subobjects, the method returns after a 'kids 0' was 
-	 *  encountered.
-	 *  @objects List of output objects*/
-	void LoadObjectSection(std::vector<Object>& objects);
-
-	// -------------------------------------------------------------------
-	/** Convert all objects into meshes and nodes.
-	 *  @param object Current object to work on
-	 *  @param meshes Pointer to the list of output meshes
-	 *  @param outMaterials List of output materials
-	 *  @param materials Material list
-	 *  @param Scenegraph node for the object */
-	aiNode* ConvertObjectSection(Object& object,
-		std::vector<aiMesh*>& meshes,
-		std::vector<aiMaterial*>& outMaterials,
-		const std::vector<Material>& materials,
-		aiNode* parent = NULL);
-
-	// -------------------------------------------------------------------
-	/** Convert a material
-	 *  @param object Current object
-	 *  @param matSrc Source material description
-	 *  @param matDest Destination material to be filled */
-	void ConvertMaterial(const Object& object,
-		const Material& matSrc,
-		aiMaterial& matDest);
-
-private:
-
-
-	// points to the next data line
-	const char* buffer;
-
-	// Configuration option: if enabled, up to two meshes
-	// are generated per material: those faces who have 
-	// their bf cull flags set are separated.
-	bool configSplitBFCull;
-
-	// Configuration switch: subdivision surfaces are only
-	// evaluated if the value is true.
-	bool configEvalSubdivision;
-
-	// counts how many objects we have in the tree.
-	// basing on this information we can find a
-	// good estimate how many meshes we'll have in the final scene.
-	unsigned int mNumMeshes;
-
-	// current list of light sources
-	std::vector<aiLight*>* mLights;
-
-	// name counters
-	unsigned int lights, groups, polys, worlds;
-};
-
-} // end of namespace Assimp
-
-#endif // AI_AC3DIMPORTER_H_INC
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  ACLoader.h
+ *  @brief Declaration of the .ac importer class.
+ */
+#ifndef AI_AC3DLOADER_H_INCLUDED
+#define AI_AC3DLOADER_H_INCLUDED
+
+#include <vector>
+
+#include "BaseImporter.h"
+#include <assimp/types.h>
+
+struct aiNode;
+struct aiMesh;
+struct aiMaterial;
+struct aiLight;
+
+
+namespace Assimp    {
+
+// ---------------------------------------------------------------------------
+/** AC3D (*.ac) importer class
+*/
+class AC3DImporter : public BaseImporter
+{
+public:
+    AC3DImporter();
+    ~AC3DImporter();
+
+
+
+    // Represents an AC3D material
+    struct Material
+    {
+        Material()
+            :   rgb     (0.6f,0.6f,0.6f)
+            ,   spec    (1.f,1.f,1.f)
+            ,   shin    (0.f)
+            ,   trans   (0.f)
+        {}
+
+        // base color of the material
+        aiColor3D rgb;
+
+        // ambient color of the material
+        aiColor3D amb;
+
+        // emissive color of the material
+        aiColor3D emis;
+
+        // specular color of the material
+        aiColor3D spec;
+
+        // shininess exponent
+        float shin;
+
+        // transparency. 0 == opaque
+        float trans;
+
+        // name of the material. optional.
+        std::string name;
+    };
+
+    // Represents an AC3D surface
+    struct Surface
+    {
+        Surface()
+            :   mat     (0)
+            ,   flags   (0)
+        {}
+
+        unsigned int mat,flags;
+
+        typedef std::pair<unsigned int, aiVector2D > SurfaceEntry;
+        std::vector< SurfaceEntry > entries;
+    };
+
+    // Represents an AC3D object
+    struct Object
+    {
+        Object()
+            :   type    (World)
+            ,   name( "" )
+            ,   children()
+            ,   texture( "" )
+            ,   texRepeat( 1.f, 1.f )
+            ,   texOffset( 0.0f, 0.0f )
+            ,   rotation()
+            ,   translation()
+            ,   vertices()
+            ,   surfaces()
+            ,   numRefs (0)
+            ,   subDiv  (0)
+            ,   crease()
+        {}
+
+        // Type description
+        enum Type
+        {
+            World = 0x0,
+            Poly  = 0x1,
+            Group = 0x2,
+            Light = 0x4
+        } type;
+
+        // name of the object
+        std::string name;
+
+        // object children
+        std::vector<Object> children;
+
+        // texture to be assigned to all surfaces of the object
+        std::string texture;
+
+        // texture repat factors (scaling for all coordinates)
+        aiVector2D texRepeat, texOffset;
+
+        // rotation matrix
+        aiMatrix3x3 rotation;
+
+        // translation vector
+        aiVector3D translation;
+
+        // vertices
+        std::vector<aiVector3D> vertices;
+
+        // surfaces
+        std::vector<Surface> surfaces;
+
+        // number of indices (= num verts in verbose format)
+        unsigned int numRefs;
+
+        // number of subdivisions to be performed on the
+        // imported data
+        unsigned int subDiv;
+
+        // max angle limit for smoothing
+        float crease;
+    };
+
+
+public:
+
+    // -------------------------------------------------------------------
+    /** Returns whether the class can handle the format of the given file.
+     * See BaseImporter::CanRead() for details.
+     */
+    bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+        bool checkSig) const;
+
+protected:
+
+    // -------------------------------------------------------------------
+    /** Return importer meta information.
+     * See #BaseImporter::GetInfo for the details */
+    const aiImporterDesc* GetInfo () const;
+
+    // -------------------------------------------------------------------
+    /** Imports the given file into the given scene structure.
+     * See BaseImporter::InternReadFile() for details*/
+    void InternReadFile( const std::string& pFile, aiScene* pScene,
+        IOSystem* pIOHandler);
+
+    // -------------------------------------------------------------------
+    /** Called prior to ReadFile().
+    * The function is a request to the importer to update its configuration
+    * basing on the Importer's configuration property list.*/
+    void SetupProperties(const Importer* pImp);
+
+private:
+
+    // -------------------------------------------------------------------
+    /** Get the next line from the file.
+     *  @return false if the end of the file was reached*/
+    bool GetNextLine();
+
+    // -------------------------------------------------------------------
+    /** Load the object section. This method is called recursively to
+     *  load subobjects, the method returns after a 'kids 0' was
+     *  encountered.
+     *  @objects List of output objects*/
+    void LoadObjectSection(std::vector<Object>& objects);
+
+    // -------------------------------------------------------------------
+    /** Convert all objects into meshes and nodes.
+     *  @param object Current object to work on
+     *  @param meshes Pointer to the list of output meshes
+     *  @param outMaterials List of output materials
+     *  @param materials Material list
+     *  @param Scenegraph node for the object */
+    aiNode* ConvertObjectSection(Object& object,
+        std::vector<aiMesh*>& meshes,
+        std::vector<aiMaterial*>& outMaterials,
+        const std::vector<Material>& materials,
+        aiNode* parent = NULL);
+
+    // -------------------------------------------------------------------
+    /** Convert a material
+     *  @param object Current object
+     *  @param matSrc Source material description
+     *  @param matDest Destination material to be filled */
+    void ConvertMaterial(const Object& object,
+        const Material& matSrc,
+        aiMaterial& matDest);
+
+private:
+
+
+    // points to the next data line
+    const char* buffer;
+
+    // Configuration option: if enabled, up to two meshes
+    // are generated per material: those faces who have
+    // their bf cull flags set are separated.
+    bool configSplitBFCull;
+
+    // Configuration switch: subdivision surfaces are only
+    // evaluated if the value is true.
+    bool configEvalSubdivision;
+
+    // counts how many objects we have in the tree.
+    // basing on this information we can find a
+    // good estimate how many meshes we'll have in the final scene.
+    unsigned int mNumMeshes;
+
+    // current list of light sources
+    std::vector<aiLight*>* mLights;
+
+    // name counters
+    unsigned int lights, groups, polys, worlds;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_AC3DIMPORTER_H_INC

+ 704 - 0
code/AMFImporter.cpp

@@ -0,0 +1,704 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 AMFImporter.cpp
+/// \brief AMF-format files importer for Assimp: main algorithm implementation.
+/// \date 2016
+/// \author [email protected]
+
+#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
+
+// Header files, Assimp.
+#include "AMFImporter.hpp"
+#include "AMFImporter_Macro.hpp"
+
+#include "fast_atof.h"
+#include "DefaultIOSystem.h"
+
+// Header files, stdlib.
+#include <memory>
+#include <string>
+
+namespace Assimp
+{
+
+/// \var aiImporterDesc AMFImporter::Description
+/// Conastant which hold importer description
+const aiImporterDesc AMFImporter::Description = {
+	"Additive manufacturing file format(AMF) Importer",
+	"smalcom",
+	"",
+	"See documentation in source code. Chapter: Limitations.",
+	aiImporterFlags_SupportTextFlavour | aiImporterFlags_LimitedSupport | aiImporterFlags_Experimental,
+	0,
+	0,
+	0,
+	0,
+	"amf"
+};
+
+void AMFImporter::Clear()
+{
+	mNodeElement_Cur = nullptr;
+	mUnit.clear();
+	mMaterial_Converted.clear();
+	mTexture_Converted.clear();
+	// Delete all elements
+	if(mNodeElement_List.size())
+	{
+		for(CAMFImporter_NodeElement* ne: mNodeElement_List) { delete ne; }
+
+		mNodeElement_List.clear();
+	}
+}
+
+AMFImporter::~AMFImporter()
+{
+	if(mReader != nullptr) delete mReader;
+	// Clear() is accounting if data already is deleted. So, just check again if all data is deleted.
+	Clear();
+}
+
+/*********************************************************************************************************************************************/
+/************************************************************ Functions: find set ************************************************************/
+/*********************************************************************************************************************************************/
+
+bool AMFImporter::Find_NodeElement(const std::string& pID, const CAMFImporter_NodeElement::EType pType, CAMFImporter_NodeElement** pNodeElement) const
+{
+	for(CAMFImporter_NodeElement* ne: mNodeElement_List)
+	{
+		if((ne->ID == pID) && (ne->Type == pType))
+		{
+			if(pNodeElement != nullptr) *pNodeElement = ne;
+
+			return true;
+		}
+	}// for(CAMFImporter_NodeElement* ne: mNodeElement_List)
+
+	return false;
+}
+
+bool AMFImporter::Find_ConvertedNode(const std::string& pID, std::list<aiNode*>& pNodeList, aiNode** pNode) const
+{
+aiString node_name(pID.c_str());
+
+	for(aiNode* node: pNodeList)
+	{
+		if(node->mName == node_name)
+		{
+			if(pNode != nullptr) *pNode = node;
+
+			return true;
+		}
+	}// for(aiNode* node: pNodeList)
+
+	return false;
+}
+
+bool AMFImporter::Find_ConvertedMaterial(const std::string& pID, const SPP_Material** pConvertedMaterial) const
+{
+	for(const SPP_Material& mat: mMaterial_Converted)
+	{
+		if(mat.ID == pID)
+		{
+			if(pConvertedMaterial != nullptr) *pConvertedMaterial = &mat;
+
+			return true;
+		}
+	}// for(const SPP_Material& mat: mMaterial_Converted)
+
+	return false;
+}
+
+/*********************************************************************************************************************************************/
+/************************************************************ Functions: throw set ***********************************************************/
+/*********************************************************************************************************************************************/
+
+void AMFImporter::Throw_CloseNotFound(const std::string& pNode)
+{
+	throw DeadlyImportError("Close tag for node <" + pNode + "> not found. Seems file is corrupt.");
+}
+
+void AMFImporter::Throw_IncorrectAttr(const std::string& pAttrName)
+{
+	throw DeadlyImportError("Node <" + std::string(mReader->getNodeName()) + "> has incorrect attribute \"" + pAttrName + "\".");
+}
+
+void AMFImporter::Throw_IncorrectAttrValue(const std::string& pAttrName)
+{
+	throw DeadlyImportError("Attribute \"" + pAttrName + "\" in node <" + std::string(mReader->getNodeName()) + "> has incorrect value.");
+}
+
+void AMFImporter::Throw_MoreThanOnceDefined(const std::string& pNodeType, const std::string& pDescription)
+{
+	throw DeadlyImportError("\"" + pNodeType + "\" node can be used only once in " + mReader->getNodeName() + ". Description: " + pDescription);
+}
+
+void AMFImporter::Throw_ID_NotFound(const std::string& pID) const
+{
+	throw DeadlyImportError("Not found node with name \"" + pID + "\".");
+}
+
+/*********************************************************************************************************************************************/
+/************************************************************* Functions: XML set ************************************************************/
+/*********************************************************************************************************************************************/
+
+void AMFImporter::XML_CheckNode_MustHaveChildren()
+{
+	if(mReader->isEmptyElement()) throw DeadlyImportError(std::string("Node <") + mReader->getNodeName() + "> must have children.");
+}
+
+void AMFImporter::XML_CheckNode_SkipUnsupported(const std::string& pParentNodeName)
+{
+    static const size_t Uns_Skip_Len = 3;
+    const char* Uns_Skip[Uns_Skip_Len] = { "composite", "edge", "normal" };
+
+    static bool skipped_before[Uns_Skip_Len] = { false, false, false };
+
+    std::string nn(mReader->getNodeName());
+    bool found = false;
+    bool close_found = false;
+    size_t sk_idx;
+
+	for(sk_idx = 0; sk_idx < Uns_Skip_Len; sk_idx++)
+	{
+		if(nn != Uns_Skip[sk_idx]) continue;
+
+		found = true;
+		if(mReader->isEmptyElement())
+		{
+			close_found = true;
+
+			goto casu_cres;
+		}
+
+		while(mReader->read())
+		{
+			if((mReader->getNodeType() == irr::io::EXN_ELEMENT_END) && (nn == mReader->getNodeName()))
+			{
+				close_found = true;
+
+				goto casu_cres;
+			}
+		}
+	}// for(sk_idx = 0; sk_idx < Uns_Skip_Len; sk_idx++)
+
+casu_cres:
+
+	if(!found) throw DeadlyImportError("Unknown node \"" + nn + "\" in " + pParentNodeName + ".");
+	if(!close_found) Throw_CloseNotFound(nn);
+
+	if(!skipped_before[sk_idx])
+	{
+		skipped_before[sk_idx] = true;
+		LogWarning("Skipping node \"" + nn + "\" in " + pParentNodeName + ".");
+	}
+}
+
+bool AMFImporter::XML_SearchNode(const std::string& pNodeName)
+{
+	while(mReader->read())
+	{
+		if((mReader->getNodeType() == irr::io::EXN_ELEMENT) && XML_CheckNode_NameEqual(pNodeName)) return true;
+	}
+
+	return false;
+}
+
+bool AMFImporter::XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx)
+{
+    std::string val(mReader->getAttributeValue(pAttrIdx));
+
+	if((val == "false") || (val == "0"))
+		return false;
+	else if((val == "true") || (val == "1"))
+		return true;
+	else
+		throw DeadlyImportError("Bool attribute value can contain \"false\"/\"0\" or \"true\"/\"1\" not the \"" + val + "\"");
+}
+
+float AMFImporter::XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx)
+{
+    std::string val;
+    float tvalf;
+
+	ParseHelper_FixTruncatedFloatString(mReader->getAttributeValue(pAttrIdx), val);
+	fast_atoreal_move(val.c_str(), tvalf, false);
+
+	return tvalf;
+}
+
+uint32_t AMFImporter::XML_ReadNode_GetAttrVal_AsU32(const int pAttrIdx)
+{
+	return strtoul10(mReader->getAttributeValue(pAttrIdx));
+}
+
+float AMFImporter::XML_ReadNode_GetVal_AsFloat()
+{
+    std::string val;
+    float tvalf;
+
+	if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsFloat. No data, seems file is corrupt.");
+	if(mReader->getNodeType() != irr::io::EXN_TEXT) throw DeadlyImportError("XML_ReadNode_GetVal_AsFloat. Invalid type of XML element, seems file is corrupt.");
+
+	ParseHelper_FixTruncatedFloatString(mReader->getNodeData(), val);
+	fast_atoreal_move(val.c_str(), tvalf, false);
+
+	return tvalf;
+}
+
+uint32_t AMFImporter::XML_ReadNode_GetVal_AsU32()
+{
+	if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsU32. No data, seems file is corrupt.");
+	if(mReader->getNodeType() != irr::io::EXN_TEXT) throw DeadlyImportError("XML_ReadNode_GetVal_AsU32. Invalid type of XML element, seems file is corrupt.");
+
+	return strtoul10(mReader->getNodeData());
+}
+
+void AMFImporter::XML_ReadNode_GetVal_AsString(std::string& pValue)
+{
+	if(!mReader->read()) throw DeadlyImportError("XML_ReadNode_GetVal_AsString. No data, seems file is corrupt.");
+	if(mReader->getNodeType() != irr::io::EXN_TEXT)
+		throw DeadlyImportError("XML_ReadNode_GetVal_AsString. Invalid type of XML element, seems file is corrupt.");
+
+	pValue = mReader->getNodeData();
+}
+
+/*********************************************************************************************************************************************/
+/************************************************************ Functions: parse set ***********************************************************/
+/*********************************************************************************************************************************************/
+
+void AMFImporter::ParseHelper_Node_Enter(CAMFImporter_NodeElement* pNode)
+{
+	mNodeElement_Cur->Child.push_back(pNode);// add new element to current element child list.
+	mNodeElement_Cur = pNode;// switch current element to new one.
+}
+
+void AMFImporter::ParseHelper_Node_Exit()
+{
+	// check if we can walk up.
+	if(mNodeElement_Cur != nullptr) mNodeElement_Cur = mNodeElement_Cur->Parent;
+}
+
+void AMFImporter::ParseHelper_FixTruncatedFloatString(const char* pInStr, std::string& pOutString)
+{
+    size_t instr_len;
+
+	pOutString.clear();
+	instr_len = strlen(pInStr);
+	if(!instr_len) return;
+
+	pOutString.reserve(instr_len * 3 / 2);
+	// check and correct floats in format ".x". Must be "x.y".
+	if(pInStr[0] == '.') pOutString.push_back('0');
+
+	pOutString.push_back(pInStr[0]);
+	for(size_t ci = 1; ci < instr_len; ci++)
+	{
+		if((pInStr[ci] == '.') && ((pInStr[ci - 1] == ' ') || (pInStr[ci - 1] == '-') || (pInStr[ci - 1] == '+') || (pInStr[ci - 1] == '\t')))
+		{
+			pOutString.push_back('0');
+			pOutString.push_back('.');
+		}
+		else
+		{
+			pOutString.push_back(pInStr[ci]);
+		}
+	}
+}
+
+static bool ParseHelper_Decode_Base64_IsBase64(const char pChar)
+{
+	return (isalnum(pChar) || (pChar == '+') || (pChar == '/'));
+}
+
+void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const
+{
+    // With help from
+    // René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
+    const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
+
+    uint8_t tidx = 0;
+    uint8_t arr4[4], arr3[3];
+
+	// check input data
+	if(pInputBase64.size() % 4) throw DeadlyImportError("Base64-encoded data must have size multiply of four.");
+	// prepare output place
+	pOutputData.clear();
+	pOutputData.reserve(pInputBase64.size() / 4 * 3);
+
+	for(size_t in_len = pInputBase64.size(), in_idx = 0; (in_len > 0) && (pInputBase64[in_idx] != '='); in_len--)
+	{
+		if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx]))
+		{
+			arr4[tidx++] = pInputBase64[in_idx++];
+			if(tidx == 4)
+			{
+				for(tidx = 0; tidx < 4; tidx++) arr4[tidx] = (uint8_t)base64_chars.find(arr4[tidx]);
+
+				arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4);
+				arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2);
+				arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3];
+				for(tidx = 0; tidx < 3; tidx++) pOutputData.push_back(arr3[tidx]);
+
+				tidx = 0;
+			}// if(tidx == 4)
+		}// if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx]))
+		else
+		{
+			in_idx++;
+		}// if(ParseHelper_Decode_Base64_IsBase64(pInputBase64[in_idx])) else
+	}
+
+	if(tidx)
+	{
+		for(uint8_t i = tidx; i < 4; i++) arr4[i] = 0;
+		for(uint8_t i = 0; i < 4; i++) arr4[i] = (uint8_t)(base64_chars.find(arr4[i]));
+
+		arr3[0] = (arr4[0] << 2) + ((arr4[1] & 0x30) >> 4);
+		arr3[1] = ((arr4[1] & 0x0F) << 4) + ((arr4[2] & 0x3C) >> 2);
+		arr3[2] = ((arr4[2] & 0x03) << 6) + arr4[3];
+		for(uint8_t i = 0; i < (tidx - 1); i++) pOutputData.push_back(arr3[i]);
+	}
+}
+
+void AMFImporter::ParseFile(const std::string& pFile, IOSystem* pIOHandler)
+{
+    irr::io::IrrXMLReader* OldReader = mReader;// store current XMLreader.
+    std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
+
+	// Check whether we can read from the file
+	if(file.get() == NULL) throw DeadlyImportError("Failed to open AMF file " + pFile + ".");
+
+	// generate a XML reader for it
+	std::unique_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(file.get()));
+	mReader = irr::io::createIrrXMLReader(mIOWrapper.get());
+	if(!mReader) throw DeadlyImportError("Failed to create XML reader for file" + pFile + ".");
+	//
+	// start reading
+	// search for root tag <amf>
+	if(XML_SearchNode("amf"))
+		ParseNode_Root();
+	else
+		throw DeadlyImportError("Root node \"amf\" not found.");
+
+	delete mReader;
+	// restore old XMLreader
+	mReader = OldReader;
+}
+
+// <amf
+// unit="" - The units to be used. May be "inch", "millimeter", "meter", "feet", or "micron".
+// version="" - Version of file format.
+// >
+// </amf>
+// Root XML element.
+// Multi elements - No.
+void AMFImporter::ParseNode_Root()
+{
+    std::string unit, version;
+    CAMFImporter_NodeElement *ne( nullptr );
+
+	// Read attributes for node <amf>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("unit", unit, mReader->getAttributeValue);
+		MACRO_ATTRREAD_CHECK_RET("version", version, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND_WSKIP;
+
+	// Check attributes
+	if(!mUnit.empty())
+	{
+		if((mUnit != "inch") && (mUnit != "millimeter") && (mUnit != "meter") && (mUnit != "feet") && (mUnit != "micron")) Throw_IncorrectAttrValue("unit");
+	}
+
+	// create root node element.
+	ne = new CAMFImporter_NodeElement_Root(nullptr);
+	mNodeElement_Cur = ne;// set first "current" element
+	// and assign attribute's values
+	((CAMFImporter_NodeElement_Root*)ne)->Unit = unit;
+	((CAMFImporter_NodeElement_Root*)ne)->Version = version;
+
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		MACRO_NODECHECK_LOOPBEGIN("amf");
+			if(XML_CheckNode_NameEqual("object")) { ParseNode_Object(); continue; }
+			if(XML_CheckNode_NameEqual("material")) { ParseNode_Material(); continue; }
+			if(XML_CheckNode_NameEqual("texture")) { ParseNode_Texture(); continue; }
+			if(XML_CheckNode_NameEqual("constellation")) { ParseNode_Constellation(); continue; }
+			if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
+		MACRO_NODECHECK_LOOPEND("amf");
+		mNodeElement_Cur = ne;// force restore "current" element
+	}// if(!mReader->isEmptyElement())
+
+	mNodeElement_List.push_back(ne);// add to node element list because its a new object in graph.
+}
+
+// <constellation
+// id="" - The Object ID of the new constellation being defined.
+// >
+// </constellation>
+// A collection of objects or constellations with specific relative locations.
+// Multi elements - Yes.
+// Parent element - <amf>.
+void AMFImporter::ParseNode_Constellation()
+{
+    std::string id;
+    CAMFImporter_NodeElement* ne( nullptr );
+
+	// Read attributes for node <constellation>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND;
+
+	// create and if needed - define new grouping object.
+	ne = new CAMFImporter_NodeElement_Constellation(mNodeElement_Cur);
+
+	CAMFImporter_NodeElement_Constellation& als = *((CAMFImporter_NodeElement_Constellation*)ne);// alias for convenience
+
+	if(!id.empty()) als.ID = id;
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("constellation");
+			if(XML_CheckNode_NameEqual("instance")) { ParseNode_Instance(); continue; }
+			if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
+		MACRO_NODECHECK_LOOPEND("constellation");
+		ParseHelper_Node_Exit();
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <instance
+// objectid="" - The Object ID of the new constellation being defined.
+// >
+// </instance>
+// A collection of objects or constellations with specific relative locations.
+// Multi elements - Yes.
+// Parent element - <amf>.
+void AMFImporter::ParseNode_Instance()
+{
+    std::string objectid;
+    CAMFImporter_NodeElement* ne( nullptr );
+
+	// Read attributes for node <constellation>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("objectid", objectid, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND;
+
+	// used object id must be defined, check that.
+	if(objectid.empty()) throw DeadlyImportError("\"objectid\" in <instance> must be defined.");
+	// create and define new grouping object.
+	ne = new CAMFImporter_NodeElement_Instance(mNodeElement_Cur);
+
+	CAMFImporter_NodeElement_Instance& als = *((CAMFImporter_NodeElement_Instance*)ne);// alias for convenience
+
+	als.ObjectID = objectid;
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool read_flag[6] = { false, false, false, false, false, false };
+
+		als.Delta.Set(0, 0, 0);
+		als.Rotation.Set(0, 0, 0);
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("instance");
+			MACRO_NODECHECK_READCOMP_F("deltax", read_flag[0], als.Delta.x);
+			MACRO_NODECHECK_READCOMP_F("deltay", read_flag[1], als.Delta.y);
+			MACRO_NODECHECK_READCOMP_F("deltaz", read_flag[2], als.Delta.z);
+			MACRO_NODECHECK_READCOMP_F("rx", read_flag[3], als.Rotation.x);
+			MACRO_NODECHECK_READCOMP_F("ry", read_flag[4], als.Rotation.y);
+			MACRO_NODECHECK_READCOMP_F("rz", read_flag[5], als.Rotation.z);
+		MACRO_NODECHECK_LOOPEND("instance");
+		ParseHelper_Node_Exit();
+		// also convert degrees to radians.
+		als.Rotation.x = AI_MATH_PI_F * als.Rotation.x / 180.0f;
+		als.Rotation.y = AI_MATH_PI_F * als.Rotation.y / 180.0f;
+		als.Rotation.z = AI_MATH_PI_F * als.Rotation.z / 180.0f;
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <object
+// id="" - A unique ObjectID for the new object being defined.
+// >
+// </object>
+// An object definition.
+// Multi elements - Yes.
+// Parent element - <amf>.
+void AMFImporter::ParseNode_Object()
+{
+    std::string id;
+    CAMFImporter_NodeElement* ne( nullptr );
+
+	// Read attributes for node <object>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND;
+
+	// create and if needed - define new geometry object.
+	ne = new CAMFImporter_NodeElement_Object(mNodeElement_Cur);
+
+	CAMFImporter_NodeElement_Object& als = *((CAMFImporter_NodeElement_Object*)ne);// alias for convenience
+
+	if(!id.empty()) als.ID = id;
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool col_read = false;
+
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("object");
+			if(XML_CheckNode_NameEqual("color"))
+			{
+				// Check if color already defined for object.
+				if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <object>.");
+				// read data and set flag about it
+				ParseNode_Color();
+				col_read = true;
+
+				continue;
+			}
+
+			if(XML_CheckNode_NameEqual("mesh")) { ParseNode_Mesh(); continue; }
+			if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
+		MACRO_NODECHECK_LOOPEND("object");
+		ParseHelper_Node_Exit();
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <metadata
+// type="" - The type of the attribute.
+// >
+// </metadata>
+// Specify additional information about an entity.
+// Multi elements - Yes.
+// Parent element - <amf>, <object>, <volume>, <material>, <vertex>.
+//
+// Reserved types are:
+// "Name" - The alphanumeric label of the entity, to be used by the interpreter if interacting with the user.
+// "Description" - A description of the content of the entity
+// "URL" - A link to an external resource relating to the entity
+// "Author" - Specifies the name(s) of the author(s) of the entity
+// "Company" - Specifying the company generating the entity
+// "CAD" - specifies the name of the originating CAD software and version
+// "Revision" - specifies the revision of the entity
+// "Tolerance" - specifies the desired manufacturing tolerance of the entity in entity's unit system
+// "Volume" - specifies the total volume of the entity, in the entity's unit system, to be used for verification (object and volume only)
+void AMFImporter::ParseNode_Metadata()
+{
+    std::string type, value;
+    CAMFImporter_NodeElement* ne( nullptr );
+
+	// read attribute
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("type", type, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND;
+	// and value of node.
+	value = mReader->getNodeData();
+	// Create node element and assign read data.
+	ne = new CAMFImporter_NodeElement_Metadata(mNodeElement_Cur);
+	((CAMFImporter_NodeElement_Metadata*)ne)->Type = type;
+	((CAMFImporter_NodeElement_Metadata*)ne)->Value = value;
+	mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+/*********************************************************************************************************************************************/
+/******************************************************** Functions: BaseImporter set ********************************************************/
+/*********************************************************************************************************************************************/
+
+bool AMFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool pCheckSig) const
+{
+    const std::string extension = GetExtension(pFile);
+
+    if ( extension == "amf" ) {
+        return true;
+    }
+
+	if(!extension.length() || pCheckSig)
+	{
+		const char* tokens[] = { "<amf" };
+
+		return SearchFileHeaderForToken( pIOHandler, pFile, tokens, 1 );
+	}
+
+	return false;
+}
+
+void AMFImporter::GetExtensionList(std::set<std::string>& pExtensionList)
+{
+	pExtensionList.insert("amf");
+}
+
+const aiImporterDesc* AMFImporter::GetInfo () const
+{
+	return &Description;
+}
+
+void AMFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
+{
+	Clear();// delete old graph.
+	ParseFile(pFile, pIOHandler);
+	Postprocess_BuildScene(pScene);
+	// scene graph is ready, exit.
+}
+
+}// namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

+ 563 - 0
code/AMFImporter.hpp

@@ -0,0 +1,563 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 AMFImporter.hpp
+/// \brief AMF-format files importer for Assimp.
+/// \date 2016
+/// \author [email protected]
+// Thanks to acorn89 for support.
+
+#pragma once
+#ifndef INCLUDED_AI_AMF_IMPORTER_H
+#define INCLUDED_AI_AMF_IMPORTER_H
+
+#include "AMFImporter_Node.hpp"
+
+// Header files, Assimp.
+#include "assimp/DefaultLogger.hpp"
+#include "assimp/importerdesc.h"
+#include "assimp/ProgressHandler.hpp"
+#include "assimp/types.h"
+#include "BaseImporter.h"
+#include "irrXMLWrapper.h"
+
+// Header files, stdlib.
+#include <set>
+
+namespace Assimp
+{
+/// \class AMFImporter
+/// Class that holding scene graph which include: geometry, metadata, materials etc.
+///
+/// Implementing features.
+///
+/// Limitations.
+///
+/// 1. When for texture mapping used set of source textures (r, g, b, a) not only one then attribute "tiled" for all set will be true if it true in any of
+///    source textures.
+///    Example. Triangle use for texture mapping three textures. Two of them has "tiled" set to false and one - set to true. In scene all three textures
+///    will be tiled.
+///
+/// Unsupported features:
+/// 1. Node <composite>, formulas in <composite> and <color>. For implementing this feature can be used expression parser "muParser" like in project
+///    "amf_tools".
+/// 2. Attribute "profile" in node <color>.
+/// 3. Curved geometry: <edge>, <normal> and children nodes of them.
+/// 4. Attributes: "unit" and "version" in <amf> read but do nothing.
+/// 5. <metadata> stored only for root node <amf>.
+/// 6. Color averaging of vertices for which <triangle>'s set different colors.
+///
+/// Supported nodes:
+///    General:
+///        <amf>; <constellation>; <instance> and children <deltax>, <deltay>, <deltaz>, <rx>, <ry>, <rz>; <metadata>;
+///
+///    Geometry:
+///        <object>; <mesh>; <vertices>; <vertex>; <coordinates> and children <x>, <y>, <z>; <volume>; <triangle> and children <v1>, <v2>, <v3>;
+///
+///    Material:
+///        <color> and children <r>, <g>, <b>, <a>; <texture>; <material>;
+///        two variants of texture coordinates:
+///            new - <texmap> and children <utex1>, <utex2>, <utex3>, <vtex1>, <vtex2>, <vtex3>
+///            old - <map> and children <u1>, <u2>, <u3>, <v1>, <v2>, <v3>
+///
+class AMFImporter : public BaseImporter
+{
+	/***********************************************/
+	/******************** Types ********************/
+	/***********************************************/
+
+private:
+
+	struct SPP_Material;// forward declaration
+
+	/// \struct SPP_Composite
+	/// Data type for postprocessing step. More suitable container for part of material's composition.
+	struct SPP_Composite
+	{
+		SPP_Material* Material;///< Pointer to material - part of composition.
+		std::string Formula;///< Formula for calculating ratio of \ref Material.
+	};
+
+	/// \struct SPP_Material
+	/// Data type for postprocessing step. More suitable container for material.
+	struct SPP_Material
+	{
+		std::string ID;///< Material ID.
+		std::list<CAMFImporter_NodeElement_Metadata*> Metadata;///< Metadata of material.
+		CAMFImporter_NodeElement_Color* Color;///< Color of material.
+		std::list<SPP_Composite> Composition;///< List of child materials if current material is composition of few another.
+
+		/// \fn aiColor4D GetColor(const float pX, const float pY, const float pZ) const
+		/// Return color calculated for specified coordinate.
+		/// \param [in] pX - "x" coordinate.
+		/// \param [in] pY - "y" coordinate.
+		/// \param [in] pZ - "z" coordinate.
+		/// \return calculated color.
+		aiColor4D GetColor(const float pX, const float pY, const float pZ) const;
+	};
+
+	/// \struct SPP_Texture
+	/// Data type for post-processing step. More suitable container for texture.
+	struct SPP_Texture
+	{
+		std::string ID;
+		size_t      Width, Height, Depth;
+		bool        Tiled;
+        char        FormatHint[ 9 ];// 8 for string + 1 for terminator.
+		uint8_t    *Data;
+	};
+
+	///	\struct SComplexFace
+	/// Data type for post-processing step. Contain face data.
+	struct SComplexFace
+	{
+		aiFace Face;///< Face vertices.
+		const CAMFImporter_NodeElement_Color* Color;///< Face color. Equal to nullptr if color is not set for the face.
+		const CAMFImporter_NodeElement_TexMap* TexMap;///< Face texture mapping data. Equal to nullptr if texture mapping is not set for the face.
+	};
+
+
+
+	/***********************************************/
+	/****************** Constants ******************/
+	/***********************************************/
+
+private:
+
+	static const aiImporterDesc Description;
+
+	/***********************************************/
+	/****************** Variables ******************/
+	/***********************************************/
+
+private:
+
+    CAMFImporter_NodeElement* mNodeElement_Cur;///< Current element.
+    std::list<CAMFImporter_NodeElement*> mNodeElement_List;///< All elements of scene graph.
+	irr::io::IrrXMLReader* mReader;///< Pointer to XML-reader object
+	std::string mUnit;
+	std::list<SPP_Material> mMaterial_Converted;///< List of converted materials for postprocessing step.
+	std::list<SPP_Texture> mTexture_Converted;///< List of converted textures for postprocessing step.
+
+	/***********************************************/
+	/****************** Functions ******************/
+	/***********************************************/
+
+private:
+
+	/// \fn AMFImporter(const AMFImporter& pScene)
+	/// Disabled copy constructor.
+	AMFImporter(const AMFImporter& pScene);
+
+	/// \fn AMFImporter& operator=(const AMFImporter& pScene)
+	/// Disabled assign operator.
+	AMFImporter& operator=(const AMFImporter& pScene);
+
+	/// \fn void Clear()
+	/// Clear all temporary data.
+	void Clear();
+
+	/***********************************************/
+	/************* Functions: find set *************/
+	/***********************************************/
+
+	/// \fn bool Find_NodeElement(const std::string& pID, const CAMFImporter_NodeElement::EType pType, aiNode** pNode) const
+	/// Find specified node element in node elements list ( \ref mNodeElement_List).
+	/// \param [in] pID - ID(name) of requested node element.
+	/// \param [in] pType - type of node element.
+	/// \param [out] pNode - pointer to pointer to item found.
+	/// \return true - if the node element is found, else - false.
+	bool Find_NodeElement(const std::string& pID, const CAMFImporter_NodeElement::EType pType, CAMFImporter_NodeElement** pNodeElement) const;
+
+	/// \fn bool Find_ConvertedNode(const std::string& pID, std::list<aiNode*>& pNodeList, aiNode** pNode) const
+	/// Find requested aiNode in node list.
+	/// \param [in] pID - ID(name) of requested node.
+	/// \param [in] pNodeList - list of nodes where to find the node.
+	/// \param [out] pNode - pointer to pointer to item found.
+	/// \return true - if the node is found, else - false.
+	bool Find_ConvertedNode(const std::string& pID, std::list<aiNode*>& pNodeList, aiNode** pNode) const;
+
+	/// \fn bool Find_ConvertedMaterial(const std::string& pID, const SPP_Material** pConvertedMaterial) const
+	/// Find material in list for converted materials. Use at postprocessing step.
+	/// \param [in] pID - material ID.
+	/// \param [out] pConvertedMaterial - pointer to found converted material (\ref SPP_Material).
+	/// \return true - if the material is found, else - false.
+	bool Find_ConvertedMaterial(const std::string& pID, const SPP_Material** pConvertedMaterial) const;
+
+	/// \fn bool Find_ConvertedTexture(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, const std::string& pID_A, uint32_t* pConvertedTextureIndex = nullptr) const
+	/// Find texture in list of converted textures. Use at postprocessing step,
+	/// \param [in] pID_R - ID of source "red" texture.
+	/// \param [in] pID_G - ID of source "green" texture.
+	/// \param [in] pID_B - ID of source "blue" texture.
+	/// \param [in] pID_A - ID of source "alpha" texture. Use empty string to find RGB-texture.
+	/// \param [out] pConvertedTextureIndex - pointer where index in list of found texture will be written. If equivalent to nullptr then nothing will be
+	/// written.
+	/// \return true - if the texture is found, else - false.
+	bool Find_ConvertedTexture(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, const std::string& pID_A,
+								uint32_t* pConvertedTextureIndex = nullptr) const;
+
+	/***********************************************/
+	/********* Functions: postprocess set **********/
+	/***********************************************/
+
+	/// \fn void PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh& pNodeElement, std::vector<aiVector3D>& pVertexCoordinateArray, std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray) const
+	/// Get data stored in <vertices> and place it to arrays.
+	/// \param [in] pNodeElement - reference to node element which kept <object> data.
+	/// \param [in] pVertexCoordinateArray - reference to vertices coordinates kept in <vertices>.
+	/// \param [in] pVertexColorArray - reference to vertices colors for all <vertex's. If color for vertex is not set then corresponding member of array
+	/// contain nullptr.
+	void PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh& pNodeElement, std::vector<aiVector3D>& pVertexCoordinateArray,
+												std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray) const;
+
+	/// \fn size_t PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, const std::string& pID_A)
+	/// Return converted texture ID which related to specified source textures ID's. If converted texture does not exist then it will be created and ID on new
+	/// converted texture will be returned. Convertion: set of textures from \ref CAMFImporter_NodeElement_Texture to one \ref SPP_Texture and place it
+	/// to converted textures list.
+	/// Any of source ID's can be absent(empty string) or even one ID only specified. But at least one ID must be specified.
+	/// \param [in] pID_R - ID of source "red" texture.
+	/// \param [in] pID_G - ID of source "green" texture.
+	/// \param [in] pID_B - ID of source "blue" texture.
+	/// \param [in] pID_A - ID of source "alpha" texture.
+	/// \return index of the texture in array of the converted textures.
+	size_t PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B, const std::string& pID_A);
+
+	/// \fn void PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace>& pInputList, std::list<std::list<SComplexFace> > pOutputList_Separated)
+	/// Separate input list by texture IDs. This step is needed because aiMesh can contain mesh which is use only one texture (or set: diffuse, bump etc).
+	/// \param [in] pInputList - input list with faces. Some of them can contain color or texture mapping, or both of them, or nothing. Will be cleared after
+	/// processing.
+	/// \param [out] pOutputList_Separated - output list of the faces lists. Separated faces list by used texture IDs. Will be cleared before processing.
+	void PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace>& pInputList, std::list<std::list<SComplexFace> >& pOutputList_Separated);
+
+	/// \fn void Postprocess_AddMetadata(const std::list<CAMFImporter_NodeElement_Metadata*>& pMetadataList, aiNode& pSceneNode) const
+	/// Check if child elements of node element is metadata and add it to scene node.
+	/// \param [in] pMetadataList - reference to list with collected metadata.
+	/// \param [out] pSceneNode - scene node in which metadata will be added.
+	void Postprocess_AddMetadata(const std::list<CAMFImporter_NodeElement_Metadata*>& pMetadataList, aiNode& pSceneNode) const;
+
+	/// \fn void Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object& pNodeElement, std::list<aiMesh*>& pMeshList, aiNode** pSceneNode)
+	/// To create aiMesh and aiNode for it from <object>.
+	/// \param [in] pNodeElement - reference to node element which kept <object> data.
+	/// \param [out] pMeshList - reference to a list with all aiMesh of the scene.
+	/// \param [out] pSceneNode - pointer to place where new aiNode will be created.
+	void Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object& pNodeElement, std::list<aiMesh*>& pMeshList, aiNode** pSceneNode);
+
+	/// \fn void Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh& pNodeElement, const std::vector<aiVector3D>& pVertexCoordinateArray, const std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray, const CAMFImporter_NodeElement_Color* pObjectColor, std::list<aiMesh*>& pMeshList, aiNode& pSceneNode)
+	/// Create mesh for every <volume> in <mesh>.
+	/// \param [in] pNodeElement - reference to node element which kept <mesh> data.
+	/// \param [in] pVertexCoordinateArray - reference to vertices coordinates for all <volume>'s.
+	/// \param [in] pVertexColorArray - reference to vertices colors for all <volume>'s. If color for vertex is not set then corresponding member of array
+	/// contain nullptr.
+	/// \param [in] pObjectColor - pointer to colors for <object>. If color is not set then argument contain nullptr.
+	/// \param [in] pMaterialList - reference to a list with defined materials.
+	/// \param [out] pMeshList - reference to a list with all aiMesh of the scene.
+	/// \param [out] pSceneNode - reference to aiNode which will own new aiMesh's.
+	void Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh& pNodeElement, const std::vector<aiVector3D>& pVertexCoordinateArray,
+									const std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray, const CAMFImporter_NodeElement_Color* pObjectColor,
+									std::list<aiMesh*>& pMeshList, aiNode& pSceneNode);
+
+	/// \fn void Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material& pMaterial)
+	/// Convert material from \ref CAMFImporter_NodeElement_Material to \ref SPP_Material.
+	/// \param [in] pMaterial - source CAMFImporter_NodeElement_Material.
+	void Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material& pMaterial);
+
+	/// \fn void Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation& pConstellation, std::list<aiNode*>& pNodeList) const
+	/// Create and add to aiNode's list new part of scene graph defined by <constellation>.
+	/// \param [in] pConstellation - reference to <constellation> node.
+	/// \param [out] pNodeList - reference to aiNode's list.
+	void Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation& pConstellation, std::list<aiNode*>& pNodeList) const;
+
+	/// \fn void Postprocess_BuildScene()
+	/// Build Assimp scene graph in aiScene from collected data.
+	/// \param [out] pScene - pointer to aiScene where tree will be built.
+	void Postprocess_BuildScene(aiScene* pScene);
+
+	/***********************************************/
+	/************* Functions: throw set ************/
+	/***********************************************/
+
+	/// \fn void Throw_CloseNotFound(const std::string& pNode)
+	/// Call that function when close tag of node not found and exception must be raised.
+	/// E.g.:
+	/// <amf>
+	///     <object>
+	/// </amf> <!--- object not closed --->
+	/// \throw DeadlyImportError.
+	/// \param [in] pNode - node name in which exception happened.
+	void Throw_CloseNotFound(const std::string& pNode);
+
+	/// \fn void Throw_IncorrectAttr(const std::string& pAttrName)
+	/// Call that function when attribute name is incorrect and exception must be raised.
+	/// \param [in] pAttrName - attribute name.
+	/// \throw DeadlyImportError.
+	void Throw_IncorrectAttr(const std::string& pAttrName);
+
+	/// \fn void Throw_IncorrectAttrValue(const std::string& pAttrName)
+	/// Call that function when attribute value is incorrect and exception must be raised.
+	/// \param [in] pAttrName - attribute name.
+	/// \throw DeadlyImportError.
+	void Throw_IncorrectAttrValue(const std::string& pAttrName);
+
+	/// \fn void Throw_MoreThanOnceDefined(const std::string& pNode, const std::string& pDescription)
+	/// Call that function when some type of nodes are defined twice or more when must be used only once and exception must be raised.
+	/// E.g.:
+	/// <object>
+	///     <color>...    <!--- color defined --->
+	///     <color>...    <!--- color defined again --->
+	/// </object>
+	/// \throw DeadlyImportError.
+	/// \param [in] pNodeType - type of node which defined one more time.
+	/// \param [in] pDescription - message about error. E.g. what the node defined while exception raised.
+	void Throw_MoreThanOnceDefined(const std::string& pNodeType, const std::string& pDescription);
+
+	/// \fn void Throw_ID_NotFound(const std::string& pID) const
+	/// Call that function when referenced element ID are not found in graph and exception must be raised.
+	/// \param [in] pID - ID of of element which not found.
+	/// \throw DeadlyImportError.
+	void Throw_ID_NotFound(const std::string& pID) const;
+
+	/***********************************************/
+	/************** Functions: LOG set *************/
+	/***********************************************/
+
+	/// \fn void LogInfo(const std::string& pMessage)
+	/// Short variant for calling \ref DefaultLogger::get()->info()
+	void LogInfo(const std::string& pMessage) { DefaultLogger::get()->info(pMessage); }
+
+	/// \fn void LogWarning(const std::string& pMessage)
+	/// Short variant for calling \ref DefaultLogger::get()->warn()
+	void LogWarning(const std::string& pMessage) { DefaultLogger::get()->warn(pMessage); }
+
+	/// \fn void LogError(const std::string& pMessage)
+	/// Short variant for calling \ref DefaultLogger::get()->error()
+	void LogError(const std::string& pMessage) { DefaultLogger::get()->error(pMessage); }
+
+	/***********************************************/
+	/************** Functions: XML set *************/
+	/***********************************************/
+
+	/// \fn void XML_CheckNode_MustHaveChildren()
+	/// Check if current node have children: <node>...</node>. If not then exception will throwed.
+	void XML_CheckNode_MustHaveChildren();
+
+	/// \fn bool XML_CheckNode_NameEqual(const std::string& pNodeName)
+	/// Chek if current node name is equal to pNodeName.
+	/// \param [in] pNodeName - name for checking.
+	/// return true if current node name is equal to pNodeName, else - false.
+	bool XML_CheckNode_NameEqual(const std::string& pNodeName) { return mReader->getNodeName() == pNodeName; }
+
+	/// \fn void XML_CheckNode_SkipUnsupported(const std::string& pParentNodeName)
+	/// Skip unsupported node and report about that. Depend on node name can be skipped begin tag of node all whole node.
+	/// \param [in] pParentNodeName - parent node name. Used for reporting.
+	void XML_CheckNode_SkipUnsupported(const std::string& pParentNodeName);
+
+	/// \fn bool XML_SearchNode(const std::string& pNodeName)
+	/// Search for specified node in file. XML file read pointer(mReader) will point to found node or file end after search is end.
+	/// \param [in] pNodeName - requested node name.
+	/// return true - if node is found, else - false.
+	bool XML_SearchNode(const std::string& pNodeName);
+
+	/// \fn bool XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx)
+	/// Read attribute value.
+	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
+	/// \return read data.
+	bool XML_ReadNode_GetAttrVal_AsBool(const int pAttrIdx);
+
+	/// \fn float XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx)
+	/// Read attribute value.
+	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
+	/// \return read data.
+	float XML_ReadNode_GetAttrVal_AsFloat(const int pAttrIdx);
+
+	/// \fn uint32_t XML_ReadNode_GetAttrVal_AsU32(const int pAttrIdx)
+	/// Read attribute value.
+	/// \param [in] pAttrIdx - attribute index (\ref mReader->getAttribute* set).
+	/// \return read data.
+	uint32_t XML_ReadNode_GetAttrVal_AsU32(const int pAttrIdx);
+
+	/// \fn float XML_ReadNode_GetVal_AsFloat()
+	/// Read node value.
+	/// \return read data.
+	float XML_ReadNode_GetVal_AsFloat();
+
+	/// \fn uint32_t XML_ReadNode_GetVal_AsU32()
+	/// Read node value.
+	/// \return read data.
+	uint32_t XML_ReadNode_GetVal_AsU32();
+
+	/// \fn void XML_ReadNode_GetVal_AsString(std::string& pValue)
+	/// Read node value.
+	/// \return read data.
+	void XML_ReadNode_GetVal_AsString(std::string& pValue);
+
+	/***********************************************/
+	/******** Functions: parse set private *********/
+	/***********************************************/
+
+	/// \fn void ParseHelper_Node_Enter(CAMFImporter_NodeElement* pNode)
+	/// Make pNode as current and enter deeper for parsing child nodes. At end \ref ParseHelper_Node_Exit must be called.
+	/// \param [in] pNode - new current node.
+	void ParseHelper_Node_Enter(CAMFImporter_NodeElement* pNode);
+
+	/// \fn void ParseHelper_Group_End()
+	/// This function must be called when exiting from grouping node. \ref ParseHelper_Group_Begin.
+	void ParseHelper_Node_Exit();
+
+	/// \fn void ParseHelper_FixTruncatedFloatString(const char* pInStr, std::string& pOutString)
+	/// Attribute values of floating point types can take form ".x"(without leading zero). irrXMLReader can not read this form of values and it
+	/// must be converted to right form - "0.xxx".
+	/// \param [in] pInStr - pointer to input string which can contain incorrect form of values.
+	/// \param [out[ pOutString - output string with right form of values.
+	void ParseHelper_FixTruncatedFloatString(const char* pInStr, std::string& pOutString);
+
+	/// \fn void ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const
+	/// Decode Base64-encoded data.
+	/// \param [in] pInputBase64 - reference to input Base64-encoded string.
+	/// \param [out] pOutputData - reference to output array for decoded data.
+	void ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const;
+
+	/// \fn void ParseNode_Root()
+	/// Parse <AMF> node of the file.
+	void ParseNode_Root();
+
+	/******** Functions: top nodes *********/
+
+	/// \fn void ParseNode_Constellation()
+	/// Parse <constellation> node of the file.
+	void ParseNode_Constellation();
+
+	/// \fn void ParseNode_Constellation()
+	/// Parse <instance> node of the file.
+	void ParseNode_Instance();
+
+	/// \fn void ParseNode_Material()
+	/// Parse <material> node of the file.
+	void ParseNode_Material();
+
+	/// \fn void ParseNode_Metadata()
+	/// Parse <metadata> node.
+	void ParseNode_Metadata();
+
+	/// \fn void ParseNode_Object()
+	/// Parse <object> node of the file.
+	void ParseNode_Object();
+
+	/// \fn void ParseNode_Texture()
+	/// Parse <texture> node of the file.
+	void ParseNode_Texture();
+
+	/******** Functions: geometry nodes *********/
+
+	/// \fn void ParseNode_Coordinates()
+	/// Parse <coordinates> node of the file.
+	void ParseNode_Coordinates();
+
+	/// \fn void ParseNode_Edge()
+	/// Parse <edge> node of the file.
+	void ParseNode_Edge();
+
+	/// \fn void ParseNode_Mesh()
+	/// Parse <mesh> node of the file.
+	void ParseNode_Mesh();
+
+	/// \fn void ParseNode_Triangle()
+	/// Parse <triangle> node of the file.
+	void ParseNode_Triangle();
+
+	/// \fn void ParseNode_Vertex()
+	/// Parse <vertex> node of the file.
+	void ParseNode_Vertex();
+
+	/// \fn void ParseNode_Vertices()
+	/// Parse <vertices> node of the file.
+	void ParseNode_Vertices();
+
+	/// \fn void ParseNode_Volume()
+	/// Parse <volume> node of the file.
+	void ParseNode_Volume();
+
+	/******** Functions: material nodes *********/
+
+	/// \fn void ParseNode_Color()
+	/// Parse <color> node of the file.
+	void ParseNode_Color();
+
+	/// \fn void ParseNode_TexMap(const bool pUseOldName = false)
+	/// Parse <texmap> of <map> node of the file.
+	/// \param [in] pUseOldName - if true then use old name of node(and children) - <map>, instead of new name - <texmap>.
+	void ParseNode_TexMap(const bool pUseOldName = false);
+
+public:
+
+	/// \fn AMFImporter()
+	/// Default constructor.
+	AMFImporter()
+		: mNodeElement_Cur(nullptr), mReader(nullptr)
+	{}
+
+	/// \fn ~AMFImporter()
+	/// Default destructor.
+	~AMFImporter();
+
+	/***********************************************/
+	/******** Functions: parse set, public *********/
+	/***********************************************/
+
+	/// \fn void ParseFile(const std::string& pFile, IOSystem* pIOHandler)
+	/// Parse AMF file and fill scene graph. The function has no return value. Result can be found by analyzing the generated graph.
+	/// Also exception can be throwed if trouble will found.
+	/// \param [in] pFile - name of file to be parsed.
+	/// \param [in] pIOHandler - pointer to IO helper object.
+	void ParseFile(const std::string& pFile, IOSystem* pIOHandler);
+
+	/***********************************************/
+	/********* Functions: BaseImporter set *********/
+	/***********************************************/
+
+	bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool pCheckSig) const;
+	void GetExtensionList(std::set<std::string>& pExtensionList);
+	void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+	const aiImporterDesc* GetInfo ()const;
+
+};// class AMFImporter
+
+}// namespace Assimp
+
+#endif // INCLUDED_AI_AMF_IMPORTER_H

+ 355 - 0
code/AMFImporter_Geometry.cpp

@@ -0,0 +1,355 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 AMFImporter_Geometry.cpp
+/// \brief Parsing data from geometry nodes.
+/// \date 2016
+/// \author [email protected]
+
+#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
+
+#include "AMFImporter.hpp"
+#include "AMFImporter_Macro.hpp"
+
+namespace Assimp
+{
+
+// <mesh>
+// </mesh>
+// A 3D mesh hull.
+// Multi elements - Yes.
+// Parent element - <object>.
+void AMFImporter::ParseNode_Mesh()
+{
+CAMFImporter_NodeElement* ne;
+
+	// create new mesh object.
+	ne = new CAMFImporter_NodeElement_Mesh(mNodeElement_Cur);
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool vert_read = false;
+
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("mesh");
+			if(XML_CheckNode_NameEqual("vertices"))
+			{
+				// Check if data already defined.
+				if(vert_read) Throw_MoreThanOnceDefined("vertices", "Only one vertices set can be defined for <mesh>.");
+				// read data and set flag about it
+				ParseNode_Vertices();
+				vert_read = true;
+
+				continue;
+			}
+
+			if(XML_CheckNode_NameEqual("volume")) { ParseNode_Volume(); continue; }
+		MACRO_NODECHECK_LOOPEND("mesh");
+		ParseHelper_Node_Exit();
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <vertices>
+// </vertices>
+// The list of vertices to be used in defining triangles.
+// Multi elements - No.
+// Parent element - <mesh>.
+void AMFImporter::ParseNode_Vertices()
+{
+CAMFImporter_NodeElement* ne;
+
+	// create new mesh object.
+	ne = new CAMFImporter_NodeElement_Vertices(mNodeElement_Cur);
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("vertices");
+			if(XML_CheckNode_NameEqual("vertex")) { ParseNode_Vertex(); continue; }
+		MACRO_NODECHECK_LOOPEND("vertices");
+		ParseHelper_Node_Exit();
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <vertex>
+// </vertex>
+// A vertex to be referenced in triangles.
+// Multi elements - Yes.
+// Parent element - <vertices>.
+void AMFImporter::ParseNode_Vertex()
+{
+CAMFImporter_NodeElement* ne;
+
+	// create new mesh object.
+	ne = new CAMFImporter_NodeElement_Vertex(mNodeElement_Cur);
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool col_read = false;
+		bool coord_read = false;
+
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("vertex");
+			if(XML_CheckNode_NameEqual("color"))
+			{
+				// Check if data already defined.
+				if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <vertex>.");
+				// read data and set flag about it
+				ParseNode_Color();
+				col_read = true;
+
+				continue;
+			}
+
+			if(XML_CheckNode_NameEqual("coordinates"))
+			{
+				// Check if data already defined.
+				if(coord_read) Throw_MoreThanOnceDefined("coordinates", "Only one coordinates set can be defined for <vertex>.");
+				// read data and set flag about it
+				ParseNode_Coordinates();
+				coord_read = true;
+
+				continue;
+			}
+
+			if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
+		MACRO_NODECHECK_LOOPEND("vertex");
+		ParseHelper_Node_Exit();
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <coordinates>
+// </coordinates>
+// Specifies the 3D location of this vertex.
+// Multi elements - No.
+// Parent element - <vertex>.
+//
+// Children elements:
+//   <x>, <y>, <z>
+//   Multi elements - No.
+//   X, Y, or Z coordinate, respectively, of a vertex position in space.
+void AMFImporter::ParseNode_Coordinates()
+{
+CAMFImporter_NodeElement* ne;
+
+	// create new color object.
+	ne = new CAMFImporter_NodeElement_Coordinates(mNodeElement_Cur);
+
+	CAMFImporter_NodeElement_Coordinates& als = *((CAMFImporter_NodeElement_Coordinates*)ne);// alias for convenience
+
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool read_flag[3] = { false, false, false };
+
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("coordinates");
+			MACRO_NODECHECK_READCOMP_F("x", read_flag[0], als.Coordinate.x);
+			MACRO_NODECHECK_READCOMP_F("y", read_flag[1], als.Coordinate.y);
+			MACRO_NODECHECK_READCOMP_F("z", read_flag[2], als.Coordinate.z);
+		MACRO_NODECHECK_LOOPEND("coordinates");
+		ParseHelper_Node_Exit();
+		// check that all components was defined
+		if((read_flag[0] && read_flag[1] && read_flag[2]) == 0) throw DeadlyImportError("Not all coordinate's components are defined.");
+
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <volume
+// materialid="" - Which material to use.
+// type=""       - What this volume describes can be “region” or “support”. If none specified, “object” is assumed. If support, then the geometric
+//                 requirements 1-8 listed in section 5 do not need to be maintained.
+// >
+// </volume>
+// Defines a volume from the established vertex list.
+// Multi elements - Yes.
+// Parent element - <mesh>.
+void AMFImporter::ParseNode_Volume()
+{
+std::string materialid;
+std::string type;
+CAMFImporter_NodeElement* ne;
+
+	// Read attributes for node <color>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("materialid", materialid, mReader->getAttributeValue);
+		MACRO_ATTRREAD_CHECK_RET("type", type, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND;
+
+	// create new object.
+	ne = new CAMFImporter_NodeElement_Volume(mNodeElement_Cur);
+	// and assign read data
+	((CAMFImporter_NodeElement_Volume*)ne)->MaterialID = materialid;
+	((CAMFImporter_NodeElement_Volume*)ne)->Type = type;
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool col_read = false;
+
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("volume");
+			if(XML_CheckNode_NameEqual("color"))
+			{
+				// Check if data already defined.
+				if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <volume>.");
+				// read data and set flag about it
+				ParseNode_Color();
+				col_read = true;
+
+				continue;
+			}
+
+			if(XML_CheckNode_NameEqual("triangle")) { ParseNode_Triangle(); continue; }
+			if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
+		MACRO_NODECHECK_LOOPEND("volume");
+		ParseHelper_Node_Exit();
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <triangle>
+// </triangle>
+// Defines a 3D triangle from three vertices, according to the right-hand rule (counter-clockwise when looking from the outside).
+// Multi elements - Yes.
+// Parent element - <volume>.
+//
+// Children elements:
+//   <v1>, <v2>, <v3>
+//   Multi elements - No.
+//   Index of the desired vertices in a triangle or edge.
+void AMFImporter::ParseNode_Triangle()
+{
+CAMFImporter_NodeElement* ne;
+
+	// create new color object.
+	ne = new CAMFImporter_NodeElement_Triangle(mNodeElement_Cur);
+
+	CAMFImporter_NodeElement_Triangle& als = *((CAMFImporter_NodeElement_Triangle*)ne);// alias for convenience
+
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool col_read = false, tex_read = false;
+		bool read_flag[3] = { false, false, false };
+
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("triangle");
+			if(XML_CheckNode_NameEqual("color"))
+			{
+				// Check if data already defined.
+				if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <triangle>.");
+				// read data and set flag about it
+				ParseNode_Color();
+				col_read = true;
+
+				continue;
+			}
+
+			if(XML_CheckNode_NameEqual("texmap"))// new name of node: "texmap".
+			{
+				// Check if data already defined.
+				if(tex_read) Throw_MoreThanOnceDefined("texmap", "Only one texture coordinate can be defined for <triangle>.");
+				// read data and set flag about it
+				ParseNode_TexMap();
+				tex_read = true;
+
+				continue;
+			}
+			else if(XML_CheckNode_NameEqual("map"))// old name of node: "map".
+			{
+				// Check if data already defined.
+				if(tex_read) Throw_MoreThanOnceDefined("map", "Only one texture coordinate can be defined for <triangle>.");
+				// read data and set flag about it
+				ParseNode_TexMap(true);
+				tex_read = true;
+
+				continue;
+			}
+
+			MACRO_NODECHECK_READCOMP_U32("v1", read_flag[0], als.V[0]);
+			MACRO_NODECHECK_READCOMP_U32("v2", read_flag[1], als.V[1]);
+			MACRO_NODECHECK_READCOMP_U32("v3", read_flag[2], als.V[2]);
+		MACRO_NODECHECK_LOOPEND("triangle");
+		ParseHelper_Node_Exit();
+		// check that all components was defined
+		if((read_flag[0] && read_flag[1] && read_flag[2]) == 0) throw DeadlyImportError("Not all vertices of the triangle are defined.");
+
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+}// namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

+ 164 - 0
code/AMFImporter_Macro.hpp

@@ -0,0 +1,164 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 AMFImporter_Macro.hpp
+/// \brief Useful macrodefines.
+/// \date 2016
+/// \author [email protected]
+
+#pragma once
+#ifndef AMFIMPORTER_MACRO_HPP_INCLUDED
+#define AMFIMPORTER_MACRO_HPP_INCLUDED
+
+/// \def MACRO_ATTRREAD_LOOPBEG
+/// Begin of loop that read attributes values.
+#define MACRO_ATTRREAD_LOOPBEG \
+	for(int idx = 0, idx_end = mReader->getAttributeCount(); idx < idx_end; idx++) \
+	{ \
+		std::string an(mReader->getAttributeName(idx));
+
+/// \def MACRO_ATTRREAD_LOOPEND
+/// End of loop that read attributes values.
+#define MACRO_ATTRREAD_LOOPEND \
+		Throw_IncorrectAttr(an); \
+	}
+
+/// \def MACRO_ATTRREAD_LOOPEND_WSKIP
+/// End of loop that read attributes values. Difference from \ref MACRO_ATTRREAD_LOOPEND in that: current macro skip unknown attributes, but
+/// \ref MACRO_ATTRREAD_LOOPEND throw an exception.
+#define MACRO_ATTRREAD_LOOPEND_WSKIP \
+		continue; \
+	}
+
+/// \def MACRO_ATTRREAD_CHECK_REF
+/// Check curent attribute name and if it equal to requested then read value. Result write to output variable by reference. If result was read then
+/// "continue" will called.
+/// \param [in] pAttrName - attribute name.
+/// \param [out] pVarName - output variable name.
+/// \param [in] pFunction - function which read attribute value and write it to pVarName.
+#define MACRO_ATTRREAD_CHECK_REF(pAttrName, pVarName, pFunction) \
+	if(an == pAttrName) \
+	{ \
+		pFunction(idx, pVarName); \
+		continue; \
+	}
+
+/// \def MACRO_ATTRREAD_CHECK_RET
+/// Check curent attribute name and if it equal to requested then read value. Result write to output variable using return value of \ref pFunction.
+/// If result was read then  "continue" will called.
+/// \param [in] pAttrName - attribute name.
+/// \param [out] pVarName - output variable name.
+/// \param [in] pFunction - function which read attribute value and write it to pVarName.
+#define MACRO_ATTRREAD_CHECK_RET(pAttrName, pVarName, pFunction) \
+	if(an == pAttrName) \
+	{ \
+		pVarName = pFunction(idx); \
+		continue; \
+	}
+
+/// \def MACRO_NODECHECK_LOOPBEGIN(pNodeName)
+/// Begin of loop of parsing child nodes. Do not add ';' at end.
+/// \param [in] pNodeName - current node name.
+#define MACRO_NODECHECK_LOOPBEGIN(pNodeName) \
+	do { \
+	bool close_found = false; \
+	 \
+	while(mReader->read()) \
+	{ \
+		if(mReader->getNodeType() == irr::io::EXN_ELEMENT) \
+		{
+
+/// \def MACRO_NODECHECK_LOOPEND(pNodeName)
+/// End of loop of parsing child nodes.
+/// \param [in] pNodeName - current node name.
+#define MACRO_NODECHECK_LOOPEND(pNodeName) \
+			XML_CheckNode_SkipUnsupported(pNodeName); \
+		}/* if(mReader->getNodeType() == irr::io::EXN_ELEMENT) */ \
+		else if(mReader->getNodeType() == irr::io::EXN_ELEMENT_END) \
+		{ \
+			if(XML_CheckNode_NameEqual(pNodeName)) \
+			{ \
+				close_found = true; \
+	 \
+				break; \
+			} \
+		}/* else if(mReader->getNodeType() == irr::io::EXN_ELEMENT_END) */ \
+	}/* while(mReader->read()) */ \
+	 \
+	if(!close_found) Throw_CloseNotFound(pNodeName); \
+	 \
+	} while(false)
+
+/// \def MACRO_NODECHECK_READCOMP_F
+/// Check curent node name and if it equal to requested then read value. Result write to output variable of type "float".
+/// If result was read then  "continue" will called. Also check if node data already read then raise exception.
+/// \param [in] pNodeName - node name.
+/// \param [in, out] pReadFlag - read flag.
+/// \param [out] pVarName - output variable name.
+#define MACRO_NODECHECK_READCOMP_F(pNodeName, pReadFlag, pVarName) \
+	if(XML_CheckNode_NameEqual(pNodeName)) \
+	{ \
+		/* Check if field already read before. */ \
+		if(pReadFlag) Throw_MoreThanOnceDefined(pNodeName, "Only one component can be defined."); \
+		/* Read color component and assign it to object. */ \
+		pVarName = XML_ReadNode_GetVal_AsFloat(); \
+		pReadFlag = true; \
+		continue; \
+	}
+
+/// \def MACRO_NODECHECK_READCOMP_U32
+/// Check curent node name and if it equal to requested then read value. Result write to output variable of type "uint32_t".
+/// If result was read then  "continue" will called. Also check if node data already read then raise exception.
+/// \param [in] pNodeName - node name.
+/// \param [in, out] pReadFlag - read flag.
+/// \param [out] pVarName - output variable name.
+#define MACRO_NODECHECK_READCOMP_U32(pNodeName, pReadFlag, pVarName) \
+	if(XML_CheckNode_NameEqual(pNodeName)) \
+	{ \
+		/* Check if field already read before. */ \
+		if(pReadFlag) Throw_MoreThanOnceDefined(pNodeName, "Only one component can be defined."); \
+		/* Read color component and assign it to object. */ \
+		pVarName = XML_ReadNode_GetVal_AsU32(); \
+		pReadFlag = true; \
+		continue; \
+	}
+
+#endif // AMFIMPORTER_MACRO_HPP_INCLUDED

+ 309 - 0
code/AMFImporter_Material.cpp

@@ -0,0 +1,309 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 AMFImporter_Material.cpp
+/// \brief Parsing data from material nodes.
+/// \date 2016
+/// \author [email protected]
+
+#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
+
+#include "AMFImporter.hpp"
+#include "AMFImporter_Macro.hpp"
+
+namespace Assimp
+{
+
+// <color
+// profile="" - The ICC color space used to interpret the three color channels <r>, <g> and <b>.
+// >
+// </color>
+// A color definition.
+// Multi elements - No.
+// Parent element - <material>, <object>, <volume>, <vertex>, <triangle>.
+//
+// "profile" can be one of "sRGB", "AdobeRGB", "Wide-Gamut-RGB", "CIERGB", "CIELAB", or "CIEXYZ".
+// Children elements:
+//   <r>, <g>, <b>, <a>
+//   Multi elements - No.
+//   Red, Greed, Blue and Alpha (transparency) component of a color in sRGB space, values ranging from 0 to 1. The
+//   values can be specified as constants, or as a formula depending on the coordinates.
+void AMFImporter::ParseNode_Color()
+{
+std::string profile;
+CAMFImporter_NodeElement* ne;
+
+	// Read attributes for node <color>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("profile", profile, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND;
+
+	// create new color object.
+	ne = new CAMFImporter_NodeElement_Color(mNodeElement_Cur);
+
+	CAMFImporter_NodeElement_Color& als = *((CAMFImporter_NodeElement_Color*)ne);// alias for convenience
+
+	als.Profile = profile;
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool read_flag[4] = { false, false, false, false };
+
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("color");
+			MACRO_NODECHECK_READCOMP_F("r", read_flag[0], als.Color.r);
+			MACRO_NODECHECK_READCOMP_F("g", read_flag[1], als.Color.g);
+			MACRO_NODECHECK_READCOMP_F("b", read_flag[2], als.Color.b);
+			MACRO_NODECHECK_READCOMP_F("a", read_flag[3], als.Color.a);
+		MACRO_NODECHECK_LOOPEND("color");
+		ParseHelper_Node_Exit();
+		// check that all components was defined
+		if(!(read_flag[0] && read_flag[1] && read_flag[2])) throw DeadlyImportError("Not all color components are defined.");
+		// check if <a> is absent. Then manualy add "a == 1".
+		if(!read_flag[3]) als.Color.a = 1;
+
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	als.Composed = false;
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <material
+// id="" - A unique material id. material ID "0" is reserved to denote no material (void) or sacrificial material.
+// >
+// </material>
+// An available material.
+// Multi elements - Yes.
+// Parent element - <amf>.
+void AMFImporter::ParseNode_Material()
+{
+std::string id;
+CAMFImporter_NodeElement* ne;
+
+	// Read attributes for node <color>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND;
+
+	// create new object.
+	ne = new CAMFImporter_NodeElement_Material(mNodeElement_Cur);
+	// and assign read data
+	((CAMFImporter_NodeElement_Material*)ne)->ID = id;
+	// Check for child nodes
+	if(!mReader->isEmptyElement())
+	{
+		bool col_read = false;
+
+		ParseHelper_Node_Enter(ne);
+		MACRO_NODECHECK_LOOPBEGIN("material");
+			if(XML_CheckNode_NameEqual("color"))
+			{
+				// Check if data already defined.
+				if(col_read) Throw_MoreThanOnceDefined("color", "Only one color can be defined for <material>.");
+				// read data and set flag about it
+				ParseNode_Color();
+				col_read = true;
+
+				continue;
+			}
+
+			if(XML_CheckNode_NameEqual("metadata")) { ParseNode_Metadata(); continue; }
+		MACRO_NODECHECK_LOOPEND("material");
+		ParseHelper_Node_Exit();
+	}// if(!mReader->isEmptyElement())
+	else
+	{
+		mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	}// if(!mReader->isEmptyElement()) else
+
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <texture
+// id=""     - Assigns a unique texture id for the new texture.
+// width=""  - Width (horizontal size, x) of the texture, in pixels.
+// height="" - Height (lateral size, y) of the texture, in pixels.
+// depth=""  - Depth (vertical size, z) of the texture, in pixels.
+// type=""   - Encoding of the data in the texture. Currently allowed values are "grayscale" only. In grayscale mode, each pixel is represented by one byte
+//   in the range of 0-255. When the texture is referenced using the tex function, these values are converted into a single floating point number in the
+//   range of 0-1 (see Annex 2). A full color graphics will typically require three textures, one for each of the color channels. A graphic involving
+//   transparency may require a fourth channel.
+// tiled=""  - If true then texture repeated when UV-coordinates is greater than 1.
+// >
+// </triangle>
+// Specifies an texture data to be used as a map. Lists a sequence of Base64 values specifying values for pixels from left to right then top to bottom,
+// then layer by layer.
+// Multi elements - Yes.
+// Parent element - <amf>.
+void AMFImporter::ParseNode_Texture()
+{
+std::string id;
+uint32_t width = 0;
+uint32_t height = 0;
+uint32_t depth = 1;
+std::string type;
+bool tiled = false;
+std::string enc64_data;
+CAMFImporter_NodeElement* ne;
+
+	// Read attributes for node <color>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("id", id, mReader->getAttributeValue);
+		MACRO_ATTRREAD_CHECK_RET("width", width, XML_ReadNode_GetAttrVal_AsU32);
+		MACRO_ATTRREAD_CHECK_RET("height", height, XML_ReadNode_GetAttrVal_AsU32);
+		MACRO_ATTRREAD_CHECK_RET("depth", depth, XML_ReadNode_GetAttrVal_AsU32);
+		MACRO_ATTRREAD_CHECK_RET("type", type, mReader->getAttributeValue);
+		MACRO_ATTRREAD_CHECK_RET("tiled", tiled, XML_ReadNode_GetAttrVal_AsBool);
+	MACRO_ATTRREAD_LOOPEND;
+
+	// create new texture object.
+	ne = new CAMFImporter_NodeElement_Texture(mNodeElement_Cur);
+
+	CAMFImporter_NodeElement_Texture& als = *((CAMFImporter_NodeElement_Texture*)ne);// alias for convenience
+
+	// Check for child nodes
+	if(!mReader->isEmptyElement()) XML_ReadNode_GetVal_AsString(enc64_data);
+
+	// check that all components was defined
+	if(id.empty()) throw DeadlyImportError("ID for texture must be defined.");
+	if(width < 1) Throw_IncorrectAttrValue("width");
+	if(height < 1) Throw_IncorrectAttrValue("height");
+	if(depth < 1) Throw_IncorrectAttrValue("depth");
+	if(type != "grayscale") Throw_IncorrectAttrValue("type");
+	if(enc64_data.empty()) throw DeadlyImportError("Texture data not defined.");
+	// copy data
+	als.ID = id;
+	als.Width = width;
+	als.Height = height;
+	als.Depth = depth;
+	als.Tiled = tiled;
+	ParseHelper_Decode_Base64(enc64_data, als.Data);
+	// check data size
+	if((width * height * depth) != als.Data.size()) throw DeadlyImportError("Texture has incorrect data size.");
+
+	mNodeElement_Cur->Child.push_back(ne);// Add element to child list of current element
+	mNodeElement_List.push_back(ne);// and to node element list because its a new object in graph.
+}
+
+// <texmap
+// rtexid="" - Texture ID for red color component.
+// gtexid="" - Texture ID for green color component.
+// btexid="" - Texture ID for blue color component.
+// atexid="" - Texture ID for alpha color component. Optional.
+// >
+// </texmap>, old name: <map>
+// Specifies texture coordinates for triangle.
+// Multi elements - No.
+// Parent element - <triangle>.
+// Children elements:
+//   <utex1>, <utex2>, <utex3>, <vtex1>, <vtex2>, <vtex3>. Old name: <u1>, <u2>, <u3>, <v1>, <v2>, <v3>.
+//   Multi elements - No.
+//   Texture coordinates for every vertex of triangle.
+void AMFImporter::ParseNode_TexMap(const bool pUseOldName)
+{
+std::string rtexid, gtexid, btexid, atexid;
+CAMFImporter_NodeElement* ne;
+
+	// Read attributes for node <color>.
+	MACRO_ATTRREAD_LOOPBEG;
+		MACRO_ATTRREAD_CHECK_RET("rtexid", rtexid, mReader->getAttributeValue);
+		MACRO_ATTRREAD_CHECK_RET("gtexid", gtexid, mReader->getAttributeValue);
+		MACRO_ATTRREAD_CHECK_RET("btexid", btexid, mReader->getAttributeValue);
+		MACRO_ATTRREAD_CHECK_RET("atexid", atexid, mReader->getAttributeValue);
+	MACRO_ATTRREAD_LOOPEND;
+
+	// create new texture coordinates object.
+	ne = new CAMFImporter_NodeElement_TexMap(mNodeElement_Cur);
+
+	CAMFImporter_NodeElement_TexMap& als = *((CAMFImporter_NodeElement_TexMap*)ne);// alias for convenience
+	// check data
+	if(rtexid.empty() && gtexid.empty() && btexid.empty()) throw DeadlyImportError("ParseNode_TexMap. At least one texture ID must be defined.");
+	// Check for children nodes
+	XML_CheckNode_MustHaveChildren();
+	// read children nodes
+	bool read_flag[6] = { false, false, false, false, false, false };
+
+	ParseHelper_Node_Enter(ne);
+	if(!pUseOldName)
+	{
+		MACRO_NODECHECK_LOOPBEGIN("texmap");
+			MACRO_NODECHECK_READCOMP_F("utex1", read_flag[0], als.TextureCoordinate[0].x);
+			MACRO_NODECHECK_READCOMP_F("utex2", read_flag[1], als.TextureCoordinate[1].x);
+			MACRO_NODECHECK_READCOMP_F("utex3", read_flag[2], als.TextureCoordinate[2].x);
+			MACRO_NODECHECK_READCOMP_F("vtex1", read_flag[3], als.TextureCoordinate[0].y);
+			MACRO_NODECHECK_READCOMP_F("vtex2", read_flag[4], als.TextureCoordinate[1].y);
+			MACRO_NODECHECK_READCOMP_F("vtex3", read_flag[5], als.TextureCoordinate[2].y);
+		MACRO_NODECHECK_LOOPEND("texmap");
+	}
+	else
+	{
+		MACRO_NODECHECK_LOOPBEGIN("map");
+			MACRO_NODECHECK_READCOMP_F("u1", read_flag[0], als.TextureCoordinate[0].x);
+			MACRO_NODECHECK_READCOMP_F("u2", read_flag[1], als.TextureCoordinate[1].x);
+			MACRO_NODECHECK_READCOMP_F("u3", read_flag[2], als.TextureCoordinate[2].x);
+			MACRO_NODECHECK_READCOMP_F("v1", read_flag[3], als.TextureCoordinate[0].y);
+			MACRO_NODECHECK_READCOMP_F("v2", read_flag[4], als.TextureCoordinate[1].y);
+			MACRO_NODECHECK_READCOMP_F("v3", read_flag[5], als.TextureCoordinate[2].y);
+		MACRO_NODECHECK_LOOPEND("map");
+	}// if(!pUseOldName) else
+
+	ParseHelper_Node_Exit();
+
+	// check that all components was defined
+	if(!(read_flag[0] && read_flag[1] && read_flag[2] && read_flag[3] && read_flag[4] && read_flag[5]))
+		throw DeadlyImportError("Not all texture coordinates are defined.");
+
+	// copy attributes data
+	als.TextureID_R = rtexid;
+	als.TextureID_G = gtexid;
+	als.TextureID_B = btexid;
+	als.TextureID_A = atexid;
+
+	mNodeElement_List.push_back(ne);// add to node element list because its a new object in graph.
+}
+
+}// namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

+ 423 - 0
code/AMFImporter_Node.hpp

@@ -0,0 +1,423 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 AMFImporter_Node.hpp
+/// \brief Elements of scene graph.
+/// \date 2016
+/// \author [email protected]
+
+#pragma once
+#ifndef INCLUDED_AI_AMF_IMPORTER_NODE_H
+#define INCLUDED_AI_AMF_IMPORTER_NODE_H
+
+// Header files, stdlib.
+#include <list>
+#include <string>
+#include <vector>
+
+// Header files, Assimp.
+#include "assimp/types.h"
+#include "assimp/scene.h"
+
+/// \class CAMFImporter_NodeElement
+/// Base class for elements of nodes.
+class CAMFImporter_NodeElement
+{
+	/***********************************************/
+	/******************** Types ********************/
+	/***********************************************/
+
+public:
+
+	/// \enum EType
+	/// Define what data type contain node element.
+	enum EType
+	{
+		ENET_Color,        ///< Color element: <color>.
+		ENET_Constellation,///< Grouping element: <constellation>.
+		ENET_Coordinates,  ///< Coordinates element: <coordinates>.
+		ENET_Edge,         ///< Edge element: <edge>.
+		ENET_Instance,     ///< Grouping element: <constellation>.
+		ENET_Material,     ///< Material element: <material>.
+		ENET_Metadata,     ///< Metadata element: <metadata>.
+		ENET_Mesh,         ///< Metadata element: <mesh>.
+		ENET_Object,       ///< Element which hold object: <object>.
+		ENET_Root,         ///< Root element: <amf>.
+		ENET_Triangle,     ///< Triangle element: <triangle>.
+		ENET_TexMap,       ///< Texture coordinates element: <texmap> or <map>.
+		ENET_Texture,      ///< Texture element: <texture>.
+		ENET_Vertex,       ///< Vertex element: <vertex>.
+		ENET_Vertices,     ///< Vertex element: <vertices>.
+		ENET_Volume,       ///< Volume element: <volume>.
+
+		ENET_Invalid       ///< Element has invalid type and possible contain invalid data.
+	};
+
+	/***********************************************/
+	/****************** Constants ******************/
+	/***********************************************/
+
+public:
+
+	const EType Type;///< Type of element.
+
+	/***********************************************/
+	/****************** Variables ******************/
+	/***********************************************/
+
+public:
+
+	std::string ID;///< ID of element.
+	CAMFImporter_NodeElement* Parent;///< Parrent element. If nullptr then this node is root.
+	std::list<CAMFImporter_NodeElement*> Child;///< Child elements.
+
+	/***********************************************/
+	/****************** Functions ******************/
+	/***********************************************/
+
+private:
+
+	/// \fn CAMFImporter_NodeElement(const CAMFImporter_NodeElement& pNodeElement)
+	/// Disabled copy constructor.
+	CAMFImporter_NodeElement(const CAMFImporter_NodeElement& pNodeElement);
+
+	/// \fn CAMFImporter_NodeElement& operator=(const CAMFImporter_NodeElement& pNodeElement)
+	/// Disabled assign operator.
+	CAMFImporter_NodeElement& operator=(const CAMFImporter_NodeElement& pNodeElement);
+
+	/// \fn CAMFImporter_NodeElement()
+	/// Disabled default constructor.
+	CAMFImporter_NodeElement();
+
+protected:
+
+	/// \fn CAMFImporter_NodeElement(const EType pType, CAMFImporter_NodeElement* pParent)
+	/// In constructor inheritor must set element type.
+	/// \param [in] pType - element type.
+	/// \param [in] pParent - parent element.
+	CAMFImporter_NodeElement(const EType pType, CAMFImporter_NodeElement* pParent)
+		: Type(pType), Parent(pParent)
+	{}
+
+};// class IAMFImporter_NodeElement
+
+/// \struct CAMFImporter_NodeElement_Constellation
+/// A collection of objects or constellations with specific relative locations.
+struct CAMFImporter_NodeElement_Constellation : public CAMFImporter_NodeElement
+{
+	/// \fn CAMFImporter_NodeElement_Constellation(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Constellation(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Constellation, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Constellation
+
+/// \struct CAMFImporter_NodeElement_Instance
+/// Part of constellation.
+struct CAMFImporter_NodeElement_Instance : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	std::string ObjectID;///< ID of object for instanciation.
+	/// \var Delta - The distance of translation in the x, y, or z direction, respectively, in the referenced object's coordinate system, to
+	/// create an instance of the object in the current constellation.
+	aiVector3D Delta;
+
+	/// \var Rotation - The rotation, in degrees, to rotate the referenced object about its x, y, and z axes, respectively, to create an
+	/// instance of the object in the current constellation. Rotations shall be executed in order of x first, then y, then z.
+	aiVector3D Rotation;
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_Instance(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Instance(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Instance, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Instance
+
+/// \struct CAMFImporter_NodeElement_Metadata
+/// Structure that define metadata node.
+struct CAMFImporter_NodeElement_Metadata : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	std::string Type;///< Type of "Value".
+	std::string Value;///< Value.
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_Metadata(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Metadata(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Metadata, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Metadata
+
+/// \struct CAMFImporter_NodeElement_Root
+/// Structure that define root node.
+struct CAMFImporter_NodeElement_Root : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	std::string Unit;///< The units to be used. May be "inch", "millimeter", "meter", "feet", or "micron".
+	std::string Version;///< Version of format.
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_Root(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Root(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Root, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Root
+
+/// \struct CAMFImporter_NodeElement_Color
+/// Structure that define object node.
+struct CAMFImporter_NodeElement_Color : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	bool Composed;///< Type of color stored: if true then look for formula in \ref Color_Composed[4], else - in \ref Color.
+	std::string Color_Composed[4];///< By components formulas of composed color. [0..3] => RGBA.
+	aiColor4D Color;///< Constant color.
+	std::string Profile;///< The ICC color space used to interpret the three color channels <r>, <g> and <b>..
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_Color(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Color(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Color, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Color
+
+/// \struct CAMFImporter_NodeElement_Material
+/// Structure that define material node.
+struct CAMFImporter_NodeElement_Material : public CAMFImporter_NodeElement
+{
+	/// \fn CAMFImporter_NodeElement_Material(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Material(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Material, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Material
+
+/// \struct CAMFImporter_NodeElement_Object
+/// Structure that define object node.
+struct CAMFImporter_NodeElement_Object : public CAMFImporter_NodeElement
+{
+	/// \fn CAMFImporter_NodeElement_Object(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Object(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Object, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Object
+
+/// \struct CAMFImporter_NodeElement_Mesh
+/// Structure that define mesh node.
+struct CAMFImporter_NodeElement_Mesh : public CAMFImporter_NodeElement
+{
+	/// \fn CAMFImporter_NodeElement_Mesh(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Mesh(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Mesh, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Mesh
+
+/// \struct CAMFImporter_NodeElement_Vertex
+/// Structure that define vertex node.
+struct CAMFImporter_NodeElement_Vertex : public CAMFImporter_NodeElement
+{
+	/// \fn CAMFImporter_NodeElement_Vertex(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Vertex(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Vertex, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Vertex
+
+/// \struct CAMFImporter_NodeElement_Edge
+/// Structure that define edge node.
+struct CAMFImporter_NodeElement_Edge : public CAMFImporter_NodeElement
+{
+	/// \fn CAMFImporter_NodeElement_Edge(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Edge(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Edge, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Vertex
+
+/// \struct CAMFImporter_NodeElement_Vertices
+/// Structure that define vertices node.
+struct CAMFImporter_NodeElement_Vertices : public CAMFImporter_NodeElement
+{
+	/// \fn CAMFImporter_NodeElement_Vertices(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Vertices(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Vertices, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Vertices
+
+/// \struct CAMFImporter_NodeElement_Volume
+/// Structure that define volume node.
+struct CAMFImporter_NodeElement_Volume : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	std::string MaterialID;///< Which material to use.
+	std::string Type;///< What this volume describes can be “region” or “support”. If none specified, “object” is assumed.
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_Volume(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Volume(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Volume, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Volume
+
+/// \struct CAMFImporter_NodeElement_Coordinates
+/// Structure that define coordinates node.
+struct CAMFImporter_NodeElement_Coordinates : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	aiVector3D Coordinate;///< Coordinate.
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_Coordinates(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Coordinates(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Coordinates, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Coordinates
+
+/// \struct CAMFImporter_NodeElement_TexMap
+/// Structure that define texture coordinates node.
+struct CAMFImporter_NodeElement_TexMap : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	aiVector3D TextureCoordinate[3];///< Texture coordinates.
+	std::string TextureID_R;///< Texture ID for red color component.
+	std::string TextureID_G;///< Texture ID for green color component.
+	std::string TextureID_B;///< Texture ID for blue color component.
+	std::string TextureID_A;///< Texture ID for alpha color component.
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_TexMap(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_TexMap(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_TexMap, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_TexMap
+
+/// \struct CAMFImporter_NodeElement_Triangle
+/// Structure that define triangle node.
+struct CAMFImporter_NodeElement_Triangle : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	size_t V[3];///< Triangle vertices.
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_Triangle(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Triangle(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Triangle, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Triangle
+
+/// \struct CAMFImporter_NodeElement_Texture
+/// Structure that define texture node.
+struct CAMFImporter_NodeElement_Texture : public CAMFImporter_NodeElement
+{
+	/****************** Variables ******************/
+
+	size_t Width, Height, Depth;///< Size of the texture.
+	std::vector<uint8_t> Data;///< Data of the texture.
+	bool Tiled;
+
+	/****************** Functions ******************/
+
+	/// \fn CAMFImporter_NodeElement_Texture(CAMFImporter_NodeElement* pParent)
+	/// Constructor.
+	/// \param [in] pParent - pointer to parent node.
+	CAMFImporter_NodeElement_Texture(CAMFImporter_NodeElement* pParent)
+		: CAMFImporter_NodeElement(ENET_Texture, pParent)
+	{}
+
+};// struct CAMFImporter_NodeElement_Texture
+
+#endif // INCLUDED_AI_AMF_IMPORTER_NODE_H

+ 966 - 0
code/AMFImporter_Postprocess.cpp

@@ -0,0 +1,966 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 AMFImporter_Postprocess.cpp
+/// \brief Convert built scenegraph and objects to Assimp scenegraph.
+/// \date 2016
+/// \author [email protected]
+
+#ifndef ASSIMP_BUILD_NO_AMF_IMPORTER
+
+#include "AMFImporter.hpp"
+
+// Header files, Assimp.
+#include "SceneCombiner.h"
+#include "StandardShapes.h"
+#include "StringUtils.h"
+
+// Header files, stdlib.
+#include <algorithm>
+#include <iterator>
+
+namespace Assimp
+{
+
+aiColor4D AMFImporter::SPP_Material::GetColor(const float pX, const float pY, const float pZ) const
+{
+aiColor4D tcol;
+
+	// Check if stored data are supported.
+	if(Composition.size() != 0)
+	{
+		throw DeadlyImportError("IME. GetColor for composition");
+	}
+	else if(Color->Composed)
+	{
+		throw DeadlyImportError("IME. GetColor, composed color");
+	}
+	else
+	{
+		tcol = Color->Color;
+	}
+
+	// Check if default color must be used
+	if((tcol.r == 0) && (tcol.g == 0) && (tcol.b == 0) && (tcol.a == 0))
+	{
+		tcol.r = 0.5f;
+		tcol.g = 0.5f;
+		tcol.b = 0.5f;
+		tcol.a = 1;
+	}
+
+	return tcol;
+}
+
+void AMFImporter::PostprocessHelper_CreateMeshDataArray(const CAMFImporter_NodeElement_Mesh& pNodeElement, std::vector<aiVector3D>& pVertexCoordinateArray,
+														std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray) const
+{
+CAMFImporter_NodeElement_Vertices* vn = nullptr;
+size_t col_idx;
+
+	// All data stored in "vertices", search for it.
+	for(CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
+	{
+		if(ne_child->Type == CAMFImporter_NodeElement::ENET_Vertices) vn = (CAMFImporter_NodeElement_Vertices*)ne_child;
+	}
+
+	// If "vertices" not found then no work for us.
+	if(vn == nullptr) return;
+
+	pVertexCoordinateArray.reserve(vn->Child.size());// all coordinates stored as child and we need to reserve space for future push_back's.
+	pVertexColorArray.resize(vn->Child.size());// colors count equal vertices count.
+	col_idx = 0;
+	// Inside vertices collect all data and place to arrays
+	for(CAMFImporter_NodeElement* vn_child: vn->Child)
+	{
+		// vertices, colors
+		if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
+		{
+			// by default clear color for current vertex
+			pVertexColorArray[col_idx] = nullptr;
+
+			for(CAMFImporter_NodeElement* vtx: vn_child->Child)
+			{
+				if(vtx->Type == CAMFImporter_NodeElement::ENET_Coordinates)
+				{
+					pVertexCoordinateArray.push_back(((CAMFImporter_NodeElement_Coordinates*)vtx)->Coordinate);
+
+					continue;
+				}
+
+				if(vtx->Type == CAMFImporter_NodeElement::ENET_Color)
+				{
+					pVertexColorArray[col_idx] = (CAMFImporter_NodeElement_Color*)vtx;
+
+					continue;
+				}
+			}// for(CAMFImporter_NodeElement* vtx: vn_child->Child)
+
+			col_idx++;
+		}// if(vn_child->Type == CAMFImporter_NodeElement::ENET_Vertex)
+	}// for(CAMFImporter_NodeElement* vn_child: vn->Child)
+}
+
+size_t AMFImporter::PostprocessHelper_GetTextureID_Or_Create(const std::string& pID_R, const std::string& pID_G, const std::string& pID_B,
+																const std::string& pID_A)
+{
+size_t TextureConverted_Index;
+std::string TextureConverted_ID;
+
+	// check input data
+	if(pID_R.empty() && pID_G.empty() && pID_B.empty() && pID_A.empty())
+		throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. At least one texture ID must be defined.");
+
+	// Create ID
+	TextureConverted_ID = pID_R + "_" + pID_G + "_" + pID_B + "_" + pID_A;
+	// Check if texture specified by set of IDs is converted already.
+	TextureConverted_Index = 0;
+	for(const SPP_Texture& tex_convd: mTexture_Converted)
+	{
+		if(tex_convd.ID == TextureConverted_ID)
+			return TextureConverted_Index;
+		else
+			TextureConverted_Index++;
+	}
+
+	//
+	// Converted texture not found, create it.
+	//
+	CAMFImporter_NodeElement_Texture* src_texture[4]{nullptr};
+	std::vector<CAMFImporter_NodeElement_Texture*> src_texture_4check;
+	SPP_Texture converted_texture;
+
+	{// find all specified source textures
+		CAMFImporter_NodeElement* t_tex;
+
+		// R
+		if(!pID_R.empty())
+		{
+			if(!Find_NodeElement(pID_R, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_R);
+
+			src_texture[0] = (CAMFImporter_NodeElement_Texture*)t_tex;
+			src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
+		}
+		else
+		{
+			src_texture[0] = nullptr;
+		}
+
+		// G
+		if(!pID_G.empty())
+		{
+			if(!Find_NodeElement(pID_G, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_G);
+
+			src_texture[1] = (CAMFImporter_NodeElement_Texture*)t_tex;
+			src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
+		}
+		else
+		{
+			src_texture[1] = nullptr;
+		}
+
+		// B
+		if(!pID_B.empty())
+		{
+			if(!Find_NodeElement(pID_B, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_B);
+
+			src_texture[2] = (CAMFImporter_NodeElement_Texture*)t_tex;
+			src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
+		}
+		else
+		{
+			src_texture[2] = nullptr;
+		}
+
+		// A
+		if(!pID_A.empty())
+		{
+			if(!Find_NodeElement(pID_A, CAMFImporter_NodeElement::ENET_Texture, &t_tex)) Throw_ID_NotFound(pID_A);
+
+			src_texture[3] = (CAMFImporter_NodeElement_Texture*)t_tex;
+			src_texture_4check.push_back((CAMFImporter_NodeElement_Texture*)t_tex);
+		}
+		else
+		{
+			src_texture[3] = nullptr;
+		}
+	}// END: find all specified source textures
+
+	// check that all textures has same size
+	if(src_texture_4check.size() > 1)
+	{
+		for (size_t i = 0, i_e = (src_texture_4check.size() - 1); i < i_e; i++)
+		{
+			if((src_texture_4check[i]->Width != src_texture_4check[i + 1]->Width) || (src_texture_4check[i]->Height != src_texture_4check[i + 1]->Height) ||
+				(src_texture_4check[i]->Depth != src_texture_4check[i + 1]->Depth))
+			{
+				throw DeadlyImportError("PostprocessHelper_GetTextureID_Or_Create. Source texture must has the same size.");
+			}
+		}
+	}// if(src_texture_4check.size() > 1)
+
+	// set texture attributes
+	converted_texture.Width = src_texture_4check[0]->Width;
+	converted_texture.Height = src_texture_4check[0]->Height;
+	converted_texture.Depth = src_texture_4check[0]->Depth;
+	// if one of source texture is tiled then converted texture is tiled too.
+	converted_texture.Tiled = false;
+	for(uint8_t i = 0; i < src_texture_4check.size(); i++) converted_texture.Tiled |= src_texture_4check[i]->Tiled;
+
+	// Create format hint.
+	strcpy(converted_texture.FormatHint, "rgba0000");// copy initial string.
+	if(!pID_R.empty()) converted_texture.FormatHint[4] = '8';
+	if(!pID_G.empty()) converted_texture.FormatHint[5] = '8';
+	if(!pID_B.empty()) converted_texture.FormatHint[6] = '8';
+	if(!pID_A.empty()) converted_texture.FormatHint[7] = '8';
+
+	//
+	// Сopy data of textures.
+	//
+	size_t tex_size = 0;
+	size_t step = 0;
+	size_t off_g = 0;
+	size_t off_b = 0;
+
+	// Calculate size of the target array and rule how data will be copied.
+	if(!pID_R.empty()) { tex_size += src_texture[0]->Data.size(); step++, off_g++, off_b++; }
+	if(!pID_G.empty()) { tex_size += src_texture[1]->Data.size(); step++, off_b++; }
+	if(!pID_B.empty()) { tex_size += src_texture[2]->Data.size(); step++; }
+	if(!pID_A.empty()) { tex_size += src_texture[3]->Data.size(); step++; }
+
+	// Create target array.
+	converted_texture.Data = new uint8_t[tex_size];
+	// And copy data
+	auto CopyTextureData = [&](const std::string& pID, const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
+	{
+		if(!pID.empty())
+		{
+			for(size_t idx_target = pOffset, idx_src = 0; idx_target < tex_size; idx_target += pStep, idx_src++)
+				converted_texture.Data[idx_target] = src_texture[pSrcTexNum]->Data.at(idx_src);
+		}
+	};// auto CopyTextureData = [&](const size_t pOffset, const size_t pStep, const uint8_t pSrcTexNum) -> void
+
+	CopyTextureData(pID_R, 0, step, 0);
+	CopyTextureData(pID_G, off_g, step, 1);
+	CopyTextureData(pID_B, off_b, step, 2);
+	CopyTextureData(pID_A, step - 1, step, 3);
+
+	// Store new converted texture ID
+	converted_texture.ID = TextureConverted_ID;
+	// Store new converted texture
+	mTexture_Converted.push_back(converted_texture);
+
+	return TextureConverted_Index;
+}
+
+void AMFImporter::PostprocessHelper_SplitFacesByTextureID(std::list<SComplexFace>& pInputList, std::list<std::list<SComplexFace> >& pOutputList_Separated)
+{
+auto texmap_is_equal = [](const CAMFImporter_NodeElement_TexMap* pTexMap1, const CAMFImporter_NodeElement_TexMap* pTexMap2) -> bool
+{
+	if((pTexMap1 == nullptr) && (pTexMap2 == nullptr)) return true;
+	if(pTexMap1 == nullptr) return false;
+	if(pTexMap2 == nullptr) return false;
+
+	if(pTexMap1->TextureID_R != pTexMap2->TextureID_R) return false;
+	if(pTexMap1->TextureID_G != pTexMap2->TextureID_G) return false;
+	if(pTexMap1->TextureID_B != pTexMap2->TextureID_B) return false;
+	if(pTexMap1->TextureID_A != pTexMap2->TextureID_A) return false;
+
+	return true;
+};
+
+	pOutputList_Separated.clear();
+	if(pInputList.size() == 0) return;
+
+	do
+	{
+		SComplexFace face_start = pInputList.front();
+		std::list<SComplexFace> face_list_cur;
+
+		for(std::list<SComplexFace>::iterator it = pInputList.begin(), it_end = pInputList.end(); it != it_end;)
+		{
+			if(texmap_is_equal(face_start.TexMap, it->TexMap))
+			{
+				auto it_old = it;
+
+				it++;
+				face_list_cur.push_back(*it_old);
+				pInputList.erase(it_old);
+			}
+			else
+			{
+				it++;
+			}
+		}
+
+		if(face_list_cur.size() > 0) pOutputList_Separated.push_back(face_list_cur);
+
+	} while(pInputList.size() > 0);
+}
+
+void AMFImporter::Postprocess_AddMetadata(const std::list<CAMFImporter_NodeElement_Metadata*>& metadataList, aiNode& sceneNode) const
+{
+	if ( !metadataList.empty() )
+	{
+		if(sceneNode.mMetaData != nullptr) throw DeadlyImportError("Postprocess. MetaData member in node are not nullptr. Something went wrong.");
+
+		// copy collected metadata to output node.
+        sceneNode.mMetaData = aiMetadata::Alloc( static_cast<unsigned int>(metadataList.size()) );
+		size_t meta_idx( 0 );
+
+		for(const CAMFImporter_NodeElement_Metadata& metadata: metadataList)
+		{
+			sceneNode.mMetaData->Set(static_cast<unsigned int>(meta_idx++), metadata.Type, aiString(metadata.Value));
+		}
+	}// if(!metadataList.empty())
+}
+
+void AMFImporter::Postprocess_BuildNodeAndObject(const CAMFImporter_NodeElement_Object& pNodeElement, std::list<aiMesh*>& pMeshList, aiNode** pSceneNode)
+{
+CAMFImporter_NodeElement_Color* object_color = nullptr;
+
+	// create new aiNode and set name as <object> has.
+	*pSceneNode = new aiNode;
+	(*pSceneNode)->mName = pNodeElement.ID;
+	// read mesh and color
+	for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
+	{
+		std::vector<aiVector3D> vertex_arr;
+		std::vector<CAMFImporter_NodeElement_Color*> color_arr;
+
+		// color for object
+		if(ne_child->Type == CAMFImporter_NodeElement::ENET_Color) object_color = (CAMFImporter_NodeElement_Color*)ne_child;
+
+		if(ne_child->Type == CAMFImporter_NodeElement::ENET_Mesh)
+		{
+			// Create arrays from children of mesh: vertices.
+			PostprocessHelper_CreateMeshDataArray(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr);
+			// Use this arrays as a source when creating every aiMesh
+			Postprocess_BuildMeshSet(*((CAMFImporter_NodeElement_Mesh*)ne_child), vertex_arr, color_arr, object_color, pMeshList, **pSceneNode);
+		}
+	}// for(const CAMFImporter_NodeElement* ne_child: pNodeElement)
+}
+
+void AMFImporter::Postprocess_BuildMeshSet(const CAMFImporter_NodeElement_Mesh& pNodeElement, const std::vector<aiVector3D>& pVertexCoordinateArray,
+											const std::vector<CAMFImporter_NodeElement_Color*>& pVertexColorArray,
+											const CAMFImporter_NodeElement_Color* pObjectColor, std::list<aiMesh*>& pMeshList, aiNode& pSceneNode)
+{
+std::list<unsigned int> mesh_idx;
+
+	// all data stored in "volume", search for it.
+	for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
+	{
+		const CAMFImporter_NodeElement_Color* ne_volume_color = nullptr;
+		const SPP_Material* cur_mat = nullptr;
+
+		if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
+		{
+			/******************* Get faces *******************/
+			const CAMFImporter_NodeElement_Volume* ne_volume = reinterpret_cast<const CAMFImporter_NodeElement_Volume*>(ne_child);
+
+			std::list<SComplexFace> complex_faces_list;// List of the faces of the volume.
+			std::list<std::list<SComplexFace> > complex_faces_toplist;// List of the face list for every mesh.
+
+			// check if volume use material
+			if(!ne_volume->MaterialID.empty())
+			{
+				if(!Find_ConvertedMaterial(ne_volume->MaterialID, &cur_mat)) Throw_ID_NotFound(ne_volume->MaterialID);
+			}
+
+			// inside "volume" collect all data and place to arrays or create new objects
+			for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
+			{
+				// color for volume
+				if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Color)
+				{
+					ne_volume_color = reinterpret_cast<const CAMFImporter_NodeElement_Color*>(ne_volume_child);
+				}
+				else if(ne_volume_child->Type == CAMFImporter_NodeElement::ENET_Triangle)// triangles, triangles colors
+				{
+					const CAMFImporter_NodeElement_Triangle& tri_al = *reinterpret_cast<const CAMFImporter_NodeElement_Triangle*>(ne_volume_child);
+
+					SComplexFace complex_face;
+
+					// initialize pointers
+					complex_face.Color = nullptr;
+					complex_face.TexMap = nullptr;
+					// get data from triangle children: color, texture coordinates.
+					if(tri_al.Child.size())
+					{
+						for(const CAMFImporter_NodeElement* ne_triangle_child: tri_al.Child)
+						{
+							if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_Color)
+								complex_face.Color = reinterpret_cast<const CAMFImporter_NodeElement_Color*>(ne_triangle_child);
+							else if(ne_triangle_child->Type == CAMFImporter_NodeElement::ENET_TexMap)
+								complex_face.TexMap = reinterpret_cast<const CAMFImporter_NodeElement_TexMap*>(ne_triangle_child);
+						}
+					}// if(tri_al.Child.size())
+
+					// create new face and store it.
+					complex_face.Face.mNumIndices = 3;
+					complex_face.Face.mIndices = new unsigned int[3];
+					complex_face.Face.mIndices[0] = static_cast<unsigned int>(tri_al.V[0]);
+					complex_face.Face.mIndices[1] = static_cast<unsigned int>(tri_al.V[1]);
+					complex_face.Face.mIndices[2] = static_cast<unsigned int>(tri_al.V[2]);
+					complex_faces_list.push_back(complex_face);
+				}
+			}// for(const CAMFImporter_NodeElement* ne_volume_child: ne_volume->Child)
+
+			/**** Split faces list: one list per mesh ****/
+			PostprocessHelper_SplitFacesByTextureID(complex_faces_list, complex_faces_toplist);
+
+			/***** Create mesh for every faces list ******/
+			for(std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
+			{
+				auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
+				{
+					size_t rv;
+
+					if(pBiggerThan != nullptr)
+					{
+						bool found = false;
+
+						for(const SComplexFace& face: pFaceList)
+						{
+							for(size_t idx_vert = 0; idx_vert < face.Face.mNumIndices; idx_vert++)
+							{
+								if(face.Face.mIndices[idx_vert] > *pBiggerThan)
+								{
+									rv = face.Face.mIndices[idx_vert];
+									found = true;
+
+									break;
+								}
+							}
+
+							if(found) break;
+						}
+
+						if(!found) return *pBiggerThan;
+					}
+					else
+					{
+						rv = pFaceList.front().Face.mIndices[0];
+					}// if(pBiggerThan != nullptr) else
+
+					for(const SComplexFace& face: pFaceList)
+					{
+						for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
+						{
+							if(face.Face.mIndices[vi] < rv)
+							{
+								if(pBiggerThan != nullptr)
+								{
+									if(face.Face.mIndices[vi] > *pBiggerThan) rv = face.Face.mIndices[vi];
+								}
+								else
+								{
+									rv = face.Face.mIndices[vi];
+								}
+							}
+						}
+					}// for(const SComplexFace& face: pFaceList)
+
+					return rv;
+				};// auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
+
+				auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
+				{
+					for(const SComplexFace& face: pFaceList)
+					{
+						for(size_t vi = 0; vi < face.Face.mNumIndices; vi++)
+						{
+							if(face.Face.mIndices[vi] == pIdx_From) face.Face.mIndices[vi] = static_cast<unsigned int>(pIdx_To);
+						}
+					}
+				};// auto VertexIndex_Replace = [](std::list<SComplexFace>& pFaceList, const size_t pIdx_From, const size_t pIdx_To) -> void
+
+				auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
+				{
+					// Color priorities(In descending order):
+					// 1. triangle color;
+					// 2. vertex color;
+					// 3. volume color;
+					// 4. object color;
+					// 5. material;
+					// 6. default - invisible coat.
+					//
+					// Fill vertices colors in color priority list above that's points from 1 to 6.
+					if((pIdx < pVertexColorArray.size()) && (pVertexColorArray[pIdx] != nullptr))// check for vertex color
+					{
+						if(pVertexColorArray[pIdx]->Composed)
+							throw DeadlyImportError("IME: vertex color composed");
+						else
+							return pVertexColorArray[pIdx]->Color;
+					}
+					else if(ne_volume_color != nullptr)// check for volume color
+					{
+						if(ne_volume_color->Composed)
+							throw DeadlyImportError("IME: volume color composed");
+						else
+							return ne_volume_color->Color;
+					}
+					else if(pObjectColor != nullptr)// check for object color
+					{
+						if(pObjectColor->Composed)
+							throw DeadlyImportError("IME: object color composed");
+						else
+							return pObjectColor->Color;
+					}
+					else if(cur_mat != nullptr)// check for material
+					{
+						return cur_mat->GetColor(pVertexCoordinateArray.at(pIdx).x, pVertexCoordinateArray.at(pIdx).y, pVertexCoordinateArray.at(pIdx).z);
+					}
+					else// set default color.
+					{
+						return {0, 0, 0, 0};
+					}// if((vi < pVertexColorArray.size()) && (pVertexColorArray[vi] != nullptr)) else
+
+				};// auto Vertex_CalculateColor = [&](const size_t pIdx) -> aiColor4D
+
+				aiMesh* tmesh = new aiMesh;
+
+				tmesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;// Only triangles is supported by AMF.
+				//
+				// set geometry and colors (vertices)
+				//
+				// copy faces/triangles
+				tmesh->mNumFaces = static_cast<unsigned int>(face_list_cur.size());
+				tmesh->mFaces = new aiFace[tmesh->mNumFaces];
+
+				// Create vertices list and optimize indices. Optimisation mean following.In AMF all volumes use one big list of vertices. And one volume
+				// can use only part of vertices list, for example: vertices list contain few thousands of vertices and volume use vertices 1, 3, 10.
+				// Do you need all this thousands of garbage? Of course no. So, optimisation step transformate sparse indices set to continuous.
+				size_t VertexCount_Max = tmesh->mNumFaces * 3;// 3 - triangles.
+				std::vector<aiVector3D> vert_arr, texcoord_arr;
+				std::vector<aiColor4D> col_arr;
+
+				vert_arr.reserve(VertexCount_Max * 2);// "* 2" - see below TODO.
+				col_arr.reserve(VertexCount_Max * 2);
+
+				{// fill arrays
+					size_t vert_idx_from, vert_idx_to;
+
+					// first iteration.
+					vert_idx_to = 0;
+					vert_idx_from = VertexIndex_GetMinimal(face_list_cur, nullptr);
+					vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
+					col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
+					if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
+
+					// rest iterations
+					do
+					{
+						vert_idx_from = VertexIndex_GetMinimal(face_list_cur, &vert_idx_to);
+						if(vert_idx_from == vert_idx_to) break;// all indices are transferred,
+
+						vert_arr.push_back(pVertexCoordinateArray.at(vert_idx_from));
+						col_arr.push_back(Vertex_CalculateColor(vert_idx_from));
+						vert_idx_to++;
+						if(vert_idx_from != vert_idx_to) VertexIndex_Replace(face_list_cur, vert_idx_from, vert_idx_to);
+
+					} while(true);
+				}// fill arrays. END.
+
+				//
+				// check if triangle colors are used and create additional faces if needed.
+				//
+				for(const SComplexFace& face_cur: face_list_cur)
+				{
+					if(face_cur.Color != nullptr)
+					{
+						aiColor4D face_color;
+						size_t vert_idx_new = vert_arr.size();
+
+						if(face_cur.Color->Composed)
+							throw DeadlyImportError("IME: face color composed");
+						else
+							face_color = face_cur.Color->Color;
+
+						for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
+						{
+							vert_arr.push_back(vert_arr.at(face_cur.Face.mIndices[idx_ind]));
+							col_arr.push_back(face_color);
+							face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(vert_idx_new++);
+						}
+					}// if(face_cur.Color != nullptr)
+				}// for(const SComplexFace& face_cur: face_list_cur)
+
+				//
+				// if texture is used then copy texture coordinates too.
+				//
+				if(face_list_cur.front().TexMap != nullptr)
+				{
+					size_t idx_vert_new = vert_arr.size();
+					///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
+					/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
+					/// optimisation.
+					bool* idx_vert_used;
+
+					idx_vert_used = new bool[VertexCount_Max * 2];
+					for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false;
+
+					// This ID's will be used when set materials ID in scene.
+					tmesh->mMaterialIndex = static_cast<unsigned int>(PostprocessHelper_GetTextureID_Or_Create(face_list_cur.front().TexMap->TextureID_R,
+																						face_list_cur.front().TexMap->TextureID_G,
+																						face_list_cur.front().TexMap->TextureID_B,
+																						face_list_cur.front().TexMap->TextureID_A));
+					texcoord_arr.resize(VertexCount_Max * 2);
+					for(const SComplexFace& face_cur: face_list_cur)
+					{
+						for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
+						{
+							const size_t idx_vert = face_cur.Face.mIndices[idx_ind];
+
+							if(!idx_vert_used[idx_vert])
+							{
+								texcoord_arr.at(idx_vert) = face_cur.TexMap->TextureCoordinate[idx_ind];
+								idx_vert_used[idx_vert] = true;
+							}
+							else if(texcoord_arr.at(idx_vert) != face_cur.TexMap->TextureCoordinate[idx_ind])
+							{
+								// in that case one vertex is shared with many texture coordinates. We need to duplicate vertex with another texture
+								// coordinates.
+								vert_arr.push_back(vert_arr.at(idx_vert));
+								col_arr.push_back(col_arr.at(idx_vert));
+								texcoord_arr.at(idx_vert_new) = face_cur.TexMap->TextureCoordinate[idx_ind];
+								face_cur.Face.mIndices[idx_ind] = static_cast<unsigned int>(idx_vert_new++);
+							}
+						}// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
+					}// for(const SComplexFace& face_cur: face_list_cur)
+
+					delete [] idx_vert_used;
+					// shrink array
+					texcoord_arr.resize(idx_vert_new);
+				}// if(face_list_cur.front().TexMap != nullptr)
+
+				//
+				// copy collected data to mesh
+				//
+				tmesh->mNumVertices = static_cast<unsigned int>(vert_arr.size());
+				tmesh->mVertices = new aiVector3D[tmesh->mNumVertices];
+				tmesh->mColors[0] = new aiColor4D[tmesh->mNumVertices];
+				tmesh->mFaces = new aiFace[face_list_cur.size()];
+
+				memcpy(tmesh->mVertices, vert_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
+				memcpy(tmesh->mColors[0], col_arr.data(), tmesh->mNumVertices * sizeof(aiColor4D));
+				if(texcoord_arr.size() > 0)
+				{
+					tmesh->mTextureCoords[0] = new aiVector3D[tmesh->mNumVertices];
+					memcpy(tmesh->mTextureCoords[0], texcoord_arr.data(), tmesh->mNumVertices * sizeof(aiVector3D));
+					tmesh->mNumUVComponents[0] = 2;// U and V stored in "x", "y" of aiVector3D.
+				}
+
+				size_t idx_face = 0;
+				for(const SComplexFace& face_cur: face_list_cur) tmesh->mFaces[idx_face++] = face_cur.Face;
+
+				// store new aiMesh
+				mesh_idx.push_back(static_cast<unsigned int>(pMeshList.size()));
+				pMeshList.push_back(tmesh);
+			}// for(const std::list<SComplexFace>& face_list_cur: complex_faces_toplist)
+		}// if(ne_child->Type == CAMFImporter_NodeElement::ENET_Volume)
+	}// for(const CAMFImporter_NodeElement* ne_child: pNodeElement.Child)
+
+	// if meshes was created then assign new indices with current aiNode
+	if(mesh_idx.size() > 0)
+	{
+		std::list<unsigned int>::const_iterator mit = mesh_idx.begin();
+
+		pSceneNode.mNumMeshes = static_cast<unsigned int>(mesh_idx.size());
+		pSceneNode.mMeshes = new unsigned int[pSceneNode.mNumMeshes];
+		for(size_t i = 0; i < pSceneNode.mNumMeshes; i++) pSceneNode.mMeshes[i] = *mit++;
+	}// if(mesh_idx.size() > 0)
+}
+
+void AMFImporter::Postprocess_BuildMaterial(const CAMFImporter_NodeElement_Material& pMaterial)
+{
+SPP_Material new_mat;
+
+	new_mat.ID = pMaterial.ID;
+	for(const CAMFImporter_NodeElement* mat_child: pMaterial.Child)
+	{
+		if(mat_child->Type == CAMFImporter_NodeElement::ENET_Color)
+		{
+			new_mat.Color = (CAMFImporter_NodeElement_Color*)mat_child;
+		}
+		else if(mat_child->Type == CAMFImporter_NodeElement::ENET_Metadata)
+		{
+			new_mat.Metadata.push_back((CAMFImporter_NodeElement_Metadata*)mat_child);
+		}
+	}// for(const CAMFImporter_NodeElement* mat_child; pMaterial.Child)
+
+	// place converted material to special list
+	mMaterial_Converted.push_back(new_mat);
+}
+
+void AMFImporter::Postprocess_BuildConstellation(CAMFImporter_NodeElement_Constellation& pConstellation, std::list<aiNode*>& pNodeList) const
+{
+aiNode* con_node;
+std::list<aiNode*> ch_node;
+
+	// We will build next hierarchy:
+	// aiNode as parent (<constellation>) for set of nodes as a children
+	//  |- aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
+	//  ...
+	//  \_ aiNode for transformation (<instance> -> <delta...>, <r...>) - aiNode for pointing to object ("objectid")
+	con_node = new aiNode;
+	con_node->mName = pConstellation.ID;
+	// Walk through children and search for instances of another objects, constellations.
+	for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
+	{
+		aiMatrix4x4 tmat;
+		aiNode* t_node;
+		aiNode* found_node;
+
+		if(ne->Type == CAMFImporter_NodeElement::ENET_Metadata) continue;
+		if(ne->Type != CAMFImporter_NodeElement::ENET_Instance) throw DeadlyImportError("Only <instance> nodes can be in <constellation>.");
+
+		// create alias for conveniance
+		CAMFImporter_NodeElement_Instance& als = *((CAMFImporter_NodeElement_Instance*)ne);
+		// find referenced object
+		if(!Find_ConvertedNode(als.ObjectID, pNodeList, &found_node)) Throw_ID_NotFound(als.ObjectID);
+
+		// create node for apllying transformation
+		t_node = new aiNode;
+		t_node->mParent = con_node;
+		// apply transformation
+		aiMatrix4x4::Translation(als.Delta, tmat), t_node->mTransformation *= tmat;
+		aiMatrix4x4::RotationX(als.Rotation.x, tmat), t_node->mTransformation *= tmat;
+		aiMatrix4x4::RotationY(als.Rotation.y, tmat), t_node->mTransformation *= tmat;
+		aiMatrix4x4::RotationZ(als.Rotation.z, tmat), t_node->mTransformation *= tmat;
+		// create array for one child node
+		t_node->mNumChildren = 1;
+		t_node->mChildren = new aiNode*[t_node->mNumChildren];
+		SceneCombiner::Copy(&t_node->mChildren[0], found_node);
+		t_node->mChildren[0]->mParent = t_node;
+		ch_node.push_back(t_node);
+	}// for(const CAMFImporter_NodeElement* ne: pConstellation.Child)
+
+	// copy found aiNode's as children
+	if(ch_node.size() == 0) throw DeadlyImportError("<constellation> must have at least one <instance>.");
+
+	size_t ch_idx = 0;
+
+	con_node->mNumChildren = static_cast<unsigned int>(ch_node.size());
+	con_node->mChildren = new aiNode*[con_node->mNumChildren];
+	for(aiNode* node: ch_node) con_node->mChildren[ch_idx++] = node;
+
+	// and place "root" of <constellation> node to node list
+	pNodeList.push_back(con_node);
+}
+
+void AMFImporter::Postprocess_BuildScene(aiScene* pScene)
+{
+std::list<aiNode*> node_list;
+std::list<aiMesh*> mesh_list;
+std::list<CAMFImporter_NodeElement_Metadata*> meta_list;
+
+	//
+	// Because for AMF "material" is just complex colors mixing so aiMaterial will not be used.
+	// For building aiScene we are must to do few steps:
+	// at first creating root node for aiScene.
+	pScene->mRootNode = new aiNode;
+	pScene->mRootNode->mParent = nullptr;
+	pScene->mFlags |= AI_SCENE_FLAGS_ALLOW_SHARED;
+	// search for root(<amf>) element
+	CAMFImporter_NodeElement* root_el = nullptr;
+
+	for(CAMFImporter_NodeElement* ne: mNodeElement_List)
+	{
+		if(ne->Type != CAMFImporter_NodeElement::ENET_Root) continue;
+
+		root_el = ne;
+
+		break;
+	}// for(const CAMFImporter_NodeElement* ne: mNodeElement_List)
+
+	// Check if root element are found.
+	if(root_el == nullptr) throw DeadlyImportError("Root(<amf>) element not found.");
+
+	// after that walk through children of root and collect data. Five types of nodes can be placed at top level - in <amf>: <object>, <material>, <texture>,
+	// <constellation> and <metadata>. But at first we must read <material> and <texture> because they will be used in <object>. <metadata> can be read
+	// at any moment.
+	//
+	// 1. <material>
+	// 2. <texture> will be converted later when processing triangles list. \sa Postprocess_BuildMeshSet
+	for(const CAMFImporter_NodeElement* root_child: root_el->Child)
+	{
+		if(root_child->Type == CAMFImporter_NodeElement::ENET_Material) Postprocess_BuildMaterial(*((CAMFImporter_NodeElement_Material*)root_child));
+	}
+
+	// After "appearance" nodes we must read <object> because it will be used in <constellation> -> <instance>.
+	//
+	// 3. <object>
+	for(const CAMFImporter_NodeElement* root_child: root_el->Child)
+	{
+		if(root_child->Type == CAMFImporter_NodeElement::ENET_Object)
+		{
+			aiNode* tnode = nullptr;
+
+			// for <object> mesh and node must be built: object ID assigned to aiNode name and will be used in future for <instance>
+			Postprocess_BuildNodeAndObject(*((CAMFImporter_NodeElement_Object*)root_child), mesh_list, &tnode);
+			if(tnode != nullptr) node_list.push_back(tnode);
+
+		}
+	}// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
+
+	// And finally read rest of nodes.
+	//
+	for(const CAMFImporter_NodeElement* root_child: root_el->Child)
+	{
+		// 4. <constellation>
+		if(root_child->Type == CAMFImporter_NodeElement::ENET_Constellation)
+		{
+			// <object> and <constellation> at top of self abstraction use aiNode. So we can use only aiNode list for creating new aiNode's.
+			Postprocess_BuildConstellation(*((CAMFImporter_NodeElement_Constellation*)root_child), node_list);
+		}
+
+		// 5, <metadata>
+		if(root_child->Type == CAMFImporter_NodeElement::ENET_Metadata) meta_list.push_back((CAMFImporter_NodeElement_Metadata*)root_child);
+	}// for(const CAMFImporter_NodeElement* root_child: root_el->Child)
+
+	// at now we can add collected metadata to root node
+	Postprocess_AddMetadata(meta_list, *pScene->mRootNode);
+	//
+	// Check constellation children
+	//
+	// As said in specification:
+	// "When multiple objects and constellations are defined in a single file, only the top level objects and constellations are available for printing."
+	// What that means? For example: if some object is used in constellation then you must show only constellation but not original object.
+	// And at this step we are checking that relations.
+nl_clean_loop:
+
+	if(node_list.size() > 1)
+	{
+		// walk through all nodes
+		for(std::list<aiNode*>::iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
+		{
+			// and try to find them in another top nodes.
+			std::list<aiNode*>::const_iterator next_it = nl_it;
+
+			next_it++;
+			for(; next_it != node_list.end(); next_it++)
+			{
+				if((*next_it)->FindNode((*nl_it)->mName) != nullptr)
+				{
+					// if current top node(nl_it) found in another top node then erase it from node_list and restart search loop.
+					node_list.erase(nl_it);
+
+					goto nl_clean_loop;
+				}
+			}// for(; next_it != node_list.end(); next_it++)
+		}// for(std::list<aiNode*>::const_iterator nl_it = node_list.begin(); nl_it != node_list.end(); nl_it++)
+	}
+
+	//
+	// move created objects to aiScene
+	//
+	//
+	// Nodes
+	if(node_list.size() > 0)
+	{
+		std::list<aiNode*>::const_iterator nl_it = node_list.begin();
+
+		pScene->mRootNode->mNumChildren = static_cast<unsigned int>(node_list.size());
+		pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
+		for(size_t i = 0; i < pScene->mRootNode->mNumChildren; i++)
+		{
+			// Objects and constellation that must be showed placed at top of hierarchy in <amf> node. So all aiNode's in node_list must have
+			// mRootNode only as parent.
+			(*nl_it)->mParent = pScene->mRootNode;
+			pScene->mRootNode->mChildren[i] = *nl_it++;
+		}
+	}// if(node_list.size() > 0)
+
+	//
+	// Meshes
+	if(mesh_list.size() > 0)
+	{
+		std::list<aiMesh*>::const_iterator ml_it = mesh_list.begin();
+
+		pScene->mNumMeshes = static_cast<unsigned int>(mesh_list.size());
+		pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+		for(size_t i = 0; i < pScene->mNumMeshes; i++) pScene->mMeshes[i] = *ml_it++;
+	}// if(mesh_list.size() > 0)
+
+	//
+	// Textures
+	pScene->mNumTextures = static_cast<unsigned int>(mTexture_Converted.size());
+	if(pScene->mNumTextures > 0)
+	{
+		size_t idx;
+
+		idx = 0;
+		pScene->mTextures = new aiTexture*[pScene->mNumTextures];
+		for(const SPP_Texture& tex_convd: mTexture_Converted)
+		{
+			pScene->mTextures[idx] = new aiTexture;
+			pScene->mTextures[idx]->mWidth = static_cast<unsigned int>(tex_convd.Width);
+			pScene->mTextures[idx]->mHeight = static_cast<unsigned int>(tex_convd.Height);
+			pScene->mTextures[idx]->pcData = (aiTexel*)tex_convd.Data;
+			// texture format description.
+			strcpy(pScene->mTextures[idx]->achFormatHint, tex_convd.FormatHint);
+			idx++;
+		}// for(const SPP_Texture& tex_convd: mTexture_Converted)
+
+		// Create materials for embedded textures.
+		idx = 0;
+		pScene->mNumMaterials = static_cast<unsigned int>(mTexture_Converted.size());
+		pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+		for(const SPP_Texture& tex_convd: mTexture_Converted)
+		{
+			const aiString texture_id(AI_EMBEDDED_TEXNAME_PREFIX + to_string(idx));
+			const int mode = aiTextureOp_Multiply;
+			const int repeat = tex_convd.Tiled ? 1 : 0;
+
+			pScene->mMaterials[idx] = new aiMaterial;
+			pScene->mMaterials[idx]->AddProperty(&texture_id, AI_MATKEY_TEXTURE_DIFFUSE(0));
+			pScene->mMaterials[idx]->AddProperty(&mode, 1, AI_MATKEY_TEXOP_DIFFUSE(0));
+			pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
+			pScene->mMaterials[idx]->AddProperty(&repeat, 1, AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
+			idx++;
+		}
+	}// if(pScene->mNumTextures > 0)
+}// END: after that walk through children of root and collect data
+
+}// namespace Assimp
+
+#endif // !ASSIMP_BUILD_NO_AMF_IMPORTER

+ 1321 - 1316
code/ASELoader.cpp

@@ -1,1316 +1,1321 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  ASELoader.cpp
- *  @brief Implementation of the ASE importer class
- */
-
-#include "AssimpPCH.h"
-#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
-
-// internal headers
-#include "ASELoader.h"
-#include "StringComparison.h"
-#include "SkeletonMeshBuilder.h"
-#include "TargetAnimation.h"
-
-// utilities
-#include "fast_atof.h"
-
-using namespace Assimp;
-using namespace Assimp::ASE;
-
-static const aiImporterDesc desc = {
-	"ASE Importer",
-	"",
-	"",
-	"Similar to 3DS but text-encoded",
-	aiImporterFlags_SupportTextFlavour,
-	0,
-	0,
-	0,
-	0,
-	"ase ask" 
-};
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-ASEImporter::ASEImporter()
-: noSkeletonMesh()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well 
-ASEImporter::~ASEImporter()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file. 
-bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
-{
-	// check file extension 
-	const std::string extension = GetExtension(pFile);
-	
-	if( extension == "ase" || extension == "ask")
-		return true;
-
-	if ((!extension.length() || cs) && pIOHandler) {
-		const char* tokens[] = {"*3dsmax_asciiexport"};
-		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
-	}
-	return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Loader meta information
-const aiImporterDesc* ASEImporter::GetInfo () const
-{
-	return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup configuration options
-void ASEImporter::SetupProperties(const Importer* pImp)
-{
-	configRecomputeNormals = (pImp->GetPropertyInteger(
-		AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,1) ? true : false);
-
-	noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure. 
-void ASEImporter::InternReadFile( const std::string& pFile, 
-	aiScene* pScene, IOSystem* pIOHandler)
-{
-	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
-	// Check whether we can read from the file
-	if( file.get() == NULL) {
-		throw DeadlyImportError( "Failed to open ASE file " + pFile + ".");
-	}
-
-	// Allocate storage and copy the contents of the file to a memory buffer
-	std::vector<char> mBuffer2;
-	TextFileToBuffer(file.get(),mBuffer2);
-
-	this->mBuffer = &mBuffer2[0];
-	this->pcScene = pScene;
-
-	// ------------------------------------------------------------------
-	// Guess the file format by looking at the extension
-	// ASC is considered to be the older format 110,
-	// ASE is the actual version 200 (that is currently written by max)
-	// ------------------------------------------------------------------
-	unsigned int defaultFormat;
-	std::string::size_type s = pFile.length()-1;
-	switch (pFile.c_str()[s])	{
-
-	case 'C':
-	case 'c':
-		defaultFormat = AI_ASE_OLD_FILE_FORMAT;
-		break;
-	default:
-		defaultFormat = AI_ASE_NEW_FILE_FORMAT;
-	};
-
-	// Construct an ASE parser and parse the file
-	ASE::Parser parser(mBuffer,defaultFormat);
-	mParser = &parser;
-	mParser->Parse();
-
-	//------------------------------------------------------------------
-	// Check whether we god at least one mesh. If we did - generate
-	// materials and copy meshes. 
-	// ------------------------------------------------------------------
-	if ( !mParser->m_vMeshes.empty())	{
-
-		// If absolutely no material has been loaded from the file
-		// we need to generate a default material
-		GenerateDefaultMaterial();
-
-		// process all meshes
-		bool tookNormals = false;
-		std::vector<aiMesh*> avOutMeshes;
-		avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
-		for (std::vector<ASE::Mesh>::iterator i =  mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i)	{
-			if ((*i).bSkip) {
-				continue;
-			}
-			BuildUniqueRepresentation(*i);
-
-			// Need to generate proper vertex normals if necessary
-			if(GenerateNormals(*i)) {
-				tookNormals = true;
-			}
-
-			// Convert all meshes to aiMesh objects
-			ConvertMeshes(*i,avOutMeshes);
-		}
-		if (tookNormals)	{
-			DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
-				"the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you "
-				"experience problems");
-		}
-
-		// Now build the output mesh list. Remove dummies
-		pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
-		aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
-		for (std::vector<aiMesh*>::const_iterator i =  avOutMeshes.begin();i != avOutMeshes.end();++i) {
-			if (!(*i)->mNumFaces) {
-				continue;
-			}
-			*pp++ = *i;
-		}
-		pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
-
-		// Build final material indices (remove submaterials and setup
-		// the final list)
-		BuildMaterialIndices();
-	}
-
-	// ------------------------------------------------------------------
-	// Copy all scene graph nodes - lights, cameras, dummies and meshes
-	// into one huge list.
-	//------------------------------------------------------------------
-	std::vector<BaseNode*> nodes;
-	nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
-		+ mParser->m_vCameras.size() + mParser->m_vDummies.size());
-
-	// Lights
-	for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(), 
-		 end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it));
-	// Cameras
-	for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(), 
-		 end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it));
-	// Meshes
-	for (std::vector<ASE::Mesh>::iterator it = mParser->m_vMeshes.begin(),
-		end = mParser->m_vMeshes.end();it != end; ++it)nodes.push_back(&(*it));
-	// Dummies
-	for (std::vector<ASE::Dummy>::iterator it = mParser->m_vDummies.begin(),
-		end = mParser->m_vDummies.end();it != end; ++it)nodes.push_back(&(*it));
-
-	// build the final node graph
-	BuildNodes(nodes);
-
-	// build output animations
-	BuildAnimations(nodes);
-
-	// build output cameras
-	BuildCameras();
-
-	// build output lights
-	BuildLights();
-
-	// ------------------------------------------------------------------
-	// If we have no meshes use the SkeletonMeshBuilder helper class
-	// to build a mesh for the animation skeleton
-	// FIXME: very strange results
-	// ------------------------------------------------------------------
-	if (!pScene->mNumMeshes)	{
-		pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
-		if (!noSkeletonMesh) {
-			SkeletonMeshBuilder skeleton(pScene);
-		}
-	}
-}
-// ------------------------------------------------------------------------------------------------
-void ASEImporter::GenerateDefaultMaterial()
-{
-	ai_assert(NULL != mParser);
-
-	bool bHas = false;
-	for (std::vector<ASE::Mesh>::iterator i =  mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
-		if ((*i).bSkip)continue;
-		if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex)	{
-			(*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size();
-			bHas = true;
-		}
-	}
-	if (bHas || mParser->m_vMaterials.empty())	{
-		// add a simple material without submaterials to the parser's list
-		mParser->m_vMaterials.push_back ( ASE::Material() );
-		ASE::Material& mat = mParser->m_vMaterials.back();
-
-		mat.mDiffuse  = aiColor3D(0.6f,0.6f,0.6f);
-		mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
-		mat.mAmbient  = aiColor3D(0.05f,0.05f,0.05f);
-		mat.mShading  = Discreet3DS::Gouraud;
-		mat.mName     = AI_DEFAULT_MATERIAL_NAME;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
-{
-	// check whether we have at least one mesh which has animations
-	std::vector<ASE::BaseNode*>::const_iterator i =  nodes.begin();
-	unsigned int iNum = 0;
-	for (;i != nodes.end();++i)	{
-
-		// TODO: Implement Bezier & TCB support
-		if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK)	{
-			DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
-				"This is not supported.");
-		}
-		if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK)	{
-			DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. "
-				"This is not supported.");
-		}
-		if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK)	{
-			DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
-				"This is not supported.");
-		}
-
-		// We compare against 1 here - firstly one key is not
-		// really an animation and secondly MAX writes dummies
-		// that represent the node transformation.
-		if ((*i)->mAnim.akeyPositions.size()>1 || (*i)->mAnim.akeyRotations.size()>1 || (*i)->mAnim.akeyScaling.size()>1){
-			++iNum;
-		}
-		if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( (*i)->mTargetPosition.x )) {
-			++iNum;
-		}
-	}
-	if (iNum)	{
-		// Generate a new animation channel and setup everything for it
-		pcScene->mNumAnimations = 1;
-		pcScene->mAnimations    = new aiAnimation*[1];
-		aiAnimation* pcAnim     = pcScene->mAnimations[0] = new aiAnimation();
-		pcAnim->mNumChannels    = iNum;
-		pcAnim->mChannels       = new aiNodeAnim*[iNum];
-		pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
-
-		iNum = 0;
-		
-		// Now iterate through all meshes and collect all data we can find
-		for (i =  nodes.begin();i != nodes.end();++i)	{
-
-			ASE::BaseNode* me = *i;
-			if ( me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( me->mTargetPosition.x ))	{
-				// Generate an extra channel for the camera/light target.
-				// BuildNodes() does also generate an extra node, named
-				// <baseName>.Target.
-				aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
-				nd->mNodeName.Set(me->mName + ".Target");
-
-				// If there is no input position channel we will need
-				// to supply the default position from the node's
-				// local transformation matrix.
-				/*TargetAnimationHelper helper;
-				if (me->mAnim.akeyPositions.empty())
-				{
-					aiMatrix4x4& mat = (*i)->mTransform;
-					helper.SetFixedMainAnimationChannel(aiVector3D(
-						mat.a4, mat.b4, mat.c4));
-				}
-				else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
-				helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
-				
-				helper.Process(&me->mTargetAnim.akeyPositions);*/
-
-				// Allocate the key array and fill it
-				nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size();
-				nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
-
-				::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0],
-					nd->mNumPositionKeys * sizeof(aiVectorKey));
-			}
-
-			if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1)	{
-				// Begin a new node animation channel for this node
-				aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
-				nd->mNodeName.Set(me->mName);
-
-				// copy position keys
-				if (me->mAnim.akeyPositions.size() > 1 )
-				{
-					// Allocate the key array and fill it
-					nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size();
-					nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
-
-					::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0],
-						nd->mNumPositionKeys * sizeof(aiVectorKey));
-				}
-				// copy rotation keys
-				if (me->mAnim.akeyRotations.size() > 1 )	{
-					// Allocate the key array and fill it
-					nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size();
-					nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
-
-					// --------------------------------------------------------------------
-					// Rotation keys are offsets to the previous keys.
-					// We have the quaternion representations of all 
-					// of them, so we just need to concatenate all
-					// (unit-length) quaternions to get the absolute
-					// rotations.
-					// Rotation keys are ABSOLUTE for older files
-					// --------------------------------------------------------------------
-
-					aiQuaternion cur;
-					for (unsigned int a = 0; a < nd->mNumRotationKeys;++a)	{
-						aiQuatKey q = me->mAnim.akeyRotations[a];
-
-						if (mParser->iFileFormat > 110)	{
-							cur = (a ? cur*q.mValue : q.mValue);
-							q.mValue = cur.Normalize();
-						}
-						nd->mRotationKeys[a] = q; 
-
-						// need this to get to Assimp quaternion conventions
-						nd->mRotationKeys[a].mValue.w *= -1.f;
-					}
-				}
-				// copy scaling keys
-				if (me->mAnim.akeyScaling.size() > 1 )	{
-					// Allocate the key array and fill it
-					nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size();
-					nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
-
-					::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0],
-						nd->mNumScalingKeys * sizeof(aiVectorKey));
-				}
-			}
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Build output cameras
-void ASEImporter::BuildCameras()
-{
-	if (!mParser->m_vCameras.empty())	{
-		pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size();
-		pcScene->mCameras = new aiCamera*[pcScene->mNumCameras];
-
-		for (unsigned int i = 0; i < pcScene->mNumCameras;++i)	{
-			aiCamera* out = pcScene->mCameras[i] = new aiCamera();
-			ASE::Camera& in = mParser->m_vCameras[i];
-
-			// copy members
-			out->mClipPlaneFar  = in.mFar;
-			out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f); 
-			out->mHorizontalFOV = in.mFOV;
-
-			out->mName.Set(in.mName);
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Build output lights
-void ASEImporter::BuildLights()
-{
-	if (!mParser->m_vLights.empty())	{
-		pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
-		pcScene->mLights    = new aiLight*[pcScene->mNumLights];
-
-		for (unsigned int i = 0; i < pcScene->mNumLights;++i)	{
-			aiLight* out = pcScene->mLights[i] = new aiLight();
-			ASE::Light& in = mParser->m_vLights[i];
-
-			// The direction is encoded in the transformation matrix of the node. 
-			// In 3DS MAX the light source points into negative Z direction if 
-			// the node transformation is the identity. 
-			out->mDirection = aiVector3D(0.f,0.f,-1.f);
-
-			out->mName.Set(in.mName);
-			switch (in.mLightType)
-			{
-			case ASE::Light::TARGET:
-				out->mType = aiLightSource_SPOT;
-				out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
-				out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff) : out->mAngleInnerCone);
-				break;
-
-			case ASE::Light::DIRECTIONAL:
-				out->mType = aiLightSource_DIRECTIONAL;
-				break;
-
-			default:
-			//case ASE::Light::OMNI:
-				out->mType = aiLightSource_POINT;
-				break;
-			};
-			out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void ASEImporter::AddNodes(const std::vector<BaseNode*>& nodes,
-	aiNode* pcParent,const char* szName)
-{
-	aiMatrix4x4 m;
-	AddNodes(nodes,pcParent,szName,m);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Add meshes to a given node
-void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node)
-{
-	for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)	{
-		// Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color)
-		const aiMesh* pcMesh  = pcScene->mMeshes[i];
-		const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
-
-		if (mesh == snode) {
-			++node->mNumMeshes;
-		}
-	}
-
-	if(node->mNumMeshes)	{
-		node->mMeshes = new unsigned int[node->mNumMeshes];
-		for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i)	{
-
-			const aiMesh* pcMesh  = pcScene->mMeshes[i];
-			const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
-			if (mesh == snode)	{
-				node->mMeshes[p++] = i;
-
-				// Transform all vertices of the mesh back into their local space -> 
-				// at the moment they are pretransformed
-				aiMatrix4x4 m  = mesh->mTransform;
-				m.Inverse();
-
-				aiVector3D* pvCurPtr = pcMesh->mVertices;
-				const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
-				while (pvCurPtr != pvEndPtr)	{
-					*pvCurPtr = m * (*pvCurPtr);
-					pvCurPtr++;
-				}
-
-				// Do the same for the normal vectors, if we have them.
-				// As always, inverse transpose.
-				if (pcMesh->mNormals)	{
-					aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform );
-					m3.Transpose();
-
-					pvCurPtr = pcMesh->mNormals;
-					pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
-					while (pvCurPtr != pvEndPtr)	{
-						*pvCurPtr = m3 * (*pvCurPtr);
-						pvCurPtr++;
-					}
-				}
-			}
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Add child nodes to a given parent node
-void ASEImporter::AddNodes (const std::vector<BaseNode*>& nodes,
-	aiNode* pcParent, const char* szName,
-	const aiMatrix4x4& mat)
-{
-	const size_t len = szName ? ::strlen(szName) : 0;
-	ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
-
-	// Receives child nodes for the pcParent node
-	std::vector<aiNode*> apcNodes;
-
-	// Now iterate through all nodes in the scene and search for one
-	// which has *us* as parent.
-	for (std::vector<BaseNode*>::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) {
-		const BaseNode* snode = *it;
-		if (szName)	{
-			if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str()))
-				continue;
-		}
-		else if (snode->mParent.length())
-			continue;
-
-		(*it)->mProcessed = true;
-
-		// Allocate a new node and add it to the output data structure
-		apcNodes.push_back(new aiNode());
-		aiNode* node = apcNodes.back();
-
-		node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node"));
-		node->mParent = pcParent;
-
-		// Setup the transformation matrix of the node
-		aiMatrix4x4 mParentAdjust  = mat;
-		mParentAdjust.Inverse();
-		node->mTransformation = mParentAdjust*snode->mTransform;
-
-		// Add sub nodes - prevent stack overflow due to recursive parenting
-		if (node->mName != node->mParent->mName) {
-			AddNodes(nodes,node,node->mName.data,snode->mTransform);
-		}
-
-		// Further processing depends on the type of the node
-		if (snode->mType == ASE::BaseNode::Mesh)	{
-			// If the type of this node is "Mesh" we need to search
-			// the list of output meshes in the data structure for
-			// all those that belonged to this node once. This is
-			// slightly inconvinient here and a better solution should
-			// be used when this code is refactored next.
-			AddMeshes(snode,node);
-		}
-		else if (is_not_qnan( snode->mTargetPosition.x ))	{
-			// If this is a target camera or light we generate a small
-			// child node which marks the position of the camera
-			// target (the direction information is contained in *this*
-			// node's animation track but the exact target position
-			// would be lost otherwise)
-			if (!node->mNumChildren)	{
-				node->mChildren = new aiNode*[1];
-			}
-
-			aiNode* nd = new aiNode();
-
-			nd->mName.Set ( snode->mName + ".Target" );
-
-			nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4;
-			nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4;
-			nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4;
-
-			nd->mParent = node;
-
-			// The .Target node is always the first child node 
-			for (unsigned int m = 0; m < node->mNumChildren;++m)
-				node->mChildren[m+1] = node->mChildren[m]; 
-		
-			node->mChildren[0] = nd;
-			node->mNumChildren++;
-
-			// What we did is so great, it is at least worth a debug message
-			DefaultLogger::get()->debug("ASE: Generating separate target node ("+snode->mName+")");
-		}
-	}
-
-	// Allocate enough space for the child nodes
-	// We allocate one slot more  in case this is a target camera/light
-	pcParent->mNumChildren = (unsigned int)apcNodes.size();
-	if (pcParent->mNumChildren)	{
-		pcParent->mChildren = new aiNode*[apcNodes.size()+1 /* PLUS ONE !!! */];
-
-		// now build all nodes for our nice new children
-		for (unsigned int p = 0; p < apcNodes.size();++p)
-			pcParent->mChildren[p] = apcNodes[p];
-	}
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Build the output node graph
-void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes)	{
-	ai_assert(NULL != pcScene);
-
-	// allocate the one and only root node
-	aiNode* root = pcScene->mRootNode = new aiNode();
-	root->mName.Set("<ASERoot>");
-
-	// Setup the coordinate system transformation
-	pcScene->mRootNode->mNumChildren = 1;
-	pcScene->mRootNode->mChildren = new aiNode*[1];
-	aiNode* ch = pcScene->mRootNode->mChildren[0] = new aiNode();
-	ch->mParent = root;
-
-	// Change the transformation matrix of all nodes
-	for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();it != end; ++it)	{
-		aiMatrix4x4& m = (*it)->mTransform;
-		m.Transpose(); // row-order vs column-order
-	}
-
-	// add all nodes
-	AddNodes(nodes,ch,NULL);
-
-	// now iterate through al nodes and find those that have not yet
-	// been added to the nodegraph (= their parent could not be recognized)
-	std::vector<const BaseNode*> aiList;
-	for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();it != end; ++it)	{
-		if ((*it)->mProcessed) {
-			continue;
-		}
-
-		// check whether our parent is known
-		bool bKnowParent = false;
-		
-		// search the list another time, starting *here* and try to find out whether
-		// there is a node that references *us* as a parent
-		for (std::vector<BaseNode*>::const_iterator it2 = nodes.begin();it2 != end; ++it2) {
-			if (it2 == it) {
-				continue;
-			}
-
-			if ((*it2)->mName == (*it)->mParent)	{
-				bKnowParent = true;
-				break;
-			}
-		}
-		if (!bKnowParent)	{
-			aiList.push_back(*it);
-		}
-	}
-
-	// Are there ane orphaned nodes?
-	if (!aiList.empty())	{
-		std::vector<aiNode*> apcNodes;
-		apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
-
-		for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i)
-			apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
-
-		delete[] pcScene->mRootNode->mChildren;
-		for (std::vector<const BaseNode*>::/*const_*/iterator i =  aiList.begin();i != aiList.end();++i)	{
-			const ASE::BaseNode* src = *i;
-
-			// The parent is not known, so we can assume that we must add 
-			// this node to the root node of the whole scene
-			aiNode* pcNode = new aiNode();
-			pcNode->mParent = pcScene->mRootNode;
-			pcNode->mName.Set(src->mName);
-			AddMeshes(src,pcNode);
-			AddNodes(nodes,pcNode,pcNode->mName.data);
-			apcNodes.push_back(pcNode);
-		}
-
-		// Regenerate our output array
-		pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()];
-		for (unsigned int i = 0; i < apcNodes.size();++i)
-			pcScene->mRootNode->mChildren[i] = apcNodes[i];
-
-		pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
-	}
-
-	// Reset the third color set to NULL - we used this field to store a temporary pointer
-	for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
-		pcScene->mMeshes[i]->mColors[2] = NULL;
-
-	// The root node should not have at least one child or the file is valid
-	if (!pcScene->mRootNode->mNumChildren) {
-		throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt");
-	}
-	
-	// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
-	pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
-		0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Convert the imported data to the internal verbose representation
-void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)	{
-	// allocate output storage
-	std::vector<aiVector3D> mPositions;
-	std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-	std::vector<aiColor4D>  mVertexColors;
-	std::vector<aiVector3D> mNormals;
-	std::vector<BoneVertex> mBoneVertices;
-
-	unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3;
-	mPositions.resize(iSize);
-
-	// optional texture coordinates
-	for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)	{
-		if (!mesh.amTexCoords[i].empty())	{
-			amTexCoords[i].resize(iSize);
-		}
-	}
-	// optional vertex colors
-	if (!mesh.mVertexColors.empty())	{
-		mVertexColors.resize(iSize);
-	}
-
-	// optional vertex normals (vertex normals can simply be copied)
-	if (!mesh.mNormals.empty())	{
-		mNormals.resize(iSize);
-	}
-	// bone vertices. There is no need to change the bone list
-	if (!mesh.mBoneVertices.empty())	{
-		mBoneVertices.resize(iSize);
-	}
-
-	// iterate through all faces in the mesh
-	unsigned int iCurrent = 0, fi = 0;
-	for (std::vector<ASE::Face>::iterator i =  mesh.mFaces.begin();i != mesh.mFaces.end();++i,++fi)	{
-		for (unsigned int n = 0; n < 3;++n,++iCurrent)
-		{
-			mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
-
-			// add texture coordinates
-			for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)	{
-				if (mesh.amTexCoords[c].empty())break;
-				amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
-			}
-			// add vertex colors
-			if (!mesh.mVertexColors.empty())	{
-				mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
-			}
-			// add normal vectors
-			if (!mesh.mNormals.empty())	{
-				mNormals[iCurrent] = mesh.mNormals[fi*3+n];
-				mNormals[iCurrent].Normalize();
-			}
-
-			// handle bone vertices
-			if ((*i).mIndices[n] < mesh.mBoneVertices.size())	{
-				// (sometimes this will cause bone verts to be duplicated
-				//  however, I' quite sure Schrompf' JoinVerticesStep
-				//  will fix that again ...)
-				mBoneVertices[iCurrent] =  mesh.mBoneVertices[(*i).mIndices[n]];
-			}
-			(*i).mIndices[n] = iCurrent;
-		}
-	}
-
-	// replace the old arrays
-	mesh.mNormals = mNormals;
-	mesh.mPositions = mPositions;
-	mesh.mVertexColors = mVertexColors;
-
-	for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
-		mesh.amTexCoords[c] = amTexCoords[c];
-}
-
-// ------------------------------------------------------------------------------------------------
-// Copy a texture from the ASE structs to the output material
-void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type)
-{
-	// Setup the texture name
-	aiString tex;
-	tex.Set( texture.mMapName);
-	mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
-
-	// Setup the texture blend factor
-	if (is_not_qnan(texture.mTextureBlend))
-		mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
-
-	// Setup texture UV transformations
-	mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
-}
-
-// ------------------------------------------------------------------------------------------------
-// Convert from ASE material to output material
-void ASEImporter::ConvertMaterial(ASE::Material& mat)
-{
-	// LARGE TODO: Much code her is copied from 3DS ... join them maybe?
-
-	// Allocate the output material
-	mat.pcInstance = new aiMaterial();
-
-	// At first add the base ambient color of the
-	// scene to	the material
-	mat.mAmbient.r += mParser->m_clrAmbient.r;
-	mat.mAmbient.g += mParser->m_clrAmbient.g;
-	mat.mAmbient.b += mParser->m_clrAmbient.b;
-
-	aiString name;
-	name.Set( mat.mName);
-	mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
-
-	// material colors
-	mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
-	mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
-	mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
-	mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
-
-	// shininess
-	if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
-	{
-		mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
-		mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
-	}
-	// If there is no shininess, we can disable phong lighting
-	else if (D3DS::Discreet3DS::Metal == mat.mShading ||
-		D3DS::Discreet3DS::Phong == mat.mShading ||
-		D3DS::Discreet3DS::Blinn == mat.mShading)
-	{
-		mat.mShading = D3DS::Discreet3DS::Gouraud;
-	}
-
-	// opacity
-	mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
-
-	// Two sided rendering?
-	if (mat.mTwoSided)
-	{
-		int i = 1;
-		mat.pcInstance->AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
-	}
-
-	// shading mode
-	aiShadingMode eShading = aiShadingMode_NoShading;
-	switch (mat.mShading)
-	{
-		case D3DS::Discreet3DS::Flat:
-			eShading = aiShadingMode_Flat; break;
-		case D3DS::Discreet3DS::Phong :
-			eShading = aiShadingMode_Phong; break;
-		case D3DS::Discreet3DS::Blinn :
-			eShading = aiShadingMode_Blinn; break;
-
-			// I don't know what "Wire" shading should be,
-			// assume it is simple lambertian diffuse (L dot N) shading
-		case D3DS::Discreet3DS::Wire:
-			{
-				// set the wireframe flag
-				unsigned int iWire = 1;
-				mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
-			}
-		case D3DS::Discreet3DS::Gouraud:
-			eShading = aiShadingMode_Gouraud; break;
-		case D3DS::Discreet3DS::Metal :
-			eShading = aiShadingMode_CookTorrance; break;
-	}
-	mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
-
-	// DIFFUSE texture
-	if( mat.sTexDiffuse.mMapName.length() > 0)
-		CopyASETexture(*mat.pcInstance,mat.sTexDiffuse, aiTextureType_DIFFUSE);
-
-	// SPECULAR texture
-	if( mat.sTexSpecular.mMapName.length() > 0)
-		CopyASETexture(*mat.pcInstance,mat.sTexSpecular, aiTextureType_SPECULAR);
-
-	// AMBIENT texture
-	if( mat.sTexAmbient.mMapName.length() > 0)
-		CopyASETexture(*mat.pcInstance,mat.sTexAmbient, aiTextureType_AMBIENT);
-
-	// OPACITY texture
-	if( mat.sTexOpacity.mMapName.length() > 0)
-		CopyASETexture(*mat.pcInstance,mat.sTexOpacity, aiTextureType_OPACITY);
-
-	// EMISSIVE texture
-	if( mat.sTexEmissive.mMapName.length() > 0)
-		CopyASETexture(*mat.pcInstance,mat.sTexEmissive, aiTextureType_EMISSIVE);
-
-	// BUMP texture
-	if( mat.sTexBump.mMapName.length() > 0)
-		CopyASETexture(*mat.pcInstance,mat.sTexBump, aiTextureType_HEIGHT);
-
-	// SHININESS texture
-	if( mat.sTexShininess.mMapName.length() > 0)
-		CopyASETexture(*mat.pcInstance,mat.sTexShininess, aiTextureType_SHININESS);
-
-	// store the name of the material itself, too
-	if( mat.mName.length() > 0)	{
-		aiString tex;tex.Set( mat.mName);
-		mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
-	}
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Build output meshes
-void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
-{
-	// validate the material index of the mesh
-	if (mesh.iMaterialIndex >= mParser->m_vMaterials.size())	{
-		mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1;
-		DefaultLogger::get()->warn("Material index is out of range");
-	}
-
-	// If the material the mesh is assigned to is consisting of submeshes, split it
-	if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty())	{
-		std::vector<ASE::Material> vSubMaterials = mParser->
-			m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
-
-		std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[vSubMaterials.size()];
-
-		// build a list of all faces per submaterial
-		for (unsigned int i = 0; i < mesh.mFaces.size();++i)	{
-			// check range
-			if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) {
-				DefaultLogger::get()->warn("Submaterial index is out of range");
-
-				// use the last material instead
-				aiSplit[vSubMaterials.size()-1].push_back(i);
-			}
-			else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
-		}
-
-		// now generate submeshes
-		for (unsigned int p = 0; p < vSubMaterials.size();++p)	{
-			if (!aiSplit[p].empty())	{
-
-				aiMesh* p_pcOut = new aiMesh();
-				p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
-				// let the sub material index
-				p_pcOut->mMaterialIndex = p;
-
-				// we will need this material
-				mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
-
-				// store the real index here ... color channel 3
-				p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
-
-				// store a pointer to the mesh in color channel 2
-				p_pcOut->mColors[2] = (aiColor4D*) &mesh;
-				avOutMeshes.push_back(p_pcOut);
-
-				// convert vertices
-				p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
-				p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
-
-				// receive output vertex weights
-				std::vector<std::pair<unsigned int, float> > *avOutputBones = NULL;
-				if (!mesh.mBones.empty())	{
-					avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.size()];
-				}
-				
-				// allocate enough storage for faces
-				p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
-
-				unsigned int iBase = 0,iIndex;
-				if (p_pcOut->mNumVertices)	{
-					p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
-					p_pcOut->mNormals  = new aiVector3D[p_pcOut->mNumVertices];
-					for (unsigned int q = 0; q < aiSplit[p].size();++q)	{
-
-						iIndex = aiSplit[p][q];
-
-						p_pcOut->mFaces[q].mIndices = new unsigned int[3];
-						p_pcOut->mFaces[q].mNumIndices = 3;
-
-						for (unsigned int t = 0; t < 3;++t, ++iBase)	{
-							const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
-
-							p_pcOut->mVertices[iBase] = mesh.mPositions [iIndex2];
-							p_pcOut->mNormals [iBase] = mesh.mNormals   [iIndex2];
-
-							// convert bones, if existing
-							if (!mesh.mBones.empty()) {
-								// check whether there is a vertex weight for this vertex index
-								if (iIndex2 < mesh.mBoneVertices.size())	{
-
-									for (std::vector<std::pair<int,float> >::const_iterator
-										blubb =  mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
-										blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb)	{
-
-										// NOTE: illegal cases have already been filtered out
-										avOutputBones[(*blubb).first].push_back(std::pair<unsigned int, float>(
-											iBase,(*blubb).second));
-									}
-								}
-							}
-							p_pcOut->mFaces[q].mIndices[t] = iBase;
-						}
-					}
-				}
-				// convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported)
-				for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
-					if (!mesh.amTexCoords[c].empty())
-					{
-						p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
-						iBase = 0;
-						for (unsigned int q = 0; q < aiSplit[p].size();++q)	{
-							iIndex = aiSplit[p][q];
-							for (unsigned int t = 0; t < 3;++t)	{
-								p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
-							}
-						}
-						// Setup the number of valid vertex components
-						p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
-					}
-				}
-
-				// Convert vertex colors (only one set supported)
-				if (!mesh.mVertexColors.empty()){
-					p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
-					iBase = 0;
-					for (unsigned int q = 0; q < aiSplit[p].size();++q)	{
-						iIndex = aiSplit[p][q];
-						for (unsigned int t = 0; t < 3;++t)	{
-							p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
-						}
-					}
-				}
-				// Copy bones
-				if (!mesh.mBones.empty())	{
-					p_pcOut->mNumBones = 0;
-					for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
-						if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
-
-					p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
-					aiBone** pcBone = p_pcOut->mBones;
-					for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
-					{
-						if (!avOutputBones[mrspock].empty())	{
-							// we will need this bone. add it to the output mesh and
-							// add all per-vertex weights
-							aiBone* pc = *pcBone = new aiBone();
-							pc->mName.Set(mesh.mBones[mrspock].mName);
-
-							pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
-							pc->mWeights = new aiVertexWeight[pc->mNumWeights];
-
-							for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
-							{
-								const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
-								pc->mWeights[captainkirk].mVertexId = ref.first;
-								pc->mWeights[captainkirk].mWeight = ref.second;
-							}
-							++pcBone;
-						}
-					}
-					// delete allocated storage
-					delete[] avOutputBones;
-				}
-			}
-		}
-		// delete storage
-		delete[] aiSplit;
-	}
-	else
-	{
-		// Otherwise we can simply copy the data to one output mesh
-		// This codepath needs less memory and uses fast memcpy()s
-		// to do the actual copying. So I think it is worth the 
-		// effort here.
-
-		aiMesh* p_pcOut = new aiMesh();
-		p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
-		// set an empty sub material index
-		p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
-		mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
-
-		// store the real index here ... in color channel 3
-		p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
-
-		// store a pointer to the mesh in color channel 2
-		p_pcOut->mColors[2] = (aiColor4D*) &mesh;
-		avOutMeshes.push_back(p_pcOut);
-
-		// If the mesh hasn't faces or vertices, there are two cases
-		// possible: 1. the model is invalid. 2. This is a dummy
-		// helper object which we are going to remove later ...
-		if (mesh.mFaces.empty() || mesh.mPositions.empty())	{
-			return;
-		}
-
-		// convert vertices
-		p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
-		p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size();
-
-		// allocate enough storage for faces
-		p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
-
-		// copy vertices
-		p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
-		memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
-			mesh.mPositions.size() * sizeof(aiVector3D));
-
-		// copy normals
-		p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
-		memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
-			mesh.mNormals.size() * sizeof(aiVector3D));
-
-		// copy texture coordinates
-		for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)	{
-			if (!mesh.amTexCoords[c].empty())	{
-				p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
-				memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
-					mesh.amTexCoords[c].size() * sizeof(aiVector3D));
-
-				// setup the number of valid vertex components
-				p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
-			}
-		}
-
-		// copy vertex colors
-		if (!mesh.mVertexColors.empty())	{
-			p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
-			memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
-				mesh.mVertexColors.size() * sizeof(aiColor4D));
-		}
-
-		// copy faces
-		for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace)	{
-			p_pcOut->mFaces[iFace].mNumIndices = 3;
-			p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
-
-			// copy indices 
-			p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
-			p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
-			p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
-		}
-
-		// copy vertex bones
-		if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty())	{
-			std::vector<std::vector<aiVertexWeight> > avBonesOut( mesh.mBones.size() );
-
-			// find all vertex weights for this bone
-			unsigned int quak = 0;
-			for (std::vector<BoneVertex>::const_iterator harrypotter =  mesh.mBoneVertices.begin();
-				harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak)	{
-
-				for (std::vector<std::pair<int,float> >::const_iterator
-					ronaldweasley  = (*harrypotter).mBoneWeights.begin();
-					ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
-				{
-					aiVertexWeight weight;
-					weight.mVertexId = quak;
-					weight.mWeight = (*ronaldweasley).second;
-					avBonesOut[(*ronaldweasley).first].push_back(weight);
-				}
-			}
-
-			// now build a final bone list
-			p_pcOut->mNumBones = 0;
-			for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
-				if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
-
-			p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
-			aiBone** pcBone = p_pcOut->mBones;
-			for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)	{
-				if (!avBonesOut[jfkennedy].empty())	{
-					aiBone* pc = *pcBone = new aiBone();
-					pc->mName.Set(mesh.mBones[jfkennedy].mName);
-					pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
-					pc->mWeights = new aiVertexWeight[pc->mNumWeights];
-					::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
-						sizeof(aiVertexWeight) * pc->mNumWeights);
-					++pcBone;
-				}
-			}
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup proper material indices and build output materials
-void ASEImporter::BuildMaterialIndices()
-{
-	ai_assert(NULL != pcScene);
-
-	// iterate through all materials and check whether we need them
-	for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
-	{
-		ASE::Material& mat = mParser->m_vMaterials[iMat];
-		if (mat.bNeed)	{
-			// Convert it to the aiMaterial layout
-			ConvertMaterial(mat);
-			++pcScene->mNumMaterials;
-		}
-		for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)
-		{
-			ASE::Material& submat = mat.avSubMaterials[iSubMat];
-			if (submat.bNeed)	{
-				// Convert it to the aiMaterial layout
-				ConvertMaterial(submat);
-				++pcScene->mNumMaterials;
-			}
-		}
-	}
-
-	// allocate the output material array
-	pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
-	D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials];
-
-	unsigned int iNum = 0;
-	for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) {
-		ASE::Material& mat = mParser->m_vMaterials[iMat];
-		if (mat.bNeed)
-		{
-			ai_assert(NULL != mat.pcInstance);
-			pcScene->mMaterials[iNum] = mat.pcInstance;
-
-			// Store the internal material, too
-			pcIntMaterials[iNum] = &mat;
-
-			// Iterate through all meshes and search for one which is using
-			// this top-level material index
-			for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
-			{
-				aiMesh* mesh = pcScene->mMeshes[iMesh];
-				if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex &&
-					iMat == (uintptr_t)mesh->mColors[3])
-				{
-					mesh->mMaterialIndex = iNum;
-					mesh->mColors[3] = NULL;
-				}
-			}
-			iNum++;
-		}
-		for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)	{
-			ASE::Material& submat = mat.avSubMaterials[iSubMat];
-			if (submat.bNeed)	{
-				ai_assert(NULL != submat.pcInstance);
-				pcScene->mMaterials[iNum] = submat.pcInstance;
-
-				// Store the internal material, too
-				pcIntMaterials[iNum] = &submat;
-
-				// Iterate through all meshes and search for one which is using
-				// this sub-level material index
-				for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)	{
-					aiMesh* mesh = pcScene->mMeshes[iMesh];
-
-					if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3])	{
-						mesh->mMaterialIndex = iNum;
-						mesh->mColors[3]     = NULL;
-					}
-				}
-				iNum++;
-			}
-		}
-	}
-
-	// Dekete our temporary array
-	delete[] pcIntMaterials;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Generate normal vectors basing on smoothing groups
-bool ASEImporter::GenerateNormals(ASE::Mesh& mesh)	{
-
-	if (!mesh.mNormals.empty() && !configRecomputeNormals)
-	{
-		// Check whether there are only uninitialized normals. If there are
-		// some, skip all normals from the file and compute them on our own
-		for (std::vector<aiVector3D>::const_iterator qq =  mesh.mNormals.begin();qq != mesh.mNormals.end();++qq) {
-			if ((*qq).x || (*qq).y || (*qq).z)
-			{
-				return true;
-			}
-		}
-	}
-	// The array is reused.
-	ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
-	return false;
-}
-
-#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  ASELoader.cpp
+ *  @brief Implementation of the ASE importer class
+ */
+
+#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
+
+// internal headers
+#include "ASELoader.h"
+#include "StringComparison.h"
+#include "SkeletonMeshBuilder.h"
+#include "TargetAnimation.h"
+#include <assimp/Importer.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/scene.h>
+
+#include <memory>
+
+// utilities
+#include "fast_atof.h"
+
+using namespace Assimp;
+using namespace Assimp::ASE;
+
+static const aiImporterDesc desc = {
+    "ASE Importer",
+    "",
+    "",
+    "Similar to 3DS but text-encoded",
+    aiImporterFlags_SupportTextFlavour,
+    0,
+    0,
+    0,
+    0,
+    "ase ask"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+ASEImporter::ASEImporter()
+    : mParser(),
+    mBuffer(),
+    pcScene(),
+    configRecomputeNormals(),
+    noSkeletonMesh()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+ASEImporter::~ASEImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
+{
+    // check file extension
+    const std::string extension = GetExtension(pFile);
+
+    if( extension == "ase" || extension == "ask")
+        return true;
+
+    if ((!extension.length() || cs) && pIOHandler) {
+        const char* tokens[] = {"*3dsmax_asciiexport"};
+        return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+    }
+    return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader meta information
+const aiImporterDesc* ASEImporter::GetInfo () const
+{
+    return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration options
+void ASEImporter::SetupProperties(const Importer* pImp)
+{
+    configRecomputeNormals = (pImp->GetPropertyInteger(
+        AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,1) ? true : false);
+
+    noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void ASEImporter::InternReadFile( const std::string& pFile,
+    aiScene* pScene, IOSystem* pIOHandler)
+{
+    std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+    // Check whether we can read from the file
+    if( file.get() == NULL) {
+        throw DeadlyImportError( "Failed to open ASE file " + pFile + ".");
+    }
+
+    // Allocate storage and copy the contents of the file to a memory buffer
+    std::vector<char> mBuffer2;
+    TextFileToBuffer(file.get(),mBuffer2);
+
+    this->mBuffer = &mBuffer2[0];
+    this->pcScene = pScene;
+
+    // ------------------------------------------------------------------
+    // Guess the file format by looking at the extension
+    // ASC is considered to be the older format 110,
+    // ASE is the actual version 200 (that is currently written by max)
+    // ------------------------------------------------------------------
+    unsigned int defaultFormat;
+    std::string::size_type s = pFile.length()-1;
+    switch (pFile.c_str()[s])   {
+
+    case 'C':
+    case 'c':
+        defaultFormat = AI_ASE_OLD_FILE_FORMAT;
+        break;
+    default:
+        defaultFormat = AI_ASE_NEW_FILE_FORMAT;
+    };
+
+    // Construct an ASE parser and parse the file
+    ASE::Parser parser(mBuffer,defaultFormat);
+    mParser = &parser;
+    mParser->Parse();
+
+    //------------------------------------------------------------------
+    // Check whether we god at least one mesh. If we did - generate
+    // materials and copy meshes.
+    // ------------------------------------------------------------------
+    if ( !mParser->m_vMeshes.empty())   {
+
+        // If absolutely no material has been loaded from the file
+        // we need to generate a default material
+        GenerateDefaultMaterial();
+
+        // process all meshes
+        bool tookNormals = false;
+        std::vector<aiMesh*> avOutMeshes;
+        avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
+        for (std::vector<ASE::Mesh>::iterator i =  mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i)    {
+            if ((*i).bSkip) {
+                continue;
+            }
+            BuildUniqueRepresentation(*i);
+
+            // Need to generate proper vertex normals if necessary
+            if(GenerateNormals(*i)) {
+                tookNormals = true;
+            }
+
+            // Convert all meshes to aiMesh objects
+            ConvertMeshes(*i,avOutMeshes);
+        }
+        if (tookNormals)    {
+            DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
+                "the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you "
+                "experience problems");
+        }
+
+        // Now build the output mesh list. Remove dummies
+        pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
+        aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+        for (std::vector<aiMesh*>::const_iterator i =  avOutMeshes.begin();i != avOutMeshes.end();++i) {
+            if (!(*i)->mNumFaces) {
+                continue;
+            }
+            *pp++ = *i;
+        }
+        pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
+
+        // Build final material indices (remove submaterials and setup
+        // the final list)
+        BuildMaterialIndices();
+    }
+
+    // ------------------------------------------------------------------
+    // Copy all scene graph nodes - lights, cameras, dummies and meshes
+    // into one huge list.
+    //------------------------------------------------------------------
+    std::vector<BaseNode*> nodes;
+    nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
+        + mParser->m_vCameras.size() + mParser->m_vDummies.size());
+
+    // Lights
+    for (auto &light : mParser->m_vLights)nodes.push_back(&light);
+    // Cameras
+    for (auto &camera : mParser->m_vCameras)nodes.push_back(&camera);
+    // Meshes
+    for (auto &mesh : mParser->m_vMeshes)nodes.push_back(&mesh);
+    // Dummies
+    for (auto &dummy : mParser->m_vDummies)nodes.push_back(&dummy);
+
+    // build the final node graph
+    BuildNodes(nodes);
+
+    // build output animations
+    BuildAnimations(nodes);
+
+    // build output cameras
+    BuildCameras();
+
+    // build output lights
+    BuildLights();
+
+    // ------------------------------------------------------------------
+    // If we have no meshes use the SkeletonMeshBuilder helper class
+    // to build a mesh for the animation skeleton
+    // FIXME: very strange results
+    // ------------------------------------------------------------------
+    if (!pScene->mNumMeshes)    {
+        pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+        if (!noSkeletonMesh) {
+            SkeletonMeshBuilder skeleton(pScene);
+        }
+    }
+}
+// ------------------------------------------------------------------------------------------------
+void ASEImporter::GenerateDefaultMaterial()
+{
+    ai_assert(NULL != mParser);
+
+    bool bHas = false;
+    for (std::vector<ASE::Mesh>::iterator i =  mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
+        if ((*i).bSkip)continue;
+        if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex) {
+            (*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size();
+            bHas = true;
+        }
+    }
+    if (bHas || mParser->m_vMaterials.empty())  {
+        // add a simple material without submaterials to the parser's list
+        mParser->m_vMaterials.push_back ( ASE::Material() );
+        ASE::Material& mat = mParser->m_vMaterials.back();
+
+        mat.mDiffuse  = aiColor3D(0.6f,0.6f,0.6f);
+        mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
+        mat.mAmbient  = aiColor3D(0.05f,0.05f,0.05f);
+        mat.mShading  = Discreet3DS::Gouraud;
+        mat.mName     = AI_DEFAULT_MATERIAL_NAME;
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
+{
+    // check whether we have at least one mesh which has animations
+    std::vector<ASE::BaseNode*>::const_iterator i =  nodes.begin();
+    unsigned int iNum = 0;
+    for (;i != nodes.end();++i) {
+
+        // TODO: Implement Bezier & TCB support
+        if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK) {
+            DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
+                "This is not supported.");
+        }
+        if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK) {
+            DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. "
+                "This is not supported.");
+        }
+        if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK)  {
+            DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
+                "This is not supported.");
+        }
+
+        // We compare against 1 here - firstly one key is not
+        // really an animation and secondly MAX writes dummies
+        // that represent the node transformation.
+        if ((*i)->mAnim.akeyPositions.size()>1 || (*i)->mAnim.akeyRotations.size()>1 || (*i)->mAnim.akeyScaling.size()>1){
+            ++iNum;
+        }
+        if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( (*i)->mTargetPosition.x )) {
+            ++iNum;
+        }
+    }
+    if (iNum)   {
+        // Generate a new animation channel and setup everything for it
+        pcScene->mNumAnimations = 1;
+        pcScene->mAnimations    = new aiAnimation*[1];
+        aiAnimation* pcAnim     = pcScene->mAnimations[0] = new aiAnimation();
+        pcAnim->mNumChannels    = iNum;
+        pcAnim->mChannels       = new aiNodeAnim*[iNum];
+        pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
+
+        iNum = 0;
+
+        // Now iterate through all meshes and collect all data we can find
+        for (i =  nodes.begin();i != nodes.end();++i)   {
+
+            ASE::BaseNode* me = *i;
+            if ( me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( me->mTargetPosition.x ))  {
+                // Generate an extra channel for the camera/light target.
+                // BuildNodes() does also generate an extra node, named
+                // <baseName>.Target.
+                aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
+                nd->mNodeName.Set(me->mName + ".Target");
+
+                // If there is no input position channel we will need
+                // to supply the default position from the node's
+                // local transformation matrix.
+                /*TargetAnimationHelper helper;
+                if (me->mAnim.akeyPositions.empty())
+                {
+                    aiMatrix4x4& mat = (*i)->mTransform;
+                    helper.SetFixedMainAnimationChannel(aiVector3D(
+                        mat.a4, mat.b4, mat.c4));
+                }
+                else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
+                helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
+
+                helper.Process(&me->mTargetAnim.akeyPositions);*/
+
+                // Allocate the key array and fill it
+                nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size();
+                nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+
+                ::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0],
+                    nd->mNumPositionKeys * sizeof(aiVectorKey));
+            }
+
+            if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1)   {
+                // Begin a new node animation channel for this node
+                aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
+                nd->mNodeName.Set(me->mName);
+
+                // copy position keys
+                if (me->mAnim.akeyPositions.size() > 1 )
+                {
+                    // Allocate the key array and fill it
+                    nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size();
+                    nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+
+                    ::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0],
+                        nd->mNumPositionKeys * sizeof(aiVectorKey));
+                }
+                // copy rotation keys
+                if (me->mAnim.akeyRotations.size() > 1 )    {
+                    // Allocate the key array and fill it
+                    nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size();
+                    nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
+
+                    // --------------------------------------------------------------------
+                    // Rotation keys are offsets to the previous keys.
+                    // We have the quaternion representations of all
+                    // of them, so we just need to concatenate all
+                    // (unit-length) quaternions to get the absolute
+                    // rotations.
+                    // Rotation keys are ABSOLUTE for older files
+                    // --------------------------------------------------------------------
+
+                    aiQuaternion cur;
+                    for (unsigned int a = 0; a < nd->mNumRotationKeys;++a)  {
+                        aiQuatKey q = me->mAnim.akeyRotations[a];
+
+                        if (mParser->iFileFormat > 110) {
+                            cur = (a ? cur*q.mValue : q.mValue);
+                            q.mValue = cur.Normalize();
+                        }
+                        nd->mRotationKeys[a] = q;
+
+                        // need this to get to Assimp quaternion conventions
+                        nd->mRotationKeys[a].mValue.w *= -1.f;
+                    }
+                }
+                // copy scaling keys
+                if (me->mAnim.akeyScaling.size() > 1 )  {
+                    // Allocate the key array and fill it
+                    nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size();
+                    nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
+
+                    ::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0],
+                        nd->mNumScalingKeys * sizeof(aiVectorKey));
+                }
+            }
+        }
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build output cameras
+void ASEImporter::BuildCameras()
+{
+    if (!mParser->m_vCameras.empty())   {
+        pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size();
+        pcScene->mCameras = new aiCamera*[pcScene->mNumCameras];
+
+        for (unsigned int i = 0; i < pcScene->mNumCameras;++i)  {
+            aiCamera* out = pcScene->mCameras[i] = new aiCamera();
+            ASE::Camera& in = mParser->m_vCameras[i];
+
+            // copy members
+            out->mClipPlaneFar  = in.mFar;
+            out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
+            out->mHorizontalFOV = in.mFOV;
+
+            out->mName.Set(in.mName);
+        }
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build output lights
+void ASEImporter::BuildLights()
+{
+    if (!mParser->m_vLights.empty())    {
+        pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
+        pcScene->mLights    = new aiLight*[pcScene->mNumLights];
+
+        for (unsigned int i = 0; i < pcScene->mNumLights;++i)   {
+            aiLight* out = pcScene->mLights[i] = new aiLight();
+            ASE::Light& in = mParser->m_vLights[i];
+
+            // The direction is encoded in the transformation matrix of the node.
+            // In 3DS MAX the light source points into negative Z direction if
+            // the node transformation is the identity.
+            out->mDirection = aiVector3D(0.f,0.f,-1.f);
+
+            out->mName.Set(in.mName);
+            switch (in.mLightType)
+            {
+            case ASE::Light::TARGET:
+                out->mType = aiLightSource_SPOT;
+                out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
+                out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff) : out->mAngleInnerCone);
+                break;
+
+            case ASE::Light::DIRECTIONAL:
+                out->mType = aiLightSource_DIRECTIONAL;
+                break;
+
+            default:
+            //case ASE::Light::OMNI:
+                out->mType = aiLightSource_POINT;
+                break;
+            };
+            out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
+        }
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ASEImporter::AddNodes(const std::vector<BaseNode*>& nodes,
+    aiNode* pcParent,const char* szName)
+{
+    aiMatrix4x4 m;
+    AddNodes(nodes,pcParent,szName,m);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add meshes to a given node
+void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node)
+{
+    for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)   {
+        // Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color)
+        const aiMesh* pcMesh  = pcScene->mMeshes[i];
+        const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
+
+        if (mesh == snode) {
+            ++node->mNumMeshes;
+        }
+    }
+
+    if(node->mNumMeshes)    {
+        node->mMeshes = new unsigned int[node->mNumMeshes];
+        for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i)    {
+
+            const aiMesh* pcMesh  = pcScene->mMeshes[i];
+            const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
+            if (mesh == snode)  {
+                node->mMeshes[p++] = i;
+
+                // Transform all vertices of the mesh back into their local space ->
+                // at the moment they are pretransformed
+                aiMatrix4x4 m  = mesh->mTransform;
+                m.Inverse();
+
+                aiVector3D* pvCurPtr = pcMesh->mVertices;
+                const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
+                while (pvCurPtr != pvEndPtr)    {
+                    *pvCurPtr = m * (*pvCurPtr);
+                    pvCurPtr++;
+                }
+
+                // Do the same for the normal vectors, if we have them.
+                // As always, inverse transpose.
+                if (pcMesh->mNormals)   {
+                    aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform );
+                    m3.Transpose();
+
+                    pvCurPtr = pcMesh->mNormals;
+                    pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
+                    while (pvCurPtr != pvEndPtr)    {
+                        *pvCurPtr = m3 * (*pvCurPtr);
+                        pvCurPtr++;
+                    }
+                }
+            }
+        }
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Add child nodes to a given parent node
+void ASEImporter::AddNodes (const std::vector<BaseNode*>& nodes,
+    aiNode* pcParent, const char* szName,
+    const aiMatrix4x4& mat)
+{
+    const size_t len = szName ? ::strlen(szName) : 0;
+    ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
+
+    // Receives child nodes for the pcParent node
+    std::vector<aiNode*> apcNodes;
+
+    // Now iterate through all nodes in the scene and search for one
+    // which has *us* as parent.
+    for (std::vector<BaseNode*>::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) {
+        const BaseNode* snode = *it;
+        if (szName) {
+            if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str()))
+                continue;
+        }
+        else if (snode->mParent.length())
+            continue;
+
+        (*it)->mProcessed = true;
+
+        // Allocate a new node and add it to the output data structure
+        apcNodes.push_back(new aiNode());
+        aiNode* node = apcNodes.back();
+
+        node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node"));
+        node->mParent = pcParent;
+
+        // Setup the transformation matrix of the node
+        aiMatrix4x4 mParentAdjust  = mat;
+        mParentAdjust.Inverse();
+        node->mTransformation = mParentAdjust*snode->mTransform;
+
+        // Add sub nodes - prevent stack overflow due to recursive parenting
+        if (node->mName != node->mParent->mName) {
+            AddNodes(nodes,node,node->mName.data,snode->mTransform);
+        }
+
+        // Further processing depends on the type of the node
+        if (snode->mType == ASE::BaseNode::Mesh)    {
+            // If the type of this node is "Mesh" we need to search
+            // the list of output meshes in the data structure for
+            // all those that belonged to this node once. This is
+            // slightly inconvinient here and a better solution should
+            // be used when this code is refactored next.
+            AddMeshes(snode,node);
+        }
+        else if (is_not_qnan( snode->mTargetPosition.x ))   {
+            // If this is a target camera or light we generate a small
+            // child node which marks the position of the camera
+            // target (the direction information is contained in *this*
+            // node's animation track but the exact target position
+            // would be lost otherwise)
+            if (!node->mNumChildren)    {
+                node->mChildren = new aiNode*[1];
+            }
+
+            aiNode* nd = new aiNode();
+
+            nd->mName.Set ( snode->mName + ".Target" );
+
+            nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4;
+            nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4;
+            nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4;
+
+            nd->mParent = node;
+
+            // The .Target node is always the first child node
+            for (unsigned int m = 0; m < node->mNumChildren;++m)
+                node->mChildren[m+1] = node->mChildren[m];
+
+            node->mChildren[0] = nd;
+            node->mNumChildren++;
+
+            // What we did is so great, it is at least worth a debug message
+            DefaultLogger::get()->debug("ASE: Generating separate target node ("+snode->mName+")");
+        }
+    }
+
+    // Allocate enough space for the child nodes
+    // We allocate one slot more  in case this is a target camera/light
+    pcParent->mNumChildren = (unsigned int)apcNodes.size();
+    if (pcParent->mNumChildren) {
+        pcParent->mChildren = new aiNode*[apcNodes.size()+1 /* PLUS ONE !!! */];
+
+        // now build all nodes for our nice new children
+        for (unsigned int p = 0; p < apcNodes.size();++p)
+            pcParent->mChildren[p] = apcNodes[p];
+    }
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build the output node graph
+void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes) {
+    ai_assert(NULL != pcScene);
+
+    // allocate the one and only root node
+    aiNode* root = pcScene->mRootNode = new aiNode();
+    root->mName.Set("<ASERoot>");
+
+    // Setup the coordinate system transformation
+    pcScene->mRootNode->mNumChildren = 1;
+    pcScene->mRootNode->mChildren = new aiNode*[1];
+    aiNode* ch = pcScene->mRootNode->mChildren[0] = new aiNode();
+    ch->mParent = root;
+
+    // Change the transformation matrix of all nodes
+    for (BaseNode *node : nodes) {
+        aiMatrix4x4& m = node->mTransform;
+        m.Transpose(); // row-order vs column-order
+    }
+
+    // add all nodes
+    AddNodes(nodes,ch,NULL);
+
+    // now iterate through al nodes and find those that have not yet
+    // been added to the nodegraph (= their parent could not be recognized)
+    std::vector<const BaseNode*> aiList;
+    for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();it != end; ++it)    {
+        if ((*it)->mProcessed) {
+            continue;
+        }
+
+        // check whether our parent is known
+        bool bKnowParent = false;
+
+        // search the list another time, starting *here* and try to find out whether
+        // there is a node that references *us* as a parent
+        for (std::vector<BaseNode*>::const_iterator it2 = nodes.begin();it2 != end; ++it2) {
+            if (it2 == it) {
+                continue;
+            }
+
+            if ((*it2)->mName == (*it)->mParent)    {
+                bKnowParent = true;
+                break;
+            }
+        }
+        if (!bKnowParent)   {
+            aiList.push_back(*it);
+        }
+    }
+
+    // Are there ane orphaned nodes?
+    if (!aiList.empty())    {
+        std::vector<aiNode*> apcNodes;
+        apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
+
+        for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i)
+            apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
+
+        delete[] pcScene->mRootNode->mChildren;
+        for (std::vector<const BaseNode*>::/*const_*/iterator i =  aiList.begin();i != aiList.end();++i)    {
+            const ASE::BaseNode* src = *i;
+
+            // The parent is not known, so we can assume that we must add
+            // this node to the root node of the whole scene
+            aiNode* pcNode = new aiNode();
+            pcNode->mParent = pcScene->mRootNode;
+            pcNode->mName.Set(src->mName);
+            AddMeshes(src,pcNode);
+            AddNodes(nodes,pcNode,pcNode->mName.data);
+            apcNodes.push_back(pcNode);
+        }
+
+        // Regenerate our output array
+        pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()];
+        for (unsigned int i = 0; i < apcNodes.size();++i)
+            pcScene->mRootNode->mChildren[i] = apcNodes[i];
+
+        pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
+    }
+
+    // Reset the third color set to NULL - we used this field to store a temporary pointer
+    for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
+        pcScene->mMeshes[i]->mColors[2] = NULL;
+
+    // The root node should not have at least one child or the file is valid
+    if (!pcScene->mRootNode->mNumChildren) {
+        throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt");
+    }
+
+    // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
+    pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
+        0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert the imported data to the internal verbose representation
+void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)    {
+    // allocate output storage
+    std::vector<aiVector3D> mPositions;
+    std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+    std::vector<aiColor4D>  mVertexColors;
+    std::vector<aiVector3D> mNormals;
+    std::vector<BoneVertex> mBoneVertices;
+
+    unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3;
+    mPositions.resize(iSize);
+
+    // optional texture coordinates
+    for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)    {
+        if (!mesh.amTexCoords[i].empty())   {
+            amTexCoords[i].resize(iSize);
+        }
+    }
+    // optional vertex colors
+    if (!mesh.mVertexColors.empty())    {
+        mVertexColors.resize(iSize);
+    }
+
+    // optional vertex normals (vertex normals can simply be copied)
+    if (!mesh.mNormals.empty()) {
+        mNormals.resize(iSize);
+    }
+    // bone vertices. There is no need to change the bone list
+    if (!mesh.mBoneVertices.empty())    {
+        mBoneVertices.resize(iSize);
+    }
+
+    // iterate through all faces in the mesh
+    unsigned int iCurrent = 0, fi = 0;
+    for (std::vector<ASE::Face>::iterator i =  mesh.mFaces.begin();i != mesh.mFaces.end();++i,++fi) {
+        for (unsigned int n = 0; n < 3;++n,++iCurrent)
+        {
+            mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
+
+            // add texture coordinates
+            for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)    {
+                if (mesh.amTexCoords[c].empty())break;
+                amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
+            }
+            // add vertex colors
+            if (!mesh.mVertexColors.empty())    {
+                mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
+            }
+            // add normal vectors
+            if (!mesh.mNormals.empty()) {
+                mNormals[iCurrent] = mesh.mNormals[fi*3+n];
+                mNormals[iCurrent].Normalize();
+            }
+
+            // handle bone vertices
+            if ((*i).mIndices[n] < mesh.mBoneVertices.size())   {
+                // (sometimes this will cause bone verts to be duplicated
+                //  however, I' quite sure Schrompf' JoinVerticesStep
+                //  will fix that again ...)
+                mBoneVertices[iCurrent] =  mesh.mBoneVertices[(*i).mIndices[n]];
+            }
+            (*i).mIndices[n] = iCurrent;
+        }
+    }
+
+    // replace the old arrays
+    mesh.mNormals = mNormals;
+    mesh.mPositions = mPositions;
+    mesh.mVertexColors = mVertexColors;
+
+    for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
+        mesh.amTexCoords[c] = amTexCoords[c];
+}
+
+// ------------------------------------------------------------------------------------------------
+// Copy a texture from the ASE structs to the output material
+void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type)
+{
+    // Setup the texture name
+    aiString tex;
+    tex.Set( texture.mMapName);
+    mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
+
+    // Setup the texture blend factor
+    if (is_not_qnan(texture.mTextureBlend))
+        mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
+
+    // Setup texture UV transformations
+    mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert from ASE material to output material
+void ASEImporter::ConvertMaterial(ASE::Material& mat)
+{
+    // LARGE TODO: Much code her is copied from 3DS ... join them maybe?
+
+    // Allocate the output material
+    mat.pcInstance = new aiMaterial();
+
+    // At first add the base ambient color of the
+    // scene to the material
+    mat.mAmbient.r += mParser->m_clrAmbient.r;
+    mat.mAmbient.g += mParser->m_clrAmbient.g;
+    mat.mAmbient.b += mParser->m_clrAmbient.b;
+
+    aiString name;
+    name.Set( mat.mName);
+    mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
+
+    // material colors
+    mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
+    mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+    mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+    mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+
+    // shininess
+    if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
+    {
+        mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
+        mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
+    }
+    // If there is no shininess, we can disable phong lighting
+    else if (D3DS::Discreet3DS::Metal == mat.mShading ||
+        D3DS::Discreet3DS::Phong == mat.mShading ||
+        D3DS::Discreet3DS::Blinn == mat.mShading)
+    {
+        mat.mShading = D3DS::Discreet3DS::Gouraud;
+    }
+
+    // opacity
+    mat.pcInstance->AddProperty<ai_real>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
+
+    // Two sided rendering?
+    if (mat.mTwoSided)
+    {
+        int i = 1;
+        mat.pcInstance->AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
+    }
+
+    // shading mode
+    aiShadingMode eShading = aiShadingMode_NoShading;
+    switch (mat.mShading)
+    {
+        case D3DS::Discreet3DS::Flat:
+            eShading = aiShadingMode_Flat; break;
+        case D3DS::Discreet3DS::Phong :
+            eShading = aiShadingMode_Phong; break;
+        case D3DS::Discreet3DS::Blinn :
+            eShading = aiShadingMode_Blinn; break;
+
+            // I don't know what "Wire" shading should be,
+            // assume it is simple lambertian diffuse (L dot N) shading
+        case D3DS::Discreet3DS::Wire:
+            {
+                // set the wireframe flag
+                unsigned int iWire = 1;
+                mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
+            }
+        case D3DS::Discreet3DS::Gouraud:
+            eShading = aiShadingMode_Gouraud; break;
+        case D3DS::Discreet3DS::Metal :
+            eShading = aiShadingMode_CookTorrance; break;
+    }
+    mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
+
+    // DIFFUSE texture
+    if( mat.sTexDiffuse.mMapName.length() > 0)
+        CopyASETexture(*mat.pcInstance,mat.sTexDiffuse, aiTextureType_DIFFUSE);
+
+    // SPECULAR texture
+    if( mat.sTexSpecular.mMapName.length() > 0)
+        CopyASETexture(*mat.pcInstance,mat.sTexSpecular, aiTextureType_SPECULAR);
+
+    // AMBIENT texture
+    if( mat.sTexAmbient.mMapName.length() > 0)
+        CopyASETexture(*mat.pcInstance,mat.sTexAmbient, aiTextureType_AMBIENT);
+
+    // OPACITY texture
+    if( mat.sTexOpacity.mMapName.length() > 0)
+        CopyASETexture(*mat.pcInstance,mat.sTexOpacity, aiTextureType_OPACITY);
+
+    // EMISSIVE texture
+    if( mat.sTexEmissive.mMapName.length() > 0)
+        CopyASETexture(*mat.pcInstance,mat.sTexEmissive, aiTextureType_EMISSIVE);
+
+    // BUMP texture
+    if( mat.sTexBump.mMapName.length() > 0)
+        CopyASETexture(*mat.pcInstance,mat.sTexBump, aiTextureType_HEIGHT);
+
+    // SHININESS texture
+    if( mat.sTexShininess.mMapName.length() > 0)
+        CopyASETexture(*mat.pcInstance,mat.sTexShininess, aiTextureType_SHININESS);
+
+    // store the name of the material itself, too
+    if( mat.mName.length() > 0) {
+        aiString tex;tex.Set( mat.mName);
+        mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
+    }
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build output meshes
+void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
+{
+    // validate the material index of the mesh
+    if (mesh.iMaterialIndex >= mParser->m_vMaterials.size())    {
+        mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1;
+        DefaultLogger::get()->warn("Material index is out of range");
+    }
+
+    // If the material the mesh is assigned to is consisting of submeshes, split it
+    if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
+        std::vector<ASE::Material> vSubMaterials = mParser->
+            m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
+
+        std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[vSubMaterials.size()];
+
+        // build a list of all faces per submaterial
+        for (unsigned int i = 0; i < mesh.mFaces.size();++i)    {
+            // check range
+            if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) {
+                DefaultLogger::get()->warn("Submaterial index is out of range");
+
+                // use the last material instead
+                aiSplit[vSubMaterials.size()-1].push_back(i);
+            }
+            else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
+        }
+
+        // now generate submeshes
+        for (unsigned int p = 0; p < vSubMaterials.size();++p)  {
+            if (!aiSplit[p].empty())    {
+
+                aiMesh* p_pcOut = new aiMesh();
+                p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+                // let the sub material index
+                p_pcOut->mMaterialIndex = p;
+
+                // we will need this material
+                mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
+
+                // store the real index here ... color channel 3
+                p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
+
+                // store a pointer to the mesh in color channel 2
+                p_pcOut->mColors[2] = (aiColor4D*) &mesh;
+                avOutMeshes.push_back(p_pcOut);
+
+                // convert vertices
+                p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
+                p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
+
+                // receive output vertex weights
+                std::vector<std::pair<unsigned int, float> > *avOutputBones = NULL;
+                if (!mesh.mBones.empty())   {
+                    avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.size()];
+                }
+
+                // allocate enough storage for faces
+                p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
+
+                unsigned int iBase = 0,iIndex;
+                if (p_pcOut->mNumVertices)  {
+                    p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
+                    p_pcOut->mNormals  = new aiVector3D[p_pcOut->mNumVertices];
+                    for (unsigned int q = 0; q < aiSplit[p].size();++q) {
+
+                        iIndex = aiSplit[p][q];
+
+                        p_pcOut->mFaces[q].mIndices = new unsigned int[3];
+                        p_pcOut->mFaces[q].mNumIndices = 3;
+
+                        for (unsigned int t = 0; t < 3;++t, ++iBase)    {
+                            const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
+
+                            p_pcOut->mVertices[iBase] = mesh.mPositions [iIndex2];
+                            p_pcOut->mNormals [iBase] = mesh.mNormals   [iIndex2];
+
+                            // convert bones, if existing
+                            if (!mesh.mBones.empty()) {
+                                // check whether there is a vertex weight for this vertex index
+                                if (iIndex2 < mesh.mBoneVertices.size())    {
+
+                                    for (std::vector<std::pair<int,float> >::const_iterator
+                                        blubb =  mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
+                                        blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb)    {
+
+                                        // NOTE: illegal cases have already been filtered out
+                                        avOutputBones[(*blubb).first].push_back(std::pair<unsigned int, float>(
+                                            iBase,(*blubb).second));
+                                    }
+                                }
+                            }
+                            p_pcOut->mFaces[q].mIndices[t] = iBase;
+                        }
+                    }
+                }
+                // convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported)
+                for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
+                    if (!mesh.amTexCoords[c].empty())
+                    {
+                        p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
+                        iBase = 0;
+                        for (unsigned int q = 0; q < aiSplit[p].size();++q) {
+                            iIndex = aiSplit[p][q];
+                            for (unsigned int t = 0; t < 3;++t) {
+                                p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
+                            }
+                        }
+                        // Setup the number of valid vertex components
+                        p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
+                    }
+                }
+
+                // Convert vertex colors (only one set supported)
+                if (!mesh.mVertexColors.empty()){
+                    p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
+                    iBase = 0;
+                    for (unsigned int q = 0; q < aiSplit[p].size();++q) {
+                        iIndex = aiSplit[p][q];
+                        for (unsigned int t = 0; t < 3;++t) {
+                            p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
+                        }
+                    }
+                }
+                // Copy bones
+                if (!mesh.mBones.empty())   {
+                    p_pcOut->mNumBones = 0;
+                    for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
+                        if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
+
+                    p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
+                    aiBone** pcBone = p_pcOut->mBones;
+                    for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
+                    {
+                        if (!avOutputBones[mrspock].empty())    {
+                            // we will need this bone. add it to the output mesh and
+                            // add all per-vertex weights
+                            aiBone* pc = *pcBone = new aiBone();
+                            pc->mName.Set(mesh.mBones[mrspock].mName);
+
+                            pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
+                            pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+
+                            for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
+                            {
+                                const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
+                                pc->mWeights[captainkirk].mVertexId = ref.first;
+                                pc->mWeights[captainkirk].mWeight = ref.second;
+                            }
+                            ++pcBone;
+                        }
+                    }
+                    // delete allocated storage
+                    delete[] avOutputBones;
+                }
+            }
+        }
+        // delete storage
+        delete[] aiSplit;
+    }
+    else
+    {
+        // Otherwise we can simply copy the data to one output mesh
+        // This codepath needs less memory and uses fast memcpy()s
+        // to do the actual copying. So I think it is worth the
+        // effort here.
+
+        aiMesh* p_pcOut = new aiMesh();
+        p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+        // set an empty sub material index
+        p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
+        mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
+
+        // store the real index here ... in color channel 3
+        p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
+
+        // store a pointer to the mesh in color channel 2
+        p_pcOut->mColors[2] = (aiColor4D*) &mesh;
+        avOutMeshes.push_back(p_pcOut);
+
+        // If the mesh hasn't faces or vertices, there are two cases
+        // possible: 1. the model is invalid. 2. This is a dummy
+        // helper object which we are going to remove later ...
+        if (mesh.mFaces.empty() || mesh.mPositions.empty()) {
+            return;
+        }
+
+        // convert vertices
+        p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
+        p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size();
+
+        // allocate enough storage for faces
+        p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
+
+        // copy vertices
+        p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
+        memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
+            mesh.mPositions.size() * sizeof(aiVector3D));
+
+        // copy normals
+        p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
+        memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
+            mesh.mNormals.size() * sizeof(aiVector3D));
+
+        // copy texture coordinates
+        for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)    {
+            if (!mesh.amTexCoords[c].empty())   {
+                p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
+                memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
+                    mesh.amTexCoords[c].size() * sizeof(aiVector3D));
+
+                // setup the number of valid vertex components
+                p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
+            }
+        }
+
+        // copy vertex colors
+        if (!mesh.mVertexColors.empty())    {
+            p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
+            memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
+                mesh.mVertexColors.size() * sizeof(aiColor4D));
+        }
+
+        // copy faces
+        for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace)    {
+            p_pcOut->mFaces[iFace].mNumIndices = 3;
+            p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
+
+            // copy indices
+            p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
+            p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
+            p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
+        }
+
+        // copy vertex bones
+        if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty())    {
+            std::vector<std::vector<aiVertexWeight> > avBonesOut( mesh.mBones.size() );
+
+            // find all vertex weights for this bone
+            unsigned int quak = 0;
+            for (std::vector<BoneVertex>::const_iterator harrypotter =  mesh.mBoneVertices.begin();
+                harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak)   {
+
+                for (std::vector<std::pair<int,float> >::const_iterator
+                    ronaldweasley  = (*harrypotter).mBoneWeights.begin();
+                    ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
+                {
+                    aiVertexWeight weight;
+                    weight.mVertexId = quak;
+                    weight.mWeight = (*ronaldweasley).second;
+                    avBonesOut[(*ronaldweasley).first].push_back(weight);
+                }
+            }
+
+            // now build a final bone list
+            p_pcOut->mNumBones = 0;
+            for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
+                if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
+
+            p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
+            aiBone** pcBone = p_pcOut->mBones;
+            for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)    {
+                if (!avBonesOut[jfkennedy].empty()) {
+                    aiBone* pc = *pcBone = new aiBone();
+                    pc->mName.Set(mesh.mBones[jfkennedy].mName);
+                    pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
+                    pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+                    ::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
+                        sizeof(aiVertexWeight) * pc->mNumWeights);
+                    ++pcBone;
+                }
+            }
+        }
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup proper material indices and build output materials
+void ASEImporter::BuildMaterialIndices()
+{
+    ai_assert(NULL != pcScene);
+
+    // iterate through all materials and check whether we need them
+    for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
+    {
+        ASE::Material& mat = mParser->m_vMaterials[iMat];
+        if (mat.bNeed)  {
+            // Convert it to the aiMaterial layout
+            ConvertMaterial(mat);
+            ++pcScene->mNumMaterials;
+        }
+        for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)
+        {
+            ASE::Material& submat = mat.avSubMaterials[iSubMat];
+            if (submat.bNeed)   {
+                // Convert it to the aiMaterial layout
+                ConvertMaterial(submat);
+                ++pcScene->mNumMaterials;
+            }
+        }
+    }
+
+    // allocate the output material array
+    pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
+    D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials];
+
+    unsigned int iNum = 0;
+    for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) {
+        ASE::Material& mat = mParser->m_vMaterials[iMat];
+        if (mat.bNeed)
+        {
+            ai_assert(NULL != mat.pcInstance);
+            pcScene->mMaterials[iNum] = mat.pcInstance;
+
+            // Store the internal material, too
+            pcIntMaterials[iNum] = &mat;
+
+            // Iterate through all meshes and search for one which is using
+            // this top-level material index
+            for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
+            {
+                aiMesh* mesh = pcScene->mMeshes[iMesh];
+                if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex &&
+                    iMat == (uintptr_t)mesh->mColors[3])
+                {
+                    mesh->mMaterialIndex = iNum;
+                    mesh->mColors[3] = NULL;
+                }
+            }
+            iNum++;
+        }
+        for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)   {
+            ASE::Material& submat = mat.avSubMaterials[iSubMat];
+            if (submat.bNeed)   {
+                ai_assert(NULL != submat.pcInstance);
+                pcScene->mMaterials[iNum] = submat.pcInstance;
+
+                // Store the internal material, too
+                pcIntMaterials[iNum] = &submat;
+
+                // Iterate through all meshes and search for one which is using
+                // this sub-level material index
+                for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)   {
+                    aiMesh* mesh = pcScene->mMeshes[iMesh];
+
+                    if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3]) {
+                        mesh->mMaterialIndex = iNum;
+                        mesh->mColors[3]     = NULL;
+                    }
+                }
+                iNum++;
+            }
+        }
+    }
+
+    // Dekete our temporary array
+    delete[] pcIntMaterials;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Generate normal vectors basing on smoothing groups
+bool ASEImporter::GenerateNormals(ASE::Mesh& mesh)  {
+
+    if (!mesh.mNormals.empty() && !configRecomputeNormals)
+    {
+        // Check whether there are only uninitialized normals. If there are
+        // some, skip all normals from the file and compute them on our own
+        for (std::vector<aiVector3D>::const_iterator qq =  mesh.mNormals.begin();qq != mesh.mNormals.end();++qq) {
+            if ((*qq).x || (*qq).y || (*qq).z)
+            {
+                return true;
+            }
+        }
+    }
+    // The array is reused.
+    ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
+    return false;
+}
+
+#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER

+ 205 - 205
code/ASELoader.h

@@ -1,205 +1,205 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  ASELoader.h
- *  @brief Definition of the .ASE importer class.
- */
-#ifndef AI_ASELOADER_H_INCLUDED
-#define AI_ASELOADER_H_INCLUDED
-
-#include "BaseImporter.h"
-#include "../include/assimp/types.h"
-
-struct aiNode;
-#include "ASEParser.h"
-
-namespace Assimp {
-
-
-// --------------------------------------------------------------------------------
-/** Importer class for the 3DS ASE ASCII format.
- *
- */
-class ASEImporter : public BaseImporter	{
-public:
-	ASEImporter();
-	~ASEImporter();
-
-
-public:
-
-	// -------------------------------------------------------------------
-	/** Returns whether the class can handle the format of the given file. 
-	 * See BaseImporter::CanRead() for details.	
-	 */
-	bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
-		bool checkSig) const;
-
-protected:
-
-	// -------------------------------------------------------------------
-	/** Return importer meta information.
-	 * See #BaseImporter::GetInfo for the details
-	 */
-	const aiImporterDesc* GetInfo () const;
-
-
-	// -------------------------------------------------------------------
-	/** Imports the given file into the given scene structure. 
-	* See BaseImporter::InternReadFile() for details
-	*/
-	void InternReadFile( const std::string& pFile, aiScene* pScene,
-		IOSystem* pIOHandler);
-
-
-	// -------------------------------------------------------------------
-	/** Called prior to ReadFile().
-	* The function is a request to the importer to update its configuration
-	* basing on the Importer's configuration property list.
-	*/
-	void SetupProperties(const Importer* pImp);
-
-
-private:
-
-	// -------------------------------------------------------------------
-	/** Generate normal vectors basing on smoothing groups
-	 * (in some cases the normal are already contained in the file)
-	 * \param mesh Mesh to work on
-	 * \return false if the normals have been recomputed
-	 */
-	bool GenerateNormals(ASE::Mesh& mesh);
-
-
-	// -------------------------------------------------------------------
-	/** Create valid vertex/normal/UV/color/face lists.
-	 *  All elements are unique, faces have only one set of indices
-	 *  after this step occurs.
-	 * \param mesh Mesh to work on
-	 */
-	void BuildUniqueRepresentation(ASE::Mesh& mesh);
-
-
-	/** Create one-material-per-mesh meshes ;-)
-	 * \param mesh Mesh to work with
-	 *  \param Receives the list of all created meshes
-	 */
-	void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
-
-
-	// -------------------------------------------------------------------
-	/** Convert a material to a aiMaterial object
-	 * \param mat Input material
-	 */
-	void ConvertMaterial(ASE::Material& mat);
-
-
-	// -------------------------------------------------------------------
-	/** Setup the final material indices for each mesh
-	 */
-	void BuildMaterialIndices();
-
-
-	// -------------------------------------------------------------------
-	/** Build the node graph
-	 */
-	void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
-
-
-	// -------------------------------------------------------------------
-	/** Build output cameras
-	 */
-	void BuildCameras();
-
-
-	// -------------------------------------------------------------------
-	/** Build output lights
-	 */
-	void BuildLights();
-
-
-	// -------------------------------------------------------------------
-	/** Build output animations
-	 */
-	void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
-
-
-	// -------------------------------------------------------------------
-	/** Add sub nodes to a node
-	 *  \param pcParent parent node to be filled
-	 *  \param szName Name of the parent node
-	 *  \param matrix Current transform
-	 */
-	void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
-		aiNode* pcParent,const char* szName);
-
-	void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
-		aiNode* pcParent,const char* szName,
-		const aiMatrix4x4& matrix);
-
-	void AddMeshes(const ASE::BaseNode* snode,aiNode* node);
-
-	// -------------------------------------------------------------------
-	/** Generate a default material and add it to the parser's list
-	 *  Called if no material has been found in the file (rare for ASE,
-	 *  but not impossible)
-	 */
-	void GenerateDefaultMaterial();
-
-protected:
-
-	/** Parser instance */
-	ASE::Parser* mParser;
-
-	/** Buffer to hold the loaded file */
-	char* mBuffer;
-
-	/** Scene to be filled */
-	aiScene* pcScene;
-
-	/** Config options: Recompute the normals in every case - WA
-	    for 3DS Max broken ASE normal export */
-	bool configRecomputeNormals;
-	bool noSkeletonMesh;
-};
-
-} // end of namespace Assimp
-
-#endif // AI_3DSIMPORTER_H_INC
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  ASELoader.h
+ *  @brief Definition of the .ASE importer class.
+ */
+#ifndef AI_ASELOADER_H_INCLUDED
+#define AI_ASELOADER_H_INCLUDED
+
+#include "BaseImporter.h"
+#include <assimp/types.h>
+
+struct aiNode;
+#include "ASEParser.h"
+
+namespace Assimp {
+
+
+// --------------------------------------------------------------------------------
+/** Importer class for the 3DS ASE ASCII format.
+ *
+ */
+class ASEImporter : public BaseImporter {
+public:
+    ASEImporter();
+    ~ASEImporter();
+
+
+public:
+
+    // -------------------------------------------------------------------
+    /** Returns whether the class can handle the format of the given file.
+     * See BaseImporter::CanRead() for details.
+     */
+    bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+        bool checkSig) const;
+
+protected:
+
+    // -------------------------------------------------------------------
+    /** Return importer meta information.
+     * See #BaseImporter::GetInfo for the details
+     */
+    const aiImporterDesc* GetInfo () const;
+
+
+    // -------------------------------------------------------------------
+    /** Imports the given file into the given scene structure.
+    * See BaseImporter::InternReadFile() for details
+    */
+    void InternReadFile( const std::string& pFile, aiScene* pScene,
+        IOSystem* pIOHandler);
+
+
+    // -------------------------------------------------------------------
+    /** Called prior to ReadFile().
+    * The function is a request to the importer to update its configuration
+    * basing on the Importer's configuration property list.
+    */
+    void SetupProperties(const Importer* pImp);
+
+
+private:
+
+    // -------------------------------------------------------------------
+    /** Generate normal vectors basing on smoothing groups
+     * (in some cases the normal are already contained in the file)
+     * \param mesh Mesh to work on
+     * \return false if the normals have been recomputed
+     */
+    bool GenerateNormals(ASE::Mesh& mesh);
+
+
+    // -------------------------------------------------------------------
+    /** Create valid vertex/normal/UV/color/face lists.
+     *  All elements are unique, faces have only one set of indices
+     *  after this step occurs.
+     * \param mesh Mesh to work on
+     */
+    void BuildUniqueRepresentation(ASE::Mesh& mesh);
+
+
+    /** Create one-material-per-mesh meshes ;-)
+     * \param mesh Mesh to work with
+     *  \param Receives the list of all created meshes
+     */
+    void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
+
+
+    // -------------------------------------------------------------------
+    /** Convert a material to a aiMaterial object
+     * \param mat Input material
+     */
+    void ConvertMaterial(ASE::Material& mat);
+
+
+    // -------------------------------------------------------------------
+    /** Setup the final material indices for each mesh
+     */
+    void BuildMaterialIndices();
+
+
+    // -------------------------------------------------------------------
+    /** Build the node graph
+     */
+    void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
+
+
+    // -------------------------------------------------------------------
+    /** Build output cameras
+     */
+    void BuildCameras();
+
+
+    // -------------------------------------------------------------------
+    /** Build output lights
+     */
+    void BuildLights();
+
+
+    // -------------------------------------------------------------------
+    /** Build output animations
+     */
+    void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
+
+
+    // -------------------------------------------------------------------
+    /** Add sub nodes to a node
+     *  \param pcParent parent node to be filled
+     *  \param szName Name of the parent node
+     *  \param matrix Current transform
+     */
+    void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
+        aiNode* pcParent,const char* szName);
+
+    void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
+        aiNode* pcParent,const char* szName,
+        const aiMatrix4x4& matrix);
+
+    void AddMeshes(const ASE::BaseNode* snode,aiNode* node);
+
+    // -------------------------------------------------------------------
+    /** Generate a default material and add it to the parser's list
+     *  Called if no material has been found in the file (rare for ASE,
+     *  but not impossible)
+     */
+    void GenerateDefaultMaterial();
+
+protected:
+
+    /** Parser instance */
+    ASE::Parser* mParser;
+
+    /** Buffer to hold the loaded file */
+    char* mBuffer;
+
+    /** Scene to be filled */
+    aiScene* pcScene;
+
+    /** Config options: Recompute the normals in every case - WA
+        for 3DS Max broken ASE normal export */
+    bool configRecomputeNormals;
+    bool noSkeletonMesh;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_3DSIMPORTER_H_INC

+ 2154 - 2153
code/ASEParser.cpp

@@ -1,2153 +1,2154 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  ASEParser.cpp
- *  @brief Implementation of the ASE parser class 
- */
-
-#include "AssimpPCH.h"
-#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
-
-// internal headers
-#include "TextureTransform.h"
-#include "ASELoader.h"
-#include "MaterialSystem.h"
-#include "fast_atof.h"
-
-using namespace Assimp;
-using namespace Assimp::ASE;
-
-
-// ------------------------------------------------------------------------------------------------
-// Begin an ASE parsing function
-
-#define AI_ASE_PARSER_INIT() \
-	int iDepth = 0;
-
-// ------------------------------------------------------------------------------------------------
-// Handle a "top-level" section in the file. EOF is no error in this case.
-
-#define AI_ASE_HANDLE_TOP_LEVEL_SECTION() \
-	else if ('{' == *filePtr)iDepth++; \
-	else if ('}' == *filePtr) \
-	{ \
-		if (0 == --iDepth) \
-		{ \
-			++filePtr; \
-			SkipToNextToken(); \
-			return; \
-		} \
-	} \
-	else if ('\0' == *filePtr) \
-	{ \
-		return; \
-	} \
-	if(IsLineEnd(*filePtr) && !bLastWasEndLine) \
-	{ \
-		++iLineNumber; \
-		bLastWasEndLine = true; \
-	} else bLastWasEndLine = false; \
-	++filePtr; 
-
-// ------------------------------------------------------------------------------------------------
-// Handle a nested section in the file. EOF is an error in this case
-// @param level "Depth" of the section
-// @param msg Full name of the section (including the asterisk)
-
-#define AI_ASE_HANDLE_SECTION(level, msg) \
-	if ('{' == *filePtr)iDepth++; \
-	else if ('}' == *filePtr) \
-	{ \
-		if (0 == --iDepth) \
-		{ \
-			++filePtr; \
-			SkipToNextToken(); \
-			return; \
-		} \
-	} \
-	else if ('\0' == *filePtr) \
-	{ \
-		LogError("Encountered unexpected EOL while parsing a " msg \
-		" chunk (Level " level ")"); \
-	} \
-	if(IsLineEnd(*filePtr) && !bLastWasEndLine) \
-		{ \
-		++iLineNumber; \
-		bLastWasEndLine = true; \
-	} else bLastWasEndLine = false; \
-	++filePtr; 
-
-// ------------------------------------------------------------------------------------------------
-Parser::Parser (const char* szFile, unsigned int fileFormatDefault)
-{
-	ai_assert(NULL != szFile);
-	filePtr = szFile;
-	iFileFormat = fileFormatDefault;
-
-	// make sure that the color values are invalid
-	m_clrBackground.r = get_qnan();
-	m_clrAmbient.r    = get_qnan();
-
-	// setup some default values
-	iLineNumber = 0;
-	iFirstFrame = 0;
-	iLastFrame = 0;
-	iFrameSpeed = 30;        // use 30 as default value for this property
-	iTicksPerFrame = 1;      // use 1 as default value for this property
-	bLastWasEndLine = false; // need to handle \r\n seqs due to binary file mapping
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::LogWarning(const char* szWarn)
-{
-	ai_assert(NULL != szWarn);
-
-	char szTemp[1024];
-#if _MSC_VER >= 1400
-	sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
-#else
-	snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
-#endif
-
-	// output the warning to the logger ...
-	DefaultLogger::get()->warn(szTemp);
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::LogInfo(const char* szWarn)
-{
-	ai_assert(NULL != szWarn);
-
-	char szTemp[1024];
-#if _MSC_VER >= 1400
-	sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
-#else
-	snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
-#endif
-
-	// output the information to the logger ...
-	DefaultLogger::get()->info(szTemp);
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::LogError(const char* szWarn)
-{
-	ai_assert(NULL != szWarn);
-
-	char szTemp[1024];
-#if _MSC_VER >= 1400
-	sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
-#else
-	snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
-#endif
-
-	// throw an exception
-	throw DeadlyImportError(szTemp);
-}
-
-// ------------------------------------------------------------------------------------------------
-bool Parser::SkipToNextToken()
-{
-	while (true)
-	{
-		char me = *filePtr;
-
-		// increase the line number counter if necessary
-		if (IsLineEnd(me) && !bLastWasEndLine)
-		{
-			++iLineNumber;
-			bLastWasEndLine = true;
-		}
-		else bLastWasEndLine = false;
-		if ('*' == me || '}' == me || '{' == me)return true;
-		if ('\0' == me)return false;
-
-		++filePtr;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-bool Parser::SkipSection()
-{
-	// must handle subsections ...
-	int iCnt = 0;
-	while (true)
-	{
-		if ('}' == *filePtr)
-		{
-			--iCnt;
-			if (0 == iCnt)
-			{
-				// go to the next valid token ...
-				++filePtr;
-				SkipToNextToken();
-				return true;
-			}
-		}
-		else if ('{' == *filePtr)
-		{
-			++iCnt;
-		}
-		else if ('\0' == *filePtr)
-		{
-			LogWarning("Unable to parse block: Unexpected EOF, closing bracket \'}\' was expected [#1]");	
-			return false;
-		}
-		else if(IsLineEnd(*filePtr))++iLineNumber;
-		++filePtr;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::Parse()
-{
-	AI_ASE_PARSER_INIT();
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Version should be 200. Validate this ...
-			if (TokenMatch(filePtr,"3DSMAX_ASCIIEXPORT",18))
-			{
-				unsigned int fmt;
-				ParseLV4MeshLong(fmt);
-
-				if (fmt > 200)
-				{
-					LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
-							   be <= 200");
-				}
-				// *************************************************************
-				// - fmt will be 0 if we're unable to read the version number
-				// there are some faulty files without a version number ...
-				// in this case we'll guess the exact file format by looking
-				// at the file extension (ASE, ASK, ASC)
-				// *************************************************************
-
-				if (fmt)iFileFormat = fmt;
-				continue;
-			}
-			// main scene information
-			if (TokenMatch(filePtr,"SCENE",5))
-			{
-				ParseLV1SceneBlock();
-				continue;
-			}
-			// "group" - no implementation yet, in facte
-			// we're just ignoring them for the moment
-			if (TokenMatch(filePtr,"GROUP",5)) 
-			{
-				Parse();
-				continue;
-			}
-			// material list
-			if (TokenMatch(filePtr,"MATERIAL_LIST",13)) 
-			{
-				ParseLV1MaterialListBlock();
-				continue;
-			}
-			// geometric object (mesh)
-			if (TokenMatch(filePtr,"GEOMOBJECT",10)) 
-				
-			{
-				m_vMeshes.push_back(Mesh());
-				ParseLV1ObjectBlock(m_vMeshes.back());
-				continue;
-			}
-			// helper object = dummy in the hierarchy
-			if (TokenMatch(filePtr,"HELPEROBJECT",12)) 
-				
-			{
-				m_vDummies.push_back(Dummy());
-				ParseLV1ObjectBlock(m_vDummies.back());
-				continue;
-			}
-			// light object
-			if (TokenMatch(filePtr,"LIGHTOBJECT",11)) 
-				
-			{
-				m_vLights.push_back(Light());
-				ParseLV1ObjectBlock(m_vLights.back());
-				continue;
-			}
-			// camera object
-			if (TokenMatch(filePtr,"CAMERAOBJECT",12)) 
-			{
-				m_vCameras.push_back(Camera());
-				ParseLV1ObjectBlock(m_vCameras.back());
-				continue;
-			}
-			// comment - print it on the console
-			if (TokenMatch(filePtr,"COMMENT",7)) 
-			{
-				std::string out = "<unknown>";
-				ParseString(out,"*COMMENT");
-				LogInfo(("Comment: " + out).c_str());
-				continue;
-			}
-			// ASC bone weights
-			if (AI_ASE_IS_OLD_FILE_FORMAT() && TokenMatch(filePtr,"MESH_SOFTSKINVERTS",18)) 
-			{
-				ParseLV1SoftSkinBlock();
-			}
-		}
-		AI_ASE_HANDLE_TOP_LEVEL_SECTION();
-	}
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV1SoftSkinBlock()
-{
-	// TODO: fix line counting here
-
-	// **************************************************************
-	// The soft skin block is formatted differently. There are no
-	// nested sections supported and the single elements aren't
-	// marked by keywords starting with an asterisk.
-
-	/** 
-	FORMAT BEGIN
-
-	*MESH_SOFTSKINVERTS {
-	<nodename>
-	<number of vertices>
-
-	[for <number of vertices> times:]
-		<number of weights>	[for <number of weights> times:] <bone name> <weight>
-	}
-
-	FORMAT END 
-	*/
-	// **************************************************************
-	while (true)
-	{
-		if (*filePtr == '}'      )	{++filePtr;return;}
-		else if (*filePtr == '\0')	return;
-		else if (*filePtr == '{' )	++filePtr;
-
-		else // if (!IsSpace(*filePtr) && !IsLineEnd(*filePtr))
-		{
-			ASE::Mesh* curMesh		= NULL;
-			unsigned int numVerts	= 0;
-
-			const char* sz = filePtr;
-			while (!IsSpaceOrNewLine(*filePtr))++filePtr;
-
-			const unsigned int diff = (unsigned int)(filePtr-sz);
-			if (diff)
-			{
-				std::string name = std::string(sz,diff);
-				for (std::vector<ASE::Mesh>::iterator it = m_vMeshes.begin();
-					it != m_vMeshes.end(); ++it)
-				{
-					if ((*it).mName == name)
-					{
-						curMesh = & (*it);
-						break;
-					}
-				}
-				if (!curMesh)
-				{
-					LogWarning("Encountered unknown mesh in *MESH_SOFTSKINVERTS section");
-
-					// Skip the mesh data - until we find a new mesh
-					// or the end of the *MESH_SOFTSKINVERTS section
-					while (true)
-					{
-						SkipSpacesAndLineEnd(&filePtr);
-						if (*filePtr == '}')
-							{++filePtr;return;}
-						else if (!IsNumeric(*filePtr))
-							break;
-
-						SkipLine(&filePtr);
-					}
-				}
-				else
-				{
-					SkipSpacesAndLineEnd(&filePtr);
-					ParseLV4MeshLong(numVerts);
-
-					// Reserve enough storage
-					curMesh->mBoneVertices.reserve(numVerts);
-
-					for (unsigned int i = 0; i < numVerts;++i)
-					{
-						SkipSpacesAndLineEnd(&filePtr);
-						unsigned int numWeights;
-						ParseLV4MeshLong(numWeights);
-
-						curMesh->mBoneVertices.push_back(ASE::BoneVertex());
-						ASE::BoneVertex& vert = curMesh->mBoneVertices.back();
-
-						// Reserve enough storage
-						vert.mBoneWeights.reserve(numWeights);
-
-						for (unsigned int w = 0; w < numWeights;++w)
-						{
-							std::string bone;
-							ParseString(bone,"*MESH_SOFTSKINVERTS.Bone");
-
-							// Find the bone in the mesh's list
-							std::pair<int,float> me;
-							me.first = -1;
-							
-							for (unsigned int n = 0; n < curMesh->mBones.size();++n)
-							{
-								if (curMesh->mBones[n].mName == bone)
-								{
-									me.first = n;
-									break;
-								}
-							}
-							if (-1 == me.first)
-							{
-								// We don't have this bone yet, so add it to the list
-								me.first = (int)curMesh->mBones.size();
-								curMesh->mBones.push_back(ASE::Bone(bone));
-							}
-							ParseLV4MeshFloat( me.second );
-
-							// Add the new bone weight to list
-							vert.mBoneWeights.push_back(me);
-						}
-					}
-				}
-			}
-		}
-		++filePtr;
-		SkipSpacesAndLineEnd(&filePtr);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV1SceneBlock()
-{
-	AI_ASE_PARSER_INIT();
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			if (TokenMatch(filePtr,"SCENE_BACKGROUND_STATIC",23)) 
-				
-			{
-				// parse a color triple and assume it is really the bg color
-				ParseLV4MeshFloatTriple( &m_clrBackground.r );
-				continue;
-			}
-			if (TokenMatch(filePtr,"SCENE_AMBIENT_STATIC",20)) 
-				
-			{
-				// parse a color triple and assume it is really the bg color
-				ParseLV4MeshFloatTriple( &m_clrAmbient.r );
-				continue;
-			}
-			if (TokenMatch(filePtr,"SCENE_FIRSTFRAME",16)) 
-			{
-				ParseLV4MeshLong(iFirstFrame);
-				continue;
-			}
-			if (TokenMatch(filePtr,"SCENE_LASTFRAME",15))
-			{
-				ParseLV4MeshLong(iLastFrame);
-				continue;
-			}
-			if (TokenMatch(filePtr,"SCENE_FRAMESPEED",16)) 
-			{
-				ParseLV4MeshLong(iFrameSpeed);
-				continue;
-			}
-			if (TokenMatch(filePtr,"SCENE_TICKSPERFRAME",19))
-			{
-				ParseLV4MeshLong(iTicksPerFrame);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_TOP_LEVEL_SECTION();
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV1MaterialListBlock()
-{
-	AI_ASE_PARSER_INIT();
-
-	unsigned int iMaterialCount = 0;
-	unsigned int iOldMaterialCount = (unsigned int)m_vMaterials.size();
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			if (TokenMatch(filePtr,"MATERIAL_COUNT",14))
-			{
-				ParseLV4MeshLong(iMaterialCount);
-
-				// now allocate enough storage to hold all materials
-				m_vMaterials.resize(iOldMaterialCount+iMaterialCount);
-				continue;
-			}
-			if (TokenMatch(filePtr,"MATERIAL",8))
-			{
-				unsigned int iIndex = 0;
-				ParseLV4MeshLong(iIndex);
-
-				if (iIndex >= iMaterialCount)
-				{
-					LogWarning("Out of range: material index is too large");
-					iIndex = iMaterialCount-1;
-				}
-
-				// get a reference to the material
-				Material& sMat = m_vMaterials[iIndex+iOldMaterialCount];
-				// parse the material block
-				ParseLV2MaterialBlock(sMat);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_TOP_LEVEL_SECTION();
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
-{
-	AI_ASE_PARSER_INIT();
-
-	unsigned int iNumSubMaterials = 0;
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			if (TokenMatch(filePtr,"MATERIAL_NAME",13))
-			{
-				if (!ParseString(mat.mName,"*MATERIAL_NAME"))
-					SkipToNextToken();
-				continue;
-			}
-			// ambient material color
-			if (TokenMatch(filePtr,"MATERIAL_AMBIENT",16))
-			{
-				ParseLV4MeshFloatTriple(&mat.mAmbient.r);
-				continue;
-			}
-			// diffuse material color
-			if (TokenMatch(filePtr,"MATERIAL_DIFFUSE",16) )
-			{
-				ParseLV4MeshFloatTriple(&mat.mDiffuse.r);
-				continue;
-			}
-			// specular material color
-			if (TokenMatch(filePtr,"MATERIAL_SPECULAR",17))
-			{
-				ParseLV4MeshFloatTriple(&mat.mSpecular.r);
-				continue;
-			}
-			// material shading type
-			if (TokenMatch(filePtr,"MATERIAL_SHADING",16))
-			{
-				if (TokenMatch(filePtr,"Blinn",5))
-				{
-					mat.mShading = Discreet3DS::Blinn;
-				}
-				else if (TokenMatch(filePtr,"Phong",5))
-				{
-					mat.mShading = Discreet3DS::Phong;
-				}
-				else if (TokenMatch(filePtr,"Flat",4))
-				{
-					mat.mShading = Discreet3DS::Flat;
-				}
-				else if (TokenMatch(filePtr,"Wire",4))
-				{
-					mat.mShading = Discreet3DS::Wire;
-				}
-				else
-				{
-					// assume gouraud shading
-					mat.mShading = Discreet3DS::Gouraud;
-					SkipToNextToken();
-				}
-				continue;
-			}
-			// material transparency
-			if (TokenMatch(filePtr,"MATERIAL_TRANSPARENCY",21))
-			{
-				ParseLV4MeshFloat(mat.mTransparency);
-				mat.mTransparency = 1.0f - mat.mTransparency;continue;
-			}
-			// material self illumination
-			if (TokenMatch(filePtr,"MATERIAL_SELFILLUM",18))
-			{
-				float f = 0.0f;
-				ParseLV4MeshFloat(f);
-
-				mat.mEmissive.r = f;
-				mat.mEmissive.g = f;
-				mat.mEmissive.b = f;
-				continue;
-			}
-			// material shininess
-			if (TokenMatch(filePtr,"MATERIAL_SHINE",14) )
-			{
-				ParseLV4MeshFloat(mat.mSpecularExponent);
-				mat.mSpecularExponent *= 15;
-				continue;
-			}
-			// two-sided material
-			if (TokenMatch(filePtr,"MATERIAL_TWOSIDED",17) )
-			{
-				mat.mTwoSided = true;
-				continue;
-			}
-			// material shininess strength
-			if (TokenMatch(filePtr,"MATERIAL_SHINESTRENGTH",22))
-			{
-				ParseLV4MeshFloat(mat.mShininessStrength);
-				continue;
-			}
-			// diffuse color map
-			if (TokenMatch(filePtr,"MAP_DIFFUSE",11))
-			{
-				// parse the texture block
-				ParseLV3MapBlock(mat.sTexDiffuse);
-				continue;
-			}
-			// ambient color map
-			if (TokenMatch(filePtr,"MAP_AMBIENT",11))
-			{
-				// parse the texture block
-				ParseLV3MapBlock(mat.sTexAmbient);
-				continue;
-			}
-			// specular color map
-			if (TokenMatch(filePtr,"MAP_SPECULAR",12))
-			{
-				// parse the texture block
-				ParseLV3MapBlock(mat.sTexSpecular);
-				continue;
-			}
-			// opacity map
-			if (TokenMatch(filePtr,"MAP_OPACITY",11))
-			{
-				// parse the texture block
-				ParseLV3MapBlock(mat.sTexOpacity);
-				continue;
-			}
-			// emissive map
-			if (TokenMatch(filePtr,"MAP_SELFILLUM",13))
-			{
-				// parse the texture block
-				ParseLV3MapBlock(mat.sTexEmissive);
-				continue;
-			}
-			// bump map
-			if (TokenMatch(filePtr,"MAP_BUMP",8))
-			{
-				// parse the texture block
-				ParseLV3MapBlock(mat.sTexBump);
-			}
-			// specular/shininess map
-			if (TokenMatch(filePtr,"MAP_SHINESTRENGTH",17))
-			{
-				// parse the texture block
-				ParseLV3MapBlock(mat.sTexShininess);
-				continue;
-			}
-			// number of submaterials
-			if (TokenMatch(filePtr,"NUMSUBMTLS",10))
-			{
-				ParseLV4MeshLong(iNumSubMaterials);
-
-				// allocate enough storage
-				mat.avSubMaterials.resize(iNumSubMaterials);
-			}
-			// submaterial chunks
-			if (TokenMatch(filePtr,"SUBMATERIAL",11))
-			{
-			
-				unsigned int iIndex = 0;
-				ParseLV4MeshLong(iIndex);
-
-				if (iIndex >= iNumSubMaterials)
-				{
-					LogWarning("Out of range: submaterial index is too large");
-					iIndex = iNumSubMaterials-1;
-				}
-
-				// get a reference to the material
-				Material& sMat = mat.avSubMaterials[iIndex];
-
-				// parse the material block
-				ParseLV2MaterialBlock(sMat);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("2","*MATERIAL");
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MapBlock(Texture& map)
-{
-	AI_ASE_PARSER_INIT();
-
-	// ***********************************************************
-	// *BITMAP should not be there if *MAP_CLASS is not BITMAP,
-	// but we need to expect that case ... if the path is
-	// empty the texture won't be used later.
-	// ***********************************************************
-	bool parsePath = true; 
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			// type of map
-			if (TokenMatch(filePtr,"MAP_CLASS" ,9))
-			{
-				std::string temp;
-				if(!ParseString(temp,"*MAP_CLASS"))
-					SkipToNextToken();
-				if (temp != "Bitmap" && temp != "Normal Bump")
-				{
-					DefaultLogger::get()->warn("ASE: Skipping unknown map type: " + temp);
-					parsePath = false; 
-				}
-				continue;
-			}
-			// path to the texture
-			if (parsePath && TokenMatch(filePtr,"BITMAP" ,6))
-			{
-				if(!ParseString(map.mMapName,"*BITMAP"))
-					SkipToNextToken();
-
-				if (map.mMapName == "None")
-				{
-					// Files with 'None' as map name are produced by
-					// an Maja to ASE exporter which name I forgot ..
-					DefaultLogger::get()->warn("ASE: Skipping invalid map entry");
-					map.mMapName = "";
-				}
-
-				continue;
-			}
-			// offset on the u axis
-			if (TokenMatch(filePtr,"UVW_U_OFFSET" ,12))
-			{
-				ParseLV4MeshFloat(map.mOffsetU);
-				continue;
-			}
-			// offset on the v axis
-			if (TokenMatch(filePtr,"UVW_V_OFFSET" ,12))
-			{
-				ParseLV4MeshFloat(map.mOffsetV);
-				continue;
-			}
-			// tiling on the u axis
-			if (TokenMatch(filePtr,"UVW_U_TILING" ,12))
-			{
-				ParseLV4MeshFloat(map.mScaleU);
-				continue;
-			}
-			// tiling on the v axis
-			if (TokenMatch(filePtr,"UVW_V_TILING" ,12))
-			{
-				ParseLV4MeshFloat(map.mScaleV);
-				continue;
-			}
-			// rotation around the z-axis
-			if (TokenMatch(filePtr,"UVW_ANGLE" ,9))
-			{
-				ParseLV4MeshFloat(map.mRotation);
-				continue;
-			}
-			// map blending factor
-			if (TokenMatch(filePtr,"MAP_AMOUNT" ,10))
-			{
-				ParseLV4MeshFloat(map.mTextureBlend);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MAP_XXXXXX");
-	}
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-bool Parser::ParseString(std::string& out,const char* szName)
-{
-	char szBuffer[1024];
-	if (!SkipSpaces(&filePtr))
-	{
-
-		sprintf(szBuffer,"Unable to parse %s block: Unexpected EOL",szName);
-		LogWarning(szBuffer);
-		return false;
-	}
-	// there must be '"'
-	if ('\"' != *filePtr)
-	{
-
-		sprintf(szBuffer,"Unable to parse %s block: Strings are expected "
-			"to be enclosed in double quotation marks",szName);
-		LogWarning(szBuffer);
-		return false;
-	}
-	++filePtr;
-	const char* sz = filePtr;
-	while (true)
-	{
-		if ('\"' == *sz)break;
-		else if ('\0' == *sz)
-		{			
-			sprintf(szBuffer,"Unable to parse %s block: Strings are expected to "
-				"be enclosed in double quotation marks but EOF was reached before "
-				"a closing quotation mark was encountered",szName);
-			LogWarning(szBuffer);
-			return false;
-		}
-		sz++;
-	}
-	out = std::string(filePtr,(uintptr_t)sz-(uintptr_t)filePtr);
-	filePtr = sz+1;
-	return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV1ObjectBlock(ASE::BaseNode& node)
-{
-	AI_ASE_PARSER_INIT();
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// first process common tokens such as node name and transform
-			// name of the mesh/node
-			if (TokenMatch(filePtr,"NODE_NAME" ,9))
-			{
-				if(!ParseString(node.mName,"*NODE_NAME"))
-					SkipToNextToken();
-				continue;
-			}
-			// name of the parent of the node
-			if (TokenMatch(filePtr,"NODE_PARENT" ,11) )
-			{
-				if(!ParseString(node.mParent,"*NODE_PARENT"))
-					SkipToNextToken();
-				continue;
-			}
-			// transformation matrix of the node
-			if (TokenMatch(filePtr,"NODE_TM" ,7))
-			{
-				ParseLV2NodeTransformBlock(node);
-				continue;
-			}
-			// animation data of the node
-			if (TokenMatch(filePtr,"TM_ANIMATION" ,12))
-			{
-				ParseLV2AnimationBlock(node);
-				continue;
-			}
-
-			if (node.mType == BaseNode::Light)
-			{
-				// light settings
-				if (TokenMatch(filePtr,"LIGHT_SETTINGS" ,14))
-				{
-					ParseLV2LightSettingsBlock((ASE::Light&)node);
-					continue;
-				}
-				// type of the light source
-				if (TokenMatch(filePtr,"LIGHT_TYPE" ,10))
-				{
-					if (!ASSIMP_strincmp("omni",filePtr,4))
-					{
-						((ASE::Light&)node).mLightType = ASE::Light::OMNI;
-					}
-					else if (!ASSIMP_strincmp("target",filePtr,6))
-					{
-						((ASE::Light&)node).mLightType = ASE::Light::TARGET;
-					}
-					else if (!ASSIMP_strincmp("free",filePtr,4))
-					{
-						((ASE::Light&)node).mLightType = ASE::Light::FREE;
-					}
-					else if (!ASSIMP_strincmp("directional",filePtr,11))
-					{
-						((ASE::Light&)node).mLightType = ASE::Light::DIRECTIONAL;
-					}
-					else
-					{
-						LogWarning("Unknown kind of light source");
-					}
-					continue;
-				}
-			}
-			else if (node.mType == BaseNode::Camera)
-			{
-				// Camera settings
-				if (TokenMatch(filePtr,"CAMERA_SETTINGS" ,15))
-				{
-					ParseLV2CameraSettingsBlock((ASE::Camera&)node);
-					continue;
-				}
-				else if (TokenMatch(filePtr,"CAMERA_TYPE" ,11))
-				{
-					if (!ASSIMP_strincmp("target",filePtr,6))
-					{
-						((ASE::Camera&)node).mCameraType = ASE::Camera::TARGET;
-					}
-					else if (!ASSIMP_strincmp("free",filePtr,4))
-					{
-						((ASE::Camera&)node).mCameraType = ASE::Camera::FREE;
-					}
-					else
-					{
-						LogWarning("Unknown kind of camera");
-					}
-					continue;
-				}
-			}
-			else if (node.mType == BaseNode::Mesh)
-			{
-				// mesh data
-				// FIX: Older files use MESH_SOFTSKIN
-				if (TokenMatch(filePtr,"MESH" ,4) || 
-					TokenMatch(filePtr,"MESH_SOFTSKIN",13))
-				{
-					ParseLV2MeshBlock((ASE::Mesh&)node);
-					continue;
-				}
-				// mesh material index
-				if (TokenMatch(filePtr,"MATERIAL_REF" ,12))
-				{
-					ParseLV4MeshLong(((ASE::Mesh&)node).iMaterialIndex);
-					continue;
-				}
-			}
-		}
-		AI_ASE_HANDLE_TOP_LEVEL_SECTION();
-	}
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV2CameraSettingsBlock(ASE::Camera& camera)
-{
-	AI_ASE_PARSER_INIT();
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			if (TokenMatch(filePtr,"CAMERA_NEAR" ,11))
-			{
-				ParseLV4MeshFloat(camera.mNear);
-				continue;
-			}
-			if (TokenMatch(filePtr,"CAMERA_FAR" ,10))
-			{
-				ParseLV4MeshFloat(camera.mFar);
-				continue;
-			}
-			if (TokenMatch(filePtr,"CAMERA_FOV" ,10))
-			{
-				ParseLV4MeshFloat(camera.mFOV);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("2","CAMERA_SETTINGS");
-	}
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV2LightSettingsBlock(ASE::Light& light)
-{
-	AI_ASE_PARSER_INIT();
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			if (TokenMatch(filePtr,"LIGHT_COLOR" ,11))
-			{
-				ParseLV4MeshFloatTriple(&light.mColor.r);
-				continue;
-			}
-			if (TokenMatch(filePtr,"LIGHT_INTENS" ,12))
-			{
-				ParseLV4MeshFloat(light.mIntensity);
-				continue;
-			}
-			if (TokenMatch(filePtr,"LIGHT_HOTSPOT" ,13))
-			{
-				ParseLV4MeshFloat(light.mAngle);
-				continue;
-			}
-			if (TokenMatch(filePtr,"LIGHT_FALLOFF" ,13))
-			{
-				ParseLV4MeshFloat(light.mFalloff);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("2","LIGHT_SETTINGS");
-	}
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV2AnimationBlock(ASE::BaseNode& mesh)
-{
-	AI_ASE_PARSER_INIT();
-
-	ASE::Animation* anim = &mesh.mAnim;
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			if (TokenMatch(filePtr,"NODE_NAME" ,9))
-			{
-				std::string temp;
-				if(!ParseString(temp,"*NODE_NAME"))
-					SkipToNextToken();
-
-				// If the name of the node contains .target it 
-				// represents an animated camera or spot light
-				// target.
-				if (std::string::npos != temp.find(".Target"))
-				{
-					if  ((mesh.mType != BaseNode::Camera || ((ASE::Camera&)mesh).mCameraType != ASE::Camera::TARGET)  &&
-						( mesh.mType != BaseNode::Light  || ((ASE::Light&)mesh).mLightType   != ASE::Light::TARGET))
-					{   
-
-						DefaultLogger::get()->error("ASE: Found target animation channel "
-							"but the node is neither a camera nor a spot light");
-						anim = NULL;
-					}
-					else anim = &mesh.mTargetAnim;
-				}
-				continue;
-			}
-
-			// position keyframes
-			if (TokenMatch(filePtr,"CONTROL_POS_TRACK"  ,17)  ||
-				TokenMatch(filePtr,"CONTROL_POS_BEZIER" ,18)  ||
-				TokenMatch(filePtr,"CONTROL_POS_TCB"    ,15))
-			{
-				if (!anim)SkipSection();
-				else ParseLV3PosAnimationBlock(*anim);
-				continue;
-			}
-			// scaling keyframes
-			if (TokenMatch(filePtr,"CONTROL_SCALE_TRACK"  ,19) ||
-				TokenMatch(filePtr,"CONTROL_SCALE_BEZIER" ,20) ||
-				TokenMatch(filePtr,"CONTROL_SCALE_TCB"    ,17))
-			{
-				if (!anim || anim == &mesh.mTargetAnim)
-				{
-					// Target animation channels may have no rotation channels
-					DefaultLogger::get()->error("ASE: Ignoring scaling channel in target animation");
-					SkipSection();
-				}
-				else ParseLV3ScaleAnimationBlock(*anim);
-				continue;
-			}
-			// rotation keyframes
-			if (TokenMatch(filePtr,"CONTROL_ROT_TRACK"  ,17) ||
-				TokenMatch(filePtr,"CONTROL_ROT_BEZIER" ,18) ||
-				TokenMatch(filePtr,"CONTROL_ROT_TCB"    ,15))
-			{
-				if (!anim || anim == &mesh.mTargetAnim)
-				{
-					// Target animation channels may have no rotation channels
-					DefaultLogger::get()->error("ASE: Ignoring rotation channel in target animation");
-					SkipSection();
-				}
-				else ParseLV3RotAnimationBlock(*anim);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("2","TM_ANIMATION");
-	}
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
-{
-	AI_ASE_PARSER_INIT();
-	unsigned int iIndex;
-
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			bool b = false;
-
-			// For the moment we're just reading the three floats -
-			// we ignore the ádditional information for bezier's and TCBs
-
-			// simple scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
-			{
-				b = true;
-				anim.mScalingType = ASE::Animation::TRACK;
-			}
-
-			// Bezier scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_BEZIER_SCALE_KEY" ,24))
-			{
-				b = true;
-				anim.mScalingType = ASE::Animation::BEZIER;
-			}
-			// TCB scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_TCB_SCALE_KEY" ,21))
-			{
-				b = true;
-				anim.mScalingType = ASE::Animation::TCB;
-			}
-			if (b)
-			{
-				anim.akeyScaling.push_back(aiVectorKey());
-				aiVectorKey& key = anim.akeyScaling.back();
-				ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
-				key.mTime = (double)iIndex;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK");
-	}
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim)
-{
-	AI_ASE_PARSER_INIT();
-	unsigned int iIndex;
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			
-			bool b = false;
-
-			// For the moment we're just reading the three floats -
-			// we ignore the ádditional information for bezier's and TCBs
-
-			// simple scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
-			{
-				b = true;
-				anim.mPositionType = ASE::Animation::TRACK;
-			}
-
-			// Bezier scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_BEZIER_POS_KEY" ,22))
-			{
-				b = true;
-				anim.mPositionType = ASE::Animation::BEZIER;
-			}
-			// TCB scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_TCB_POS_KEY" ,19))
-			{
-				b = true;
-				anim.mPositionType = ASE::Animation::TCB;
-			}
-			if (b)
-			{
-				anim.akeyPositions.push_back(aiVectorKey());
-				aiVectorKey& key = anim.akeyPositions.back();
-				ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
-				key.mTime = (double)iIndex;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK");
-	}
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim)
-{
-	AI_ASE_PARSER_INIT();
-	unsigned int iIndex;
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			bool b = false;
-
-			// For the moment we're just reading the  floats -
-			// we ignore the ádditional information for bezier's and TCBs
-
-			// simple scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))
-			{
-				b = true;
-				anim.mRotationType = ASE::Animation::TRACK;
-			}
-
-			// Bezier scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_BEZIER_ROT_KEY" ,22))
-			{
-				b = true;
-				anim.mRotationType = ASE::Animation::BEZIER;
-			}
-			// TCB scaling keyframe
-			if (TokenMatch(filePtr,"CONTROL_TCB_ROT_KEY" ,19))
-			{
-				b = true;
-				anim.mRotationType = ASE::Animation::TCB;
-			}
-			if (b)
-			{
-				anim.akeyRotations.push_back(aiQuatKey());
-				aiQuatKey& key = anim.akeyRotations.back();
-				aiVector3D v;float f;
-				ParseLV4MeshFloatTriple(&v.x,iIndex);
-				ParseLV4MeshFloat(f);
-				key.mTime = (double)iIndex;
-				key.mValue = aiQuaternion(v,f);
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*CONTROL_ROT_TRACK");
-	}
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh)
-{
-	AI_ASE_PARSER_INIT();
-	int mode   = 0; 
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			// name of the node
-			if (TokenMatch(filePtr,"NODE_NAME" ,9))
-			{
-				std::string temp;
-				if(!ParseString(temp,"*NODE_NAME"))
-					SkipToNextToken();
-
-				std::string::size_type s;
-				if (temp == mesh.mName)
-				{
-					mode = 1;
-				}
-				else if (std::string::npos != (s = temp.find(".Target")) &&
-					mesh.mName == temp.substr(0,s))
-				{
-					// This should be either a target light or a target camera
-					if ( (mesh.mType == BaseNode::Light &&  ((ASE::Light&)mesh) .mLightType  == ASE::Light::TARGET) ||
-						 (mesh.mType == BaseNode::Camera && ((ASE::Camera&)mesh).mCameraType == ASE::Camera::TARGET))
-					{
-						mode = 2;
-					}
-					else DefaultLogger::get()->error("ASE: Ignoring target transform, "
-						"this is no spot light or target camera");
-				}
-				else
-				{
-					DefaultLogger::get()->error("ASE: Unknown node transformation: " + temp);
-					// mode = 0
-				}
-				continue;
-			}
-			if (mode)
-			{
-				// fourth row of the transformation matrix - and also the 
-				// only information here that is interesting for targets
-				if (TokenMatch(filePtr,"TM_ROW3" ,7))
-				{
-					ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x));
-					continue;
-				}
-				if (mode == 1)
-				{
-					// first row of the transformation matrix
-					if (TokenMatch(filePtr,"TM_ROW0" ,7))
-					{
-						ParseLV4MeshFloatTriple(mesh.mTransform[0]);
-						continue;
-					}
-					// second row of the transformation matrix
-					if (TokenMatch(filePtr,"TM_ROW1" ,7))
-					{
-						ParseLV4MeshFloatTriple(mesh.mTransform[1]);
-						continue;
-					}
-					// third row of the transformation matrix
-					if (TokenMatch(filePtr,"TM_ROW2" ,7))
-					{
-						ParseLV4MeshFloatTriple(mesh.mTransform[2]);
-						continue;
-					}
-					// inherited position axes
-					if (TokenMatch(filePtr,"INHERIT_POS" ,11))
-					{
-						unsigned int aiVal[3];
-						ParseLV4MeshLongTriple(aiVal);
-
-						for (unsigned int i = 0; i < 3;++i)
-							mesh.inherit.abInheritPosition[i] = aiVal[i] != 0;
-						continue;
-					}
-					// inherited rotation axes
-					if (TokenMatch(filePtr,"INHERIT_ROT" ,11))
-					{
-						unsigned int aiVal[3];
-						ParseLV4MeshLongTriple(aiVal);
-
-						for (unsigned int i = 0; i < 3;++i)
-							mesh.inherit.abInheritRotation[i] = aiVal[i] != 0;
-						continue;
-					}
-					// inherited scaling axes
-					if (TokenMatch(filePtr,"INHERIT_SCL" ,11))
-					{
-						unsigned int aiVal[3];
-						ParseLV4MeshLongTriple(aiVal);
-
-						for (unsigned int i = 0; i < 3;++i)
-							mesh.inherit.abInheritScaling[i] = aiVal[i] != 0;
-						continue;
-					}
-				}
-			}
-		}
-		AI_ASE_HANDLE_SECTION("2","*NODE_TM");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-
-	unsigned int iNumVertices = 0;
-	unsigned int iNumFaces = 0;
-	unsigned int iNumTVertices = 0;
-	unsigned int iNumTFaces = 0;
-	unsigned int iNumCVertices = 0;
-	unsigned int iNumCFaces = 0;
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-			// Number of vertices in the mesh
-			if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14))
-			{
-				ParseLV4MeshLong(iNumVertices);
-				continue;
-			}
-			// Number of texture coordinates in the mesh
-			if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15))
-			{
-				ParseLV4MeshLong(iNumTVertices);
-				continue;
-			}
-			// Number of vertex colors in the mesh
-			if (TokenMatch(filePtr,"MESH_NUMCVERTEX" ,15))
-			{
-				ParseLV4MeshLong(iNumCVertices);
-				continue;
-			}
-			// Number of regular faces in the mesh
-			if (TokenMatch(filePtr,"MESH_NUMFACES" ,13))
-			{
-				ParseLV4MeshLong(iNumFaces);
-				continue;
-			}
-			// Number of UVWed faces in the mesh
-			if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15))
-			{
-				ParseLV4MeshLong(iNumTFaces);
-				continue;
-			}
-			// Number of colored faces in the mesh
-			if (TokenMatch(filePtr,"MESH_NUMCVFACES" ,15))
-			{
-				ParseLV4MeshLong(iNumCFaces);
-				continue;
-			}
-			// mesh vertex list block
-			if (TokenMatch(filePtr,"MESH_VERTEX_LIST" ,16))
-			{
-				ParseLV3MeshVertexListBlock(iNumVertices,mesh);
-				continue;
-			}
-			// mesh face list block
-			if (TokenMatch(filePtr,"MESH_FACE_LIST" ,14))
-			{
-				ParseLV3MeshFaceListBlock(iNumFaces,mesh);
-				continue;
-			}
-			// mesh texture vertex list block
-			if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14))
-			{
-				ParseLV3MeshTListBlock(iNumTVertices,mesh);
-				continue;
-			}
-			// mesh texture face block
-			if (TokenMatch(filePtr,"MESH_TFACELIST" ,14))
-			{
-				ParseLV3MeshTFaceListBlock(iNumTFaces,mesh);
-				continue;
-			}
-			// mesh color vertex list block
-			if (TokenMatch(filePtr,"MESH_CVERTLIST" ,14))
-			{
-				ParseLV3MeshCListBlock(iNumCVertices,mesh);
-				continue;
-			}
-			// mesh color face block
-			if (TokenMatch(filePtr,"MESH_CFACELIST" ,14))
-			{
-				ParseLV3MeshCFaceListBlock(iNumCFaces,mesh);
-				continue;
-			}
-			// mesh normals
-			if (TokenMatch(filePtr,"MESH_NORMALS" ,12))
-			{
-				ParseLV3MeshNormalListBlock(mesh);
-				continue;
-			}
-			// another mesh UV channel ...
-			if (TokenMatch(filePtr,"MESH_MAPPINGCHANNEL" ,19))
-			{
-
-				unsigned int iIndex = 0;
-				ParseLV4MeshLong(iIndex);
-
-				if (iIndex < 2)
-				{
-					LogWarning("Mapping channel has an invalid index. Skipping UV channel");
-					// skip it ...
-					SkipSection();
-				}
-				if (iIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS)
-				{
-					LogWarning("Too many UV channels specified. Skipping channel ..");
-					// skip it ...
-					SkipSection();
-				}
-				else
-				{
-					// parse the mapping channel
-					ParseLV3MappingChannel(iIndex-1,mesh);
-				}
-				continue;
-			}
-			// mesh animation keyframe. Not supported
-			if (TokenMatch(filePtr,"MESH_ANIMATION" ,14))
-			{
-				
-				LogWarning("Found *MESH_ANIMATION element in ASE/ASK file. "
-					"Keyframe animation is not supported by Assimp, this element "
-					"will be ignored");
-				//SkipSection();
-				continue;
-			}
-			if (TokenMatch(filePtr,"MESH_WEIGHTS" ,12))
-			{
-				ParseLV3MeshWeightsBlock(mesh);continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("2","*MESH");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-
-	unsigned int iNumVertices = 0, iNumBones = 0;
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Number of bone vertices ...
-			if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14))
-			{
-				ParseLV4MeshLong(iNumVertices);
-				continue;
-			}
-			// Number of bones
-			if (TokenMatch(filePtr,"MESH_NUMBONE" ,11))
-			{
-				ParseLV4MeshLong(iNumBones);
-				continue;
-			}
-			// parse the list of bones
-			if (TokenMatch(filePtr,"MESH_BONE_LIST" ,14))
-			{
-				ParseLV4MeshBones(iNumBones,mesh);
-				continue;
-			}
-			// parse the list of bones vertices
-			if (TokenMatch(filePtr,"MESH_BONE_VERTEX_LIST" ,21) )
-			{
-				ParseLV4MeshBonesVertices(iNumVertices,mesh);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_WEIGHTS");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshBones(unsigned int iNumBones,ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-	mesh.mBones.resize(iNumBones);
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Mesh bone with name ...
-			if (TokenMatch(filePtr,"MESH_BONE_NAME" ,16))
-			{
-				// parse an index ...
-				if(SkipSpaces(&filePtr))
-				{
-					unsigned int iIndex = strtoul10(filePtr,&filePtr);
-					if (iIndex >= iNumBones)
-					{
-						LogWarning("Bone index is out of bounds");
-						continue;
-					}
-					if (!ParseString(mesh.mBones[iIndex].mName,"*MESH_BONE_NAME"))						
-						SkipToNextToken();
-					continue;
-				}
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_BONE_LIST");
-	}
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices,ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-	mesh.mBoneVertices.resize(iNumVertices);
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Mesh bone vertex
-			if (TokenMatch(filePtr,"MESH_BONE_VERTEX" ,16))
-			{
-				// read the vertex index
-				unsigned int iIndex = strtoul10(filePtr,&filePtr);
-				if (iIndex >= mesh.mPositions.size())
-				{
-					iIndex = (unsigned int)mesh.mPositions.size()-1;
-					LogWarning("Bone vertex index is out of bounds. Using the largest valid "
-						"bone vertex index instead");
-				}
-
-				// --- ignored
-				float afVert[3];
-				ParseLV4MeshFloatTriple(afVert);
-
-				std::pair<int,float> pairOut;
-				while (true)
-				{
-					// first parse the bone index ...
-					if (!SkipSpaces(&filePtr))break;
-					pairOut.first = strtoul10(filePtr,&filePtr);
-
-					// then parse the vertex weight
-					if (!SkipSpaces(&filePtr))break;
-					filePtr = fast_atoreal_move<float>(filePtr,pairOut.second);
-
-					// -1 marks unused entries
-					if (-1 != pairOut.first)
-					{
-						mesh.mBoneVertices[iIndex].mBoneWeights.push_back(pairOut);
-					}
-				}
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("4","*MESH_BONE_VERTEX");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MeshVertexListBlock(
-	unsigned int iNumVertices, ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-
-	// allocate enough storage in the array
-	mesh.mPositions.resize(iNumVertices);
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Vertex entry
-			if (TokenMatch(filePtr,"MESH_VERTEX" ,11))
-			{
-				
-				aiVector3D vTemp;
-				unsigned int iIndex;
-				ParseLV4MeshFloatTriple(&vTemp.x,iIndex);
-
-				if (iIndex >= iNumVertices)
-				{
-					LogWarning("Invalid vertex index. It will be ignored");
-				}
-				else mesh.mPositions[iIndex] = vTemp;
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_VERTEX_LIST");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-
-	// allocate enough storage in the face array
-	mesh.mFaces.resize(iNumFaces);
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Face entry
-			if (TokenMatch(filePtr,"MESH_FACE" ,9))
-			{
-
-				ASE::Face mFace;
-				ParseLV4MeshFace(mFace);
-
-				if (mFace.iFace >= iNumFaces)
-				{
-					LogWarning("Face has an invalid index. It will be ignored");
-				}
-				else mesh.mFaces[mFace.iFace] = mFace;
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_FACE_LIST");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices,
-	ASE::Mesh& mesh, unsigned int iChannel)
-{
-	AI_ASE_PARSER_INIT();
-
-	// allocate enough storage in the array
-	mesh.amTexCoords[iChannel].resize(iNumVertices);
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Vertex entry
-			if (TokenMatch(filePtr,"MESH_TVERT" ,10))
-			{
-				aiVector3D vTemp;
-				unsigned int iIndex;
-				ParseLV4MeshFloatTriple(&vTemp.x,iIndex);
-
-				if (iIndex >= iNumVertices)
-				{
-					LogWarning("Tvertex has an invalid index. It will be ignored");
-				}
-				else mesh.amTexCoords[iChannel][iIndex] = vTemp;
-
-				if (0.0f != vTemp.z)
-				{
-					// we need 3 coordinate channels
-					mesh.mNumUVComponents[iChannel] = 3;
-				}
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_TVERT_LIST");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces,
-	ASE::Mesh& mesh, unsigned int iChannel)
-{
-	AI_ASE_PARSER_INIT();
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Face entry
-			if (TokenMatch(filePtr,"MESH_TFACE" ,10))
-			{
-				unsigned int aiValues[3];
-				unsigned int iIndex = 0;
-
-				ParseLV4MeshLongTriple(aiValues,iIndex);
-				if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size())
-				{
-					LogWarning("UV-Face has an invalid index. It will be ignored");
-				}
-				else
-				{
-					// copy UV indices
-					mesh.mFaces[iIndex].amUVIndices[iChannel][0] = aiValues[0];
-					mesh.mFaces[iIndex].amUVIndices[iChannel][1] = aiValues[1];
-					mesh.mFaces[iIndex].amUVIndices[iChannel][2] = aiValues[2];
-				}
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_TFACE_LIST");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-
-	unsigned int iNumTVertices = 0;
-	unsigned int iNumTFaces = 0;
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Number of texture coordinates in the mesh
-			if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15))
-			{
-				ParseLV4MeshLong(iNumTVertices);
-				continue;
-			}
-			// Number of UVWed faces in the mesh
-			if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15))
-			{
-				ParseLV4MeshLong(iNumTFaces);
-				continue;
-			}
-			// mesh texture vertex list block
-			if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14))
-			{
-				ParseLV3MeshTListBlock(iNumTVertices,mesh,iChannel);
-				continue;
-			}
-			// mesh texture face block
-			if (TokenMatch(filePtr,"MESH_TFACELIST" ,14))
-			{
-				ParseLV3MeshTFaceListBlock(iNumTFaces,mesh, iChannel);
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_MAPPING_CHANNEL");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-
-	// allocate enough storage in the array
-	mesh.mVertexColors.resize(iNumVertices);
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Vertex entry
-			if (TokenMatch(filePtr,"MESH_VERTCOL" ,12))
-			{
-				aiColor4D vTemp;
-				vTemp.a = 1.0f;
-				unsigned int iIndex;
-				ParseLV4MeshFloatTriple(&vTemp.r,iIndex);
-
-				if (iIndex >= iNumVertices)
-				{
-					LogWarning("Vertex color has an invalid index. It will be ignored");
-				}
-				else mesh.mVertexColors[iIndex] = vTemp;
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_CVERTEX_LIST");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
-{
-	AI_ASE_PARSER_INIT();
-	while (true)
-	{
-		if ('*' == *filePtr)
-		{
-			++filePtr;
-
-			// Face entry
-			if (TokenMatch(filePtr,"MESH_CFACE" ,11))
-			{
-				unsigned int aiValues[3];
-				unsigned int iIndex = 0;
-
-				ParseLV4MeshLongTriple(aiValues,iIndex);
-				if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size())
-				{
-					LogWarning("UV-Face has an invalid index. It will be ignored");
-				}
-				else
-				{
-					// copy color indices
-					mesh.mFaces[iIndex].mColorIndices[0] = aiValues[0];
-					mesh.mFaces[iIndex].mColorIndices[1] = aiValues[1];
-					mesh.mFaces[iIndex].mColorIndices[2] = aiValues[2];
-				}
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_CFACE_LIST");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
-{
-	AI_ASE_PARSER_INIT();
-
-	// Allocate enough storage for the normals
-	sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f ));
-	unsigned int index, faceIdx = UINT_MAX;
-
-	// FIXME: rewrite this and find out how to interpret the normals
-	// correctly. This is crap.
-
-	// Smooth the vertex and face normals together. The result
-	// will be edgy then, but otherwise everything would be soft ...
-	while (true)	{
-		if ('*' == *filePtr)	{
-			++filePtr;
-			if (faceIdx != UINT_MAX && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17))	{
-				aiVector3D vNormal;
-				ParseLV4MeshFloatTriple(&vNormal.x,index);
-				if (faceIdx >=  sMesh.mFaces.size())
-					continue;
-					
-				// Make sure we assign it to the correct face
-				const ASE::Face& face = sMesh.mFaces[faceIdx];
-				if (index == face.mIndices[0])
-					index = 0;
-				else if (index == face.mIndices[1])
-					index = 1;
-				else if (index == face.mIndices[2])
-					index = 2;
-				else	{
-					DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_VERTEXNORMAL section");
-					continue;
-				}
-				// We'll renormalize later
-				sMesh.mNormals[faceIdx*3+index] += vNormal;
-				continue;
-			}
-			if (TokenMatch(filePtr,"MESH_FACENORMAL",15))	{
-				aiVector3D vNormal;
-				ParseLV4MeshFloatTriple(&vNormal.x,faceIdx);
-
-				if (faceIdx >= sMesh.mFaces.size())	{
-					DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_FACENORMAL section");
-					continue;
-				}
-
-				// We'll renormalize later
-				sMesh.mNormals[faceIdx*3] += vNormal;
-				sMesh.mNormals[faceIdx*3+1] += vNormal;
-				sMesh.mNormals[faceIdx*3+2] += vNormal;
-				continue;
-			}
-		}
-		AI_ASE_HANDLE_SECTION("3","*MESH_NORMALS");
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshFace(ASE::Face& out)
-{	
-	// skip spaces and tabs
-	if(!SkipSpaces(&filePtr))
-	{
-		LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL [#1]");
-		SkipToNextToken();
-		return;
-	}
-
-	// parse the face index
-	out.iFace = strtoul10(filePtr,&filePtr);
-
-	// next character should be ':'
-	if(!SkipSpaces(&filePtr))
-	{
-		// FIX: there are some ASE files which haven't got : here ....
-		LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. \':\' expected [#2]");
-		SkipToNextToken();
-		return;
-	}
-	// FIX: There are some ASE files which haven't got ':' here 
-	if(':' == *filePtr)++filePtr;
-
-	// Parse all mesh indices
-	for (unsigned int i = 0; i < 3;++i)
-	{
-		unsigned int iIndex = 0;
-		if(!SkipSpaces(&filePtr))
-		{
-			LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL");
-			SkipToNextToken();
-			return;
-		}
-		switch (*filePtr)
-		{
-		case 'A':
-		case 'a':
-			break;
-		case 'B':
-		case 'b':
-			iIndex = 1;
-			break;
-		case 'C':
-		case 'c':
-			iIndex = 2;
-			break;
-		default: 
-			LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
-				"A,B or C expected [#3]");
-			SkipToNextToken();
-			return;
-		};
-		++filePtr;
-
-		// next character should be ':'
-		if(!SkipSpaces(&filePtr) || ':' != *filePtr)
-		{
-			LogWarning("Unable to parse *MESH_FACE Element: "
-				"Unexpected EOL. \':\' expected [#2]");
-			SkipToNextToken();
-			return;
-		}
-
-		++filePtr;
-		if(!SkipSpaces(&filePtr))
-		{
-			LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
-				"Vertex index ecpected [#4]");
-			SkipToNextToken();
-			return;
-		}
-		out.mIndices[iIndex] = strtoul10(filePtr,&filePtr);
-	}
-
-	// now we need to skip the AB, BC, CA blocks. 
-	while (true)
-	{
-		if ('*' == *filePtr)break;
-		if (IsLineEnd(*filePtr))
-		{
-			//iLineNumber++;
-			return;
-		}
-		filePtr++;
-	}
-
-	// parse the smoothing group of the face
-	if (TokenMatch(filePtr,"*MESH_SMOOTHING",15))
-	{
-		if(!SkipSpaces(&filePtr))
-		{
-			LogWarning("Unable to parse *MESH_SMOOTHING Element: "
-				"Unexpected EOL. Smoothing group(s) expected [#5]");
-			SkipToNextToken();
-			return;
-		}
-		
-		// Parse smoothing groups until we don't anymore see commas
-		// FIX: There needn't always be a value, sad but true
-		while (true)
-		{
-			if (*filePtr < '9' && *filePtr >= '0')
-			{
-				out.iSmoothGroup |= (1 << strtoul10(filePtr,&filePtr));
-			}
-			SkipSpaces(&filePtr);
-			if (',' != *filePtr)
-			{
-				break;
-			}
-			++filePtr;
-			SkipSpaces(&filePtr);
-		}
-	}
-
-	// *MESH_MTLID  is optional, too
-	while (true)
-	{
-		if ('*' == *filePtr)break;
-		if (IsLineEnd(*filePtr))
-		{
-			return;
-		}
-		filePtr++;
-	}
-
-	if (TokenMatch(filePtr,"*MESH_MTLID",11))
-	{
-		if(!SkipSpaces(&filePtr))
-		{
-			LogWarning("Unable to parse *MESH_MTLID Element: Unexpected EOL. "
-				"Material index expected [#6]");
-			SkipToNextToken();
-			return;
-		}
-		out.iMaterial = strtoul10(filePtr,&filePtr);
-	}
-	return;
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshLongTriple(unsigned int* apOut)
-{
-	ai_assert(NULL != apOut);
-
-	for (unsigned int i = 0; i < 3;++i)
-		ParseLV4MeshLong(apOut[i]);
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut)
-{
-	ai_assert(NULL != apOut);
-
-	// parse the index
-	ParseLV4MeshLong(rIndexOut);
-
-	// parse the three others
-	ParseLV4MeshLongTriple(apOut);
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut)
-{
-	ai_assert(NULL != apOut);
-
-	// parse the index
-	ParseLV4MeshLong(rIndexOut);
-	
-	// parse the three others
-	ParseLV4MeshFloatTriple(apOut);
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshFloatTriple(float* apOut)
-{
-	ai_assert(NULL != apOut);
-
-	for (unsigned int i = 0; i < 3;++i)
-		ParseLV4MeshFloat(apOut[i]);
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshFloat(float& fOut)
-{
-	// skip spaces and tabs
-	if(!SkipSpaces(&filePtr))
-	{
-		// LOG 
-		LogWarning("Unable to parse float: unexpected EOL [#1]");
-		fOut = 0.0f;
-		++iLineNumber;
-		return;
-	}
-	// parse the first float
-	filePtr = fast_atoreal_move<float>(filePtr,fOut);
-}
-// ------------------------------------------------------------------------------------------------
-void Parser::ParseLV4MeshLong(unsigned int& iOut)
-{
-	// Skip spaces and tabs
-	if(!SkipSpaces(&filePtr))
-	{
-		// LOG 
-		LogWarning("Unable to parse long: unexpected EOL [#1]");
-		iOut = 0;
-		++iLineNumber;
-		return;
-	}
-	// parse the value
-	iOut = strtoul10(filePtr,&filePtr);
-}
-
-#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  ASEParser.cpp
+ *  @brief Implementation of the ASE parser class
+ */
+
+
+#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
+
+// internal headers
+#include "TextureTransform.h"
+#include "ASELoader.h"
+#include "MaterialSystem.h"
+#include "fast_atof.h"
+#include <assimp/DefaultLogger.hpp>
+
+using namespace Assimp;
+using namespace Assimp::ASE;
+
+
+// ------------------------------------------------------------------------------------------------
+// Begin an ASE parsing function
+
+#define AI_ASE_PARSER_INIT() \
+    int iDepth = 0;
+
+// ------------------------------------------------------------------------------------------------
+// Handle a "top-level" section in the file. EOF is no error in this case.
+
+#define AI_ASE_HANDLE_TOP_LEVEL_SECTION() \
+    else if ('{' == *filePtr)iDepth++; \
+    else if ('}' == *filePtr) \
+    { \
+        if (0 == --iDepth) \
+        { \
+            ++filePtr; \
+            SkipToNextToken(); \
+            return; \
+        } \
+    } \
+    else if ('\0' == *filePtr) \
+    { \
+        return; \
+    } \
+    if(IsLineEnd(*filePtr) && !bLastWasEndLine) \
+    { \
+        ++iLineNumber; \
+        bLastWasEndLine = true; \
+    } else bLastWasEndLine = false; \
+    ++filePtr;
+
+// ------------------------------------------------------------------------------------------------
+// Handle a nested section in the file. EOF is an error in this case
+// @param level "Depth" of the section
+// @param msg Full name of the section (including the asterisk)
+
+#define AI_ASE_HANDLE_SECTION(level, msg) \
+    if ('{' == *filePtr)iDepth++; \
+    else if ('}' == *filePtr) \
+    { \
+        if (0 == --iDepth) \
+        { \
+            ++filePtr; \
+            SkipToNextToken(); \
+            return; \
+        } \
+    } \
+    else if ('\0' == *filePtr) \
+    { \
+        LogError("Encountered unexpected EOL while parsing a " msg \
+        " chunk (Level " level ")"); \
+    } \
+    if(IsLineEnd(*filePtr) && !bLastWasEndLine) \
+        { \
+        ++iLineNumber; \
+        bLastWasEndLine = true; \
+    } else bLastWasEndLine = false; \
+    ++filePtr;
+
+// ------------------------------------------------------------------------------------------------
+Parser::Parser (const char* szFile, unsigned int fileFormatDefault)
+{
+    ai_assert(NULL != szFile);
+    filePtr = szFile;
+    iFileFormat = fileFormatDefault;
+
+    // make sure that the color values are invalid
+    m_clrBackground.r = get_qnan();
+    m_clrAmbient.r    = get_qnan();
+
+    // setup some default values
+    iLineNumber = 0;
+    iFirstFrame = 0;
+    iLastFrame = 0;
+    iFrameSpeed = 30;        // use 30 as default value for this property
+    iTicksPerFrame = 1;      // use 1 as default value for this property
+    bLastWasEndLine = false; // need to handle \r\n seqs due to binary file mapping
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::LogWarning(const char* szWarn)
+{
+    ai_assert(NULL != szWarn);
+
+    char szTemp[1024];
+#if _MSC_VER >= 1400
+    sprintf_s(szTemp, "Line %u: %s",iLineNumber,szWarn);
+#else
+    ai_snprintf(szTemp,1024,"Line %u: %s",iLineNumber,szWarn);
+#endif
+
+    // output the warning to the logger ...
+    DefaultLogger::get()->warn(szTemp);
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::LogInfo(const char* szWarn)
+{
+    ai_assert(NULL != szWarn);
+
+    char szTemp[1024];
+#if _MSC_VER >= 1400
+    sprintf_s(szTemp,"Line %u: %s",iLineNumber,szWarn);
+#else
+    ai_snprintf(szTemp,1024,"Line %u: %s",iLineNumber,szWarn);
+#endif
+
+    // output the information to the logger ...
+    DefaultLogger::get()->info(szTemp);
+}
+
+// ------------------------------------------------------------------------------------------------
+AI_WONT_RETURN void Parser::LogError(const char* szWarn)
+{
+    ai_assert(NULL != szWarn);
+
+    char szTemp[1024];
+#if _MSC_VER >= 1400
+    sprintf_s(szTemp,"Line %u: %s",iLineNumber,szWarn);
+#else
+    ai_snprintf(szTemp,1024,"Line %u: %s",iLineNumber,szWarn);
+#endif
+
+    // throw an exception
+    throw DeadlyImportError(szTemp);
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Parser::SkipToNextToken()
+{
+    while (true)
+    {
+        char me = *filePtr;
+
+        // increase the line number counter if necessary
+        if (IsLineEnd(me) && !bLastWasEndLine)
+        {
+            ++iLineNumber;
+            bLastWasEndLine = true;
+        }
+        else bLastWasEndLine = false;
+        if ('*' == me || '}' == me || '{' == me)return true;
+        if ('\0' == me)return false;
+
+        ++filePtr;
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Parser::SkipSection()
+{
+    // must handle subsections ...
+    int iCnt = 0;
+    while (true)
+    {
+        if ('}' == *filePtr)
+        {
+            --iCnt;
+            if (0 == iCnt)
+            {
+                // go to the next valid token ...
+                ++filePtr;
+                SkipToNextToken();
+                return true;
+            }
+        }
+        else if ('{' == *filePtr)
+        {
+            ++iCnt;
+        }
+        else if ('\0' == *filePtr)
+        {
+            LogWarning("Unable to parse block: Unexpected EOF, closing bracket \'}\' was expected [#1]");
+            return false;
+        }
+        else if(IsLineEnd(*filePtr))++iLineNumber;
+        ++filePtr;
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::Parse()
+{
+    AI_ASE_PARSER_INIT();
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Version should be 200. Validate this ...
+            if (TokenMatch(filePtr,"3DSMAX_ASCIIEXPORT",18))
+            {
+                unsigned int fmt;
+                ParseLV4MeshLong(fmt);
+
+                if (fmt > 200)
+                {
+                    LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
+                               be <= 200");
+                }
+                // *************************************************************
+                // - fmt will be 0 if we're unable to read the version number
+                // there are some faulty files without a version number ...
+                // in this case we'll guess the exact file format by looking
+                // at the file extension (ASE, ASK, ASC)
+                // *************************************************************
+
+                if (fmt)iFileFormat = fmt;
+                continue;
+            }
+            // main scene information
+            if (TokenMatch(filePtr,"SCENE",5))
+            {
+                ParseLV1SceneBlock();
+                continue;
+            }
+            // "group" - no implementation yet, in facte
+            // we're just ignoring them for the moment
+            if (TokenMatch(filePtr,"GROUP",5))
+            {
+                Parse();
+                continue;
+            }
+            // material list
+            if (TokenMatch(filePtr,"MATERIAL_LIST",13))
+            {
+                ParseLV1MaterialListBlock();
+                continue;
+            }
+            // geometric object (mesh)
+            if (TokenMatch(filePtr,"GEOMOBJECT",10))
+
+            {
+                m_vMeshes.push_back(Mesh());
+                ParseLV1ObjectBlock(m_vMeshes.back());
+                continue;
+            }
+            // helper object = dummy in the hierarchy
+            if (TokenMatch(filePtr,"HELPEROBJECT",12))
+
+            {
+                m_vDummies.push_back(Dummy());
+                ParseLV1ObjectBlock(m_vDummies.back());
+                continue;
+            }
+            // light object
+            if (TokenMatch(filePtr,"LIGHTOBJECT",11))
+
+            {
+                m_vLights.push_back(Light());
+                ParseLV1ObjectBlock(m_vLights.back());
+                continue;
+            }
+            // camera object
+            if (TokenMatch(filePtr,"CAMERAOBJECT",12))
+            {
+                m_vCameras.push_back(Camera());
+                ParseLV1ObjectBlock(m_vCameras.back());
+                continue;
+            }
+            // comment - print it on the console
+            if (TokenMatch(filePtr,"COMMENT",7))
+            {
+                std::string out = "<unknown>";
+                ParseString(out,"*COMMENT");
+                LogInfo(("Comment: " + out).c_str());
+                continue;
+            }
+            // ASC bone weights
+            if (AI_ASE_IS_OLD_FILE_FORMAT() && TokenMatch(filePtr,"MESH_SOFTSKINVERTS",18))
+            {
+                ParseLV1SoftSkinBlock();
+            }
+        }
+        AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+    }
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV1SoftSkinBlock()
+{
+    // TODO: fix line counting here
+
+    // **************************************************************
+    // The soft skin block is formatted differently. There are no
+    // nested sections supported and the single elements aren't
+    // marked by keywords starting with an asterisk.
+
+    /**
+    FORMAT BEGIN
+
+    *MESH_SOFTSKINVERTS {
+    <nodename>
+    <number of vertices>
+
+    [for <number of vertices> times:]
+        <number of weights> [for <number of weights> times:] <bone name> <weight>
+    }
+
+    FORMAT END
+    */
+    // **************************************************************
+    while (true)
+    {
+        if (*filePtr == '}'      )  {++filePtr;return;}
+        else if (*filePtr == '\0')  return;
+        else if (*filePtr == '{' )  ++filePtr;
+
+        else // if (!IsSpace(*filePtr) && !IsLineEnd(*filePtr))
+        {
+            ASE::Mesh* curMesh      = NULL;
+            unsigned int numVerts   = 0;
+
+            const char* sz = filePtr;
+            while (!IsSpaceOrNewLine(*filePtr))++filePtr;
+
+            const unsigned int diff = (unsigned int)(filePtr-sz);
+            if (diff)
+            {
+                std::string name = std::string(sz,diff);
+                for (std::vector<ASE::Mesh>::iterator it = m_vMeshes.begin();
+                    it != m_vMeshes.end(); ++it)
+                {
+                    if ((*it).mName == name)
+                    {
+                        curMesh = & (*it);
+                        break;
+                    }
+                }
+                if (!curMesh)
+                {
+                    LogWarning("Encountered unknown mesh in *MESH_SOFTSKINVERTS section");
+
+                    // Skip the mesh data - until we find a new mesh
+                    // or the end of the *MESH_SOFTSKINVERTS section
+                    while (true)
+                    {
+                        SkipSpacesAndLineEnd(&filePtr);
+                        if (*filePtr == '}')
+                            {++filePtr;return;}
+                        else if (!IsNumeric(*filePtr))
+                            break;
+
+                        SkipLine(&filePtr);
+                    }
+                }
+                else
+                {
+                    SkipSpacesAndLineEnd(&filePtr);
+                    ParseLV4MeshLong(numVerts);
+
+                    // Reserve enough storage
+                    curMesh->mBoneVertices.reserve(numVerts);
+
+                    for (unsigned int i = 0; i < numVerts;++i)
+                    {
+                        SkipSpacesAndLineEnd(&filePtr);
+                        unsigned int numWeights;
+                        ParseLV4MeshLong(numWeights);
+
+                        curMesh->mBoneVertices.push_back(ASE::BoneVertex());
+                        ASE::BoneVertex& vert = curMesh->mBoneVertices.back();
+
+                        // Reserve enough storage
+                        vert.mBoneWeights.reserve(numWeights);
+
+                        for (unsigned int w = 0; w < numWeights;++w)
+                        {
+                            std::string bone;
+                            ParseString(bone,"*MESH_SOFTSKINVERTS.Bone");
+
+                            // Find the bone in the mesh's list
+                            std::pair<int,ai_real> me;
+                            me.first = -1;
+
+                            for (unsigned int n = 0; n < curMesh->mBones.size();++n)
+                            {
+                                if (curMesh->mBones[n].mName == bone)
+                                {
+                                    me.first = n;
+                                    break;
+                                }
+                            }
+                            if (-1 == me.first)
+                            {
+                                // We don't have this bone yet, so add it to the list
+                                me.first = (int)curMesh->mBones.size();
+                                curMesh->mBones.push_back(ASE::Bone(bone));
+                            }
+                            ParseLV4MeshFloat( me.second );
+
+                            // Add the new bone weight to list
+                            vert.mBoneWeights.push_back(me);
+                        }
+                    }
+                }
+            }
+        }
+        ++filePtr;
+        SkipSpacesAndLineEnd(&filePtr);
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV1SceneBlock()
+{
+    AI_ASE_PARSER_INIT();
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            if (TokenMatch(filePtr,"SCENE_BACKGROUND_STATIC",23))
+
+            {
+                // parse a color triple and assume it is really the bg color
+                ParseLV4MeshFloatTriple( &m_clrBackground.r );
+                continue;
+            }
+            if (TokenMatch(filePtr,"SCENE_AMBIENT_STATIC",20))
+
+            {
+                // parse a color triple and assume it is really the bg color
+                ParseLV4MeshFloatTriple( &m_clrAmbient.r );
+                continue;
+            }
+            if (TokenMatch(filePtr,"SCENE_FIRSTFRAME",16))
+            {
+                ParseLV4MeshLong(iFirstFrame);
+                continue;
+            }
+            if (TokenMatch(filePtr,"SCENE_LASTFRAME",15))
+            {
+                ParseLV4MeshLong(iLastFrame);
+                continue;
+            }
+            if (TokenMatch(filePtr,"SCENE_FRAMESPEED",16))
+            {
+                ParseLV4MeshLong(iFrameSpeed);
+                continue;
+            }
+            if (TokenMatch(filePtr,"SCENE_TICKSPERFRAME",19))
+            {
+                ParseLV4MeshLong(iTicksPerFrame);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV1MaterialListBlock()
+{
+    AI_ASE_PARSER_INIT();
+
+    unsigned int iMaterialCount = 0;
+    unsigned int iOldMaterialCount = (unsigned int)m_vMaterials.size();
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            if (TokenMatch(filePtr,"MATERIAL_COUNT",14))
+            {
+                ParseLV4MeshLong(iMaterialCount);
+
+                // now allocate enough storage to hold all materials
+                m_vMaterials.resize(iOldMaterialCount+iMaterialCount);
+                continue;
+            }
+            if (TokenMatch(filePtr,"MATERIAL",8))
+            {
+                unsigned int iIndex = 0;
+                ParseLV4MeshLong(iIndex);
+
+                if (iIndex >= iMaterialCount)
+                {
+                    LogWarning("Out of range: material index is too large");
+                    iIndex = iMaterialCount-1;
+                }
+
+                // get a reference to the material
+                Material& sMat = m_vMaterials[iIndex+iOldMaterialCount];
+                // parse the material block
+                ParseLV2MaterialBlock(sMat);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
+{
+    AI_ASE_PARSER_INIT();
+
+    unsigned int iNumSubMaterials = 0;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            if (TokenMatch(filePtr,"MATERIAL_NAME",13))
+            {
+                if (!ParseString(mat.mName,"*MATERIAL_NAME"))
+                    SkipToNextToken();
+                continue;
+            }
+            // ambient material color
+            if (TokenMatch(filePtr,"MATERIAL_AMBIENT",16))
+            {
+                ParseLV4MeshFloatTriple(&mat.mAmbient.r);
+                continue;
+            }
+            // diffuse material color
+            if (TokenMatch(filePtr,"MATERIAL_DIFFUSE",16) )
+            {
+                ParseLV4MeshFloatTriple(&mat.mDiffuse.r);
+                continue;
+            }
+            // specular material color
+            if (TokenMatch(filePtr,"MATERIAL_SPECULAR",17))
+            {
+                ParseLV4MeshFloatTriple(&mat.mSpecular.r);
+                continue;
+            }
+            // material shading type
+            if (TokenMatch(filePtr,"MATERIAL_SHADING",16))
+            {
+                if (TokenMatch(filePtr,"Blinn",5))
+                {
+                    mat.mShading = Discreet3DS::Blinn;
+                }
+                else if (TokenMatch(filePtr,"Phong",5))
+                {
+                    mat.mShading = Discreet3DS::Phong;
+                }
+                else if (TokenMatch(filePtr,"Flat",4))
+                {
+                    mat.mShading = Discreet3DS::Flat;
+                }
+                else if (TokenMatch(filePtr,"Wire",4))
+                {
+                    mat.mShading = Discreet3DS::Wire;
+                }
+                else
+                {
+                    // assume gouraud shading
+                    mat.mShading = Discreet3DS::Gouraud;
+                    SkipToNextToken();
+                }
+                continue;
+            }
+            // material transparency
+            if (TokenMatch(filePtr,"MATERIAL_TRANSPARENCY",21))
+            {
+                ParseLV4MeshFloat(mat.mTransparency);
+                mat.mTransparency = ai_real( 1.0 ) - mat.mTransparency;
+                continue;
+            }
+            // material self illumination
+            if (TokenMatch(filePtr,"MATERIAL_SELFILLUM",18))
+            {
+                ai_real f = 0.0;
+                ParseLV4MeshFloat(f);
+
+                mat.mEmissive.r = f;
+                mat.mEmissive.g = f;
+                mat.mEmissive.b = f;
+                continue;
+            }
+            // material shininess
+            if (TokenMatch(filePtr,"MATERIAL_SHINE",14) )
+            {
+                ParseLV4MeshFloat(mat.mSpecularExponent);
+                mat.mSpecularExponent *= 15;
+                continue;
+            }
+            // two-sided material
+            if (TokenMatch(filePtr,"MATERIAL_TWOSIDED",17) )
+            {
+                mat.mTwoSided = true;
+                continue;
+            }
+            // material shininess strength
+            if (TokenMatch(filePtr,"MATERIAL_SHINESTRENGTH",22))
+            {
+                ParseLV4MeshFloat(mat.mShininessStrength);
+                continue;
+            }
+            // diffuse color map
+            if (TokenMatch(filePtr,"MAP_DIFFUSE",11))
+            {
+                // parse the texture block
+                ParseLV3MapBlock(mat.sTexDiffuse);
+                continue;
+            }
+            // ambient color map
+            if (TokenMatch(filePtr,"MAP_AMBIENT",11))
+            {
+                // parse the texture block
+                ParseLV3MapBlock(mat.sTexAmbient);
+                continue;
+            }
+            // specular color map
+            if (TokenMatch(filePtr,"MAP_SPECULAR",12))
+            {
+                // parse the texture block
+                ParseLV3MapBlock(mat.sTexSpecular);
+                continue;
+            }
+            // opacity map
+            if (TokenMatch(filePtr,"MAP_OPACITY",11))
+            {
+                // parse the texture block
+                ParseLV3MapBlock(mat.sTexOpacity);
+                continue;
+            }
+            // emissive map
+            if (TokenMatch(filePtr,"MAP_SELFILLUM",13))
+            {
+                // parse the texture block
+                ParseLV3MapBlock(mat.sTexEmissive);
+                continue;
+            }
+            // bump map
+            if (TokenMatch(filePtr,"MAP_BUMP",8))
+            {
+                // parse the texture block
+                ParseLV3MapBlock(mat.sTexBump);
+            }
+            // specular/shininess map
+            if (TokenMatch(filePtr,"MAP_SHINESTRENGTH",17))
+            {
+                // parse the texture block
+                ParseLV3MapBlock(mat.sTexShininess);
+                continue;
+            }
+            // number of submaterials
+            if (TokenMatch(filePtr,"NUMSUBMTLS",10))
+            {
+                ParseLV4MeshLong(iNumSubMaterials);
+
+                // allocate enough storage
+                mat.avSubMaterials.resize(iNumSubMaterials);
+            }
+            // submaterial chunks
+            if (TokenMatch(filePtr,"SUBMATERIAL",11))
+            {
+
+                unsigned int iIndex = 0;
+                ParseLV4MeshLong(iIndex);
+
+                if (iIndex >= iNumSubMaterials)
+                {
+                    LogWarning("Out of range: submaterial index is too large");
+                    iIndex = iNumSubMaterials-1;
+                }
+
+                // get a reference to the material
+                Material& sMat = mat.avSubMaterials[iIndex];
+
+                // parse the material block
+                ParseLV2MaterialBlock(sMat);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("2","*MATERIAL");
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MapBlock(Texture& map)
+{
+    AI_ASE_PARSER_INIT();
+
+    // ***********************************************************
+    // *BITMAP should not be there if *MAP_CLASS is not BITMAP,
+    // but we need to expect that case ... if the path is
+    // empty the texture won't be used later.
+    // ***********************************************************
+    bool parsePath = true;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            // type of map
+            if (TokenMatch(filePtr,"MAP_CLASS" ,9))
+            {
+                std::string temp;
+                if(!ParseString(temp,"*MAP_CLASS"))
+                    SkipToNextToken();
+                if (temp != "Bitmap" && temp != "Normal Bump")
+                {
+                    DefaultLogger::get()->warn("ASE: Skipping unknown map type: " + temp);
+                    parsePath = false;
+                }
+                continue;
+            }
+            // path to the texture
+            if (parsePath && TokenMatch(filePtr,"BITMAP" ,6))
+            {
+                if(!ParseString(map.mMapName,"*BITMAP"))
+                    SkipToNextToken();
+
+                if (map.mMapName == "None")
+                {
+                    // Files with 'None' as map name are produced by
+                    // an Maja to ASE exporter which name I forgot ..
+                    DefaultLogger::get()->warn("ASE: Skipping invalid map entry");
+                    map.mMapName = "";
+                }
+
+                continue;
+            }
+            // offset on the u axis
+            if (TokenMatch(filePtr,"UVW_U_OFFSET" ,12))
+            {
+                ParseLV4MeshFloat(map.mOffsetU);
+                continue;
+            }
+            // offset on the v axis
+            if (TokenMatch(filePtr,"UVW_V_OFFSET" ,12))
+            {
+                ParseLV4MeshFloat(map.mOffsetV);
+                continue;
+            }
+            // tiling on the u axis
+            if (TokenMatch(filePtr,"UVW_U_TILING" ,12))
+            {
+                ParseLV4MeshFloat(map.mScaleU);
+                continue;
+            }
+            // tiling on the v axis
+            if (TokenMatch(filePtr,"UVW_V_TILING" ,12))
+            {
+                ParseLV4MeshFloat(map.mScaleV);
+                continue;
+            }
+            // rotation around the z-axis
+            if (TokenMatch(filePtr,"UVW_ANGLE" ,9))
+            {
+                ParseLV4MeshFloat(map.mRotation);
+                continue;
+            }
+            // map blending factor
+            if (TokenMatch(filePtr,"MAP_AMOUNT" ,10))
+            {
+                ParseLV4MeshFloat(map.mTextureBlend);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MAP_XXXXXX");
+    }
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Parser::ParseString(std::string& out,const char* szName)
+{
+    char szBuffer[1024];
+    if (!SkipSpaces(&filePtr))
+    {
+
+        ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Unexpected EOL",szName);
+        LogWarning(szBuffer);
+        return false;
+    }
+    // there must be '"'
+    if ('\"' != *filePtr)
+    {
+
+        ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Strings are expected "
+            "to be enclosed in double quotation marks",szName);
+        LogWarning(szBuffer);
+        return false;
+    }
+    ++filePtr;
+    const char* sz = filePtr;
+    while (true)
+    {
+        if ('\"' == *sz)break;
+        else if ('\0' == *sz)
+        {
+            ai_snprintf(szBuffer, 1024, "Unable to parse %s block: Strings are expected to "
+                "be enclosed in double quotation marks but EOF was reached before "
+                "a closing quotation mark was encountered",szName);
+            LogWarning(szBuffer);
+            return false;
+        }
+        sz++;
+    }
+    out = std::string(filePtr,(uintptr_t)sz-(uintptr_t)filePtr);
+    filePtr = sz+1;
+    return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV1ObjectBlock(ASE::BaseNode& node)
+{
+    AI_ASE_PARSER_INIT();
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // first process common tokens such as node name and transform
+            // name of the mesh/node
+            if (TokenMatch(filePtr,"NODE_NAME" ,9))
+            {
+                if(!ParseString(node.mName,"*NODE_NAME"))
+                    SkipToNextToken();
+                continue;
+            }
+            // name of the parent of the node
+            if (TokenMatch(filePtr,"NODE_PARENT" ,11) )
+            {
+                if(!ParseString(node.mParent,"*NODE_PARENT"))
+                    SkipToNextToken();
+                continue;
+            }
+            // transformation matrix of the node
+            if (TokenMatch(filePtr,"NODE_TM" ,7))
+            {
+                ParseLV2NodeTransformBlock(node);
+                continue;
+            }
+            // animation data of the node
+            if (TokenMatch(filePtr,"TM_ANIMATION" ,12))
+            {
+                ParseLV2AnimationBlock(node);
+                continue;
+            }
+
+            if (node.mType == BaseNode::Light)
+            {
+                // light settings
+                if (TokenMatch(filePtr,"LIGHT_SETTINGS" ,14))
+                {
+                    ParseLV2LightSettingsBlock((ASE::Light&)node);
+                    continue;
+                }
+                // type of the light source
+                if (TokenMatch(filePtr,"LIGHT_TYPE" ,10))
+                {
+                    if (!ASSIMP_strincmp("omni",filePtr,4))
+                    {
+                        ((ASE::Light&)node).mLightType = ASE::Light::OMNI;
+                    }
+                    else if (!ASSIMP_strincmp("target",filePtr,6))
+                    {
+                        ((ASE::Light&)node).mLightType = ASE::Light::TARGET;
+                    }
+                    else if (!ASSIMP_strincmp("free",filePtr,4))
+                    {
+                        ((ASE::Light&)node).mLightType = ASE::Light::FREE;
+                    }
+                    else if (!ASSIMP_strincmp("directional",filePtr,11))
+                    {
+                        ((ASE::Light&)node).mLightType = ASE::Light::DIRECTIONAL;
+                    }
+                    else
+                    {
+                        LogWarning("Unknown kind of light source");
+                    }
+                    continue;
+                }
+            }
+            else if (node.mType == BaseNode::Camera)
+            {
+                // Camera settings
+                if (TokenMatch(filePtr,"CAMERA_SETTINGS" ,15))
+                {
+                    ParseLV2CameraSettingsBlock((ASE::Camera&)node);
+                    continue;
+                }
+                else if (TokenMatch(filePtr,"CAMERA_TYPE" ,11))
+                {
+                    if (!ASSIMP_strincmp("target",filePtr,6))
+                    {
+                        ((ASE::Camera&)node).mCameraType = ASE::Camera::TARGET;
+                    }
+                    else if (!ASSIMP_strincmp("free",filePtr,4))
+                    {
+                        ((ASE::Camera&)node).mCameraType = ASE::Camera::FREE;
+                    }
+                    else
+                    {
+                        LogWarning("Unknown kind of camera");
+                    }
+                    continue;
+                }
+            }
+            else if (node.mType == BaseNode::Mesh)
+            {
+                // mesh data
+                // FIX: Older files use MESH_SOFTSKIN
+                if (TokenMatch(filePtr,"MESH" ,4) ||
+                    TokenMatch(filePtr,"MESH_SOFTSKIN",13))
+                {
+                    ParseLV2MeshBlock((ASE::Mesh&)node);
+                    continue;
+                }
+                // mesh material index
+                if (TokenMatch(filePtr,"MATERIAL_REF" ,12))
+                {
+                    ParseLV4MeshLong(((ASE::Mesh&)node).iMaterialIndex);
+                    continue;
+                }
+            }
+        }
+        AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+    }
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2CameraSettingsBlock(ASE::Camera& camera)
+{
+    AI_ASE_PARSER_INIT();
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            if (TokenMatch(filePtr,"CAMERA_NEAR" ,11))
+            {
+                ParseLV4MeshFloat(camera.mNear);
+                continue;
+            }
+            if (TokenMatch(filePtr,"CAMERA_FAR" ,10))
+            {
+                ParseLV4MeshFloat(camera.mFar);
+                continue;
+            }
+            if (TokenMatch(filePtr,"CAMERA_FOV" ,10))
+            {
+                ParseLV4MeshFloat(camera.mFOV);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("2","CAMERA_SETTINGS");
+    }
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2LightSettingsBlock(ASE::Light& light)
+{
+    AI_ASE_PARSER_INIT();
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            if (TokenMatch(filePtr,"LIGHT_COLOR" ,11))
+            {
+                ParseLV4MeshFloatTriple(&light.mColor.r);
+                continue;
+            }
+            if (TokenMatch(filePtr,"LIGHT_INTENS" ,12))
+            {
+                ParseLV4MeshFloat(light.mIntensity);
+                continue;
+            }
+            if (TokenMatch(filePtr,"LIGHT_HOTSPOT" ,13))
+            {
+                ParseLV4MeshFloat(light.mAngle);
+                continue;
+            }
+            if (TokenMatch(filePtr,"LIGHT_FALLOFF" ,13))
+            {
+                ParseLV4MeshFloat(light.mFalloff);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("2","LIGHT_SETTINGS");
+    }
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2AnimationBlock(ASE::BaseNode& mesh)
+{
+    AI_ASE_PARSER_INIT();
+
+    ASE::Animation* anim = &mesh.mAnim;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            if (TokenMatch(filePtr,"NODE_NAME" ,9))
+            {
+                std::string temp;
+                if(!ParseString(temp,"*NODE_NAME"))
+                    SkipToNextToken();
+
+                // If the name of the node contains .target it
+                // represents an animated camera or spot light
+                // target.
+                if (std::string::npos != temp.find(".Target"))
+                {
+                    if  ((mesh.mType != BaseNode::Camera || ((ASE::Camera&)mesh).mCameraType != ASE::Camera::TARGET)  &&
+                        ( mesh.mType != BaseNode::Light  || ((ASE::Light&)mesh).mLightType   != ASE::Light::TARGET))
+                    {
+
+                        DefaultLogger::get()->error("ASE: Found target animation channel "
+                            "but the node is neither a camera nor a spot light");
+                        anim = NULL;
+                    }
+                    else anim = &mesh.mTargetAnim;
+                }
+                continue;
+            }
+
+            // position keyframes
+            if (TokenMatch(filePtr,"CONTROL_POS_TRACK"  ,17)  ||
+                TokenMatch(filePtr,"CONTROL_POS_BEZIER" ,18)  ||
+                TokenMatch(filePtr,"CONTROL_POS_TCB"    ,15))
+            {
+                if (!anim)SkipSection();
+                else ParseLV3PosAnimationBlock(*anim);
+                continue;
+            }
+            // scaling keyframes
+            if (TokenMatch(filePtr,"CONTROL_SCALE_TRACK"  ,19) ||
+                TokenMatch(filePtr,"CONTROL_SCALE_BEZIER" ,20) ||
+                TokenMatch(filePtr,"CONTROL_SCALE_TCB"    ,17))
+            {
+                if (!anim || anim == &mesh.mTargetAnim)
+                {
+                    // Target animation channels may have no rotation channels
+                    DefaultLogger::get()->error("ASE: Ignoring scaling channel in target animation");
+                    SkipSection();
+                }
+                else ParseLV3ScaleAnimationBlock(*anim);
+                continue;
+            }
+            // rotation keyframes
+            if (TokenMatch(filePtr,"CONTROL_ROT_TRACK"  ,17) ||
+                TokenMatch(filePtr,"CONTROL_ROT_BEZIER" ,18) ||
+                TokenMatch(filePtr,"CONTROL_ROT_TCB"    ,15))
+            {
+                if (!anim || anim == &mesh.mTargetAnim)
+                {
+                    // Target animation channels may have no rotation channels
+                    DefaultLogger::get()->error("ASE: Ignoring rotation channel in target animation");
+                    SkipSection();
+                }
+                else ParseLV3RotAnimationBlock(*anim);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("2","TM_ANIMATION");
+    }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
+{
+    AI_ASE_PARSER_INIT();
+    unsigned int iIndex;
+
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            bool b = false;
+
+            // For the moment we're just reading the three floats -
+            // we ignore the additional information for bezier's and TCBs
+
+            // simple scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
+            {
+                b = true;
+                anim.mScalingType = ASE::Animation::TRACK;
+            }
+
+            // Bezier scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_BEZIER_SCALE_KEY" ,24))
+            {
+                b = true;
+                anim.mScalingType = ASE::Animation::BEZIER;
+            }
+            // TCB scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_TCB_SCALE_KEY" ,21))
+            {
+                b = true;
+                anim.mScalingType = ASE::Animation::TCB;
+            }
+            if (b)
+            {
+                anim.akeyScaling.push_back(aiVectorKey());
+                aiVectorKey& key = anim.akeyScaling.back();
+                ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
+                key.mTime = (double)iIndex;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK");
+    }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim)
+{
+    AI_ASE_PARSER_INIT();
+    unsigned int iIndex;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            bool b = false;
+
+            // For the moment we're just reading the three floats -
+            // we ignore the additional information for bezier's and TCBs
+
+            // simple scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
+            {
+                b = true;
+                anim.mPositionType = ASE::Animation::TRACK;
+            }
+
+            // Bezier scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_BEZIER_POS_KEY" ,22))
+            {
+                b = true;
+                anim.mPositionType = ASE::Animation::BEZIER;
+            }
+            // TCB scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_TCB_POS_KEY" ,19))
+            {
+                b = true;
+                anim.mPositionType = ASE::Animation::TCB;
+            }
+            if (b)
+            {
+                anim.akeyPositions.push_back(aiVectorKey());
+                aiVectorKey& key = anim.akeyPositions.back();
+                ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
+                key.mTime = (double)iIndex;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK");
+    }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim)
+{
+    AI_ASE_PARSER_INIT();
+    unsigned int iIndex;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            bool b = false;
+
+            // For the moment we're just reading the  floats -
+            // we ignore the additional information for bezier's and TCBs
+
+            // simple scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))
+            {
+                b = true;
+                anim.mRotationType = ASE::Animation::TRACK;
+            }
+
+            // Bezier scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_BEZIER_ROT_KEY" ,22))
+            {
+                b = true;
+                anim.mRotationType = ASE::Animation::BEZIER;
+            }
+            // TCB scaling keyframe
+            if (TokenMatch(filePtr,"CONTROL_TCB_ROT_KEY" ,19))
+            {
+                b = true;
+                anim.mRotationType = ASE::Animation::TCB;
+            }
+            if (b)
+            {
+                anim.akeyRotations.push_back(aiQuatKey());
+                aiQuatKey& key = anim.akeyRotations.back();
+                aiVector3D v;ai_real f;
+                ParseLV4MeshFloatTriple(&v.x,iIndex);
+                ParseLV4MeshFloat(f);
+                key.mTime = (double)iIndex;
+                key.mValue = aiQuaternion(v,f);
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*CONTROL_ROT_TRACK");
+    }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh)
+{
+    AI_ASE_PARSER_INIT();
+    int mode   = 0;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            // name of the node
+            if (TokenMatch(filePtr,"NODE_NAME" ,9))
+            {
+                std::string temp;
+                if(!ParseString(temp,"*NODE_NAME"))
+                    SkipToNextToken();
+
+                std::string::size_type s;
+                if (temp == mesh.mName)
+                {
+                    mode = 1;
+                }
+                else if (std::string::npos != (s = temp.find(".Target")) &&
+                    mesh.mName == temp.substr(0,s))
+                {
+                    // This should be either a target light or a target camera
+                    if ( (mesh.mType == BaseNode::Light &&  ((ASE::Light&)mesh) .mLightType  == ASE::Light::TARGET) ||
+                         (mesh.mType == BaseNode::Camera && ((ASE::Camera&)mesh).mCameraType == ASE::Camera::TARGET))
+                    {
+                        mode = 2;
+                    }
+                    else DefaultLogger::get()->error("ASE: Ignoring target transform, "
+                        "this is no spot light or target camera");
+                }
+                else
+                {
+                    DefaultLogger::get()->error("ASE: Unknown node transformation: " + temp);
+                    // mode = 0
+                }
+                continue;
+            }
+            if (mode)
+            {
+                // fourth row of the transformation matrix - and also the
+                // only information here that is interesting for targets
+                if (TokenMatch(filePtr,"TM_ROW3" ,7))
+                {
+                    ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x));
+                    continue;
+                }
+                if (mode == 1)
+                {
+                    // first row of the transformation matrix
+                    if (TokenMatch(filePtr,"TM_ROW0" ,7))
+                    {
+                        ParseLV4MeshFloatTriple(mesh.mTransform[0]);
+                        continue;
+                    }
+                    // second row of the transformation matrix
+                    if (TokenMatch(filePtr,"TM_ROW1" ,7))
+                    {
+                        ParseLV4MeshFloatTriple(mesh.mTransform[1]);
+                        continue;
+                    }
+                    // third row of the transformation matrix
+                    if (TokenMatch(filePtr,"TM_ROW2" ,7))
+                    {
+                        ParseLV4MeshFloatTriple(mesh.mTransform[2]);
+                        continue;
+                    }
+                    // inherited position axes
+                    if (TokenMatch(filePtr,"INHERIT_POS" ,11))
+                    {
+                        unsigned int aiVal[3];
+                        ParseLV4MeshLongTriple(aiVal);
+
+                        for (unsigned int i = 0; i < 3;++i)
+                            mesh.inherit.abInheritPosition[i] = aiVal[i] != 0;
+                        continue;
+                    }
+                    // inherited rotation axes
+                    if (TokenMatch(filePtr,"INHERIT_ROT" ,11))
+                    {
+                        unsigned int aiVal[3];
+                        ParseLV4MeshLongTriple(aiVal);
+
+                        for (unsigned int i = 0; i < 3;++i)
+                            mesh.inherit.abInheritRotation[i] = aiVal[i] != 0;
+                        continue;
+                    }
+                    // inherited scaling axes
+                    if (TokenMatch(filePtr,"INHERIT_SCL" ,11))
+                    {
+                        unsigned int aiVal[3];
+                        ParseLV4MeshLongTriple(aiVal);
+
+                        for (unsigned int i = 0; i < 3;++i)
+                            mesh.inherit.abInheritScaling[i] = aiVal[i] != 0;
+                        continue;
+                    }
+                }
+            }
+        }
+        AI_ASE_HANDLE_SECTION("2","*NODE_TM");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+
+    unsigned int iNumVertices = 0;
+    unsigned int iNumFaces = 0;
+    unsigned int iNumTVertices = 0;
+    unsigned int iNumTFaces = 0;
+    unsigned int iNumCVertices = 0;
+    unsigned int iNumCFaces = 0;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+            // Number of vertices in the mesh
+            if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14))
+            {
+                ParseLV4MeshLong(iNumVertices);
+                continue;
+            }
+            // Number of texture coordinates in the mesh
+            if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15))
+            {
+                ParseLV4MeshLong(iNumTVertices);
+                continue;
+            }
+            // Number of vertex colors in the mesh
+            if (TokenMatch(filePtr,"MESH_NUMCVERTEX" ,15))
+            {
+                ParseLV4MeshLong(iNumCVertices);
+                continue;
+            }
+            // Number of regular faces in the mesh
+            if (TokenMatch(filePtr,"MESH_NUMFACES" ,13))
+            {
+                ParseLV4MeshLong(iNumFaces);
+                continue;
+            }
+            // Number of UVWed faces in the mesh
+            if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15))
+            {
+                ParseLV4MeshLong(iNumTFaces);
+                continue;
+            }
+            // Number of colored faces in the mesh
+            if (TokenMatch(filePtr,"MESH_NUMCVFACES" ,15))
+            {
+                ParseLV4MeshLong(iNumCFaces);
+                continue;
+            }
+            // mesh vertex list block
+            if (TokenMatch(filePtr,"MESH_VERTEX_LIST" ,16))
+            {
+                ParseLV3MeshVertexListBlock(iNumVertices,mesh);
+                continue;
+            }
+            // mesh face list block
+            if (TokenMatch(filePtr,"MESH_FACE_LIST" ,14))
+            {
+                ParseLV3MeshFaceListBlock(iNumFaces,mesh);
+                continue;
+            }
+            // mesh texture vertex list block
+            if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14))
+            {
+                ParseLV3MeshTListBlock(iNumTVertices,mesh);
+                continue;
+            }
+            // mesh texture face block
+            if (TokenMatch(filePtr,"MESH_TFACELIST" ,14))
+            {
+                ParseLV3MeshTFaceListBlock(iNumTFaces,mesh);
+                continue;
+            }
+            // mesh color vertex list block
+            if (TokenMatch(filePtr,"MESH_CVERTLIST" ,14))
+            {
+                ParseLV3MeshCListBlock(iNumCVertices,mesh);
+                continue;
+            }
+            // mesh color face block
+            if (TokenMatch(filePtr,"MESH_CFACELIST" ,14))
+            {
+                ParseLV3MeshCFaceListBlock(iNumCFaces,mesh);
+                continue;
+            }
+            // mesh normals
+            if (TokenMatch(filePtr,"MESH_NORMALS" ,12))
+            {
+                ParseLV3MeshNormalListBlock(mesh);
+                continue;
+            }
+            // another mesh UV channel ...
+            if (TokenMatch(filePtr,"MESH_MAPPINGCHANNEL" ,19)) {
+                unsigned int iIndex( 0 );
+                ParseLV4MeshLong(iIndex);
+                if ( 0 == iIndex ) {
+                    LogWarning( "Mapping channel has an invalid index. Skipping UV channel" );
+                    // skip it ...
+                    SkipSection();
+                } else {
+                    if ( iIndex < 2 ) {
+                        LogWarning( "Mapping channel has an invalid index. Skipping UV channel" );
+                        // skip it ...
+                        SkipSection();
+                    }
+                    if ( iIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS ) {
+                        LogWarning( "Too many UV channels specified. Skipping channel .." );
+                        // skip it ...
+                        SkipSection();
+                    } else {
+                        // parse the mapping channel
+                        ParseLV3MappingChannel( iIndex - 1, mesh );
+                    }
+                    continue;
+                }
+            }
+            // mesh animation keyframe. Not supported
+            if (TokenMatch(filePtr,"MESH_ANIMATION" ,14))
+            {
+
+                LogWarning("Found *MESH_ANIMATION element in ASE/ASK file. "
+                    "Keyframe animation is not supported by Assimp, this element "
+                    "will be ignored");
+                //SkipSection();
+                continue;
+            }
+            if (TokenMatch(filePtr,"MESH_WEIGHTS" ,12))
+            {
+                ParseLV3MeshWeightsBlock(mesh);continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("2","*MESH");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+
+    unsigned int iNumVertices = 0, iNumBones = 0;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Number of bone vertices ...
+            if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14))
+            {
+                ParseLV4MeshLong(iNumVertices);
+                continue;
+            }
+            // Number of bones
+            if (TokenMatch(filePtr,"MESH_NUMBONE" ,12))
+            {
+                ParseLV4MeshLong(iNumBones);
+                continue;
+            }
+            // parse the list of bones
+            if (TokenMatch(filePtr,"MESH_BONE_LIST" ,14))
+            {
+                ParseLV4MeshBones(iNumBones,mesh);
+                continue;
+            }
+            // parse the list of bones vertices
+            if (TokenMatch(filePtr,"MESH_BONE_VERTEX_LIST" ,21) )
+            {
+                ParseLV4MeshBonesVertices(iNumVertices,mesh);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_WEIGHTS");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshBones(unsigned int iNumBones,ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+    mesh.mBones.resize(iNumBones);
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Mesh bone with name ...
+            if (TokenMatch(filePtr,"MESH_BONE_NAME" ,14))
+            {
+                // parse an index ...
+                if(SkipSpaces(&filePtr))
+                {
+                    unsigned int iIndex = strtoul10(filePtr,&filePtr);
+                    if (iIndex >= iNumBones)
+                    {
+                        LogWarning("Bone index is out of bounds");
+                        continue;
+                    }
+                    if (!ParseString(mesh.mBones[iIndex].mName,"*MESH_BONE_NAME"))
+                        SkipToNextToken();
+                    continue;
+                }
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_BONE_LIST");
+    }
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices,ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+    mesh.mBoneVertices.resize(iNumVertices);
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Mesh bone vertex
+            if (TokenMatch(filePtr,"MESH_BONE_VERTEX" ,16))
+            {
+                // read the vertex index
+                unsigned int iIndex = strtoul10(filePtr,&filePtr);
+                if (iIndex >= mesh.mPositions.size())
+                {
+                    iIndex = (unsigned int)mesh.mPositions.size()-1;
+                    LogWarning("Bone vertex index is out of bounds. Using the largest valid "
+                        "bone vertex index instead");
+                }
+
+                // --- ignored
+                ai_real afVert[3];
+                ParseLV4MeshFloatTriple(afVert);
+
+                std::pair<int,float> pairOut;
+                while (true)
+                {
+                    // first parse the bone index ...
+                    if (!SkipSpaces(&filePtr))break;
+                    pairOut.first = strtoul10(filePtr,&filePtr);
+
+                    // then parse the vertex weight
+                    if (!SkipSpaces(&filePtr))break;
+                    filePtr = fast_atoreal_move<float>(filePtr,pairOut.second);
+
+                    // -1 marks unused entries
+                    if (-1 != pairOut.first)
+                    {
+                        mesh.mBoneVertices[iIndex].mBoneWeights.push_back(pairOut);
+                    }
+                }
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("4","*MESH_BONE_VERTEX");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshVertexListBlock(
+    unsigned int iNumVertices, ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+
+    // allocate enough storage in the array
+    mesh.mPositions.resize(iNumVertices);
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Vertex entry
+            if (TokenMatch(filePtr,"MESH_VERTEX" ,11))
+            {
+
+                aiVector3D vTemp;
+                unsigned int iIndex;
+                ParseLV4MeshFloatTriple(&vTemp.x,iIndex);
+
+                if (iIndex >= iNumVertices)
+                {
+                    LogWarning("Invalid vertex index. It will be ignored");
+                }
+                else mesh.mPositions[iIndex] = vTemp;
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_VERTEX_LIST");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+
+    // allocate enough storage in the face array
+    mesh.mFaces.resize(iNumFaces);
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Face entry
+            if (TokenMatch(filePtr,"MESH_FACE" ,9))
+            {
+
+                ASE::Face mFace;
+                ParseLV4MeshFace(mFace);
+
+                if (mFace.iFace >= iNumFaces)
+                {
+                    LogWarning("Face has an invalid index. It will be ignored");
+                }
+                else mesh.mFaces[mFace.iFace] = mFace;
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_FACE_LIST");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices,
+    ASE::Mesh& mesh, unsigned int iChannel)
+{
+    AI_ASE_PARSER_INIT();
+
+    // allocate enough storage in the array
+    mesh.amTexCoords[iChannel].resize(iNumVertices);
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Vertex entry
+            if (TokenMatch(filePtr,"MESH_TVERT" ,10))
+            {
+                aiVector3D vTemp;
+                unsigned int iIndex;
+                ParseLV4MeshFloatTriple(&vTemp.x,iIndex);
+
+                if (iIndex >= iNumVertices)
+                {
+                    LogWarning("Tvertex has an invalid index. It will be ignored");
+                }
+                else mesh.amTexCoords[iChannel][iIndex] = vTemp;
+
+                if (0.0f != vTemp.z)
+                {
+                    // we need 3 coordinate channels
+                    mesh.mNumUVComponents[iChannel] = 3;
+                }
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_TVERT_LIST");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces,
+    ASE::Mesh& mesh, unsigned int iChannel)
+{
+    AI_ASE_PARSER_INIT();
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Face entry
+            if (TokenMatch(filePtr,"MESH_TFACE" ,10))
+            {
+                unsigned int aiValues[3];
+                unsigned int iIndex = 0;
+
+                ParseLV4MeshLongTriple(aiValues,iIndex);
+                if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size())
+                {
+                    LogWarning("UV-Face has an invalid index. It will be ignored");
+                }
+                else
+                {
+                    // copy UV indices
+                    mesh.mFaces[iIndex].amUVIndices[iChannel][0] = aiValues[0];
+                    mesh.mFaces[iIndex].amUVIndices[iChannel][1] = aiValues[1];
+                    mesh.mFaces[iIndex].amUVIndices[iChannel][2] = aiValues[2];
+                }
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_TFACE_LIST");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+
+    unsigned int iNumTVertices = 0;
+    unsigned int iNumTFaces = 0;
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Number of texture coordinates in the mesh
+            if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15))
+            {
+                ParseLV4MeshLong(iNumTVertices);
+                continue;
+            }
+            // Number of UVWed faces in the mesh
+            if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15))
+            {
+                ParseLV4MeshLong(iNumTFaces);
+                continue;
+            }
+            // mesh texture vertex list block
+            if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14))
+            {
+                ParseLV3MeshTListBlock(iNumTVertices,mesh,iChannel);
+                continue;
+            }
+            // mesh texture face block
+            if (TokenMatch(filePtr,"MESH_TFACELIST" ,14))
+            {
+                ParseLV3MeshTFaceListBlock(iNumTFaces,mesh, iChannel);
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_MAPPING_CHANNEL");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+
+    // allocate enough storage in the array
+    mesh.mVertexColors.resize(iNumVertices);
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Vertex entry
+            if (TokenMatch(filePtr,"MESH_VERTCOL" ,12))
+            {
+                aiColor4D vTemp;
+                vTemp.a = 1.0f;
+                unsigned int iIndex;
+                ParseLV4MeshFloatTriple(&vTemp.r,iIndex);
+
+                if (iIndex >= iNumVertices)
+                {
+                    LogWarning("Vertex color has an invalid index. It will be ignored");
+                }
+                else mesh.mVertexColors[iIndex] = vTemp;
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_CVERTEX_LIST");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
+{
+    AI_ASE_PARSER_INIT();
+    while (true)
+    {
+        if ('*' == *filePtr)
+        {
+            ++filePtr;
+
+            // Face entry
+            if (TokenMatch(filePtr,"MESH_CFACE" ,11))
+            {
+                unsigned int aiValues[3];
+                unsigned int iIndex = 0;
+
+                ParseLV4MeshLongTriple(aiValues,iIndex);
+                if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size())
+                {
+                    LogWarning("UV-Face has an invalid index. It will be ignored");
+                }
+                else
+                {
+                    // copy color indices
+                    mesh.mFaces[iIndex].mColorIndices[0] = aiValues[0];
+                    mesh.mFaces[iIndex].mColorIndices[1] = aiValues[1];
+                    mesh.mFaces[iIndex].mColorIndices[2] = aiValues[2];
+                }
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_CFACE_LIST");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
+{
+    AI_ASE_PARSER_INIT();
+
+    // Allocate enough storage for the normals
+    sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f ));
+    unsigned int index, faceIdx = UINT_MAX;
+
+    // FIXME: rewrite this and find out how to interpret the normals
+    // correctly. This is crap.
+
+    // Smooth the vertex and face normals together. The result
+    // will be edgy then, but otherwise everything would be soft ...
+    while (true)    {
+        if ('*' == *filePtr)    {
+            ++filePtr;
+            if (faceIdx != UINT_MAX && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17))  {
+                aiVector3D vNormal;
+                ParseLV4MeshFloatTriple(&vNormal.x,index);
+                if (faceIdx >=  sMesh.mFaces.size())
+                    continue;
+
+                // Make sure we assign it to the correct face
+                const ASE::Face& face = sMesh.mFaces[faceIdx];
+                if (index == face.mIndices[0])
+                    index = 0;
+                else if (index == face.mIndices[1])
+                    index = 1;
+                else if (index == face.mIndices[2])
+                    index = 2;
+                else    {
+                    DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_VERTEXNORMAL section");
+                    continue;
+                }
+                // We'll renormalize later
+                sMesh.mNormals[faceIdx*3+index] += vNormal;
+                continue;
+            }
+            if (TokenMatch(filePtr,"MESH_FACENORMAL",15))   {
+                aiVector3D vNormal;
+                ParseLV4MeshFloatTriple(&vNormal.x,faceIdx);
+
+                if (faceIdx >= sMesh.mFaces.size()) {
+                    DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_FACENORMAL section");
+                    continue;
+                }
+
+                // We'll renormalize later
+                sMesh.mNormals[faceIdx*3] += vNormal;
+                sMesh.mNormals[faceIdx*3+1] += vNormal;
+                sMesh.mNormals[faceIdx*3+2] += vNormal;
+                continue;
+            }
+        }
+        AI_ASE_HANDLE_SECTION("3","*MESH_NORMALS");
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshFace(ASE::Face& out)
+{
+    // skip spaces and tabs
+    if(!SkipSpaces(&filePtr))
+    {
+        LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL [#1]");
+        SkipToNextToken();
+        return;
+    }
+
+    // parse the face index
+    out.iFace = strtoul10(filePtr,&filePtr);
+
+    // next character should be ':'
+    if(!SkipSpaces(&filePtr))
+    {
+        // FIX: there are some ASE files which haven't got : here ....
+        LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. \':\' expected [#2]");
+        SkipToNextToken();
+        return;
+    }
+    // FIX: There are some ASE files which haven't got ':' here
+    if(':' == *filePtr)++filePtr;
+
+    // Parse all mesh indices
+    for (unsigned int i = 0; i < 3;++i)
+    {
+        unsigned int iIndex = 0;
+        if(!SkipSpaces(&filePtr))
+        {
+            LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL");
+            SkipToNextToken();
+            return;
+        }
+        switch (*filePtr)
+        {
+        case 'A':
+        case 'a':
+            break;
+        case 'B':
+        case 'b':
+            iIndex = 1;
+            break;
+        case 'C':
+        case 'c':
+            iIndex = 2;
+            break;
+        default:
+            LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
+                "A,B or C expected [#3]");
+            SkipToNextToken();
+            return;
+        };
+        ++filePtr;
+
+        // next character should be ':'
+        if(!SkipSpaces(&filePtr) || ':' != *filePtr)
+        {
+            LogWarning("Unable to parse *MESH_FACE Element: "
+                "Unexpected EOL. \':\' expected [#2]");
+            SkipToNextToken();
+            return;
+        }
+
+        ++filePtr;
+        if(!SkipSpaces(&filePtr))
+        {
+            LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
+                "Vertex index ecpected [#4]");
+            SkipToNextToken();
+            return;
+        }
+        out.mIndices[iIndex] = strtoul10(filePtr,&filePtr);
+    }
+
+    // now we need to skip the AB, BC, CA blocks.
+    while (true)
+    {
+        if ('*' == *filePtr)break;
+        if (IsLineEnd(*filePtr))
+        {
+            //iLineNumber++;
+            return;
+        }
+        filePtr++;
+    }
+
+    // parse the smoothing group of the face
+    if (TokenMatch(filePtr,"*MESH_SMOOTHING",15))
+    {
+        if(!SkipSpaces(&filePtr))
+        {
+            LogWarning("Unable to parse *MESH_SMOOTHING Element: "
+                "Unexpected EOL. Smoothing group(s) expected [#5]");
+            SkipToNextToken();
+            return;
+        }
+
+        // Parse smoothing groups until we don't anymore see commas
+        // FIX: There needn't always be a value, sad but true
+        while (true)
+        {
+            if (*filePtr < '9' && *filePtr >= '0')
+            {
+                out.iSmoothGroup |= (1 << strtoul10(filePtr,&filePtr));
+            }
+            SkipSpaces(&filePtr);
+            if (',' != *filePtr)
+            {
+                break;
+            }
+            ++filePtr;
+            SkipSpaces(&filePtr);
+        }
+    }
+
+    // *MESH_MTLID  is optional, too
+    while (true)
+    {
+        if ('*' == *filePtr)break;
+        if (IsLineEnd(*filePtr))
+        {
+            return;
+        }
+        filePtr++;
+    }
+
+    if (TokenMatch(filePtr,"*MESH_MTLID",11))
+    {
+        if(!SkipSpaces(&filePtr))
+        {
+            LogWarning("Unable to parse *MESH_MTLID Element: Unexpected EOL. "
+                "Material index expected [#6]");
+            SkipToNextToken();
+            return;
+        }
+        out.iMaterial = strtoul10(filePtr,&filePtr);
+    }
+    return;
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshLongTriple(unsigned int* apOut)
+{
+    ai_assert(NULL != apOut);
+
+    for (unsigned int i = 0; i < 3;++i)
+        ParseLV4MeshLong(apOut[i]);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut)
+{
+    ai_assert(NULL != apOut);
+
+    // parse the index
+    ParseLV4MeshLong(rIndexOut);
+
+    // parse the three others
+    ParseLV4MeshLongTriple(apOut);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut)
+{
+    ai_assert(NULL != apOut);
+
+    // parse the index
+    ParseLV4MeshLong(rIndexOut);
+
+    // parse the three others
+    ParseLV4MeshFloatTriple(apOut);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshFloatTriple(ai_real* apOut)
+{
+    ai_assert(NULL != apOut);
+
+    for (unsigned int i = 0; i < 3;++i)
+        ParseLV4MeshFloat(apOut[i]);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshFloat(ai_real& fOut)
+{
+    // skip spaces and tabs
+    if(!SkipSpaces(&filePtr))
+    {
+        // LOG
+        LogWarning("Unable to parse float: unexpected EOL [#1]");
+        fOut = 0.0;
+        ++iLineNumber;
+        return;
+    }
+    // parse the first float
+    filePtr = fast_atoreal_move<ai_real>(filePtr,fOut);
+}
+// ------------------------------------------------------------------------------------------------
+void Parser::ParseLV4MeshLong(unsigned int& iOut)
+{
+    // Skip spaces and tabs
+    if(!SkipSpaces(&filePtr))
+    {
+        // LOG
+        LogWarning("Unable to parse long: unexpected EOL [#1]");
+        iOut = 0;
+        ++iLineNumber;
+        return;
+    }
+    // parse the value
+    iOut = strtoul10(filePtr,&filePtr);
+}
+
+#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER

+ 664 - 669
code/ASEParser.h

@@ -1,669 +1,664 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Defines the helper data structures for importing ASE files  */
-#ifndef AI_ASEFILEHELPER_H_INC
-#define AI_ASEFILEHELPER_H_INC
-
-// STL/CRT headers
-#include <string>
-#include <vector>
-#include <list>
-
-// public ASSIMP headers
-#include "../include/assimp/types.h"
-#include "../include/assimp/mesh.h"
-#include "../include/assimp/anim.h"
-
-// for some helper routines like IsSpace()
-#include "ParsingUtils.h"
-#include "qnan.h"
-
-// ASE is quite similar to 3ds. We can reuse some structures
-#include "3DSLoader.h"
-
-namespace Assimp	{
-namespace ASE	{
-
-using namespace D3DS;
-
-// ---------------------------------------------------------------------------
-/** Helper structure representing an ASE material */
-struct Material : public D3DS::Material
-{
-	//! Default constructor
-	Material() : pcInstance(NULL), bNeed (false)
-	{}
-
-	//! Contains all sub materials of this material
-	std::vector<Material> avSubMaterials;
-
-	//! aiMaterial object
-	aiMaterial* pcInstance;
-
-	//! Can we remove this material?
-	bool bNeed;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file face */
-struct Face : public FaceWithSmoothingGroup
-{
-	//! Default constructor. Initializes everything with 0
-	Face()
-	{
-		mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
-		for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
-		{
-			amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
-		}
-
-		iMaterial = DEFAULT_MATINDEX;
-		iFace = 0;
-	}
-
-	//! special value to indicate that no material index has
-	//! been assigned to a face. The default material index
-	//! will replace this value later.
-	static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
-
-
-
-	//! Indices into each list of texture coordinates
-	unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
-
-	//! Index into the list of vertex colors
-	unsigned int mColorIndices[3];
-
-	//! (Sub)Material index to be assigned to this face
-	unsigned int iMaterial;
-
-	//! Index of the face. It is not specified whether it is
-	//! a requirement of the file format that all faces are
-	//! written in sequential order, so we have to expect this case
-	unsigned int iFace;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file bone */
-struct Bone
-{
-	//! Constructor
-	Bone()
-	{
-		static int iCnt = 0;
-		
-		// Generate a default name for the bone
-		char szTemp[128];
-		::sprintf(szTemp,"UNNAMED_%i",iCnt++);
-		mName = szTemp;
-	}
-
-	//! Construction from an existing name
-	Bone( const std::string& name)
-		:	mName	(name)
-	{}
-
-	//! Name of the bone
-	std::string mName;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file bone vertex */
-struct BoneVertex
-{
-	//! Bone and corresponding vertex weight.
-	//! -1 for unrequired bones ....
-	std::vector<std::pair<int,float> > mBoneWeights;
-
-	//! Position of the bone vertex.
-	//! MUST be identical to the vertex position
-	//aiVector3D mPosition;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file animation */
-struct Animation
-{
-	enum Type
-	{
-		TRACK   = 0x0,
-		BEZIER  = 0x1,
-		TCB		= 0x2
-	} mRotationType, mScalingType, mPositionType;
-
-	Animation()
-		:	mRotationType	(TRACK)
-		,	mScalingType	(TRACK)
-		,	mPositionType	(TRACK)
-	{}
-
-	//! List of track rotation keyframes
-	std::vector< aiQuatKey > akeyRotations;
-
-	//! List of track position keyframes
-	std::vector< aiVectorKey > akeyPositions;
-
-	//! List of track scaling keyframes
-	std::vector< aiVectorKey > akeyScaling;
-
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent the inheritance information of an ASE node */
-struct InheritanceInfo
-{
-	//! Default constructor
-	InheritanceInfo()
-	{
-		// set the inheritance flag for all axes by default to true
-		for (unsigned int i = 0; i < 3;++i)
-			abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
-	}
-
-	//! Inherit the parent's position?, axis order is x,y,z
-	bool abInheritPosition[3];
-
-	//! Inherit the parent's rotation?, axis order is x,y,z
-	bool abInheritRotation[3];
-
-	//! Inherit the parent's scaling?, axis order is x,y,z
-	bool abInheritScaling[3];
-};
-
-// ---------------------------------------------------------------------------
-/** Represents an ASE file node. Base class for mesh, light and cameras */
-struct BaseNode
-{
-	enum Type {Light, Camera, Mesh, Dummy} mType;
-
-	//! Constructor. Creates a default name for the node
-	BaseNode(Type _mType)
-		: mType			(_mType)
-		, mProcessed	(false)
-	{
-		// generate a default name for the  node
-		static int iCnt = 0;
-		char szTemp[128]; // should be sufficiently large
-		::sprintf(szTemp,"UNNAMED_%i",iCnt++);
-		mName = szTemp;
-
-		// Set mTargetPosition to qnan
-		const float qnan = get_qnan();
-		mTargetPosition.x = qnan;
-	}
-
-	//! Name of the mesh
-	std::string mName;
-
-	//! Name of the parent of the node
-	//! "" if there is no parent ...
-	std::string mParent;
-
-	//! Transformation matrix of the node
-	aiMatrix4x4 mTransform;
-
-	//! Target position (target lights and cameras)
-	aiVector3D mTargetPosition;
-
-	//! Specifies which axes transformations a node inherits
-	//! from its parent ...
-	InheritanceInfo inherit;
-
-	//! Animation channels for the node
-	Animation mAnim;
-
-	//! Needed for lights and cameras: target animation channel
-	//! Should contain position keys only.
-	Animation mTargetAnim;
-
-	bool mProcessed;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE file mesh */
-struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode
-{
-	//! Constructor.
-	Mesh() 
-		: BaseNode	(BaseNode::Mesh)
-		, bSkip		(false)
-	{
-		// use 2 texture vertex components by default
-		for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
-			this->mNumUVComponents[c] = 2;
-
-		// setup the default material index by default
-		iMaterialIndex = Face::DEFAULT_MATINDEX;
-	}
-
-	//! List of all texture coordinate sets
-	std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
-	//! List of all vertex color sets.
-	std::vector<aiColor4D> mVertexColors;
-
-	//! List of all bone vertices
-	std::vector<BoneVertex> mBoneVertices;
-
-	//! List of all bones
-	std::vector<Bone> mBones;
-
-	//! Material index of the mesh
-	unsigned int iMaterialIndex;
-
-	//! Number of vertex components for each UVW set
-	unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
-	//! used internally
-	bool bSkip;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE light source */
-struct Light : public BaseNode
-{
-	enum LightType
-	{
-		OMNI,
-		TARGET,
-		FREE,
-		DIRECTIONAL
-	};
-
-	//! Constructor. 
-	Light() 
-		: BaseNode	 (BaseNode::Light)
-		, mLightType (OMNI)
-		, mColor	 (1.f,1.f,1.f)
-		, mIntensity (1.f) // light is white by default
-		, mAngle	 (45.f)
-		, mFalloff	 (0.f)
-	{	
-	}
-
-	LightType mLightType;
-	aiColor3D mColor;
-	float mIntensity;
-	float mAngle; // in degrees
-	float mFalloff;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE camera */
-struct Camera : public BaseNode
-{
-	enum CameraType
-	{
-		FREE,
-		TARGET
-	};
-
-	//! Constructor
-	Camera() 
-		: BaseNode	  (BaseNode::Camera)
-		, mFOV        (0.75f)   // in radians
-		, mNear       (0.1f) 
-		, mFar        (1000.f)  // could be zero
-		, mCameraType (FREE)
-	{
-	}
-
-	float mFOV, mNear, mFar;
-	CameraType mCameraType;
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to represent an ASE helper object (dummy) */
-struct Dummy : public BaseNode
-{
-	//! Constructor
-	Dummy() 
-		: BaseNode	(BaseNode::Dummy)
-	{
-	}
-};
-
-// Parameters to Parser::Parse()
-#define AI_ASE_NEW_FILE_FORMAT 200
-#define AI_ASE_OLD_FILE_FORMAT 110
-
-// Internally we're a little bit more tolerant
-#define AI_ASE_IS_NEW_FILE_FORMAT()	(iFileFormat >= 200)
-#define AI_ASE_IS_OLD_FILE_FORMAT()	(iFileFormat < 200)
-
-// -------------------------------------------------------------------------------
-/** \brief Class to parse ASE files
- */
-class Parser
-{
-
-private:
-
-	Parser() {}
-
-public:
-
-	// -------------------------------------------------------------------
-	//! Construct a parser from a given input file which is
-	//! guaranted to be terminated with zero.
-	//! @param szFile Input file
-	//! @param fileFormatDefault Assumed file format version. If the
-	//!   file format is specified in the file the new value replaces
-	//!   the default value.
-	Parser (const char* szFile, unsigned int fileFormatDefault);
-
-	// -------------------------------------------------------------------
-	//! Parses the file into the parsers internal representation
-	void Parse();
-
-
-private:
-
-	// -------------------------------------------------------------------
-	//! Parse the *SCENE block in a file
-	void ParseLV1SceneBlock();
-
-	// -------------------------------------------------------------------
-	//! Parse the *MESH_SOFTSKINVERTS block in a file
-	void ParseLV1SoftSkinBlock();
-
-	// -------------------------------------------------------------------
-	//! Parse the *MATERIAL_LIST block in a file
-	void ParseLV1MaterialListBlock();
-
-	// -------------------------------------------------------------------
-	//! Parse a *<xxx>OBJECT block in a file
-	//! \param mesh Node to be filled
-	void ParseLV1ObjectBlock(BaseNode& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MATERIAL blocks in a material list
-	//! \param mat Material structure to be filled
-	void ParseLV2MaterialBlock(Material& mat);
-
-	// -------------------------------------------------------------------
-	//! Parse a *NODE_TM block in a file
-	//! \param mesh Node (!) object to be filled
-	void ParseLV2NodeTransformBlock(BaseNode& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *TM_ANIMATION block in a file
-	//! \param mesh Mesh object to be filled
-	void ParseLV2AnimationBlock(BaseNode& mesh);
-	void ParseLV3PosAnimationBlock(ASE::Animation& anim);
-	void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
-	void ParseLV3RotAnimationBlock(ASE::Animation& anim);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH block in a file
-	//! \param mesh Mesh object to be filled
-	void ParseLV2MeshBlock(Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *LIGHT_SETTINGS block in a file
-	//! \param light Light object to be filled
-	void ParseLV2LightSettingsBlock(Light& light);
-
-	// -------------------------------------------------------------------
-	//! Parse a *CAMERA_SETTINGS block in a file
-	//! \param cam Camera object to be filled
-	void ParseLV2CameraSettingsBlock(Camera& cam);
-
-	// -------------------------------------------------------------------
-	//! Parse the *MAP_XXXXXX blocks in a material
-	//! \param map Texture structure to be filled
-	void ParseLV3MapBlock(Texture& map);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_VERTEX_LIST block in a file
-	//! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
-	//! Otherwise zero. This is used to check the consistency of the file.
-	//! A warning is sent to the logger if the validations fails.
-	//! \param mesh Mesh object to be filled
-	void ParseLV3MeshVertexListBlock(
-		unsigned int iNumVertices,Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_FACE_LIST block in a file
-	//! \param iNumFaces Value of *MESH_NUMFACES, if present.
-	//! Otherwise zero. This is used to check the consistency of the file.
-	//! A warning is sent to the logger if the validations fails.
-	//! \param mesh Mesh object to be filled
-	void ParseLV3MeshFaceListBlock(
-		unsigned int iNumFaces,Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_TVERT_LIST block in a file
-	//! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
-	//! Otherwise zero. This is used to check the consistency of the file.
-	//! A warning is sent to the logger if the validations fails.
-	//! \param mesh Mesh object to be filled
-	//! \param iChannel Output UVW channel
-	void ParseLV3MeshTListBlock(
-		unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_TFACELIST block in a file
-	//! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
-	//! Otherwise zero. This is used to check the consistency of the file.
-	//! A warning is sent to the logger if the validations fails.
-	//! \param mesh Mesh object to be filled
-	//! \param iChannel Output UVW channel
-	void ParseLV3MeshTFaceListBlock(
-		unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
-
-	// -------------------------------------------------------------------
-	//! Parse an additional mapping channel 
-	//! (specified via *MESH_MAPPINGCHANNEL)
-	//! \param iChannel Channel index to be filled
-	//! \param mesh Mesh object to be filled
-	void ParseLV3MappingChannel(
-		unsigned int iChannel, Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_CVERTLIST block in a file
-	//! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
-	//! Otherwise zero. This is used to check the consistency of the file.
-	//! A warning is sent to the logger if the validations fails.
-	//! \param mesh Mesh object to be filled
-	void ParseLV3MeshCListBlock(
-		unsigned int iNumVertices, Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_CFACELIST block in a file
-	//! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
-	//! Otherwise zero. This is used to check the consistency of the file.
-	//! A warning is sent to the logger if the validations fails.
-	//! \param mesh Mesh object to be filled
-	void ParseLV3MeshCFaceListBlock(
-		unsigned int iNumFaces, Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_NORMALS block in a file
-	//! \param mesh Mesh object to be filled
-	void ParseLV3MeshNormalListBlock(Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_WEIGHTSblock in a file
-	//! \param mesh Mesh object to be filled
-	void ParseLV3MeshWeightsBlock(Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse the bone list of a file
-	//! \param mesh Mesh object to be filled
-	//! \param iNumBones Number of bones in the mesh
-	void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse the bone vertices list of a file
-	//! \param mesh Mesh object to be filled
-	//! \param iNumVertices Number of vertices to be parsed
-	void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_FACE block in a file
-	//! \param out receive the face data
-	void ParseLV4MeshFace(ASE::Face& out);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_VERT block in a file
-	//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL  ...)
-	//! \param apOut Output buffer (3 floats)
-	//! \param rIndexOut Output index
-	void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_VERT block in a file
-	//! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL  ...)
-	//! \param apOut Output buffer (3 floats)
-	void ParseLV4MeshFloatTriple(float* apOut);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_TFACE block in a file
-	//! (also works for MESH_CFACE)
-	//! \param apOut Output buffer (3 ints)
-	//! \param rIndexOut Output index
-	void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
-
-	// -------------------------------------------------------------------
-	//! Parse a *MESH_TFACE block in a file
-	//! (also works for MESH_CFACE)
-	//! \param apOut Output buffer (3 ints)
-	void ParseLV4MeshLongTriple(unsigned int* apOut);
-
-	// -------------------------------------------------------------------
-	//! Parse a single float element 
-	//! \param fOut Output float
-	void ParseLV4MeshFloat(float& fOut);
-
-	// -------------------------------------------------------------------
-	//! Parse a single int element 
-	//! \param iOut Output integer
-	void ParseLV4MeshLong(unsigned int& iOut);
-
-	// -------------------------------------------------------------------
-	//! Skip everything to the next: '*' or '\0'
-	bool SkipToNextToken();
-
-	// -------------------------------------------------------------------
-	//! Skip the current section until the token after the closing }.
-	//! This function handles embedded subsections correctly
-	bool SkipSection();
-
-	// -------------------------------------------------------------------
-	//! Output a warning to the logger
-	//! \param szWarn Warn message
-	void LogWarning(const char* szWarn);
-
-	// -------------------------------------------------------------------
-	//! Output a message to the logger
-	//! \param szWarn Message
-	void LogInfo(const char* szWarn);
-
-	// -------------------------------------------------------------------
-	//! Output an error to the logger
-	//! \param szWarn Error message
-	void LogError(const char* szWarn);
-
-	// -------------------------------------------------------------------
-	//! Parse a string, enclosed in double quotation marks
-	//! \param out Output string
-	//! \param szName Name of the enclosing element -> used in error
-	//! messages.
-	//! \return false if an error occured
-	bool ParseString(std::string& out,const char* szName);
-
-public:
-
-	//! Pointer to current data
-	const char* filePtr;
-
-	//! background color to be passed to the viewer
-	//! QNAN if none was found
-	aiColor3D m_clrBackground;
-
-	//! Base ambient color to be passed to all materials
-	//! QNAN if none was found
-	aiColor3D m_clrAmbient;
-
-	//! List of all materials found in the file
-	std::vector<Material> m_vMaterials;
-
-	//! List of all meshes found in the file
-	std::vector<Mesh> m_vMeshes;
-
-	//! List of all dummies found in the file
-	std::vector<Dummy> m_vDummies;
-
-	//! List of all lights found in the file
-	std::vector<Light> m_vLights;
-
-	//! List of all cameras found in the file
-	std::vector<Camera> m_vCameras;
-
-	//! Current line in the file
-	unsigned int iLineNumber;
-
-	//! First frame
-	unsigned int iFirstFrame;
-
-	//! Last frame
-	unsigned int iLastFrame;
-
-	//! Frame speed - frames per second
-	unsigned int iFrameSpeed;
-
-	//! Ticks per frame
-	unsigned int iTicksPerFrame;
-
-	//! true if the last character read was an end-line character
-	bool bLastWasEndLine;
-
-	//! File format version
-	unsigned int iFileFormat;
-};
-
-
-} // Namespace ASE
-} // Namespace ASSIMP
-
-#endif // !! include guard
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Defines the helper data structures for importing ASE files  */
+#ifndef AI_ASEFILEHELPER_H_INC
+#define AI_ASEFILEHELPER_H_INC
+
+// public ASSIMP headers
+#include <assimp/types.h>
+#include <assimp/mesh.h>
+#include <assimp/anim.h>
+
+// for some helper routines like IsSpace()
+#include "ParsingUtils.h"
+#include "qnan.h"
+
+// ASE is quite similar to 3ds. We can reuse some structures
+#include "3DSLoader.h"
+
+namespace Assimp    {
+namespace ASE   {
+
+using namespace D3DS;
+
+// ---------------------------------------------------------------------------
+/** Helper structure representing an ASE material */
+struct Material : public D3DS::Material
+{
+    //! Default constructor
+    Material() : pcInstance(NULL), bNeed (false)
+    {}
+
+    //! Contains all sub materials of this material
+    std::vector<Material> avSubMaterials;
+
+    //! aiMaterial object
+    aiMaterial* pcInstance;
+
+    //! Can we remove this material?
+    bool bNeed;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file face */
+struct Face : public FaceWithSmoothingGroup
+{
+    //! Default constructor. Initializes everything with 0
+    Face()
+    {
+        mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
+        for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
+        {
+            amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
+        }
+
+        iMaterial = DEFAULT_MATINDEX;
+        iFace = 0;
+    }
+
+    //! special value to indicate that no material index has
+    //! been assigned to a face. The default material index
+    //! will replace this value later.
+    static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
+
+
+
+    //! Indices into each list of texture coordinates
+    unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
+
+    //! Index into the list of vertex colors
+    unsigned int mColorIndices[3];
+
+    //! (Sub)Material index to be assigned to this face
+    unsigned int iMaterial;
+
+    //! Index of the face. It is not specified whether it is
+    //! a requirement of the file format that all faces are
+    //! written in sequential order, so we have to expect this case
+    unsigned int iFace;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file bone */
+struct Bone
+{
+    //! Constructor
+    Bone()
+    {
+        static int iCnt = 0;
+
+        // Generate a default name for the bone
+        char szTemp[128];
+        ::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
+        mName = szTemp;
+    }
+
+    //! Construction from an existing name
+    explicit Bone( const std::string& name)
+        :   mName   (name)
+    {}
+
+    //! Name of the bone
+    std::string mName;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file bone vertex */
+struct BoneVertex
+{
+    //! Bone and corresponding vertex weight.
+    //! -1 for unrequired bones ....
+    std::vector<std::pair<int,float> > mBoneWeights;
+
+    //! Position of the bone vertex.
+    //! MUST be identical to the vertex position
+    //aiVector3D mPosition;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file animation */
+struct Animation
+{
+    enum Type
+    {
+        TRACK   = 0x0,
+        BEZIER  = 0x1,
+        TCB     = 0x2
+    } mRotationType, mScalingType, mPositionType;
+
+    Animation()
+        :   mRotationType   (TRACK)
+        ,   mScalingType    (TRACK)
+        ,   mPositionType   (TRACK)
+    {}
+
+    //! List of track rotation keyframes
+    std::vector< aiQuatKey > akeyRotations;
+
+    //! List of track position keyframes
+    std::vector< aiVectorKey > akeyPositions;
+
+    //! List of track scaling keyframes
+    std::vector< aiVectorKey > akeyScaling;
+
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent the inheritance information of an ASE node */
+struct InheritanceInfo
+{
+    //! Default constructor
+    InheritanceInfo()
+    {
+        // set the inheritance flag for all axes by default to true
+        for (unsigned int i = 0; i < 3;++i)
+            abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
+    }
+
+    //! Inherit the parent's position?, axis order is x,y,z
+    bool abInheritPosition[3];
+
+    //! Inherit the parent's rotation?, axis order is x,y,z
+    bool abInheritRotation[3];
+
+    //! Inherit the parent's scaling?, axis order is x,y,z
+    bool abInheritScaling[3];
+};
+
+// ---------------------------------------------------------------------------
+/** Represents an ASE file node. Base class for mesh, light and cameras */
+struct BaseNode
+{
+    enum Type {Light, Camera, Mesh, Dummy} mType;
+
+    //! Constructor. Creates a default name for the node
+    explicit BaseNode(Type _mType)
+        : mType         (_mType)
+        , mProcessed    (false)
+    {
+        // generate a default name for the  node
+        static int iCnt = 0;
+        char szTemp[128]; // should be sufficiently large
+        ::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
+        mName = szTemp;
+
+        // Set mTargetPosition to qnan
+        const ai_real qnan = get_qnan();
+        mTargetPosition.x = qnan;
+    }
+
+    //! Name of the mesh
+    std::string mName;
+
+    //! Name of the parent of the node
+    //! "" if there is no parent ...
+    std::string mParent;
+
+    //! Transformation matrix of the node
+    aiMatrix4x4 mTransform;
+
+    //! Target position (target lights and cameras)
+    aiVector3D mTargetPosition;
+
+    //! Specifies which axes transformations a node inherits
+    //! from its parent ...
+    InheritanceInfo inherit;
+
+    //! Animation channels for the node
+    Animation mAnim;
+
+    //! Needed for lights and cameras: target animation channel
+    //! Should contain position keys only.
+    Animation mTargetAnim;
+
+    bool mProcessed;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE file mesh */
+struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode
+{
+    //! Constructor.
+    Mesh()
+        : BaseNode  (BaseNode::Mesh)
+        , bSkip     (false)
+    {
+        // use 2 texture vertex components by default
+        for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
+            this->mNumUVComponents[c] = 2;
+
+        // setup the default material index by default
+        iMaterialIndex = Face::DEFAULT_MATINDEX;
+    }
+
+    //! List of all texture coordinate sets
+    std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+    //! List of all vertex color sets.
+    std::vector<aiColor4D> mVertexColors;
+
+    //! List of all bone vertices
+    std::vector<BoneVertex> mBoneVertices;
+
+    //! List of all bones
+    std::vector<Bone> mBones;
+
+    //! Material index of the mesh
+    unsigned int iMaterialIndex;
+
+    //! Number of vertex components for each UVW set
+    unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+    //! used internally
+    bool bSkip;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE light source */
+struct Light : public BaseNode
+{
+    enum LightType
+    {
+        OMNI,
+        TARGET,
+        FREE,
+        DIRECTIONAL
+    };
+
+    //! Constructor.
+    Light()
+        : BaseNode   (BaseNode::Light)
+        , mLightType (OMNI)
+        , mColor     (1.f,1.f,1.f)
+        , mIntensity (1.f) // light is white by default
+        , mAngle     (45.f)
+        , mFalloff   (0.f)
+    {
+    }
+
+    LightType mLightType;
+    aiColor3D mColor;
+    ai_real mIntensity;
+    ai_real mAngle; // in degrees
+    ai_real mFalloff;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE camera */
+struct Camera : public BaseNode
+{
+    enum CameraType
+    {
+        FREE,
+        TARGET
+    };
+
+    //! Constructor
+    Camera()
+        : BaseNode    (BaseNode::Camera)
+        , mFOV        (0.75f)   // in radians
+        , mNear       (0.1f)
+        , mFar        (1000.f)  // could be zero
+        , mCameraType (FREE)
+    {
+    }
+
+    ai_real mFOV, mNear, mFar;
+    CameraType mCameraType;
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to represent an ASE helper object (dummy) */
+struct Dummy : public BaseNode
+{
+    //! Constructor
+    Dummy()
+        : BaseNode  (BaseNode::Dummy)
+    {
+    }
+};
+
+// Parameters to Parser::Parse()
+#define AI_ASE_NEW_FILE_FORMAT 200
+#define AI_ASE_OLD_FILE_FORMAT 110
+
+// Internally we're a little bit more tolerant
+#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
+#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
+
+// -------------------------------------------------------------------------------
+/** \brief Class to parse ASE files
+ */
+class Parser
+{
+
+private:
+
+    Parser() {}
+
+public:
+
+    // -------------------------------------------------------------------
+    //! Construct a parser from a given input file which is
+    //! guaranted to be terminated with zero.
+    //! @param szFile Input file
+    //! @param fileFormatDefault Assumed file format version. If the
+    //!   file format is specified in the file the new value replaces
+    //!   the default value.
+    Parser (const char* szFile, unsigned int fileFormatDefault);
+
+    // -------------------------------------------------------------------
+    //! Parses the file into the parsers internal representation
+    void Parse();
+
+
+private:
+
+    // -------------------------------------------------------------------
+    //! Parse the *SCENE block in a file
+    void ParseLV1SceneBlock();
+
+    // -------------------------------------------------------------------
+    //! Parse the *MESH_SOFTSKINVERTS block in a file
+    void ParseLV1SoftSkinBlock();
+
+    // -------------------------------------------------------------------
+    //! Parse the *MATERIAL_LIST block in a file
+    void ParseLV1MaterialListBlock();
+
+    // -------------------------------------------------------------------
+    //! Parse a *<xxx>OBJECT block in a file
+    //! \param mesh Node to be filled
+    void ParseLV1ObjectBlock(BaseNode& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MATERIAL blocks in a material list
+    //! \param mat Material structure to be filled
+    void ParseLV2MaterialBlock(Material& mat);
+
+    // -------------------------------------------------------------------
+    //! Parse a *NODE_TM block in a file
+    //! \param mesh Node (!) object to be filled
+    void ParseLV2NodeTransformBlock(BaseNode& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *TM_ANIMATION block in a file
+    //! \param mesh Mesh object to be filled
+    void ParseLV2AnimationBlock(BaseNode& mesh);
+    void ParseLV3PosAnimationBlock(ASE::Animation& anim);
+    void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
+    void ParseLV3RotAnimationBlock(ASE::Animation& anim);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH block in a file
+    //! \param mesh Mesh object to be filled
+    void ParseLV2MeshBlock(Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *LIGHT_SETTINGS block in a file
+    //! \param light Light object to be filled
+    void ParseLV2LightSettingsBlock(Light& light);
+
+    // -------------------------------------------------------------------
+    //! Parse a *CAMERA_SETTINGS block in a file
+    //! \param cam Camera object to be filled
+    void ParseLV2CameraSettingsBlock(Camera& cam);
+
+    // -------------------------------------------------------------------
+    //! Parse the *MAP_XXXXXX blocks in a material
+    //! \param map Texture structure to be filled
+    void ParseLV3MapBlock(Texture& map);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_VERTEX_LIST block in a file
+    //! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
+    //! Otherwise zero. This is used to check the consistency of the file.
+    //! A warning is sent to the logger if the validations fails.
+    //! \param mesh Mesh object to be filled
+    void ParseLV3MeshVertexListBlock(
+        unsigned int iNumVertices,Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_FACE_LIST block in a file
+    //! \param iNumFaces Value of *MESH_NUMFACES, if present.
+    //! Otherwise zero. This is used to check the consistency of the file.
+    //! A warning is sent to the logger if the validations fails.
+    //! \param mesh Mesh object to be filled
+    void ParseLV3MeshFaceListBlock(
+        unsigned int iNumFaces,Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_TVERT_LIST block in a file
+    //! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
+    //! Otherwise zero. This is used to check the consistency of the file.
+    //! A warning is sent to the logger if the validations fails.
+    //! \param mesh Mesh object to be filled
+    //! \param iChannel Output UVW channel
+    void ParseLV3MeshTListBlock(
+        unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_TFACELIST block in a file
+    //! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
+    //! Otherwise zero. This is used to check the consistency of the file.
+    //! A warning is sent to the logger if the validations fails.
+    //! \param mesh Mesh object to be filled
+    //! \param iChannel Output UVW channel
+    void ParseLV3MeshTFaceListBlock(
+        unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
+
+    // -------------------------------------------------------------------
+    //! Parse an additional mapping channel
+    //! (specified via *MESH_MAPPINGCHANNEL)
+    //! \param iChannel Channel index to be filled
+    //! \param mesh Mesh object to be filled
+    void ParseLV3MappingChannel(
+        unsigned int iChannel, Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_CVERTLIST block in a file
+    //! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
+    //! Otherwise zero. This is used to check the consistency of the file.
+    //! A warning is sent to the logger if the validations fails.
+    //! \param mesh Mesh object to be filled
+    void ParseLV3MeshCListBlock(
+        unsigned int iNumVertices, Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_CFACELIST block in a file
+    //! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
+    //! Otherwise zero. This is used to check the consistency of the file.
+    //! A warning is sent to the logger if the validations fails.
+    //! \param mesh Mesh object to be filled
+    void ParseLV3MeshCFaceListBlock(
+        unsigned int iNumFaces, Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_NORMALS block in a file
+    //! \param mesh Mesh object to be filled
+    void ParseLV3MeshNormalListBlock(Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_WEIGHTSblock in a file
+    //! \param mesh Mesh object to be filled
+    void ParseLV3MeshWeightsBlock(Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse the bone list of a file
+    //! \param mesh Mesh object to be filled
+    //! \param iNumBones Number of bones in the mesh
+    void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse the bone vertices list of a file
+    //! \param mesh Mesh object to be filled
+    //! \param iNumVertices Number of vertices to be parsed
+    void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_FACE block in a file
+    //! \param out receive the face data
+    void ParseLV4MeshFace(ASE::Face& out);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_VERT block in a file
+    //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL  ...)
+    //! \param apOut Output buffer (3 floats)
+    //! \param rIndexOut Output index
+    void ParseLV4MeshFloatTriple(ai_real* apOut, unsigned int& rIndexOut);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_VERT block in a file
+    //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL  ...)
+    //! \param apOut Output buffer (3 floats)
+    void ParseLV4MeshFloatTriple(ai_real* apOut);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_TFACE block in a file
+    //! (also works for MESH_CFACE)
+    //! \param apOut Output buffer (3 ints)
+    //! \param rIndexOut Output index
+    void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
+
+    // -------------------------------------------------------------------
+    //! Parse a *MESH_TFACE block in a file
+    //! (also works for MESH_CFACE)
+    //! \param apOut Output buffer (3 ints)
+    void ParseLV4MeshLongTriple(unsigned int* apOut);
+
+    // -------------------------------------------------------------------
+    //! Parse a single float element
+    //! \param fOut Output float
+    void ParseLV4MeshFloat(ai_real& fOut);
+
+    // -------------------------------------------------------------------
+    //! Parse a single int element
+    //! \param iOut Output integer
+    void ParseLV4MeshLong(unsigned int& iOut);
+
+    // -------------------------------------------------------------------
+    //! Skip everything to the next: '*' or '\0'
+    bool SkipToNextToken();
+
+    // -------------------------------------------------------------------
+    //! Skip the current section until the token after the closing }.
+    //! This function handles embedded subsections correctly
+    bool SkipSection();
+
+    // -------------------------------------------------------------------
+    //! Output a warning to the logger
+    //! \param szWarn Warn message
+    void LogWarning(const char* szWarn);
+
+    // -------------------------------------------------------------------
+    //! Output a message to the logger
+    //! \param szWarn Message
+    void LogInfo(const char* szWarn);
+
+    // -------------------------------------------------------------------
+    //! Output an error to the logger
+    //! \param szWarn Error message
+    AI_WONT_RETURN void LogError(const char* szWarn) AI_WONT_RETURN_SUFFIX;
+
+    // -------------------------------------------------------------------
+    //! Parse a string, enclosed in double quotation marks
+    //! \param out Output string
+    //! \param szName Name of the enclosing element -> used in error
+    //! messages.
+    //! \return false if an error occurred
+    bool ParseString(std::string& out,const char* szName);
+
+public:
+
+    //! Pointer to current data
+    const char* filePtr;
+
+    //! background color to be passed to the viewer
+    //! QNAN if none was found
+    aiColor3D m_clrBackground;
+
+    //! Base ambient color to be passed to all materials
+    //! QNAN if none was found
+    aiColor3D m_clrAmbient;
+
+    //! List of all materials found in the file
+    std::vector<Material> m_vMaterials;
+
+    //! List of all meshes found in the file
+    std::vector<Mesh> m_vMeshes;
+
+    //! List of all dummies found in the file
+    std::vector<Dummy> m_vDummies;
+
+    //! List of all lights found in the file
+    std::vector<Light> m_vLights;
+
+    //! List of all cameras found in the file
+    std::vector<Camera> m_vCameras;
+
+    //! Current line in the file
+    unsigned int iLineNumber;
+
+    //! First frame
+    unsigned int iFirstFrame;
+
+    //! Last frame
+    unsigned int iLastFrame;
+
+    //! Frame speed - frames per second
+    unsigned int iFrameSpeed;
+
+    //! Ticks per frame
+    unsigned int iTicksPerFrame;
+
+    //! true if the last character read was an end-line character
+    bool bLastWasEndLine;
+
+    //! File format version
+    unsigned int iFileFormat;
+};
+
+
+} // Namespace ASE
+} // Namespace ASSIMP
+
+#endif // !! include guard

+ 608 - 605
code/AssbinExporter.cpp

@@ -2,11 +2,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
@@ -40,15 +40,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 /** @file  AssbinExporter.cpp
  *  ASSBIN exporter main code
  */
-#include "AssimpPCH.h"
 #include "assbin_chunks.h"
-#include "./../include/assimp/version.h"
+#include <assimp/version.h>
+#include <assimp/IOStream.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
 #include "ProcessHelper.h"
+#include "Exceptional.h"
 
 #ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#	include <zlib.h>
+#   include <zlib.h>
 #else
-#	include "../contrib/zlib/zlib.h"
+#   include "../contrib/zlib/zlib.h"
 #endif
 
 #include <time.h>
@@ -59,12 +62,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 using namespace Assimp;
 
-namespace Assimp	{
+namespace Assimp    {
 
-template <typename T> 
+template <typename T>
 size_t Write(IOStream * stream, const T& v)
 {
-	return stream->Write( &v, sizeof(T), 1 );
+    return stream->Write( &v, sizeof(T), 1 );
 }
 
 
@@ -73,10 +76,10 @@ size_t Write(IOStream * stream, const T& v)
 template <>
 inline size_t Write<aiString>(IOStream * stream, const aiString& s)
 {
-	const size_t s2 = (uint32_t)s.length;
-	stream->Write(&s,4,1);
-	stream->Write(s.data,s2,1);
-	return s2+4;
+    const size_t s2 = (uint32_t)s.length;
+    stream->Write(&s,4,1);
+    stream->Write(s.data,s2,1);
+    return s2+4;
 }
 
 // -----------------------------------------------------------------------------------
@@ -84,14 +87,14 @@ inline size_t Write<aiString>(IOStream * stream, const aiString& s)
 template <>
 inline size_t Write<unsigned int>(IOStream * stream, const unsigned int& w)
 {
-	const uint32_t t = (uint32_t)w;
-	if (w > t) {
-		// this shouldn't happen, integers in Assimp data structures never exceed 2^32
-		throw new DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
-	}
-
-	stream->Write(&t,4,1);
-	return 4;
+    const uint32_t t = (uint32_t)w;
+    if (w > t) {
+        // this shouldn't happen, integers in Assimp data structures never exceed 2^32
+        throw new DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
+    }
+
+    stream->Write(&t,4,1);
+    return 4;
 }
 
 // -----------------------------------------------------------------------------------
@@ -99,9 +102,9 @@ inline size_t Write<unsigned int>(IOStream * stream, const unsigned int& w)
 template <>
 inline size_t Write<uint16_t>(IOStream * stream, const uint16_t& w)
 {
-	BOOST_STATIC_ASSERT(sizeof(uint16_t)==2);
-	stream->Write(&w,2,1);
-	return 2;
+    static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
+    stream->Write(&w,2,1);
+    return 2;
 }
 
 // -----------------------------------------------------------------------------------
@@ -109,9 +112,9 @@ inline size_t Write<uint16_t>(IOStream * stream, const uint16_t& w)
 template <>
 inline size_t Write<float>(IOStream * stream, const float& f)
 {
-	BOOST_STATIC_ASSERT(sizeof(float)==4);
-	stream->Write(&f,4,1);
-	return 4;
+    static_assert(sizeof(float)==4, "sizeof(float)==4");
+    stream->Write(&f,4,1);
+    return 4;
 }
 
 // -----------------------------------------------------------------------------------
@@ -119,9 +122,9 @@ inline size_t Write<float>(IOStream * stream, const float& f)
 template <>
 inline size_t Write<double>(IOStream * stream, const double& f)
 {
-	BOOST_STATIC_ASSERT(sizeof(double)==8);
-	stream->Write(&f,8,1);
-	return 8;
+    static_assert(sizeof(double)==8, "sizeof(double)==8");
+    stream->Write(&f,8,1);
+    return 8;
 }
 
 // -----------------------------------------------------------------------------------
@@ -129,10 +132,10 @@ inline size_t Write<double>(IOStream * stream, const double& f)
 template <>
 inline size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v)
 {
-	size_t t = Write<float>(stream,v.x);
-	t += Write<float>(stream,v.y);
-	t += Write<float>(stream,v.z);
-	return t;
+    size_t t = Write<float>(stream,v.x);
+    t += Write<float>(stream,v.y);
+    t += Write<float>(stream,v.z);
+    return t;
 }
 
 // -----------------------------------------------------------------------------------
@@ -140,11 +143,11 @@ inline size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v)
 template <>
 inline size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v)
 {
-	size_t t = Write<float>(stream,v.r);
-	t += Write<float>(stream,v.g);
-	t += Write<float>(stream,v.b);
-	t += Write<float>(stream,v.a);
-	return t;
+    size_t t = Write<float>(stream,v.r);
+    t += Write<float>(stream,v.g);
+    t += Write<float>(stream,v.b);
+    t += Write<float>(stream,v.a);
+    return t;
 }
 
 // -----------------------------------------------------------------------------------
@@ -152,11 +155,11 @@ inline size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v)
 template <>
 inline size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v)
 {
-	size_t t = Write<float>(stream,v.w);
-	t += Write<float>(stream,v.x);
-	t += Write<float>(stream,v.y);
-	t += Write<float>(stream,v.z);
-	return 16;
+    size_t t = Write<float>(stream,v.w);
+    t += Write<float>(stream,v.x);
+    t += Write<float>(stream,v.y);
+    t += Write<float>(stream,v.z);
+    return 16;
 }
 
 
@@ -165,8 +168,8 @@ inline size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v)
 template <>
 inline size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v)
 {
-	size_t t = Write<unsigned int>(stream,v.mVertexId);
-	return t+Write<float>(stream,v.mWeight);
+    size_t t = Write<unsigned int>(stream,v.mVertexId);
+    return t+Write<float>(stream,v.mWeight);
 }
 
 // -----------------------------------------------------------------------------------
@@ -174,12 +177,12 @@ inline size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v)
 template <>
 inline size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m)
 {
-	for (unsigned int i = 0; i < 4;++i) {
-		for (unsigned int i2 = 0; i2 < 4;++i2) {
-			Write<float>(stream,m[i][i2]);
-		}
-	}
-	return 64;
+    for (unsigned int i = 0; i < 4;++i) {
+        for (unsigned int i2 = 0; i2 < 4;++i2) {
+            Write<float>(stream,m[i][i2]);
+        }
+    }
+    return 64;
 }
 
 // -----------------------------------------------------------------------------------
@@ -187,8 +190,8 @@ inline size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m)
 template <>
 inline size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v)
 {
-	const size_t t = Write<double>(stream,v.mTime);
-	return t + Write<aiVector3D>(stream,v.mValue);
+    const size_t t = Write<double>(stream,v.mTime);
+    return t + Write<aiVector3D>(stream,v.mValue);
 }
 
 // -----------------------------------------------------------------------------------
@@ -196,18 +199,18 @@ inline size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v)
 template <>
 inline size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v)
 {
-	const size_t t = Write<double>(stream,v.mTime);
-	return t + Write<aiQuaternion>(stream,v.mValue);
+    const size_t t = Write<double>(stream,v.mTime);
+    return t + Write<aiQuaternion>(stream,v.mValue);
 }
 
 template <typename T>
 inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 {
-	T minc,maxc;
-	ArrayBounds(in,size,minc,maxc);
+    T minc,maxc;
+    ArrayBounds(in,size,minc,maxc);
 
-	const size_t t = Write<T>(stream,minc);
-	return t + Write<T>(stream,maxc);
+    const size_t t = Write<T>(stream,minc);
+    return t + Write<T>(stream,maxc);
 }
 
 // We use this to write out non-byte arrays so that we write using the specializations.
@@ -215,549 +218,549 @@ inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
 template <typename T>
 inline size_t WriteArray(IOStream * stream, const T* in, unsigned int size)
 {
-	size_t n = 0;
-	for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
-	return n;
+    size_t n = 0;
+    for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
+    return n;
 }
 
-	// ----------------------------------------------------------------------------------
-	/**	@class	AssbinChunkWriter
-	 *	@brief	Chunk writer mechanism for the .assbin file structure
-	 *
-	 *  This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
-	 *  the difference being that this takes another IOStream as a "container" in the
-	 *  constructor, and when it is destroyed, it appends the magic number, the chunk size,
-	 *  and the chunk contents to the container stream. This allows relatively easy chunk
-	 *  chunk construction, even recursively.
-	 */
-	class AssbinChunkWriter : public IOStream
-	{
-	private:
-
-		uint8_t* buffer;
-		uint32_t magic;
-		IOStream * container;
-		size_t cur_size, cursor, initial;
-
-	private:
-		// -------------------------------------------------------------------
-		void Grow(size_t need = 0) 
-		{
-			size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
-
-			const uint8_t* const old = buffer;
-			buffer = new uint8_t[new_size];
-
-			if (old) {
-				memcpy(buffer,old,cur_size);
-				delete[] old;
-			}
-
-			cur_size = new_size;
-		}
-
-	public:
-
-		AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096) 
-			: buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
-		{
-		}
-
-		virtual ~AssbinChunkWriter() 
-		{
-			if (container) {
-				container->Write( &magic, sizeof(uint32_t), 1 );
-				container->Write( &cursor, sizeof(uint32_t), 1 );
-				container->Write( buffer, 1, cursor );
-			}
-			if (buffer) delete[] buffer;
-		}
-
-		void * GetBufferPointer() { return buffer; };
-
-		// -------------------------------------------------------------------
-		virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) { return 0; };
-		virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) { return aiReturn_FAILURE; };
-		virtual size_t Tell() const { return cursor; };
-		virtual void Flush() { };
-
-		virtual size_t FileSize() const
-		{
-			return cursor;
-		}
-
-		// -------------------------------------------------------------------
-		virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) 
-		{
-			pSize *= pCount;
-			if (cursor + pSize > cur_size) {
-				Grow(cursor + pSize);
-			}
-
-			memcpy(buffer+cursor, pvBuffer, pSize);
-			cursor += pSize;
-
-			return pCount; 
-		}
-
-	};
-
-	// ----------------------------------------------------------------------------------
-	/**	@class	AssbinExport
-	 *	@brief	Assbin exporter class
-	 *
-	 *  This class performs the .assbin exporting, and is responsible for the file layout.
-	 */
-	class AssbinExport
-	{
-	private:
-		bool shortened;
-		bool compressed;
-
-	protected:
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryNode( IOStream * container, const aiNode* node)
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
-
-			Write<aiString>(&chunk,node->mName);
-			Write<aiMatrix4x4>(&chunk,node->mTransformation);
-			Write<unsigned int>(&chunk,node->mNumChildren);
-			Write<unsigned int>(&chunk,node->mNumMeshes);
-
-			for (unsigned int i = 0; i < node->mNumMeshes;++i) {
-				Write<unsigned int>(&chunk,node->mMeshes[i]);
-			}
-
-			for (unsigned int i = 0; i < node->mNumChildren;++i) {
-				WriteBinaryNode( &chunk, node->mChildren[i] );
-			}
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
-
-			Write<unsigned int>(&chunk,tex->mWidth);
-			Write<unsigned int>(&chunk,tex->mHeight);
-			chunk.Write( tex->achFormatHint, sizeof(char), 4 );
-
-			if(!shortened) {
-				if (!tex->mHeight) {
-					chunk.Write(tex->pcData,1,tex->mWidth);
-				}
-				else {
-					chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
-				}
-			}
-
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryBone(IOStream * container, const aiBone* b)
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
-
-			Write<aiString>(&chunk,b->mName);
-			Write<unsigned int>(&chunk,b->mNumWeights);
-			Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
-
-			// for the moment we write dumb min/max values for the bones, too.
-			// maybe I'll add a better, hash-like solution later
-			if (shortened) {
-				WriteBounds(&chunk,b->mWeights,b->mNumWeights);
-			} // else write as usual
-			else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
-
-			Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
-			Write<unsigned int>(&chunk,mesh->mNumVertices);
-			Write<unsigned int>(&chunk,mesh->mNumFaces);
-			Write<unsigned int>(&chunk,mesh->mNumBones);
-			Write<unsigned int>(&chunk,mesh->mMaterialIndex);
-
-			// first of all, write bits for all existent vertex components
-			unsigned int c = 0;
-			if (mesh->mVertices) {
-				c |= ASSBIN_MESH_HAS_POSITIONS;
-			}
-			if (mesh->mNormals) {
-				c |= ASSBIN_MESH_HAS_NORMALS;
-			}
-			if (mesh->mTangents && mesh->mBitangents) {
-				c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
-			}
-			for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
-				if (!mesh->mTextureCoords[n]) {
-					break;
-				}
-				c |= ASSBIN_MESH_HAS_TEXCOORD(n);
-			}
-			for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
-				if (!mesh->mColors[n]) {
-					break;
-				}
-				c |= ASSBIN_MESH_HAS_COLOR(n);
-			}
-			Write<unsigned int>(&chunk,c);
-
-			aiVector3D minVec, maxVec;
-			if (mesh->mVertices) {
-				if (shortened) {
-					WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
-				} // else write as usual
-				else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
-			}
-			if (mesh->mNormals) {
-				if (shortened) {
-					WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
-				} // else write as usual
-				else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
-			}
-			if (mesh->mTangents && mesh->mBitangents) {
-				if (shortened) {
-					WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
-					WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
-				} // else write as usual
-				else {
-					WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
-					WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
-				}
-			}
-			for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
-				if (!mesh->mColors[n])
-					break;
-
-				if (shortened) {
-					WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
-				} // else write as usual
-				else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
-			}
-			for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
-				if (!mesh->mTextureCoords[n])
-					break;
-
-				// write number of UV components
-				Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
-
-				if (shortened) {
-					WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
-				} // else write as usual
-				else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
-			}
-
-			// write faces. There are no floating-point calculations involved
-			// in these, so we can write a simple hash over the face data
-			// to the dump file. We generate a single 32 Bit hash for 512 faces
-			// using Assimp's standard hashing function.
-			if (shortened) {
-				unsigned int processed = 0;
-				for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
-
-					uint32_t hash = 0;
-					for (unsigned int a = 0; a < job;++a) {
-
-						const aiFace& f = mesh->mFaces[processed+a];
-						uint32_t tmp = f.mNumIndices;
-						hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
-						for (unsigned int i = 0; i < f.mNumIndices; ++i) {
-							BOOST_STATIC_ASSERT(AI_MAX_VERTICES <= 0xffffffff);
-							tmp = static_cast<uint32_t>( f.mIndices[i] );
-							hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
-						}
-					}
-					Write<unsigned int>(&chunk,hash);
-				}
-			}
-			else // else write as usual
-			{
-				// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
-				for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
-					const aiFace& f = mesh->mFaces[i];
-
-					BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
-					Write<uint16_t>(&chunk,f.mNumIndices);
-
-					for (unsigned int a = 0; a < f.mNumIndices;++a) {
-						if (mesh->mNumVertices < (1u<<16)) {
-							Write<uint16_t>(&chunk,f.mIndices[a]);
-						}
-						else Write<unsigned int>(&chunk,f.mIndices[a]);
-					}
-				}
-			}
-
-			// write bones
-			if (mesh->mNumBones) {
-				for (unsigned int a = 0; a < mesh->mNumBones;++a) {
-					const aiBone* b = mesh->mBones[a];
-					WriteBinaryBone(&chunk,b);
-				}
-			}
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
-
-			Write<aiString>(&chunk,prop->mKey);
-			Write<unsigned int>(&chunk,prop->mSemantic);
-			Write<unsigned int>(&chunk,prop->mIndex);
-
-			Write<unsigned int>(&chunk,prop->mDataLength);
-			Write<unsigned int>(&chunk,(unsigned int)prop->mType);
-			chunk.Write(prop->mData,1,prop->mDataLength);
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
-
-			Write<unsigned int>(&chunk,mat->mNumProperties);
-			for (unsigned int i = 0; i < mat->mNumProperties;++i) {
-				WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
-			}
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
-
-			Write<aiString>(&chunk,nd->mNodeName);
-			Write<unsigned int>(&chunk,nd->mNumPositionKeys);
-			Write<unsigned int>(&chunk,nd->mNumRotationKeys);
-			Write<unsigned int>(&chunk,nd->mNumScalingKeys);
-			Write<unsigned int>(&chunk,nd->mPreState);
-			Write<unsigned int>(&chunk,nd->mPostState);
-
-			if (nd->mPositionKeys) {
-				if (shortened) {
-					WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
-
-				} // else write as usual
-				else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
-			}
-			if (nd->mRotationKeys) {
-				if (shortened) {
-					WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
-
-				} // else write as usual
-				else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
-			}
-			if (nd->mScalingKeys) {
-				if (shortened) {
-					WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
-
-				} // else write as usual
-				else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
-			}
-		}
-
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
-
-			Write<aiString>(&chunk,anim->mName);
-			Write<double>(&chunk,anim->mDuration);
-			Write<double>(&chunk,anim->mTicksPerSecond);
-			Write<unsigned int>(&chunk,anim->mNumChannels);
-
-			for (unsigned int a = 0; a < anim->mNumChannels;++a) {
-				const aiNodeAnim* nd = anim->mChannels[a];
-				WriteBinaryNodeAnim(&chunk,nd);	
-			}
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryLight( IOStream * container, const aiLight* l )
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
-
-			Write<aiString>(&chunk,l->mName);
-			Write<unsigned int>(&chunk,l->mType);
-
-			if (l->mType != aiLightSource_DIRECTIONAL) { 
-				Write<float>(&chunk,l->mAttenuationConstant);
-				Write<float>(&chunk,l->mAttenuationLinear);
-				Write<float>(&chunk,l->mAttenuationQuadratic);
-			}
-
-			Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorDiffuse);
-			Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorSpecular);
-			Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorAmbient);
-
-			if (l->mType == aiLightSource_SPOT) {
-				Write<float>(&chunk,l->mAngleInnerCone);
-				Write<float>(&chunk,l->mAngleOuterCone);
-			}
-
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
-
-			Write<aiString>(&chunk,cam->mName);
-			Write<aiVector3D>(&chunk,cam->mPosition);
-			Write<aiVector3D>(&chunk,cam->mLookAt);
-			Write<aiVector3D>(&chunk,cam->mUp);
-			Write<float>(&chunk,cam->mHorizontalFOV);
-			Write<float>(&chunk,cam->mClipPlaneNear);
-			Write<float>(&chunk,cam->mClipPlaneFar);
-			Write<float>(&chunk,cam->mAspect);
-		}
-
-		// -----------------------------------------------------------------------------------
-		void WriteBinaryScene( IOStream * container, const aiScene* scene)
-		{
-			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
-
-			// basic scene information
-			Write<unsigned int>(&chunk,scene->mFlags);
-			Write<unsigned int>(&chunk,scene->mNumMeshes);
-			Write<unsigned int>(&chunk,scene->mNumMaterials);
-			Write<unsigned int>(&chunk,scene->mNumAnimations);
-			Write<unsigned int>(&chunk,scene->mNumTextures);
-			Write<unsigned int>(&chunk,scene->mNumLights);
-			Write<unsigned int>(&chunk,scene->mNumCameras);
-
-			// write node graph
-			WriteBinaryNode( &chunk, scene->mRootNode );
-
-			// write all meshes
-			for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
-				const aiMesh* mesh = scene->mMeshes[i];
-				WriteBinaryMesh( &chunk,mesh);
-			}
-
-			// write materials
-			for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
-				const aiMaterial* mat = scene->mMaterials[i];
-				WriteBinaryMaterial(&chunk,mat);
-			}
-
-			// write all animations
-			for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
-				const aiAnimation* anim = scene->mAnimations[i];
-				WriteBinaryAnim(&chunk,anim);
-			}
-
-
-			// write all textures
-			for (unsigned int i = 0; i < scene->mNumTextures;++i) {
-				const aiTexture* mesh = scene->mTextures[i];
-				WriteBinaryTexture(&chunk,mesh);
-			}
-
-			// write lights
-			for (unsigned int i = 0; i < scene->mNumLights;++i) {
-				const aiLight* l = scene->mLights[i];
-				WriteBinaryLight(&chunk,l);
-			}
-
-			// write cameras
-			for (unsigned int i = 0; i < scene->mNumCameras;++i) {
-				const aiCamera* cam = scene->mCameras[i];
-				WriteBinaryCamera(&chunk,cam);
-			}
-
-		}
-
-	public:
-		AssbinExport() 
-			: shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
-		{
-		}
-
-		// -----------------------------------------------------------------------------------
-		// Write a binary model dump
-		void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
-		{
-			IOStream * out = pIOSystem->Open( pFile, "wb" );
-			if (!out) return;
-
-			time_t tt = time(NULL);
-			tm* p     = gmtime(&tt);
-
-			// header
-			char s[64];
-			memset( s, 0, 64 );
+    // ----------------------------------------------------------------------------------
+    /** @class  AssbinChunkWriter
+     *  @brief  Chunk writer mechanism for the .assbin file structure
+     *
+     *  This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
+     *  the difference being that this takes another IOStream as a "container" in the
+     *  constructor, and when it is destroyed, it appends the magic number, the chunk size,
+     *  and the chunk contents to the container stream. This allows relatively easy chunk
+     *  chunk construction, even recursively.
+     */
+    class AssbinChunkWriter : public IOStream
+    {
+    private:
+
+        uint8_t* buffer;
+        uint32_t magic;
+        IOStream * container;
+        size_t cur_size, cursor, initial;
+
+    private:
+        // -------------------------------------------------------------------
+        void Grow(size_t need = 0)
+        {
+            size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
+
+            const uint8_t* const old = buffer;
+            buffer = new uint8_t[new_size];
+
+            if (old) {
+                memcpy(buffer,old,cur_size);
+                delete[] old;
+            }
+
+            cur_size = new_size;
+        }
+
+    public:
+
+        AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
+            : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
+        {
+        }
+
+        virtual ~AssbinChunkWriter()
+        {
+            if (container) {
+                container->Write( &magic, sizeof(uint32_t), 1 );
+                container->Write( &cursor, sizeof(uint32_t), 1 );
+                container->Write( buffer, 1, cursor );
+            }
+            if (buffer) delete[] buffer;
+        }
+
+        void * GetBufferPointer() { return buffer; }
+
+        // -------------------------------------------------------------------
+        virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) { return 0; }
+        virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) { return aiReturn_FAILURE; }
+        virtual size_t Tell() const { return cursor; }
+        virtual void Flush() { }
+
+        virtual size_t FileSize() const
+        {
+            return cursor;
+        }
+
+        // -------------------------------------------------------------------
+        virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount)
+        {
+            pSize *= pCount;
+            if (cursor + pSize > cur_size) {
+                Grow(cursor + pSize);
+            }
+
+            memcpy(buffer+cursor, pvBuffer, pSize);
+            cursor += pSize;
+
+            return pCount;
+        }
+
+    };
+
+    // ----------------------------------------------------------------------------------
+    /** @class  AssbinExport
+     *  @brief  Assbin exporter class
+     *
+     *  This class performs the .assbin exporting, and is responsible for the file layout.
+     */
+    class AssbinExport
+    {
+    private:
+        bool shortened;
+        bool compressed;
+
+    protected:
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryNode( IOStream * container, const aiNode* node)
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
+
+            Write<aiString>(&chunk,node->mName);
+            Write<aiMatrix4x4>(&chunk,node->mTransformation);
+            Write<unsigned int>(&chunk,node->mNumChildren);
+            Write<unsigned int>(&chunk,node->mNumMeshes);
+
+            for (unsigned int i = 0; i < node->mNumMeshes;++i) {
+                Write<unsigned int>(&chunk,node->mMeshes[i]);
+            }
+
+            for (unsigned int i = 0; i < node->mNumChildren;++i) {
+                WriteBinaryNode( &chunk, node->mChildren[i] );
+            }
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
+
+            Write<unsigned int>(&chunk,tex->mWidth);
+            Write<unsigned int>(&chunk,tex->mHeight);
+            chunk.Write( tex->achFormatHint, sizeof(char), 4 );
+
+            if(!shortened) {
+                if (!tex->mHeight) {
+                    chunk.Write(tex->pcData,1,tex->mWidth);
+                }
+                else {
+                    chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
+                }
+            }
+
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryBone(IOStream * container, const aiBone* b)
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
+
+            Write<aiString>(&chunk,b->mName);
+            Write<unsigned int>(&chunk,b->mNumWeights);
+            Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
+
+            // for the moment we write dumb min/max values for the bones, too.
+            // maybe I'll add a better, hash-like solution later
+            if (shortened) {
+                WriteBounds(&chunk,b->mWeights,b->mNumWeights);
+            } // else write as usual
+            else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
+
+            Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
+            Write<unsigned int>(&chunk,mesh->mNumVertices);
+            Write<unsigned int>(&chunk,mesh->mNumFaces);
+            Write<unsigned int>(&chunk,mesh->mNumBones);
+            Write<unsigned int>(&chunk,mesh->mMaterialIndex);
+
+            // first of all, write bits for all existent vertex components
+            unsigned int c = 0;
+            if (mesh->mVertices) {
+                c |= ASSBIN_MESH_HAS_POSITIONS;
+            }
+            if (mesh->mNormals) {
+                c |= ASSBIN_MESH_HAS_NORMALS;
+            }
+            if (mesh->mTangents && mesh->mBitangents) {
+                c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
+            }
+            for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
+                if (!mesh->mTextureCoords[n]) {
+                    break;
+                }
+                c |= ASSBIN_MESH_HAS_TEXCOORD(n);
+            }
+            for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
+                if (!mesh->mColors[n]) {
+                    break;
+                }
+                c |= ASSBIN_MESH_HAS_COLOR(n);
+            }
+            Write<unsigned int>(&chunk,c);
+
+            aiVector3D minVec, maxVec;
+            if (mesh->mVertices) {
+                if (shortened) {
+                    WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
+                } // else write as usual
+                else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
+            }
+            if (mesh->mNormals) {
+                if (shortened) {
+                    WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
+                } // else write as usual
+                else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
+            }
+            if (mesh->mTangents && mesh->mBitangents) {
+                if (shortened) {
+                    WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
+                    WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
+                } // else write as usual
+                else {
+                    WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
+                    WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
+                }
+            }
+            for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
+                if (!mesh->mColors[n])
+                    break;
+
+                if (shortened) {
+                    WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
+                } // else write as usual
+                else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
+            }
+            for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
+                if (!mesh->mTextureCoords[n])
+                    break;
+
+                // write number of UV components
+                Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
+
+                if (shortened) {
+                    WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
+                } // else write as usual
+                else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
+            }
+
+            // write faces. There are no floating-point calculations involved
+            // in these, so we can write a simple hash over the face data
+            // to the dump file. We generate a single 32 Bit hash for 512 faces
+            // using Assimp's standard hashing function.
+            if (shortened) {
+                unsigned int processed = 0;
+                for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
+
+                    uint32_t hash = 0;
+                    for (unsigned int a = 0; a < job;++a) {
+
+                        const aiFace& f = mesh->mFaces[processed+a];
+                        uint32_t tmp = f.mNumIndices;
+                        hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
+                        for (unsigned int i = 0; i < f.mNumIndices; ++i) {
+                            static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
+                            tmp = static_cast<uint32_t>( f.mIndices[i] );
+                            hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
+                        }
+                    }
+                    Write<unsigned int>(&chunk,hash);
+                }
+            }
+            else // else write as usual
+            {
+                // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
+                for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
+                    const aiFace& f = mesh->mFaces[i];
+
+                    static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
+                    Write<uint16_t>(&chunk,f.mNumIndices);
+
+                    for (unsigned int a = 0; a < f.mNumIndices;++a) {
+                        if (mesh->mNumVertices < (1u<<16)) {
+                            Write<uint16_t>(&chunk,f.mIndices[a]);
+                        }
+                        else Write<unsigned int>(&chunk,f.mIndices[a]);
+                    }
+                }
+            }
+
+            // write bones
+            if (mesh->mNumBones) {
+                for (unsigned int a = 0; a < mesh->mNumBones;++a) {
+                    const aiBone* b = mesh->mBones[a];
+                    WriteBinaryBone(&chunk,b);
+                }
+            }
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
+
+            Write<aiString>(&chunk,prop->mKey);
+            Write<unsigned int>(&chunk,prop->mSemantic);
+            Write<unsigned int>(&chunk,prop->mIndex);
+
+            Write<unsigned int>(&chunk,prop->mDataLength);
+            Write<unsigned int>(&chunk,(unsigned int)prop->mType);
+            chunk.Write(prop->mData,1,prop->mDataLength);
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
+
+            Write<unsigned int>(&chunk,mat->mNumProperties);
+            for (unsigned int i = 0; i < mat->mNumProperties;++i) {
+                WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
+            }
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
+
+            Write<aiString>(&chunk,nd->mNodeName);
+            Write<unsigned int>(&chunk,nd->mNumPositionKeys);
+            Write<unsigned int>(&chunk,nd->mNumRotationKeys);
+            Write<unsigned int>(&chunk,nd->mNumScalingKeys);
+            Write<unsigned int>(&chunk,nd->mPreState);
+            Write<unsigned int>(&chunk,nd->mPostState);
+
+            if (nd->mPositionKeys) {
+                if (shortened) {
+                    WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
+
+                } // else write as usual
+                else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
+            }
+            if (nd->mRotationKeys) {
+                if (shortened) {
+                    WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
+
+                } // else write as usual
+                else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
+            }
+            if (nd->mScalingKeys) {
+                if (shortened) {
+                    WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
+
+                } // else write as usual
+                else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
+            }
+        }
+
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
+
+            Write<aiString>(&chunk,anim->mName);
+            Write<double>(&chunk,anim->mDuration);
+            Write<double>(&chunk,anim->mTicksPerSecond);
+            Write<unsigned int>(&chunk,anim->mNumChannels);
+
+            for (unsigned int a = 0; a < anim->mNumChannels;++a) {
+                const aiNodeAnim* nd = anim->mChannels[a];
+                WriteBinaryNodeAnim(&chunk,nd);
+            }
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryLight( IOStream * container, const aiLight* l )
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
+
+            Write<aiString>(&chunk,l->mName);
+            Write<unsigned int>(&chunk,l->mType);
+
+            if (l->mType != aiLightSource_DIRECTIONAL) {
+                Write<float>(&chunk,l->mAttenuationConstant);
+                Write<float>(&chunk,l->mAttenuationLinear);
+                Write<float>(&chunk,l->mAttenuationQuadratic);
+            }
+
+            Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorDiffuse);
+            Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorSpecular);
+            Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorAmbient);
+
+            if (l->mType == aiLightSource_SPOT) {
+                Write<float>(&chunk,l->mAngleInnerCone);
+                Write<float>(&chunk,l->mAngleOuterCone);
+            }
+
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
+
+            Write<aiString>(&chunk,cam->mName);
+            Write<aiVector3D>(&chunk,cam->mPosition);
+            Write<aiVector3D>(&chunk,cam->mLookAt);
+            Write<aiVector3D>(&chunk,cam->mUp);
+            Write<float>(&chunk,cam->mHorizontalFOV);
+            Write<float>(&chunk,cam->mClipPlaneNear);
+            Write<float>(&chunk,cam->mClipPlaneFar);
+            Write<float>(&chunk,cam->mAspect);
+        }
+
+        // -----------------------------------------------------------------------------------
+        void WriteBinaryScene( IOStream * container, const aiScene* scene)
+        {
+            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
+
+            // basic scene information
+            Write<unsigned int>(&chunk,scene->mFlags);
+            Write<unsigned int>(&chunk,scene->mNumMeshes);
+            Write<unsigned int>(&chunk,scene->mNumMaterials);
+            Write<unsigned int>(&chunk,scene->mNumAnimations);
+            Write<unsigned int>(&chunk,scene->mNumTextures);
+            Write<unsigned int>(&chunk,scene->mNumLights);
+            Write<unsigned int>(&chunk,scene->mNumCameras);
+
+            // write node graph
+            WriteBinaryNode( &chunk, scene->mRootNode );
+
+            // write all meshes
+            for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+                const aiMesh* mesh = scene->mMeshes[i];
+                WriteBinaryMesh( &chunk,mesh);
+            }
+
+            // write materials
+            for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+                const aiMaterial* mat = scene->mMaterials[i];
+                WriteBinaryMaterial(&chunk,mat);
+            }
+
+            // write all animations
+            for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+                const aiAnimation* anim = scene->mAnimations[i];
+                WriteBinaryAnim(&chunk,anim);
+            }
+
+
+            // write all textures
+            for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+                const aiTexture* mesh = scene->mTextures[i];
+                WriteBinaryTexture(&chunk,mesh);
+            }
+
+            // write lights
+            for (unsigned int i = 0; i < scene->mNumLights;++i) {
+                const aiLight* l = scene->mLights[i];
+                WriteBinaryLight(&chunk,l);
+            }
+
+            // write cameras
+            for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+                const aiCamera* cam = scene->mCameras[i];
+                WriteBinaryCamera(&chunk,cam);
+            }
+
+        }
+
+    public:
+        AssbinExport()
+            : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
+        {
+        }
+
+        // -----------------------------------------------------------------------------------
+        // Write a binary model dump
+        void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
+        {
+            IOStream * out = pIOSystem->Open( pFile, "wb" );
+            if (!out) return;
+
+            time_t tt = time(NULL);
+            tm* p     = gmtime(&tt);
+
+            // header
+            char s[64];
+            memset( s, 0, 64 );
 #if _MSC_VER >= 1400
-			sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p));
+            sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p));
 #else
-			snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
+            ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
 #endif
-			out->Write( s, 44, 1 );
-			// == 44 bytes
-
-			Write<unsigned int>( out, ASSBIN_VERSION_MAJOR );
-			Write<unsigned int>( out, ASSBIN_VERSION_MINOR );
-			Write<unsigned int>( out, aiGetVersionRevision() );
-			Write<unsigned int>( out, aiGetCompileFlags() );
-			Write<uint16_t>( out, shortened );
-			Write<uint16_t>( out, compressed );
-			// ==  20 bytes
-
-			char buff[256]; 
-			strncpy(buff,pFile,256);
-			out->Write(buff,sizeof(char),256);
-
-			char cmd[] = "\0";
-			strncpy(buff,cmd,128);
-			out->Write(buff,sizeof(char),128);
-
-			// leave 64 bytes free for future extensions
-			memset(buff,0xcd,64);
-			out->Write(buff,sizeof(char),64);
-			// == 435 bytes
-
-			// ==== total header size: 512 bytes
-			ai_assert( out->Tell() == ASSBIN_HEADER_LENGTH );
-
-			// Up to here the data is uncompressed. For compressed files, the rest
-			// is compressed using standard DEFLATE from zlib.
-			if (compressed)
-			{
-				AssbinChunkWriter uncompressedStream( NULL, 0 );
-				WriteBinaryScene( &uncompressedStream, pScene );
-
-				uLongf uncompressedSize = uncompressedStream.Tell();
-				uLongf compressedSize = (uLongf)(uncompressedStream.Tell() * 1.001 + 12.);
-				uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
-
-				compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
-
-				out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
-				out->Write( compressedBuffer, sizeof(char), compressedSize );
-
-				delete[] compressedBuffer;
-			}
-			else
-			{
-				WriteBinaryScene( out, pScene );
-			}
-
-			pIOSystem->Close( out );
-		}
-	};
-
-void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
+            out->Write( s, 44, 1 );
+            // == 44 bytes
+
+            Write<unsigned int>( out, ASSBIN_VERSION_MAJOR );
+            Write<unsigned int>( out, ASSBIN_VERSION_MINOR );
+            Write<unsigned int>( out, aiGetVersionRevision() );
+            Write<unsigned int>( out, aiGetCompileFlags() );
+            Write<uint16_t>( out, shortened );
+            Write<uint16_t>( out, compressed );
+            // ==  20 bytes
+
+            char buff[256];
+            strncpy(buff,pFile,256);
+            out->Write(buff,sizeof(char),256);
+
+            char cmd[] = "\0";
+            strncpy(buff,cmd,128);
+            out->Write(buff,sizeof(char),128);
+
+            // leave 64 bytes free for future extensions
+            memset(buff,0xcd,64);
+            out->Write(buff,sizeof(char),64);
+            // == 435 bytes
+
+            // ==== total header size: 512 bytes
+            ai_assert( out->Tell() == ASSBIN_HEADER_LENGTH );
+
+            // Up to here the data is uncompressed. For compressed files, the rest
+            // is compressed using standard DEFLATE from zlib.
+            if (compressed)
+            {
+                AssbinChunkWriter uncompressedStream( NULL, 0 );
+                WriteBinaryScene( &uncompressedStream, pScene );
+
+                uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
+                uLongf compressedSize = (uLongf)(uncompressedStream.Tell() * 1.001 + 12.);
+                uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
+
+                compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
+
+                out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
+                out->Write( compressedBuffer, sizeof(char), compressedSize );
+
+                delete[] compressedBuffer;
+            }
+            else
+            {
+                WriteBinaryScene( out, pScene );
+            }
+
+            pIOSystem->Close( out );
+        }
+    };
+
+void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
 {
-	AssbinExport exporter;
-	exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
+    AssbinExport exporter;
+    exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
 }
 } // end of namespace Assimp
 

+ 10 - 10
code/AssbinExporter.h

@@ -2,11 +2,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------

+ 493 - 478
code/AssbinLoader.cpp

@@ -3,12 +3,12 @@
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -25,16 +25,16 @@ conditions are met:
   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 
+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 
+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 
+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 
+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.
 ---------------------------------------------------------------------------
 */
@@ -45,627 +45,642 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *  see assbin_chunks.h
  */
 
-#include "AssimpPCH.h"
 #ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
 
 // internal headers
 #include "AssbinLoader.h"
 #include "assbin_chunks.h"
 #include "MemoryIOWrapper.h"
+#include <assimp/mesh.h>
+#include <assimp/anim.h>
+#include <assimp/scene.h>
+
 #ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#	include <zlib.h>
+#   include <zlib.h>
 #else
-#	include "../contrib/zlib/zlib.h"
+#   include <contrib/zlib/zlib.h>
 #endif
 
 using namespace Assimp;
 
 static const aiImporterDesc desc = {
-	".assbin Importer",
-	"Gargaj / Conspiracy",
-	"",
-	"",
-	aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
-	0,
-	0,
-	0,
-	0,
-	"assbin" 
+    ".assbin Importer",
+    "Gargaj / Conspiracy",
+    "",
+    "",
+    aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
+    0,
+    0,
+    0,
+    0,
+    "assbin"
 };
 
 const aiImporterDesc* AssbinImporter::GetInfo() const
 {
-	return &desc;
+    return &desc;
 }
 
 bool AssbinImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/ ) const
 {
-	IOStream * in = pIOHandler->Open(pFile);
-	if (!in)
-		return false;
+    IOStream * in = pIOHandler->Open(pFile);
+    if (!in)
+        return false;
 
-	char s[32];
-	in->Read( s, sizeof(char), 32 );
+    char s[32];
+    in->Read( s, sizeof(char), 32 );
 
-	pIOHandler->Close(in);
+    pIOHandler->Close(in);
 
-	return strncmp( s, "ASSIMP.binary-dump.", 19 ) == 0;
+    return strncmp( s, "ASSIMP.binary-dump.", 19 ) == 0;
 }
 
 template <typename T>
 T Read(IOStream * stream)
 {
-	T t;
-	stream->Read( &t, sizeof(T), 1 );
-	return t;
+    T t;
+    stream->Read( &t, sizeof(T), 1 );
+    return t;
 }
 
 template <>
 aiVector3D Read<aiVector3D>(IOStream * stream)
 {
-	aiVector3D v;
-	v.x = Read<float>(stream);
-	v.y = Read<float>(stream);
-	v.z = Read<float>(stream);
-	return v;
+    aiVector3D v;
+    v.x = Read<float>(stream);
+    v.y = Read<float>(stream);
+    v.z = Read<float>(stream);
+    return v;
 }
 
 template <>
 aiColor4D Read<aiColor4D>(IOStream * stream)
 {
-	aiColor4D c;
-	c.r = Read<float>(stream);
-	c.g = Read<float>(stream);
-	c.b = Read<float>(stream);
-	c.a = Read<float>(stream);
-	return c;
+    aiColor4D c;
+    c.r = Read<float>(stream);
+    c.g = Read<float>(stream);
+    c.b = Read<float>(stream);
+    c.a = Read<float>(stream);
+    return c;
 }
 
 template <>
 aiQuaternion Read<aiQuaternion>(IOStream * stream)
 {
-	aiQuaternion v;
-	v.w = Read<float>(stream);
-	v.x = Read<float>(stream);
-	v.y = Read<float>(stream);
-	v.z = Read<float>(stream);
-	return v;
+    aiQuaternion v;
+    v.w = Read<float>(stream);
+    v.x = Read<float>(stream);
+    v.y = Read<float>(stream);
+    v.z = Read<float>(stream);
+    return v;
 }
 
 template <>
 aiString Read<aiString>(IOStream * stream)
 {
-	aiString s;
-	stream->Read(&s.length,4,1);
-	stream->Read(s.data,s.length,1);
-	return s;
+    aiString s;
+    stream->Read(&s.length,4,1);
+    stream->Read(s.data,s.length,1);
+    s.data[s.length] = 0;
+    return s;
 }
 
 template <>
 aiVertexWeight Read<aiVertexWeight>(IOStream * stream)
 {
-	aiVertexWeight w;
-	w.mVertexId = Read<unsigned int>(stream);
-	w.mWeight = Read<float>(stream);
-	return w;
+    aiVertexWeight w;
+    w.mVertexId = Read<unsigned int>(stream);
+    w.mWeight = Read<float>(stream);
+    return w;
 }
 
 template <>
 aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream)
 {
-	aiMatrix4x4 m;
-	for (unsigned int i = 0; i < 4;++i) {
-		for (unsigned int i2 = 0; i2 < 4;++i2) {
-			m[i][i2] = Read<float>(stream);
-		}
-	}
-	return m;
+    aiMatrix4x4 m;
+    for (unsigned int i = 0; i < 4;++i) {
+        for (unsigned int i2 = 0; i2 < 4;++i2) {
+            m[i][i2] = Read<float>(stream);
+        }
+    }
+    return m;
 }
 
 template <>
 aiVectorKey Read<aiVectorKey>(IOStream * stream)
 {
-	aiVectorKey v;
-	v.mTime = Read<double>(stream);
-	v.mValue = Read<aiVector3D>(stream);
-	return v;
+    aiVectorKey v;
+    v.mTime = Read<double>(stream);
+    v.mValue = Read<aiVector3D>(stream);
+    return v;
 }
 
 template <>
 aiQuatKey Read<aiQuatKey>(IOStream * stream)
 {
-	aiQuatKey v;
-	v.mTime = Read<double>(stream);
-	v.mValue = Read<aiQuaternion>(stream);
-	return v;
+    aiQuatKey v;
+    v.mTime = Read<double>(stream);
+    v.mValue = Read<aiQuaternion>(stream);
+    return v;
 }
 
 template <typename T>
 void ReadArray(IOStream * stream, T * out, unsigned int size)
-{ 
-	for (unsigned int i=0; i<size; i++) out[i] = Read<T>(stream);
+{
+    for (unsigned int i=0; i<size; i++) out[i] = Read<T>(stream);
 }
 
 template <typename T> void ReadBounds( IOStream * stream, T* /*p*/, unsigned int n )
 {
-	// not sure what to do here, the data isn't really useful.
-	stream->Seek( sizeof(T) * n, aiOrigin_CUR );
+    // not sure what to do here, the data isn't really useful.
+    stream->Seek( sizeof(T) * n, aiOrigin_CUR );
 }
 
 void AssbinImporter::ReadBinaryNode( IOStream * stream, aiNode** node )
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AINODE);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	*node = new aiNode();
-
-	(*node)->mName = Read<aiString>(stream);
-	(*node)->mTransformation = Read<aiMatrix4x4>(stream);
-	(*node)->mNumChildren = Read<unsigned int>(stream);
-	(*node)->mNumMeshes = Read<unsigned int>(stream);
-
-	if ((*node)->mNumMeshes)
-	{
-		(*node)->mMeshes = new unsigned int[(*node)->mNumMeshes];
-		for (unsigned int i = 0; i < (*node)->mNumMeshes; ++i) {
-			(*node)->mMeshes[i] = Read<unsigned int>(stream);
-		}
-	}
-
-	if ((*node)->mNumChildren)
-	{
-		(*node)->mChildren = new aiNode*[(*node)->mNumChildren];
-		for (unsigned int i = 0; i < (*node)->mNumChildren; ++i) {
-			ReadBinaryNode( stream, &(*node)->mChildren[i] );
-		}
-	}
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AINODE);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    *node = new aiNode();
+
+    (*node)->mName = Read<aiString>(stream);
+    (*node)->mTransformation = Read<aiMatrix4x4>(stream);
+    (*node)->mNumChildren = Read<unsigned int>(stream);
+    (*node)->mNumMeshes = Read<unsigned int>(stream);
+
+    if ((*node)->mNumMeshes)
+    {
+        (*node)->mMeshes = new unsigned int[(*node)->mNumMeshes];
+        for (unsigned int i = 0; i < (*node)->mNumMeshes; ++i) {
+            (*node)->mMeshes[i] = Read<unsigned int>(stream);
+        }
+    }
+
+    if ((*node)->mNumChildren)
+    {
+        (*node)->mChildren = new aiNode*[(*node)->mNumChildren];
+        for (unsigned int i = 0; i < (*node)->mNumChildren; ++i) {
+            ReadBinaryNode( stream, &(*node)->mChildren[i] );
+        }
+    }
 
 }
 
 // -----------------------------------------------------------------------------------
 void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b )
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AIBONE );
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	b->mName = Read<aiString>(stream);
-	b->mNumWeights = Read<unsigned int>(stream);
-	b->mOffsetMatrix = Read<aiMatrix4x4>(stream);
-
-	// for the moment we write dumb min/max values for the bones, too.
-	// maybe I'll add a better, hash-like solution later
-	if (shortened) 
-	{
-		ReadBounds(stream,b->mWeights,b->mNumWeights);
-	} // else write as usual
-	else 
-	{
-		b->mWeights = new aiVertexWeight[b->mNumWeights];
-		ReadArray<aiVertexWeight>(stream,b->mWeights,b->mNumWeights);
-	}
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AIBONE);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    b->mName = Read<aiString>(stream);
+    b->mNumWeights = Read<unsigned int>(stream);
+    b->mOffsetMatrix = Read<aiMatrix4x4>(stream);
+
+    // for the moment we write dumb min/max values for the bones, too.
+    // maybe I'll add a better, hash-like solution later
+    if (shortened)
+    {
+        ReadBounds(stream,b->mWeights,b->mNumWeights);
+    } // else write as usual
+    else
+    {
+        b->mWeights = new aiVertexWeight[b->mNumWeights];
+        ReadArray<aiVertexWeight>(stream,b->mWeights,b->mNumWeights);
+    }
 }
 
 
 void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh )
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AIMESH);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	mesh->mPrimitiveTypes = Read<unsigned int>(stream);
-	mesh->mNumVertices = Read<unsigned int>(stream);
-	mesh->mNumFaces = Read<unsigned int>(stream);
-	mesh->mNumBones = Read<unsigned int>(stream);
-	mesh->mMaterialIndex = Read<unsigned int>(stream);
-
-	// first of all, write bits for all existent vertex components
-	unsigned int c = Read<unsigned int>(stream);
-
-	if (c & ASSBIN_MESH_HAS_POSITIONS) 
-	{
-		if (shortened) {
-			ReadBounds(stream,mesh->mVertices,mesh->mNumVertices);
-		} // else write as usual
-		else 
-		{
-			mesh->mVertices = new aiVector3D[mesh->mNumVertices];
-			ReadArray<aiVector3D>(stream,mesh->mVertices,mesh->mNumVertices);
-		}
-	}
-	if (c & ASSBIN_MESH_HAS_NORMALS) 
-	{
-		if (shortened) {
-			ReadBounds(stream,mesh->mNormals,mesh->mNumVertices);
-		} // else write as usual
-		else 
-		{
-			mesh->mNormals = new aiVector3D[mesh->mNumVertices];
-			ReadArray<aiVector3D>(stream,mesh->mNormals,mesh->mNumVertices);
-		}
-	}
-	if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS) 
-	{
-		if (shortened) {
-			ReadBounds(stream,mesh->mTangents,mesh->mNumVertices);
-			ReadBounds(stream,mesh->mBitangents,mesh->mNumVertices);
-		} // else write as usual
-		else 
-		{
-			mesh->mTangents = new aiVector3D[mesh->mNumVertices];
-			ReadArray<aiVector3D>(stream,mesh->mTangents,mesh->mNumVertices);
-			mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
-			ReadArray<aiVector3D>(stream,mesh->mBitangents,mesh->mNumVertices);
-		}
-	}
-	for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) 
-	{
-		if (!(c & ASSBIN_MESH_HAS_COLOR(n)))
-			break;
-
-		if (shortened) 
-		{
-			ReadBounds(stream,mesh->mColors[n],mesh->mNumVertices);
-		} // else write as usual
-		else 
-		{
-			mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
-			ReadArray<aiColor4D>(stream,mesh->mColors[n],mesh->mNumVertices);
-		}
-	}
-	for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) 
-	{
-		if (!(c & ASSBIN_MESH_HAS_TEXCOORD(n)))
-			break;
-
-		// write number of UV components
-		mesh->mNumUVComponents[n] = Read<unsigned int>(stream);
-
-		if (shortened) {
-			ReadBounds(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
-		} // else write as usual
-		else 
-		{
-			mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
-			ReadArray<aiVector3D>(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
-		}
-	}
-
-	// write faces. There are no floating-point calculations involved
-	// in these, so we can write a simple hash over the face data
-	// to the dump file. We generate a single 32 Bit hash for 512 faces
-	// using Assimp's standard hashing function.
-	if (shortened) {
-		Read<unsigned int>(stream);
-	}
-	else // else write as usual
-	{
-		// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
-		mesh->mFaces = new aiFace[mesh->mNumFaces];
-		for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
-			aiFace& f = mesh->mFaces[i];
-
-			BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
-			f.mNumIndices = Read<uint16_t>(stream);
-			f.mIndices = new unsigned int[f.mNumIndices];
-
-			for (unsigned int a = 0; a < f.mNumIndices;++a) {
-				if (mesh->mNumVertices < (1u<<16)) 
-				{
-					f.mIndices[a] = Read<uint16_t>(stream);
-				}
-				else 
-				{
-					f.mIndices[a] = Read<unsigned int>(stream);
-				}
-			}
-		}
-	}
-
-	// write bones
-	if (mesh->mNumBones) {
-		mesh->mBones = new C_STRUCT aiBone*[mesh->mNumBones];
-		for (unsigned int a = 0; a < mesh->mNumBones;++a) {
-			mesh->mBones[a] = new aiBone();
-			ReadBinaryBone(stream,mesh->mBones[a]);
-		}
-	}
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AIMESH);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    mesh->mPrimitiveTypes = Read<unsigned int>(stream);
+    mesh->mNumVertices = Read<unsigned int>(stream);
+    mesh->mNumFaces = Read<unsigned int>(stream);
+    mesh->mNumBones = Read<unsigned int>(stream);
+    mesh->mMaterialIndex = Read<unsigned int>(stream);
+
+    // first of all, write bits for all existent vertex components
+    unsigned int c = Read<unsigned int>(stream);
+
+    if (c & ASSBIN_MESH_HAS_POSITIONS)
+    {
+        if (shortened) {
+            ReadBounds(stream,mesh->mVertices,mesh->mNumVertices);
+        } // else write as usual
+        else
+        {
+            mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+            ReadArray<aiVector3D>(stream,mesh->mVertices,mesh->mNumVertices);
+        }
+    }
+    if (c & ASSBIN_MESH_HAS_NORMALS)
+    {
+        if (shortened) {
+            ReadBounds(stream,mesh->mNormals,mesh->mNumVertices);
+        } // else write as usual
+        else
+        {
+            mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+            ReadArray<aiVector3D>(stream,mesh->mNormals,mesh->mNumVertices);
+        }
+    }
+    if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS)
+    {
+        if (shortened) {
+            ReadBounds(stream,mesh->mTangents,mesh->mNumVertices);
+            ReadBounds(stream,mesh->mBitangents,mesh->mNumVertices);
+        } // else write as usual
+        else
+        {
+            mesh->mTangents = new aiVector3D[mesh->mNumVertices];
+            ReadArray<aiVector3D>(stream,mesh->mTangents,mesh->mNumVertices);
+            mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
+            ReadArray<aiVector3D>(stream,mesh->mBitangents,mesh->mNumVertices);
+        }
+    }
+    for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n)
+    {
+        if (!(c & ASSBIN_MESH_HAS_COLOR(n)))
+            break;
+
+        if (shortened)
+        {
+            ReadBounds(stream,mesh->mColors[n],mesh->mNumVertices);
+        } // else write as usual
+        else
+        {
+            mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
+            ReadArray<aiColor4D>(stream,mesh->mColors[n],mesh->mNumVertices);
+        }
+    }
+    for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
+    {
+        if (!(c & ASSBIN_MESH_HAS_TEXCOORD(n)))
+            break;
+
+        // write number of UV components
+        mesh->mNumUVComponents[n] = Read<unsigned int>(stream);
+
+        if (shortened) {
+            ReadBounds(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
+        } // else write as usual
+        else
+        {
+            mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
+            ReadArray<aiVector3D>(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
+        }
+    }
+
+    // write faces. There are no floating-point calculations involved
+    // in these, so we can write a simple hash over the face data
+    // to the dump file. We generate a single 32 Bit hash for 512 faces
+    // using Assimp's standard hashing function.
+    if (shortened) {
+        Read<unsigned int>(stream);
+    }
+    else // else write as usual
+    {
+        // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
+        mesh->mFaces = new aiFace[mesh->mNumFaces];
+        for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
+            aiFace& f = mesh->mFaces[i];
+
+            static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
+            f.mNumIndices = Read<uint16_t>(stream);
+            f.mIndices = new unsigned int[f.mNumIndices];
+
+            for (unsigned int a = 0; a < f.mNumIndices;++a) {
+                if (mesh->mNumVertices < (1u<<16))
+                {
+                    f.mIndices[a] = Read<uint16_t>(stream);
+                }
+                else
+                {
+                    f.mIndices[a] = Read<unsigned int>(stream);
+                }
+            }
+        }
+    }
+
+    // write bones
+    if (mesh->mNumBones) {
+        mesh->mBones = new C_STRUCT aiBone*[mesh->mNumBones];
+        for (unsigned int a = 0; a < mesh->mNumBones;++a) {
+            mesh->mBones[a] = new aiBone();
+            ReadBinaryBone(stream,mesh->mBones[a]);
+        }
+    }
 }
 
 void AssbinImporter::ReadBinaryMaterialProperty(IOStream * stream, aiMaterialProperty* prop)
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AIMATERIALPROPERTY);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	prop->mKey = Read<aiString>(stream);
-	prop->mSemantic = Read<unsigned int>(stream);
-	prop->mIndex = Read<unsigned int>(stream);
-
-	prop->mDataLength = Read<unsigned int>(stream);
-	prop->mType = (aiPropertyTypeInfo)Read<unsigned int>(stream);
-	prop->mData = new char [ prop->mDataLength ];
-	stream->Read(prop->mData,1,prop->mDataLength);
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AIMATERIALPROPERTY);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    prop->mKey = Read<aiString>(stream);
+    prop->mSemantic = Read<unsigned int>(stream);
+    prop->mIndex = Read<unsigned int>(stream);
+
+    prop->mDataLength = Read<unsigned int>(stream);
+    prop->mType = (aiPropertyTypeInfo)Read<unsigned int>(stream);
+    prop->mData = new char [ prop->mDataLength ];
+    stream->Read(prop->mData,1,prop->mDataLength);
 }
 
 // -----------------------------------------------------------------------------------
 void AssbinImporter::ReadBinaryMaterial(IOStream * stream, aiMaterial* mat)
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AIMATERIAL);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	mat->mNumAllocated = mat->mNumProperties = Read<unsigned int>(stream);
-	if (mat->mNumProperties)
-	{
-		if (mat->mProperties) 
-		{
-			delete[] mat->mProperties;
-		}
-		mat->mProperties = new aiMaterialProperty*[mat->mNumProperties];
-		for (unsigned int i = 0; i < mat->mNumProperties;++i) {
-			mat->mProperties[i] = new aiMaterialProperty();
-			ReadBinaryMaterialProperty( stream, mat->mProperties[i]);
-		}
-	}
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AIMATERIAL);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    mat->mNumAllocated = mat->mNumProperties = Read<unsigned int>(stream);
+    if (mat->mNumProperties)
+    {
+        if (mat->mProperties)
+        {
+            delete[] mat->mProperties;
+        }
+        mat->mProperties = new aiMaterialProperty*[mat->mNumProperties];
+        for (unsigned int i = 0; i < mat->mNumProperties;++i) {
+            mat->mProperties[i] = new aiMaterialProperty();
+            ReadBinaryMaterialProperty( stream, mat->mProperties[i]);
+        }
+    }
 }
 
 // -----------------------------------------------------------------------------------
 void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd)
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AINODEANIM);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	nd->mNodeName = Read<aiString>(stream);
-	nd->mNumPositionKeys = Read<unsigned int>(stream);
-	nd->mNumRotationKeys = Read<unsigned int>(stream);
-	nd->mNumScalingKeys = Read<unsigned int>(stream);
-	nd->mPreState = (aiAnimBehaviour)Read<unsigned int>(stream);
-	nd->mPostState = (aiAnimBehaviour)Read<unsigned int>(stream);
-
-	if (nd->mNumPositionKeys) {
-		if (shortened) {
-			ReadBounds(stream,nd->mPositionKeys,nd->mNumPositionKeys);
-
-		} // else write as usual
-		else {
-			nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
-			ReadArray<aiVectorKey>(stream,nd->mPositionKeys,nd->mNumPositionKeys);
-		}
-	}
-	if (nd->mNumRotationKeys) {
-		if (shortened) {
-			ReadBounds(stream,nd->mRotationKeys,nd->mNumRotationKeys);
-
-		} // else write as usual
-		else 
-		{
-			nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
-			ReadArray<aiQuatKey>(stream,nd->mRotationKeys,nd->mNumRotationKeys);
-		}
-	}
-	if (nd->mNumScalingKeys) {
-		if (shortened) {
-			ReadBounds(stream,nd->mScalingKeys,nd->mNumScalingKeys);
-
-		} // else write as usual
-		else 
-		{
-			nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
-			ReadArray<aiVectorKey>(stream,nd->mScalingKeys,nd->mNumScalingKeys);
-		}
-	}
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AINODEANIM);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    nd->mNodeName = Read<aiString>(stream);
+    nd->mNumPositionKeys = Read<unsigned int>(stream);
+    nd->mNumRotationKeys = Read<unsigned int>(stream);
+    nd->mNumScalingKeys = Read<unsigned int>(stream);
+    nd->mPreState = (aiAnimBehaviour)Read<unsigned int>(stream);
+    nd->mPostState = (aiAnimBehaviour)Read<unsigned int>(stream);
+
+    if (nd->mNumPositionKeys) {
+        if (shortened) {
+            ReadBounds(stream,nd->mPositionKeys,nd->mNumPositionKeys);
+
+        } // else write as usual
+        else {
+            nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+            ReadArray<aiVectorKey>(stream,nd->mPositionKeys,nd->mNumPositionKeys);
+        }
+    }
+    if (nd->mNumRotationKeys) {
+        if (shortened) {
+            ReadBounds(stream,nd->mRotationKeys,nd->mNumRotationKeys);
+
+        } // else write as usual
+        else
+        {
+            nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
+            ReadArray<aiQuatKey>(stream,nd->mRotationKeys,nd->mNumRotationKeys);
+        }
+    }
+    if (nd->mNumScalingKeys) {
+        if (shortened) {
+            ReadBounds(stream,nd->mScalingKeys,nd->mNumScalingKeys);
+
+        } // else write as usual
+        else
+        {
+            nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
+            ReadArray<aiVectorKey>(stream,nd->mScalingKeys,nd->mNumScalingKeys);
+        }
+    }
 }
 
 
 // -----------------------------------------------------------------------------------
 void AssbinImporter::ReadBinaryAnim( IOStream * stream, aiAnimation* anim )
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AIANIMATION);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	anim->mName = Read<aiString> (stream);
-	anim->mDuration = Read<double> (stream);
-	anim->mTicksPerSecond = Read<double> (stream);
-	anim->mNumChannels = Read<unsigned int>(stream);
-
-	if (anim->mNumChannels)
-	{
-		anim->mChannels = new aiNodeAnim*[ anim->mNumChannels ];
-		for (unsigned int a = 0; a < anim->mNumChannels;++a) {
-			anim->mChannels[a] = new aiNodeAnim();
-			ReadBinaryNodeAnim(stream,anim->mChannels[a]);
-		}
-	}
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AIANIMATION);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    anim->mName = Read<aiString> (stream);
+    anim->mDuration = Read<double> (stream);
+    anim->mTicksPerSecond = Read<double> (stream);
+    anim->mNumChannels = Read<unsigned int>(stream);
+
+    if (anim->mNumChannels)
+    {
+        anim->mChannels = new aiNodeAnim*[ anim->mNumChannels ];
+        for (unsigned int a = 0; a < anim->mNumChannels;++a) {
+            anim->mChannels[a] = new aiNodeAnim();
+            ReadBinaryNodeAnim(stream,anim->mChannels[a]);
+        }
+    }
 }
 
 void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex)
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AITEXTURE);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	tex->mWidth = Read<unsigned int>(stream);
-	tex->mHeight = Read<unsigned int>(stream);
-	stream->Read( tex->achFormatHint, sizeof(char), 4 );
-
-	if(!shortened) {
-		if (!tex->mHeight) {
-			tex->pcData = new aiTexel[ tex->mWidth ];
-			stream->Read(tex->pcData,1,tex->mWidth);
-		}
-		else {
-			tex->pcData = new aiTexel[ tex->mWidth*tex->mHeight ];
-			stream->Read(tex->pcData,1,tex->mWidth*tex->mHeight*4);
-		}
-	}
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AITEXTURE);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    tex->mWidth = Read<unsigned int>(stream);
+    tex->mHeight = Read<unsigned int>(stream);
+    stream->Read( tex->achFormatHint, sizeof(char), 4 );
+
+    if(!shortened) {
+        if (!tex->mHeight) {
+            tex->pcData = new aiTexel[ tex->mWidth ];
+            stream->Read(tex->pcData,1,tex->mWidth);
+        }
+        else {
+            tex->pcData = new aiTexel[ tex->mWidth*tex->mHeight ];
+            stream->Read(tex->pcData,1,tex->mWidth*tex->mHeight*4);
+        }
+    }
 
 }
 
 // -----------------------------------------------------------------------------------
 void AssbinImporter::ReadBinaryLight( IOStream * stream, aiLight* l )
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AILIGHT);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AILIGHT);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
 
-	l->mName = Read<aiString>(stream);
-	l->mType = (aiLightSourceType)Read<unsigned int>(stream);
+    l->mName = Read<aiString>(stream);
+    l->mType = (aiLightSourceType)Read<unsigned int>(stream);
 
-	if (l->mType != aiLightSource_DIRECTIONAL) { 
-		l->mAttenuationConstant = Read<float>(stream);
-		l->mAttenuationLinear = Read<float>(stream);
-		l->mAttenuationQuadratic = Read<float>(stream);
-	}
+    if (l->mType != aiLightSource_DIRECTIONAL) {
+        l->mAttenuationConstant = Read<float>(stream);
+        l->mAttenuationLinear = Read<float>(stream);
+        l->mAttenuationQuadratic = Read<float>(stream);
+    }
 
-	l->mColorDiffuse = Read<aiColor3D>(stream);
-	l->mColorSpecular = Read<aiColor3D>(stream);
-	l->mColorAmbient = Read<aiColor3D>(stream);
+    l->mColorDiffuse = Read<aiColor3D>(stream);
+    l->mColorSpecular = Read<aiColor3D>(stream);
+    l->mColorAmbient = Read<aiColor3D>(stream);
 
-	if (l->mType == aiLightSource_SPOT) {
-		l->mAngleInnerCone = Read<float>(stream);
-		l->mAngleOuterCone = Read<float>(stream);
-	}
+    if (l->mType == aiLightSource_SPOT) {
+        l->mAngleInnerCone = Read<float>(stream);
+        l->mAngleOuterCone = Read<float>(stream);
+    }
 
 }
 
 // -----------------------------------------------------------------------------------
 void AssbinImporter::ReadBinaryCamera( IOStream * stream, aiCamera* cam )
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AICAMERA);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	cam->mName = Read<aiString>(stream);
-	cam->mPosition = Read<aiVector3D>(stream);
-	cam->mLookAt = Read<aiVector3D>(stream);
-	cam->mUp = Read<aiVector3D>(stream);
-	cam->mHorizontalFOV = Read<float>(stream);
-	cam->mClipPlaneNear = Read<float>(stream);
-	cam->mClipPlaneFar = Read<float>(stream);
-	cam->mAspect = Read<float>(stream);
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AICAMERA);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    cam->mName = Read<aiString>(stream);
+    cam->mPosition = Read<aiVector3D>(stream);
+    cam->mLookAt = Read<aiVector3D>(stream);
+    cam->mUp = Read<aiVector3D>(stream);
+    cam->mHorizontalFOV = Read<float>(stream);
+    cam->mClipPlaneNear = Read<float>(stream);
+    cam->mClipPlaneFar = Read<float>(stream);
+    cam->mAspect = Read<float>(stream);
 }
 
 void AssbinImporter::ReadBinaryScene( IOStream * stream, aiScene* scene )
 {
-	ai_assert( Read<uint32_t>(stream) == ASSBIN_CHUNK_AISCENE);
-	/*uint32_t size =*/ Read<uint32_t>(stream);
-
-	scene->mFlags         = Read<unsigned int>(stream);
-	scene->mNumMeshes     = Read<unsigned int>(stream);
-	scene->mNumMaterials  = Read<unsigned int>(stream);
-	scene->mNumAnimations = Read<unsigned int>(stream);
-	scene->mNumTextures   = Read<unsigned int>(stream);
-	scene->mNumLights     = Read<unsigned int>(stream);
-	scene->mNumCameras    = Read<unsigned int>(stream);
-
-	// Read node graph
-	scene->mRootNode = new aiNode[1];
-	ReadBinaryNode( stream, &scene->mRootNode );
-
-	// Read all meshes
-	if (scene->mNumMeshes)
-	{
-		scene->mMeshes = new aiMesh*[scene->mNumMeshes];
-		for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
-			scene->mMeshes[i] = new aiMesh();
-			ReadBinaryMesh( stream,scene->mMeshes[i]);
-		}
-	}
-
-	// Read materials
-	if (scene->mNumMaterials)
-	{
-		scene->mMaterials = new aiMaterial*[scene->mNumMaterials];
-		for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
-			scene->mMaterials[i] = new aiMaterial();
-			ReadBinaryMaterial(stream,scene->mMaterials[i]);
-		}
-	}
-
-	// Read all animations
-	if (scene->mNumAnimations)
-	{
-		scene->mAnimations = new aiAnimation*[scene->mNumAnimations];
-		for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
-			scene->mAnimations[i] = new aiAnimation();
-			ReadBinaryAnim(stream,scene->mAnimations[i]);
-		}
-	}
-
-	// Read all textures
-	if (scene->mNumTextures)
-	{
-		scene->mTextures = new aiTexture*[scene->mNumTextures];
-		for (unsigned int i = 0; i < scene->mNumTextures;++i) {
-			scene->mTextures[i] = new aiTexture();
-			ReadBinaryTexture(stream,scene->mTextures[i]);
-		}
-	}
-
-	// Read lights
-	if (scene->mNumLights)
-	{
-		scene->mLights = new aiLight*[scene->mNumLights];
-		for (unsigned int i = 0; i < scene->mNumLights;++i) {
-			scene->mLights[i] = new aiLight();
-			ReadBinaryLight(stream,scene->mLights[i]);
-		}
-	}
-
-	// Read cameras
-	if (scene->mNumCameras)
-	{
-		scene->mCameras = new aiCamera*[scene->mNumCameras];
-		for (unsigned int i = 0; i < scene->mNumCameras;++i) {
-			scene->mCameras[i] = new aiCamera();
-			ReadBinaryCamera(stream,scene->mCameras[i]);
-		}
-	}
+    uint32_t chunkID = Read<uint32_t>(stream);
+    ai_assert(chunkID == ASSBIN_CHUNK_AISCENE);
+    /*uint32_t size =*/ Read<uint32_t>(stream);
+
+    scene->mFlags         = Read<unsigned int>(stream);
+    scene->mNumMeshes     = Read<unsigned int>(stream);
+    scene->mNumMaterials  = Read<unsigned int>(stream);
+    scene->mNumAnimations = Read<unsigned int>(stream);
+    scene->mNumTextures   = Read<unsigned int>(stream);
+    scene->mNumLights     = Read<unsigned int>(stream);
+    scene->mNumCameras    = Read<unsigned int>(stream);
+
+    // Read node graph
+    scene->mRootNode = new aiNode[1];
+    ReadBinaryNode( stream, &scene->mRootNode );
+
+    // Read all meshes
+    if (scene->mNumMeshes)
+    {
+        scene->mMeshes = new aiMesh*[scene->mNumMeshes];
+        for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+            scene->mMeshes[i] = new aiMesh();
+            ReadBinaryMesh( stream,scene->mMeshes[i]);
+        }
+    }
+
+    // Read materials
+    if (scene->mNumMaterials)
+    {
+        scene->mMaterials = new aiMaterial*[scene->mNumMaterials];
+        for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+            scene->mMaterials[i] = new aiMaterial();
+            ReadBinaryMaterial(stream,scene->mMaterials[i]);
+        }
+    }
+
+    // Read all animations
+    if (scene->mNumAnimations)
+    {
+        scene->mAnimations = new aiAnimation*[scene->mNumAnimations];
+        for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+            scene->mAnimations[i] = new aiAnimation();
+            ReadBinaryAnim(stream,scene->mAnimations[i]);
+        }
+    }
+
+    // Read all textures
+    if (scene->mNumTextures)
+    {
+        scene->mTextures = new aiTexture*[scene->mNumTextures];
+        for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+            scene->mTextures[i] = new aiTexture();
+            ReadBinaryTexture(stream,scene->mTextures[i]);
+        }
+    }
+
+    // Read lights
+    if (scene->mNumLights)
+    {
+        scene->mLights = new aiLight*[scene->mNumLights];
+        for (unsigned int i = 0; i < scene->mNumLights;++i) {
+            scene->mLights[i] = new aiLight();
+            ReadBinaryLight(stream,scene->mLights[i]);
+        }
+    }
+
+    // Read cameras
+    if (scene->mNumCameras)
+    {
+        scene->mCameras = new aiCamera*[scene->mNumCameras];
+        for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+            scene->mCameras[i] = new aiCamera();
+            ReadBinaryCamera(stream,scene->mCameras[i]);
+        }
+    }
 
 }
 
 void AssbinImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
 {
-	IOStream * stream = pIOHandler->Open(pFile,"rb");
-	if (!stream)
-		return;
+    IOStream * stream = pIOHandler->Open(pFile,"rb");
+    if (!stream)
+        return;
+
+    stream->Seek( 44, aiOrigin_CUR ); // signature
 
-	stream->Seek( 44, aiOrigin_CUR ); // signature
+    /*unsigned int versionMajor =*/ Read<unsigned int>(stream);
+    /*unsigned int versionMinor =*/ Read<unsigned int>(stream);
+    /*unsigned int versionRevision =*/ Read<unsigned int>(stream);
+    /*unsigned int compileFlags =*/ Read<unsigned int>(stream);
 
-	/*unsigned int versionMajor =*/ Read<unsigned int>(stream);
-	/*unsigned int versionMinor =*/ Read<unsigned int>(stream);
-	/*unsigned int versionRevision =*/ Read<unsigned int>(stream);
-	/*unsigned int compileFlags =*/ Read<unsigned int>(stream);
+    shortened = Read<uint16_t>(stream) > 0;
+    compressed = Read<uint16_t>(stream) > 0;
 
-	shortened = Read<uint16_t>(stream) > 0;
-	compressed = Read<uint16_t>(stream) > 0;
+    if (shortened)
+        throw DeadlyImportError( "Shortened binaries are not supported!" );
 
-	if (shortened)
-		throw DeadlyImportError( "Shortened binaries are not supported!" );
+    stream->Seek( 256, aiOrigin_CUR ); // original filename
+    stream->Seek( 128, aiOrigin_CUR ); // options
+    stream->Seek( 64, aiOrigin_CUR ); // padding
 
-	stream->Seek( 256, aiOrigin_CUR ); // original filename
-	stream->Seek( 128, aiOrigin_CUR ); // options
-	stream->Seek( 64, aiOrigin_CUR ); // padding
+    if (compressed)
+    {
+        uLongf uncompressedSize = Read<uint32_t>(stream);
+        uLongf compressedSize = static_cast<uLongf>(stream->FileSize() - stream->Tell());
 
-	if (compressed)
-	{
-		uLongf uncompressedSize = Read<uint32_t>(stream);
-		uLongf compressedSize = stream->FileSize() - stream->Tell();
+        unsigned char * compressedData = new unsigned char[ compressedSize ];
+        stream->Read( compressedData, 1, compressedSize );
 
-		unsigned char * compressedData = new unsigned char[ compressedSize ];
-		stream->Read( compressedData, 1, compressedSize );
+        unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];
 
-		unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];
+        uncompress( uncompressedData, &uncompressedSize, compressedData, compressedSize );
 
-		uncompress( uncompressedData, &uncompressedSize, compressedData, compressedSize );
+        MemoryIOStream io( uncompressedData, uncompressedSize );
 
-		MemoryIOStream io( uncompressedData, uncompressedSize );
+        ReadBinaryScene(&io,pScene);
 
-		ReadBinaryScene(&io,pScene);
+        delete[] uncompressedData;
+        delete[] compressedData;
+    }
+    else
+    {
+        ReadBinaryScene(stream,pScene);
+    }
 
-		delete[] uncompressedData;
-		delete[] compressedData;
-	}
-	else
-	{
-		ReadBinaryScene(stream,pScene);
-	}
-	
-	pIOHandler->Close(stream);
+    pIOHandler->Close(stream);
 }
 
 #endif // !! ASSIMP_BUILD_NO_ASSBIN_IMPORTER

+ 29 - 18
code/AssbinLoader.h

@@ -3,11 +3,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -24,16 +24,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
@@ -46,11 +46,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #define AI_ASSBINIMPORTER_H_INC
 
 #include "BaseImporter.h"
-#include "../include/assimp/types.h"
+#include <assimp/types.h>
+
+struct aiMesh;
+struct aiNode;
+struct aiBone;
+struct aiMaterial;
+struct aiMaterialProperty;
+struct aiNodeAnim;
+struct aiAnimation;
+struct aiTexture;
+struct aiLight;
+struct aiCamera;
 
 #ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
 
-namespace Assimp	{
+namespace Assimp    {
 
 // ---------------------------------------------------------------------------------
 /** Importer class for 3D Studio r3 and r4 3DS files
@@ -63,15 +74,15 @@ private:
 protected:
 
 public:
-  virtual bool CanRead( 
-    const std::string& pFile, 
-    IOSystem* pIOHandler, 
+  virtual bool CanRead(
+    const std::string& pFile,
+    IOSystem* pIOHandler,
     bool checkSig
     ) const;
   virtual const aiImporterDesc* GetInfo() const;
-  virtual void InternReadFile( 
-    const std::string& pFile, 
-    aiScene* pScene, 
+  virtual void InternReadFile(
+    const std::string& pFile,
+    aiScene* pScene,
     IOSystem* pIOHandler
     );
   void ReadBinaryScene( IOStream * stream, aiScene* pScene );

+ 700 - 609
code/Assimp.cpp

@@ -1,609 +1,700 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  Assimp.cpp
- *  @brief Implementation of the Plain-C API
- */
-
-#include "AssimpPCH.h"
-#include "../include/assimp/cimport.h"
-
-#include "GenericProperty.h"
-#include "CInterfaceIOWrapper.h"
-#include "Importer.h"
-
-// ------------------------------------------------------------------------------------------------
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-#	include <boost/thread/thread.hpp>
-#	include <boost/thread/mutex.hpp>
-#endif
-// ------------------------------------------------------------------------------------------------
-using namespace Assimp;
-
-namespace Assimp
-{
-	// underlying structure for aiPropertyStore
-	typedef BatchLoader::PropertyMap PropertyMap;
-
-	/** Stores the LogStream objects for all active C log streams */
-	struct mpred {
-		bool operator  () (const aiLogStream& s0, const aiLogStream& s1) const  {
-			return s0.callback<s1.callback&&s0.user<s1.user;
-		}
-	};
-	typedef std::map<aiLogStream, Assimp::LogStream*, mpred> LogStreamMap;
-
-	/** Stores the LogStream objects allocated by #aiGetPredefinedLogStream */
-	typedef std::list<Assimp::LogStream*> PredefLogStreamMap;
-
-	/** Local storage of all active log streams */
-	static LogStreamMap gActiveLogStreams;
-
-	/** Local storage of LogStreams allocated by #aiGetPredefinedLogStream */
-	static PredefLogStreamMap gPredefinedStreams;
-
-	/** Error message of the last failed import process */
-	static std::string gLastErrorString;
-
-	/** Verbose logging active or not? */
-	static aiBool gVerboseLogging = false;
-}
-
-
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-/** Global mutex to manage the access to the logstream map */
-static boost::mutex gLogStreamMutex;
-#endif
-
-
-// ------------------------------------------------------------------------------------------------
-// Custom LogStream implementation for the C-API
-class LogToCallbackRedirector : public LogStream
-{
-public:
-	LogToCallbackRedirector(const aiLogStream& s) 
-		: stream (s)	{
-			ai_assert(NULL != s.callback);
-	}
-
-	~LogToCallbackRedirector()	{
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-		boost::mutex::scoped_lock lock(gLogStreamMutex);
-#endif
-		// (HACK) Check whether the 'stream.user' pointer points to a
-		// custom LogStream allocated by #aiGetPredefinedLogStream.
-		// In this case, we need to delete it, too. Of course, this 
-		// might cause strange problems, but the chance is quite low.
-
-		PredefLogStreamMap::iterator it = std::find(gPredefinedStreams.begin(), 
-			gPredefinedStreams.end(), (Assimp::LogStream*)stream.user);
-
-		if (it != gPredefinedStreams.end()) {
-			delete *it;
-			gPredefinedStreams.erase(it);
-		}
-	}
-
-	/** @copydoc LogStream::write */
-	void write(const char* message)	{
-		stream.callback(message,stream.user);
-	}
-
-private:
-	aiLogStream stream;
-};
-
-// ------------------------------------------------------------------------------------------------
-void ReportSceneNotFoundError()
-{
-	DefaultLogger::get()->error("Unable to find the Assimp::Importer for this aiScene. "
-		"The C-API does not accept scenes produced by the C++ API and vice versa");
-
-	assert(false);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads the given file and returns its content. 
-const aiScene* aiImportFile( const char* pFile, unsigned int pFlags)
-{
-	return aiImportFileEx(pFile,pFlags,NULL);
-}
-
-// ------------------------------------------------------------------------------------------------
-const aiScene* aiImportFileEx( const char* pFile, unsigned int pFlags,  aiFileIO* pFS)
-{
-	return aiImportFileExWithProperties(pFile, pFlags, pFS, NULL);
-}
-
-// ------------------------------------------------------------------------------------------------
-const aiScene* aiImportFileExWithProperties( const char* pFile, unsigned int pFlags, 
-	aiFileIO* pFS,
-	const aiPropertyStore* props)
-{
-	ai_assert(NULL != pFile);
-
-	const aiScene* scene = NULL;
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-
-	// create an Importer for this file
-	Assimp::Importer* imp = new Assimp::Importer();
-
-	// copy properties
-	if(props) {
-		const PropertyMap* pp = reinterpret_cast<const PropertyMap*>(props);
-		ImporterPimpl* pimpl = imp->Pimpl();
-		pimpl->mIntProperties = pp->ints;
-		pimpl->mFloatProperties = pp->floats;
-		pimpl->mStringProperties = pp->strings;
-		pimpl->mMatrixProperties = pp->matrices;
-	}
-	// setup a custom IO system if necessary
-	if (pFS)	{
-		imp->SetIOHandler( new CIOSystemWrapper (pFS) );
-	}
-
-	// and have it read the file
-	scene = imp->ReadFile( pFile, pFlags);
-
-	// if succeeded, store the importer in the scene and keep it alive
-	if( scene)	{
-		ScenePrivateData* priv = const_cast<ScenePrivateData*>( ScenePriv(scene) );
-		priv->mOrigImporter = imp;
-	} 
-	else	{
-		// if failed, extract error code and destroy the import
-		gLastErrorString = imp->GetErrorString();
-		delete imp;
-	}
-
-	// return imported data. If the import failed the pointer is NULL anyways
-	ASSIMP_END_EXCEPTION_REGION(const aiScene*);
-	return scene;
-}
-
-// ------------------------------------------------------------------------------------------------
-const aiScene* aiImportFileFromMemory( 
-	const char* pBuffer,
-	unsigned int pLength,
-	unsigned int pFlags,
-	const char* pHint)
-{
-	return aiImportFileFromMemoryWithProperties(pBuffer, pLength, pFlags, pHint, NULL);
-}
-
-// ------------------------------------------------------------------------------------------------
-const aiScene* aiImportFileFromMemoryWithProperties( 
-	const char* pBuffer,
-	unsigned int pLength,
-	unsigned int pFlags,
-	const char* pHint,
-	const aiPropertyStore* props)
-{
-	ai_assert(NULL != pBuffer && 0 != pLength);
-
-	const aiScene* scene = NULL;
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-
-	// create an Importer for this file
-	Assimp::Importer* imp = new Assimp::Importer();
-
-	// copy properties
-	if(props) {
-		const PropertyMap* pp = reinterpret_cast<const PropertyMap*>(props);
-		ImporterPimpl* pimpl = imp->Pimpl();
-		pimpl->mIntProperties = pp->ints;
-		pimpl->mFloatProperties = pp->floats;
-		pimpl->mStringProperties = pp->strings;
-		pimpl->mMatrixProperties = pp->matrices;
-	}
-
-	// and have it read the file from the memory buffer
-	scene = imp->ReadFileFromMemory( pBuffer, pLength, pFlags,pHint);
-
-	// if succeeded, store the importer in the scene and keep it alive
-	if( scene)	{
-		 ScenePrivateData* priv = const_cast<ScenePrivateData*>( ScenePriv(scene) );
-		 priv->mOrigImporter = imp;
-	} 
-	else	{
-		// if failed, extract error code and destroy the import
-		gLastErrorString = imp->GetErrorString();
-		delete imp;
-	}
-	// return imported data. If the import failed the pointer is NULL anyways
-	ASSIMP_END_EXCEPTION_REGION(const aiScene*);
-	return scene;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Releases all resources associated with the given import process. 
-void aiReleaseImport( const aiScene* pScene)
-{
-	if (!pScene) {
-		return;
-	}
-
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-	
-	// find the importer associated with this data
-	const ScenePrivateData* priv = ScenePriv(pScene);
-	if( !priv || !priv->mOrigImporter)	{
-		delete pScene;
-	}
-	else {
-		// deleting the Importer also deletes the scene
-		// Note: the reason that this is not written as 'delete priv->mOrigImporter'
-		// is a suspected bug in gcc 4.4+ (http://gcc.gnu.org/bugzilla/show_bug.cgi?id=52339)
-		Importer* importer = priv->mOrigImporter;
-		delete importer;
-	}
-	
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API const aiScene* aiApplyPostProcessing(const aiScene* pScene,
-	unsigned int pFlags)
-{
-	const aiScene* sc = NULL;
-	
-
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-
-	// find the importer associated with this data
-	const ScenePrivateData* priv = ScenePriv(pScene);
-	if( !priv || !priv->mOrigImporter)	{
-		ReportSceneNotFoundError();
-		return NULL;
-	}
-
-	sc = priv->mOrigImporter->ApplyPostProcessing(pFlags);
-
-	if (!sc) {
-		aiReleaseImport(pScene);
-		return NULL;
-	}
-
-	ASSIMP_END_EXCEPTION_REGION(const aiScene*);
-	return sc;
-}
-
-// ------------------------------------------------------------------------------------------------
-void CallbackToLogRedirector (const char* msg, char* dt)
-{
-	ai_assert(NULL != msg && NULL != dt);
-	LogStream* s = (LogStream*)dt;
-
-	s->write(msg);
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API aiLogStream aiGetPredefinedLogStream(aiDefaultLogStream pStream,const char* file)
-{
-	aiLogStream sout;
-
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-	LogStream* stream = LogStream::createDefaultStream(pStream,file);
-	if (!stream) {
-		sout.callback = NULL;
-		sout.user = NULL;
-	}
-	else {
-		sout.callback = &CallbackToLogRedirector;
-		sout.user = (char*)stream;
-	}
-	gPredefinedStreams.push_back(stream);
-	ASSIMP_END_EXCEPTION_REGION(aiLogStream);
-	return sout;
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiAttachLogStream( const aiLogStream* stream )
-{
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-	boost::mutex::scoped_lock lock(gLogStreamMutex);
-#endif
-
-	LogStream* lg = new LogToCallbackRedirector(*stream);
-	gActiveLogStreams[*stream] = lg;
-
-	if (DefaultLogger::isNullLogger()) {
-		DefaultLogger::create(NULL,(gVerboseLogging == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL));
-	}
-	DefaultLogger::get()->attachStream(lg);
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API aiReturn aiDetachLogStream( const aiLogStream* stream)
-{
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-	boost::mutex::scoped_lock lock(gLogStreamMutex);
-#endif
-	// find the logstream associated with this data
-	LogStreamMap::iterator it = gActiveLogStreams.find( *stream);
-	// it should be there... else the user is playing fools with us
-	if( it == gActiveLogStreams.end())	{
-		return AI_FAILURE;
-	}
-	DefaultLogger::get()->detatchStream( it->second );
-	delete it->second;
-
-	gActiveLogStreams.erase( it);
-
-	if (gActiveLogStreams.empty()) {
-		DefaultLogger::kill();
-	}
-	ASSIMP_END_EXCEPTION_REGION(aiReturn);
-	return AI_SUCCESS;
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiDetachAllLogStreams(void)
-{
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-	boost::mutex::scoped_lock lock(gLogStreamMutex);
-#endif
-	for (LogStreamMap::iterator it = gActiveLogStreams.begin(); it != gActiveLogStreams.end(); ++it) {
-		DefaultLogger::get()->detatchStream( it->second );
-		delete it->second;
-	}
-	gActiveLogStreams.clear();
-	DefaultLogger::kill();
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiEnableVerboseLogging(aiBool d)
-{
-	if (!DefaultLogger::isNullLogger()) {
-		DefaultLogger::get()->setLogSeverity((d == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL));
-	}
-	gVerboseLogging = d;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns the error text of the last failed import process. 
-const char* aiGetErrorString()
-{
-	return gLastErrorString.c_str();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns the error text of the last failed import process. 
-aiBool aiIsExtensionSupported(const char* szExtension)
-{
-	ai_assert(NULL != szExtension);
-	aiBool candoit=AI_FALSE;
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-
-	// FIXME: no need to create a temporary Importer instance just for that .. 
-	Assimp::Importer tmp;
-	candoit = tmp.IsExtensionSupported(std::string(szExtension)) ? AI_TRUE : AI_FALSE;
-
-	ASSIMP_END_EXCEPTION_REGION(aiBool);
-	return candoit;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get a list of all file extensions supported by ASSIMP
-void aiGetExtensionList(aiString* szOut)
-{
-	ai_assert(NULL != szOut);
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-
-	// FIXME: no need to create a temporary Importer instance just for that .. 
-	Assimp::Importer tmp;
-	tmp.GetExtensionList(*szOut);
-
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get the memory requirements for a particular import.
-void aiGetMemoryRequirements(const C_STRUCT aiScene* pIn,
-	C_STRUCT aiMemoryInfo* in)
-{
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-
-	// find the importer associated with this data
-	const ScenePrivateData* priv = ScenePriv(pIn);
-	if( !priv || !priv->mOrigImporter)	{
-		ReportSceneNotFoundError();
-		return;
-	}
-
-	return priv->mOrigImporter->GetMemoryRequirements(*in);
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API aiPropertyStore* aiCreatePropertyStore(void)
-{
-	return reinterpret_cast<aiPropertyStore*>( new PropertyMap() );
-}
-
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiReleasePropertyStore(aiPropertyStore* p)
-{
-	delete reinterpret_cast<PropertyMap*>(p);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Importer::SetPropertyInteger
-ASSIMP_API void aiSetImportPropertyInteger(aiPropertyStore* p, const char* szName, int value)
-{
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-	PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
-	SetGenericProperty<int>(pp->ints,szName,value,NULL);
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Importer::SetPropertyFloat
-ASSIMP_API void aiSetImportPropertyFloat(aiPropertyStore* p, const char* szName, float value)
-{
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-	PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
-	SetGenericProperty<float>(pp->floats,szName,value,NULL);
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Importer::SetPropertyString
-ASSIMP_API void aiSetImportPropertyString(aiPropertyStore* p, const char* szName,
-	const C_STRUCT aiString* st)
-{
-	if (!st) {
-		return;
-	}
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-	PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
-	SetGenericProperty<std::string>(pp->strings,szName,std::string(st->C_Str()),NULL);
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Importer::SetPropertyMatrix
-ASSIMP_API void aiSetImportPropertyMatrix(aiPropertyStore* p, const char* szName,
-	const C_STRUCT aiMatrix4x4* mat)
-{
-	if (!mat) {
-		return;
-	}
-	ASSIMP_BEGIN_EXCEPTION_REGION();
-	PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
-	SetGenericProperty<aiMatrix4x4>(pp->matrices,szName,*mat,NULL);
-	ASSIMP_END_EXCEPTION_REGION(void);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Rotation matrix to quaternion
-ASSIMP_API void aiCreateQuaternionFromMatrix(aiQuaternion* quat,const aiMatrix3x3* mat)
-{
-	ai_assert(NULL != quat && NULL != mat);
-	*quat = aiQuaternion(*mat);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Matrix decomposition
-ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
-	aiQuaternion* rotation,
-	aiVector3D* position)
-{
-	ai_assert(NULL != rotation && NULL != position && NULL != scaling && NULL != mat);
-	mat->Decompose(*scaling,*rotation,*position);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Matrix transpose
-ASSIMP_API void aiTransposeMatrix3(aiMatrix3x3* mat)
-{
-	ai_assert(NULL != mat);
-	mat->Transpose();
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiTransposeMatrix4(aiMatrix4x4* mat)
-{
-	ai_assert(NULL != mat);
-	mat->Transpose();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Vector transformation
-ASSIMP_API void aiTransformVecByMatrix3(aiVector3D* vec, 
-	const aiMatrix3x3* mat)
-{
-	ai_assert(NULL != mat && NULL != vec);
-	*vec *= (*mat);
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiTransformVecByMatrix4(aiVector3D* vec, 
-	const aiMatrix4x4* mat)
-{
-	ai_assert(NULL != mat && NULL != vec);
-	*vec *= (*mat);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Matrix multiplication
-ASSIMP_API void aiMultiplyMatrix4(
-	aiMatrix4x4* dst, 
-	const aiMatrix4x4* src)
-{
-	ai_assert(NULL != dst && NULL != src);
-	*dst = (*dst) * (*src);
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiMultiplyMatrix3(
-	aiMatrix3x3* dst, 
-	const aiMatrix3x3* src)
-{
-	ai_assert(NULL != dst && NULL != src);
-	*dst = (*dst) * (*src);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Matrix identity
-ASSIMP_API void aiIdentityMatrix3(
-	aiMatrix3x3* mat)
-{
-	ai_assert(NULL != mat);
-	*mat = aiMatrix3x3();
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiIdentityMatrix4(
-	aiMatrix4x4* mat)
-{
-	ai_assert(NULL != mat);
-	*mat = aiMatrix4x4();
-}
-
-
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  Assimp.cpp
+ *  @brief Implementation of the Plain-C API
+ */
+
+#include <assimp/cimport.h>
+#include <assimp/LogStream.hpp>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/Importer.hpp>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+
+#include "GenericProperty.h"
+#include "CInterfaceIOWrapper.h"
+#include "Importer.h"
+#include "Exceptional.h"
+#include "ScenePrivate.h"
+#include "BaseImporter.h"
+#include <list>
+
+// ------------------------------------------------------------------------------------------------
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+#   include <thread>
+#   include <mutex>
+#endif
+// ------------------------------------------------------------------------------------------------
+using namespace Assimp;
+
+namespace Assimp
+{
+    // underlying structure for aiPropertyStore
+    typedef BatchLoader::PropertyMap PropertyMap;
+
+    /** Stores the LogStream objects for all active C log streams */
+    struct mpred {
+        bool operator  () (const aiLogStream& s0, const aiLogStream& s1) const  {
+            return s0.callback<s1.callback&&s0.user<s1.user;
+        }
+    };
+    typedef std::map<aiLogStream, Assimp::LogStream*, mpred> LogStreamMap;
+
+    /** Stores the LogStream objects allocated by #aiGetPredefinedLogStream */
+    typedef std::list<Assimp::LogStream*> PredefLogStreamMap;
+
+    /** Local storage of all active log streams */
+    static LogStreamMap gActiveLogStreams;
+
+    /** Local storage of LogStreams allocated by #aiGetPredefinedLogStream */
+    static PredefLogStreamMap gPredefinedStreams;
+
+    /** Error message of the last failed import process */
+    static std::string gLastErrorString;
+
+    /** Verbose logging active or not? */
+    static aiBool gVerboseLogging = false;
+
+    /** will return all registered importers. */
+    void GetImporterInstanceList(std::vector< BaseImporter* >& out);
+
+    /** will delete all registered importers. */
+    void DeleteImporterInstanceList(std::vector< BaseImporter* >& out);
+} // namespace assimp
+
+
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+/** Global mutex to manage the access to the log-stream map */
+static std::mutex gLogStreamMutex;
+#endif
+
+
+// ------------------------------------------------------------------------------------------------
+// Custom LogStream implementation for the C-API
+class LogToCallbackRedirector : public LogStream
+{
+public:
+    explicit LogToCallbackRedirector(const aiLogStream& s)
+        : stream (s)    {
+            ai_assert(NULL != s.callback);
+    }
+
+    ~LogToCallbackRedirector()  {
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+        std::lock_guard<std::mutex> lock(gLogStreamMutex);
+#endif
+        // (HACK) Check whether the 'stream.user' pointer points to a
+        // custom LogStream allocated by #aiGetPredefinedLogStream.
+        // In this case, we need to delete it, too. Of course, this
+        // might cause strange problems, but the chance is quite low.
+
+        PredefLogStreamMap::iterator it = std::find(gPredefinedStreams.begin(),
+            gPredefinedStreams.end(), (Assimp::LogStream*)stream.user);
+
+        if (it != gPredefinedStreams.end()) {
+            delete *it;
+            gPredefinedStreams.erase(it);
+        }
+    }
+
+    /** @copydoc LogStream::write */
+    void write(const char* message) {
+        stream.callback(message,stream.user);
+    }
+
+private:
+    aiLogStream stream;
+};
+
+// ------------------------------------------------------------------------------------------------
+void ReportSceneNotFoundError()
+{
+    DefaultLogger::get()->error("Unable to find the Assimp::Importer for this aiScene. "
+        "The C-API does not accept scenes produced by the C++ API and vice versa");
+
+    ai_assert(false);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads the given file and returns its content.
+const aiScene* aiImportFile( const char* pFile, unsigned int pFlags)
+{
+    return aiImportFileEx(pFile,pFlags,NULL);
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiScene* aiImportFileEx( const char* pFile, unsigned int pFlags,  aiFileIO* pFS)
+{
+    return aiImportFileExWithProperties(pFile, pFlags, pFS, NULL);
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiScene* aiImportFileExWithProperties( const char* pFile, unsigned int pFlags,
+    aiFileIO* pFS,
+    const aiPropertyStore* props)
+{
+    ai_assert(NULL != pFile);
+
+    const aiScene* scene = NULL;
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+    // create an Importer for this file
+    Assimp::Importer* imp = new Assimp::Importer();
+
+    // copy properties
+    if(props) {
+        const PropertyMap* pp = reinterpret_cast<const PropertyMap*>(props);
+        ImporterPimpl* pimpl = imp->Pimpl();
+        pimpl->mIntProperties = pp->ints;
+        pimpl->mFloatProperties = pp->floats;
+        pimpl->mStringProperties = pp->strings;
+        pimpl->mMatrixProperties = pp->matrices;
+    }
+    // setup a custom IO system if necessary
+    if (pFS)    {
+        imp->SetIOHandler( new CIOSystemWrapper (pFS) );
+    }
+
+    // and have it read the file
+    scene = imp->ReadFile( pFile, pFlags);
+
+    // if succeeded, store the importer in the scene and keep it alive
+    if( scene)  {
+        ScenePrivateData* priv = const_cast<ScenePrivateData*>( ScenePriv(scene) );
+        priv->mOrigImporter = imp;
+    }
+    else    {
+        // if failed, extract error code and destroy the import
+        gLastErrorString = imp->GetErrorString();
+        delete imp;
+    }
+
+    // return imported data. If the import failed the pointer is NULL anyways
+    ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+    return scene;
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiScene* aiImportFileFromMemory(
+    const char* pBuffer,
+    unsigned int pLength,
+    unsigned int pFlags,
+    const char* pHint)
+{
+    return aiImportFileFromMemoryWithProperties(pBuffer, pLength, pFlags, pHint, NULL);
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiScene* aiImportFileFromMemoryWithProperties(
+    const char* pBuffer,
+    unsigned int pLength,
+    unsigned int pFlags,
+    const char* pHint,
+    const aiPropertyStore* props)
+{
+    ai_assert( NULL != pBuffer );
+    ai_assert( 0 != pLength );
+
+    const aiScene* scene = NULL;
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+    // create an Importer for this file
+    Assimp::Importer* imp = new Assimp::Importer();
+
+    // copy properties
+    if(props) {
+        const PropertyMap* pp = reinterpret_cast<const PropertyMap*>(props);
+        ImporterPimpl* pimpl = imp->Pimpl();
+        pimpl->mIntProperties = pp->ints;
+        pimpl->mFloatProperties = pp->floats;
+        pimpl->mStringProperties = pp->strings;
+        pimpl->mMatrixProperties = pp->matrices;
+    }
+
+    // and have it read the file from the memory buffer
+    scene = imp->ReadFileFromMemory( pBuffer, pLength, pFlags,pHint);
+
+    // if succeeded, store the importer in the scene and keep it alive
+    if( scene)  {
+         ScenePrivateData* priv = const_cast<ScenePrivateData*>( ScenePriv(scene) );
+         priv->mOrigImporter = imp;
+    }
+    else    {
+        // if failed, extract error code and destroy the import
+        gLastErrorString = imp->GetErrorString();
+        delete imp;
+    }
+    // return imported data. If the import failed the pointer is NULL anyways
+    ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+    return scene;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Releases all resources associated with the given import process.
+void aiReleaseImport( const aiScene* pScene)
+{
+    if (!pScene) {
+        return;
+    }
+
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+    // find the importer associated with this data
+    const ScenePrivateData* priv = ScenePriv(pScene);
+    if( !priv || !priv->mOrigImporter)  {
+        delete pScene;
+    }
+    else {
+        // deleting the Importer also deletes the scene
+        // Note: the reason that this is not written as 'delete priv->mOrigImporter'
+        // is a suspected bug in gcc 4.4+ (http://gcc.gnu.org/bugzilla/show_bug.cgi?id=52339)
+        Importer* importer = priv->mOrigImporter;
+        delete importer;
+    }
+
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API const aiScene* aiApplyPostProcessing(const aiScene* pScene,
+    unsigned int pFlags)
+{
+    const aiScene* sc = NULL;
+
+
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+    // find the importer associated with this data
+    const ScenePrivateData* priv = ScenePriv(pScene);
+    if( !priv || !priv->mOrigImporter)  {
+        ReportSceneNotFoundError();
+        return NULL;
+    }
+
+    sc = priv->mOrigImporter->ApplyPostProcessing(pFlags);
+
+    if (!sc) {
+        aiReleaseImport(pScene);
+        return NULL;
+    }
+
+    ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+    return sc;
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API const aiScene *aiApplyCustomizedPostProcessing( const aiScene *scene,
+                                                           BaseProcess* process,
+                                                           bool requestValidation ) {
+    const aiScene* sc( NULL );
+
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+    // find the importer associated with this data
+    const ScenePrivateData* priv = ScenePriv( scene );
+    if ( NULL == priv || NULL == priv->mOrigImporter ) {
+        ReportSceneNotFoundError();
+        return NULL;
+    }
+
+    sc = priv->mOrigImporter->ApplyCustomizedPostProcessing( process, requestValidation );
+
+    if ( !sc ) {
+        aiReleaseImport( scene );
+        return NULL;
+    }
+
+    ASSIMP_END_EXCEPTION_REGION( const aiScene* );
+
+    return sc;
+}
+
+// ------------------------------------------------------------------------------------------------
+void CallbackToLogRedirector (const char* msg, char* dt)
+{
+    ai_assert( NULL != msg );
+    ai_assert( NULL != dt );
+    LogStream* s = (LogStream*)dt;
+
+    s->write(msg);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API aiLogStream aiGetPredefinedLogStream(aiDefaultLogStream pStream,const char* file)
+{
+    aiLogStream sout;
+
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+    LogStream* stream = LogStream::createDefaultStream(pStream,file);
+    if (!stream) {
+        sout.callback = NULL;
+        sout.user = NULL;
+    }
+    else {
+        sout.callback = &CallbackToLogRedirector;
+        sout.user = (char*)stream;
+    }
+    gPredefinedStreams.push_back(stream);
+    ASSIMP_END_EXCEPTION_REGION(aiLogStream);
+    return sout;
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiAttachLogStream( const aiLogStream* stream )
+{
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+    std::lock_guard<std::mutex> lock(gLogStreamMutex);
+#endif
+
+    LogStream* lg = new LogToCallbackRedirector(*stream);
+    gActiveLogStreams[*stream] = lg;
+
+    if (DefaultLogger::isNullLogger()) {
+        DefaultLogger::create(NULL,(gVerboseLogging == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL));
+    }
+    DefaultLogger::get()->attachStream(lg);
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API aiReturn aiDetachLogStream( const aiLogStream* stream)
+{
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+    std::lock_guard<std::mutex> lock(gLogStreamMutex);
+#endif
+    // find the log-stream associated with this data
+    LogStreamMap::iterator it = gActiveLogStreams.find( *stream);
+    // it should be there... else the user is playing fools with us
+    if( it == gActiveLogStreams.end())  {
+        return AI_FAILURE;
+    }
+    DefaultLogger::get()->detatchStream( it->second );
+    delete it->second;
+
+    gActiveLogStreams.erase( it);
+
+    if (gActiveLogStreams.empty()) {
+        DefaultLogger::kill();
+    }
+    ASSIMP_END_EXCEPTION_REGION(aiReturn);
+    return AI_SUCCESS;
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiDetachAllLogStreams(void)
+{
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+    std::lock_guard<std::mutex> lock(gLogStreamMutex);
+#endif
+    Logger *logger( DefaultLogger::get() );
+    if ( NULL == logger ) {
+        return;
+    }
+
+    for (LogStreamMap::iterator it = gActiveLogStreams.begin(); it != gActiveLogStreams.end(); ++it) {
+        logger->detatchStream( it->second );
+        delete it->second;
+    }
+    gActiveLogStreams.clear();
+    DefaultLogger::kill();
+
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiEnableVerboseLogging(aiBool d)
+{
+    if (!DefaultLogger::isNullLogger()) {
+        DefaultLogger::get()->setLogSeverity((d == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL));
+    }
+    gVerboseLogging = d;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns the error text of the last failed import process.
+const char* aiGetErrorString()
+{
+    return gLastErrorString.c_str();
+}
+
+// -----------------------------------------------------------------------------------------------
+// Return the description of a importer given its index
+const aiImporterDesc* aiGetImportFormatDescription( size_t pIndex)
+{
+    return Importer().GetImporterInfo(pIndex);
+}
+
+// -----------------------------------------------------------------------------------------------
+// Return the number of importers
+size_t aiGetImportFormatCount(void)
+{
+    return Importer().GetImporterCount();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns the error text of the last failed import process.
+aiBool aiIsExtensionSupported(const char* szExtension)
+{
+    ai_assert(NULL != szExtension);
+    aiBool candoit=AI_FALSE;
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+    // FIXME: no need to create a temporary Importer instance just for that ..
+    Assimp::Importer tmp;
+    candoit = tmp.IsExtensionSupported(std::string(szExtension)) ? AI_TRUE : AI_FALSE;
+
+    ASSIMP_END_EXCEPTION_REGION(aiBool);
+    return candoit;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get a list of all file extensions supported by ASSIMP
+void aiGetExtensionList(aiString* szOut)
+{
+    ai_assert(NULL != szOut);
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+    // FIXME: no need to create a temporary Importer instance just for that ..
+    Assimp::Importer tmp;
+    tmp.GetExtensionList(*szOut);
+
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get the memory requirements for a particular import.
+void aiGetMemoryRequirements(const C_STRUCT aiScene* pIn,
+    C_STRUCT aiMemoryInfo* in)
+{
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+
+    // find the importer associated with this data
+    const ScenePrivateData* priv = ScenePriv(pIn);
+    if( !priv || !priv->mOrigImporter)  {
+        ReportSceneNotFoundError();
+        return;
+    }
+
+    return priv->mOrigImporter->GetMemoryRequirements(*in);
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API aiPropertyStore* aiCreatePropertyStore(void)
+{
+    return reinterpret_cast<aiPropertyStore*>( new PropertyMap() );
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiReleasePropertyStore(aiPropertyStore* p)
+{
+    delete reinterpret_cast<PropertyMap*>(p);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Importer::SetPropertyInteger
+ASSIMP_API void aiSetImportPropertyInteger(aiPropertyStore* p, const char* szName, int value)
+{
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+    PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
+    SetGenericProperty<int>(pp->ints,szName,value);
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Importer::SetPropertyFloat
+ASSIMP_API void aiSetImportPropertyFloat(aiPropertyStore* p, const char* szName, ai_real value)
+{
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+    PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
+    SetGenericProperty<ai_real>(pp->floats,szName,value);
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Importer::SetPropertyString
+ASSIMP_API void aiSetImportPropertyString(aiPropertyStore* p, const char* szName,
+    const C_STRUCT aiString* st)
+{
+    if (!st) {
+        return;
+    }
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+    PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
+    SetGenericProperty<std::string>(pp->strings,szName,std::string(st->C_Str()));
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Importer::SetPropertyMatrix
+ASSIMP_API void aiSetImportPropertyMatrix(aiPropertyStore* p, const char* szName,
+    const C_STRUCT aiMatrix4x4* mat)
+{
+    if (!mat) {
+        return;
+    }
+    ASSIMP_BEGIN_EXCEPTION_REGION();
+    PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
+    SetGenericProperty<aiMatrix4x4>(pp->matrices,szName,*mat);
+    ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Rotation matrix to quaternion
+ASSIMP_API void aiCreateQuaternionFromMatrix(aiQuaternion* quat,const aiMatrix3x3* mat)
+{
+    ai_assert( NULL != quat );
+    ai_assert( NULL != mat );
+    *quat = aiQuaternion(*mat);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Matrix decomposition
+ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
+    aiQuaternion* rotation,
+    aiVector3D* position)
+{
+    ai_assert( NULL != rotation );
+    ai_assert( NULL != position );
+    ai_assert( NULL != scaling );
+    ai_assert( NULL != mat );
+    mat->Decompose(*scaling,*rotation,*position);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Matrix transpose
+ASSIMP_API void aiTransposeMatrix3(aiMatrix3x3* mat)
+{
+    ai_assert(NULL != mat);
+    mat->Transpose();
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiTransposeMatrix4(aiMatrix4x4* mat)
+{
+    ai_assert(NULL != mat);
+    mat->Transpose();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Vector transformation
+ASSIMP_API void aiTransformVecByMatrix3(aiVector3D* vec,
+    const aiMatrix3x3* mat)
+{
+    ai_assert( NULL != mat );
+    ai_assert( NULL != vec);
+    *vec *= (*mat);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiTransformVecByMatrix4(aiVector3D* vec,
+    const aiMatrix4x4* mat)
+{
+    ai_assert( NULL != mat );
+    ai_assert( NULL != vec );
+
+    *vec *= (*mat);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Matrix multiplication
+ASSIMP_API void aiMultiplyMatrix4(
+    aiMatrix4x4* dst,
+    const aiMatrix4x4* src)
+{
+    ai_assert( NULL != dst );
+    ai_assert( NULL != src );
+    *dst = (*dst) * (*src);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiMultiplyMatrix3(
+    aiMatrix3x3* dst,
+    const aiMatrix3x3* src)
+{
+    ai_assert( NULL != dst );
+    ai_assert( NULL != src );
+    *dst = (*dst) * (*src);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Matrix identity
+ASSIMP_API void aiIdentityMatrix3(
+    aiMatrix3x3* mat)
+{
+    ai_assert(NULL != mat);
+    *mat = aiMatrix3x3();
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiIdentityMatrix4(
+    aiMatrix4x4* mat)
+{
+    ai_assert(NULL != mat);
+    *mat = aiMatrix4x4();
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API C_STRUCT const aiImporterDesc* aiGetImporterDesc( const char *extension ) {
+    if( NULL == extension ) {
+        return NULL;
+    }
+    const aiImporterDesc *desc( NULL );
+    std::vector< BaseImporter* > out;
+    GetImporterInstanceList( out );
+    for( size_t i = 0; i < out.size(); ++i ) {
+        if( 0 == strncmp( out[ i ]->GetInfo()->mFileExtensions, extension, strlen( extension ) ) ) {
+            desc = out[ i ]->GetInfo();
+            break;
+        }
+    }
+
+    DeleteImporterInstanceList(out);
+
+    return desc;
+}
+
+// ------------------------------------------------------------------------------------------------

+ 154 - 129
code/AssimpCExport.cpp

@@ -1,129 +1,154 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 AssimpCExport.cpp
-Assimp C export interface. See Exporter.cpp for some notes.
-*/
-
-#include "AssimpPCH.h"
-
-#ifndef ASSIMP_BUILD_NO_EXPORT
-#include "CInterfaceIOWrapper.h" 
-#include "SceneCombiner.h"
-
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API size_t aiGetExportFormatCount(void)
-{
-	return Exporter().GetExportFormatCount();
-}
-
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API const aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex)
-{
-	// Note: this is valid as the index always pertains to a builtin exporter,
-	// for which the returned structure is guaranteed to be of static storage duration.
-	return Exporter().GetExportFormatDescription(pIndex);
-}
-
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiCopyScene(const aiScene* pIn, aiScene** pOut)
-{
-	if (!pOut || !pIn) {
-		return;
-	}
-
-	SceneCombiner::CopyScene(pOut,pIn,true);
-	ScenePriv(*pOut)->mIsCopy = true;
-}
-
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn)
-{
-	// note: aiReleaseImport() is also able to delete scene copies, but in addition
-	// it also handles scenes with import metadata.
-	delete pIn;
-}
-
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API aiReturn aiExportScene( const aiScene* pScene, const char* pFormatId, const char* pFileName, unsigned int pPreprocessing )
-{
-	return ::aiExportSceneEx(pScene,pFormatId,pFileName,NULL,pPreprocessing);
-}
-
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API aiReturn aiExportSceneEx( const aiScene* pScene, const char* pFormatId, const char* pFileName, aiFileIO* pIO, unsigned int pPreprocessing )
-{
-	Exporter exp;
-
-	if (pIO) {
-		exp.SetIOHandler(new CIOSystemWrapper(pIO));
-	}
-	return exp.Export(pScene,pFormatId,pFileName,pPreprocessing);
-}
-
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing  )
-{
-	Exporter exp;
-	if (!exp.ExportToBlob(pScene,pFormatId,pPreprocessing)) {
-		return NULL;
-	}
-	const aiExportDataBlob* blob = exp.GetOrphanedBlob();
-	ai_assert(blob);
-
-	return blob;
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API C_STRUCT void aiReleaseExportBlob( const aiExportDataBlob* pData )
-{
-	delete pData;
-}
-
-#endif // !ASSIMP_BUILD_NO_EXPORT
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 AssimpCExport.cpp
+Assimp C export interface. See Exporter.cpp for some notes.
+*/
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#include "CInterfaceIOWrapper.h"
+#include "SceneCombiner.h"
+#include "ScenePrivate.h"
+#include <assimp/Exporter.hpp>
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API size_t aiGetExportFormatCount(void)
+{
+    return Exporter().GetExportFormatCount();
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API const aiExportFormatDesc* aiGetExportFormatDescription( size_t index)
+{
+    // Note: this is valid as the index always pertains to a built-in exporter,
+    // for which the returned structure is guaranteed to be of static storage duration.
+    Exporter exporter;
+    const aiExportFormatDesc* orig( exporter.GetExportFormatDescription( index ) );
+    if (NULL == orig) {
+        return NULL;
+    }
+
+    aiExportFormatDesc *desc = new aiExportFormatDesc;
+    desc->description = new char[ strlen( orig->description ) + 1 ]();
+    ::strncpy( (char*) desc->description, orig->description, strlen( orig->description ) );
+    desc->fileExtension = new char[ strlen( orig->fileExtension ) + 1 ]();
+    ::strncpy( ( char* ) desc->fileExtension, orig->fileExtension, strlen( orig->fileExtension ) );
+    desc->id = new char[ strlen( orig->id ) + 1 ]();
+    ::strncpy( ( char* ) desc->id, orig->id, strlen( orig->id ) );
+
+    return desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiReleaseExportFormatDescription( const aiExportFormatDesc *desc ) {
+    if (NULL == desc) {
+        return;
+    }
+
+    delete [] desc->description;
+    delete [] desc->fileExtension;
+    delete [] desc->id;
+    delete desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiCopyScene(const aiScene* pIn, aiScene** pOut)
+{
+    if (!pOut || !pIn) {
+        return;
+    }
+
+    SceneCombiner::CopyScene(pOut,pIn,true);
+    ScenePriv(*pOut)->mIsCopy = true;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiFreeScene(const C_STRUCT aiScene* pIn)
+{
+    // note: aiReleaseImport() is also able to delete scene copies, but in addition
+    // it also handles scenes with import metadata.
+    delete pIn;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API aiReturn aiExportScene( const aiScene* pScene, const char* pFormatId, const char* pFileName, unsigned int pPreprocessing )
+{
+    return ::aiExportSceneEx(pScene,pFormatId,pFileName,NULL,pPreprocessing);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API aiReturn aiExportSceneEx( const aiScene* pScene, const char* pFormatId, const char* pFileName, aiFileIO* pIO, unsigned int pPreprocessing )
+{
+    Exporter exp;
+
+    if (pIO) {
+        exp.SetIOHandler(new CIOSystemWrapper(pIO));
+    }
+    return exp.Export(pScene,pFormatId,pFileName,pPreprocessing);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing  )
+{
+    Exporter exp;
+    if (!exp.ExportToBlob(pScene,pFormatId,pPreprocessing)) {
+        return NULL;
+    }
+    const aiExportDataBlob* blob = exp.GetOrphanedBlob();
+    ai_assert(blob);
+
+    return blob;
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API C_STRUCT void aiReleaseExportBlob( const aiExportDataBlob* pData )
+{
+    delete pData;
+}
+
+#endif // !ASSIMP_BUILD_NO_EXPORT

+ 0 - 135
code/AssimpPCH.cpp

@@ -1,135 +0,0 @@
-
-// Actually just a dummy, used by the compiler to build the precompiled header.
-
-#include "AssimpPCH.h"
-#include "./../include/assimp/version.h"
-
-static const unsigned int MajorVersion = 3;
-static const unsigned int MinorVersion = 1;
-
-// --------------------------------------------------------------------------------
-// Legal information string - dont't remove this.
-static const char* LEGAL_INFORMATION =
-
-"Open Asset Import Library (Assimp).\n"
-"A free C/C++ library to import various 3D file formats into applications\n\n"
-
-"(c) 2008-2010, assimp team\n"
-"License under the terms and conditions of the 3-clause BSD license\n"
-"http://assimp.sourceforge.net\n"
-;
-
-// ------------------------------------------------------------------------------------------------
-// Get legal string
-ASSIMP_API const char*  aiGetLegalString  ()	{
-	return LEGAL_INFORMATION;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get Assimp minor version
-ASSIMP_API unsigned int aiGetVersionMinor ()	{
-    return MinorVersion;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get Assimp major version
-ASSIMP_API unsigned int aiGetVersionMajor ()	{
-    return MajorVersion;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get flags used for compilation
-ASSIMP_API unsigned int aiGetCompileFlags ()	{
-
-	unsigned int flags = 0;
-
-#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
-	flags |= ASSIMP_CFLAGS_NOBOOST;
-#endif
-#ifdef ASSIMP_BUILD_SINGLETHREADED
-	flags |= ASSIMP_CFLAGS_SINGLETHREADED;
-#endif
-#ifdef ASSIMP_BUILD_DEBUG
-	flags |= ASSIMP_CFLAGS_DEBUG;
-#endif
-#ifdef ASSIMP_BUILD_DLL_EXPORT
-	flags |= ASSIMP_CFLAGS_SHARED;
-#endif
-#ifdef _STLPORT_VERSION
-	flags |= ASSIMP_CFLAGS_STLPORT;
-#endif
-
-	return flags;
-}
-
-// include current build revision, which is even updated from time to time -- :-)
-#include "revision.h"
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API unsigned int aiGetVersionRevision ()
-{
-    return GitVersion;
-}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API aiScene::aiScene()
-	: mFlags(0)
-	, mRootNode(NULL)
-	, mNumMeshes(0)
-	, mMeshes(NULL)
-	, mNumMaterials(0)
-	, mMaterials(NULL)
-	, mNumAnimations(0)
-	, mAnimations(NULL)
-	, mNumTextures(0)
-	, mTextures(NULL)
-	, mNumLights(0)
-	, mLights(NULL)
-	, mNumCameras(0)
-	, mCameras(NULL)
-	, mPrivate(new Assimp::ScenePrivateData())
-	{
-	}
-
-// ------------------------------------------------------------------------------------------------
-ASSIMP_API aiScene::~aiScene()
-{
-	// delete all sub-objects recursively
-	delete mRootNode;
-
-	// To make sure we won't crash if the data is invalid it's
-	// much better to check whether both mNumXXX and mXXX are
-	// valid instead of relying on just one of them.
-	if (mNumMeshes && mMeshes) 
-		for( unsigned int a = 0; a < mNumMeshes; a++)
-			delete mMeshes[a];
-	delete [] mMeshes;
-
-	if (mNumMaterials && mMaterials) 
-		for( unsigned int a = 0; a < mNumMaterials; a++)
-			delete mMaterials[a];
-	delete [] mMaterials;
-
-	if (mNumAnimations && mAnimations) 
-		for( unsigned int a = 0; a < mNumAnimations; a++)
-			delete mAnimations[a];
-	delete [] mAnimations;
-
-	if (mNumTextures && mTextures) 
-		for( unsigned int a = 0; a < mNumTextures; a++)
-			delete mTextures[a];
-	delete [] mTextures;
-
-	if (mNumLights && mLights) 
-		for( unsigned int a = 0; a < mNumLights; a++)
-			delete mLights[a];
-	delete [] mLights;
-
-	if (mNumCameras && mCameras) 
-		for( unsigned int a = 0; a < mNumCameras; a++)
-			delete mCameras[a];
-	delete [] mCameras;
-
-	delete static_cast<Assimp::ScenePrivateData*>( mPrivate );
-}
-

+ 0 - 162
code/AssimpPCH.h

@@ -1,162 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 AssimpPCH.h
- *  PCH master include. Every unit in Assimp has to include it.
- */
-
-#ifndef ASSIMP_PCH_INCLUDED
-#define ASSIMP_PCH_INCLUDED
-#define ASSIMP_INTERNAL_BUILD
-
-// ----------------------------------------------------------------------------------------
-/* General compile config taken from defs.h. It is important that the user compiles
- * using exactly the same settings in defs.h. Settings in AssimpPCH.h may differ,
- * they won't affect the public API.
- */
-#include "../include/assimp/defs.h"
-
-// Include our stdint.h replacement header for MSVC, take the global header for gcc/mingw
-#if defined( _MSC_VER) && (_MSC_VER < 1600)
-#	include "../include/assimp/Compiler/pstdint.h"
-#else
-#	include <stdint.h>
-#endif
-
-/* Undefine the min/max macros defined by some platform headers (namely Windows.h) to 
- * avoid obvious conflicts with std::min() and std::max(). 
- */
-#undef min
-#undef max
-
-/* Concatenate two tokens after evaluating them
- */
-#define _AI_CONCAT(a,b)  a ## b
-#define  AI_CONCAT(a,b)  _AI_CONCAT(a,b)
-
-/* Helper macro to set a pointer to NULL in debug builds
- */
-#if (defined ASSIMP_BUILD_DEBUG)
-#	define AI_DEBUG_INVALIDATE_PTR(x) x = NULL;
-#else
-#	define AI_DEBUG_INVALIDATE_PTR(x)
-#endif
-
-/* Beginning with MSVC8 some C string manipulation functions are mapped to their _safe_
- * counterparts (e.g. _itoa_s). This avoids a lot of trouble with deprecation warnings.
- */
-#if _MSC_VER >= 1400 && !(defined _CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES)
-#	define _CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES 1
-#endif
-
-/* size_t to unsigned int, possible loss of data. The compiler is right with his warning
- * but this loss of data won't be a problem for us. So shut up, little boy.
- */
-#ifdef _MSC_VER
-#	pragma warning (disable : 4267)
-#endif
-
-// ----------------------------------------------------------------------------------------
-/* Actually that's not required for MSVC. It is included somewhere in the deeper parts of
- * the MSVC STL but it's necessary for proper build with STLport.
- */
-#include <ctype.h>
-
-// Runtime/STL headers
-#include <vector>
-#include <list>
-#include <map>
-#include <set>
-#include <string>
-#include <sstream>
-#include <iomanip>
-#include <cassert>
-#include <stack>
-#include <queue>
-#include <iostream>
-#include <algorithm>
-#include <numeric>
-#include <new>
-#include <cstdio>
-#include <limits.h>
-#include <memory>
-
-// Boost headers
-#include <boost/pointer_cast.hpp>
-#include <boost/scoped_ptr.hpp>
-#include <boost/scoped_array.hpp>
-#include <boost/shared_ptr.hpp>
-#include <boost/shared_array.hpp>
-#include <boost/make_shared.hpp>
-#include <boost/format.hpp>
-#include <boost/foreach.hpp>
-#include <boost/static_assert.hpp>
-#include <boost/lexical_cast.hpp>
-
-// Public ASSIMP headers
-#include "../include/assimp/DefaultLogger.hpp"
-#include "../include/assimp/IOStream.hpp"
-#include "../include/assimp/IOSystem.hpp"
-#include "../include/assimp/scene.h"
-#include "../include/assimp/importerdesc.h"
-#include "../include/assimp/postprocess.h"
-#include "../include/assimp/Importer.hpp"
-#include "../include/assimp/Exporter.hpp"
-
-// Internal utility headers
-#include "BaseImporter.h"
-#include "StringComparison.h"
-#include "StreamReader.h"
-#include "qnan.h"
-#include "ScenePrivate.h" 
-
-
-// We need those constants, workaround for any platforms where nobody defined them yet
-#if (!defined SIZE_MAX)
-#	define SIZE_MAX (~((size_t)0))
-#endif
-
-#if (!defined UINT_MAX)
-#	define UINT_MAX (~((unsigned int)0))
-#endif
-
-
-#endif // !! ASSIMP_PCH_INCLUDED

+ 563 - 554
code/AssxmlExporter.cpp

@@ -2,11 +2,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
@@ -41,111 +41,119 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *  ASSXML exporter main code
  */
 #include <stdarg.h>
-#include "AssimpPCH.h"
 #include "./../include/assimp/version.h"
 #include "ProcessHelper.h"
+#include <assimp/IOStream.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
 
 #ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#	include <zlib.h>
+#   include <zlib.h>
 #else
-#	include "../contrib/zlib/zlib.h"
+#   include <contrib/zlib/zlib.h>
 #endif
 
 #include <time.h>
+#include <stdio.h>
 
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
 
 using namespace Assimp;
 
-namespace Assimp	{
+namespace Assimp    {
 
-namespace AssxmlExport	{
+namespace AssxmlExport  {
 
-int ioprintf( IOStream * io, const char * format, ... )
-{
-	char sz[4096];
-	va_list va;
-	va_start( va, format );
-	int nSize = vsnprintf( sz, 4096, format, va );
-  ai_assert( nSize < 4096 );
-	va_end( va );
-
-	io->Write( sz, sizeof(char), nSize );
-
-	return nSize;
+// -----------------------------------------------------------------------------------
+static int ioprintf( IOStream * io, const char *format, ... ) {
+	using namespace std;
+    if ( nullptr == io ) {
+        return -1;
+    }
+
+    static const int Size = 4096;
+    char sz[ Size ];
+    ::memset( sz, '\0', Size );
+    va_list va;
+    va_start( va, format );
+    const unsigned int nSize = vsnprintf( sz, Size-1, format, va );
+    ai_assert( nSize < Size );
+    va_end( va );
+
+    io->Write( sz, sizeof(char), nSize );
+
+    return nSize;
 }
 
 // -----------------------------------------------------------------------------------
 // Convert a name to standard XML format
-void ConvertName(aiString& out, const aiString& in)
-{
-	out.length = 0;
-	for (unsigned int i = 0; i < in.length; ++i)  {
-		switch (in.data[i]) {
-			case '<':
-				out.Append("&lt;");break;
-			case '>':
-				out.Append("&gt;");break;
-			case '&':
-				out.Append("&amp;");break;
-			case '\"':
-				out.Append("&quot;");break;
-			case '\'':
-				out.Append("&apos;");break;
-			default:
-				out.data[out.length++] = in.data[i];
-		}
-	}
-	out.data[out.length] = 0;
+static void ConvertName(aiString& out, const aiString& in) {
+    out.length = 0;
+    for (unsigned int i = 0; i < in.length; ++i)  {
+        switch (in.data[i]) {
+            case '<':
+                out.Append("&lt;");break;
+            case '>':
+                out.Append("&gt;");break;
+            case '&':
+                out.Append("&amp;");break;
+            case '\"':
+                out.Append("&quot;");break;
+            case '\'':
+                out.Append("&apos;");break;
+            default:
+                out.data[out.length++] = in.data[i];
+        }
+    }
+    out.data[out.length] = 0;
 }
 
 // -----------------------------------------------------------------------------------
 // Write a single node as text dump
-void WriteNode(const aiNode* node, IOStream * io, unsigned int depth)
-{
-	char prefix[512];
-	for (unsigned int i = 0; i < depth;++i)
-		prefix[i] = '\t';
-	prefix[depth] = '\0';
-
-	const aiMatrix4x4& m = node->mTransformation;
-
-	aiString name;
-	ConvertName(name,node->mName);
-	ioprintf(io,"%s<Node name=\"%s\"> \n"
-		"%s\t<Matrix4> \n"
-		"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-		"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-		"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-		"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-		"%s\t</Matrix4> \n",
-		prefix,name.data,prefix,
-		prefix,m.a1,m.a2,m.a3,m.a4,
-		prefix,m.b1,m.b2,m.b3,m.b4,
-		prefix,m.c1,m.c2,m.c3,m.c4,
-		prefix,m.d1,m.d2,m.d3,m.d4,prefix);
-
-	if (node->mNumMeshes) {
-		ioprintf(io, "%s\t<MeshRefs num=\"%i\">\n%s\t",
-			prefix,node->mNumMeshes,prefix);
-
-		for (unsigned int i = 0; i < node->mNumMeshes;++i) {
-			ioprintf(io,"%i ",node->mMeshes[i]);
-		}
-		ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
-	}
-
-	if (node->mNumChildren) {
-		ioprintf(io,"%s\t<NodeList num=\"%i\">\n",
-			prefix,node->mNumChildren);
-
-		for (unsigned int i = 0; i < node->mNumChildren;++i) {
-			WriteNode(node->mChildren[i],io,depth+2);
-		}
-		ioprintf(io,"%s\t</NodeList>\n",prefix);
-	}
-	ioprintf(io,"%s</Node>\n",prefix);
+static void WriteNode(const aiNode* node, IOStream * io, unsigned int depth) {
+    char prefix[512];
+    for (unsigned int i = 0; i < depth;++i)
+        prefix[i] = '\t';
+    prefix[depth] = '\0';
+
+    const aiMatrix4x4& m = node->mTransformation;
+
+    aiString name;
+    ConvertName(name,node->mName);
+    ioprintf(io,"%s<Node name=\"%s\"> \n"
+        "%s\t<Matrix4> \n"
+        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
+        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
+        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
+        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
+        "%s\t</Matrix4> \n",
+        prefix,name.data,prefix,
+        prefix,m.a1,m.a2,m.a3,m.a4,
+        prefix,m.b1,m.b2,m.b3,m.b4,
+        prefix,m.c1,m.c2,m.c3,m.c4,
+        prefix,m.d1,m.d2,m.d3,m.d4,prefix);
+
+    if (node->mNumMeshes) {
+        ioprintf(io, "%s\t<MeshRefs num=\"%i\">\n%s\t",
+            prefix,node->mNumMeshes,prefix);
+
+        for (unsigned int i = 0; i < node->mNumMeshes;++i) {
+            ioprintf(io,"%i ",node->mMeshes[i]);
+        }
+        ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
+    }
+
+    if (node->mNumChildren) {
+        ioprintf(io,"%s\t<NodeList num=\"%i\">\n",
+            prefix,node->mNumChildren);
+
+        for (unsigned int i = 0; i < node->mNumChildren;++i) {
+            WriteNode(node->mChildren[i],io,depth+2);
+        }
+        ioprintf(io,"%s\t</NodeList>\n",prefix);
+    }
+    ioprintf(io,"%s</Node>\n",prefix);
 }
 
 
@@ -153,483 +161,484 @@ void WriteNode(const aiNode* node, IOStream * io, unsigned int depth)
 // Some chuncks of text will need to be encoded for XML
 // http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
 static std::string encodeXML(const std::string& data) {
-		std::string buffer;
-		buffer.reserve(data.size());
-		for(size_t pos = 0; pos != data.size(); ++pos) {
-				switch(data[pos]) {
-						case '&':  buffer.append("&amp;");				break;
-						case '\"': buffer.append("&quot;");				break;
-						case '\'': buffer.append("&apos;");				break;
-						case '<':  buffer.append("&lt;");					break;
-						case '>':  buffer.append("&gt;");					break;
-						default:   buffer.append(&data[pos], 1);	break;
-				}
-		}
-		return buffer;
+    std::string buffer;
+    buffer.reserve(data.size());
+    for(size_t pos = 0; pos != data.size(); ++pos) {
+            switch(data[pos]) {
+                    case '&':  buffer.append("&amp;");              break;
+                    case '\"': buffer.append("&quot;");             break;
+                    case '\'': buffer.append("&apos;");             break;
+                    case '<':  buffer.append("&lt;");                   break;
+                    case '>':  buffer.append("&gt;");                   break;
+                    default:   buffer.append(&data[pos], 1);    break;
+            }
+    }
+    return buffer;
 }
 
-
-
 // -----------------------------------------------------------------------------------
 // Write a text model dump
-void WriteDump(const aiScene* scene, IOStream* io, bool shortened)
-{
-	time_t tt = ::time(NULL);
-	tm* p     = ::gmtime(&tt);
-
-	aiString name;
-
-	// write header
-	ioprintf(io,
-		"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
-		"<ASSIMP format_id=\"1\">\n\n"
-
-		"<!-- XML Model dump produced by assimp dump\n"
-		"  Library version: %i.%i.%i\n"
-		"  %s\n"
-		"-->"
-		" \n\n"
-		"<Scene flags=\"%i\" postprocessing=\"%i\">\n",
-		
-		aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),asctime(p),
-		scene->mFlags,
-		0 /*globalImporter->GetEffectivePostProcessing()*/);
-
-	// write the node graph
-	WriteNode(scene->mRootNode, io, 0);
+static
+void WriteDump(const aiScene* scene, IOStream* io, bool shortened) {
+    time_t tt = ::time( NULL );
+    tm* p     = ::gmtime( &tt );
+    ai_assert( nullptr != p );
+
+    // write header
+    std::string header(
+        "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
+        "<ASSIMP format_id=\"1\">\n\n"
+        "<!-- XML Model dump produced by assimp dump\n"
+        "  Library version: %i.%i.%i\n"
+        "  %s\n"
+        "-->"
+        " \n\n"
+        "<Scene flags=\"%d\" postprocessing=\"%i\">\n"
+    );
+
+    const unsigned int majorVersion( aiGetVersionMajor() );
+    const unsigned int minorVersion( aiGetVersionMinor() );
+    const unsigned int rev( aiGetVersionRevision() );
+    const char *curtime( asctime( p ) );
+    ioprintf( io, header.c_str(), majorVersion, minorVersion, rev, curtime, scene->mFlags, 0 );
+
+    // write the node graph
+    WriteNode(scene->mRootNode, io, 0);
 
 #if 0
-		// write cameras
-	for (unsigned int i = 0; i < scene->mNumCameras;++i) {
-		aiCamera* cam  = scene->mCameras[i];
-		ConvertName(name,cam->mName);
-
-		// camera header
-		ioprintf(io,"\t<Camera parent=\"%s\">\n"
-			"\t\t<Vector3 name=\"up\"        > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Float   name=\"fov\"       > %f </Float>\n"
-			"\t\t<Float   name=\"aspect\"    > %f </Float>\n"
-			"\t\t<Float   name=\"near_clip\" > %f </Float>\n"
-			"\t\t<Float   name=\"far_clip\"  > %f </Float>\n"
-			"\t</Camera>\n",
-			name.data,
-			cam->mUp.x,cam->mUp.y,cam->mUp.z,
-			cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
-			cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
-			cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
-	}
-
-	// write lights
-	for (unsigned int i = 0; i < scene->mNumLights;++i) {
-		aiLight* l  = scene->mLights[i];
-		ConvertName(name,l->mName);
-
-		// light header
-		ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n"
-			"\t\t<Vector3 name=\"diffuse\"   > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Vector3 name=\"specular\"  > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Vector3 name=\"ambient\"   > %0 8f %0 8f %0 8f </Vector3>\n",
-			name.data,
-			(l->mType == aiLightSource_DIRECTIONAL ? "directional" :
-			(l->mType == aiLightSource_POINT ? "point" : "spot" )),
-			l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
-			l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
-			l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
-
-		if (l->mType != aiLightSource_DIRECTIONAL) {
-			ioprintf(io,
-				"\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
-				"\t\t<Float   name=\"atten_cst\" > %f </Float>\n"
-				"\t\t<Float   name=\"atten_lin\" > %f </Float>\n"
-				"\t\t<Float   name=\"atten_sqr\" > %f </Float>\n",
-				l->mPosition.x,l->mPosition.y,l->mPosition.z,
-				l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
-		}
-
-		if (l->mType != aiLightSource_POINT) {
-			ioprintf(io,
-				"\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n",
-				l->mDirection.x,l->mDirection.y,l->mDirection.z);
-		}
-
-		if (l->mType == aiLightSource_SPOT) {
-			ioprintf(io,
-				"\t\t<Float   name=\"cone_out\" > %f </Float>\n"
-				"\t\t<Float   name=\"cone_inn\" > %f </Float>\n",
-				l->mAngleOuterCone,l->mAngleInnerCone);
-		}
-		ioprintf(io,"\t</Light>\n");
-	}
+        // write cameras
+    for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+        aiCamera* cam  = scene->mCameras[i];
+        ConvertName(name,cam->mName);
+
+        // camera header
+        ioprintf(io,"\t<Camera parent=\"%s\">\n"
+            "\t\t<Vector3 name=\"up\"        > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Float   name=\"fov\"       > %f </Float>\n"
+            "\t\t<Float   name=\"aspect\"    > %f </Float>\n"
+            "\t\t<Float   name=\"near_clip\" > %f </Float>\n"
+            "\t\t<Float   name=\"far_clip\"  > %f </Float>\n"
+            "\t</Camera>\n",
+            name.data,
+            cam->mUp.x,cam->mUp.y,cam->mUp.z,
+            cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
+            cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
+            cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
+    }
+
+    // write lights
+    for (unsigned int i = 0; i < scene->mNumLights;++i) {
+        aiLight* l  = scene->mLights[i];
+        ConvertName(name,l->mName);
+
+        // light header
+        ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n"
+            "\t\t<Vector3 name=\"diffuse\"   > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Vector3 name=\"specular\"  > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Vector3 name=\"ambient\"   > %0 8f %0 8f %0 8f </Vector3>\n",
+            name.data,
+            (l->mType == aiLightSource_DIRECTIONAL ? "directional" :
+            (l->mType == aiLightSource_POINT ? "point" : "spot" )),
+            l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
+            l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
+            l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
+
+        if (l->mType != aiLightSource_DIRECTIONAL) {
+            ioprintf(io,
+                "\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
+                "\t\t<Float   name=\"atten_cst\" > %f </Float>\n"
+                "\t\t<Float   name=\"atten_lin\" > %f </Float>\n"
+                "\t\t<Float   name=\"atten_sqr\" > %f </Float>\n",
+                l->mPosition.x,l->mPosition.y,l->mPosition.z,
+                l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
+        }
+
+        if (l->mType != aiLightSource_POINT) {
+            ioprintf(io,
+                "\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n",
+                l->mDirection.x,l->mDirection.y,l->mDirection.z);
+        }
+
+        if (l->mType == aiLightSource_SPOT) {
+            ioprintf(io,
+                "\t\t<Float   name=\"cone_out\" > %f </Float>\n"
+                "\t\t<Float   name=\"cone_inn\" > %f </Float>\n",
+                l->mAngleOuterCone,l->mAngleInnerCone);
+        }
+        ioprintf(io,"\t</Light>\n");
+    }
 #endif
-
-	// write textures
-	if (scene->mNumTextures) {
-		ioprintf(io,"<TextureList num=\"%i\">\n",scene->mNumTextures);
-		for (unsigned int i = 0; i < scene->mNumTextures;++i) {
-			aiTexture* tex  = scene->mTextures[i];
-			bool compressed = (tex->mHeight == 0);
-
-			// mesh header
-			ioprintf(io,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
-				(compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
-				(compressed ? "true" : "false"));
-
-			if (compressed) {
-				ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth);
-
-				if (!shortened) {
-					for (unsigned int n = 0; n < tex->mWidth;++n) {
-						ioprintf(io,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
-						if (n && !(n % 50)) {
-							ioprintf(io,"\n");
-						}
-					}
-				}
-			}
-			else if (!shortened){
-				ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth*tex->mHeight*4);
-
-				// const unsigned int width = (unsigned int)log10((double)std::max(tex->mHeight,tex->mWidth))+1;
-				for (unsigned int y = 0; y < tex->mHeight;++y) {
-					for (unsigned int x = 0; x < tex->mWidth;++x) {
-						aiTexel* tx = tex->pcData + y*tex->mWidth+x;
-						unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
-						ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
-
-						// group by four for readibility
-						if (0 == (x+y*tex->mWidth) % 4)
-							ioprintf(io,"\n");
-					}
-				}
-			}
-			ioprintf(io,"\t\t</Data>\n\t</Texture>\n");
-		}
-		ioprintf(io,"</TextureList>\n");
-	}
-
-	// write materials
-	if (scene->mNumMaterials) {
-		ioprintf(io,"<MaterialList num=\"%i\">\n",scene->mNumMaterials);
-		for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
-			const aiMaterial* mat = scene->mMaterials[i];
-
-			ioprintf(io,"\t<Material>\n");
-			ioprintf(io,"\t\t<MatPropertyList  num=\"%i\">\n",mat->mNumProperties);
-			for (unsigned int n = 0; n < mat->mNumProperties;++n) {
-
-				const aiMaterialProperty* prop = mat->mProperties[n];
-				const char* sz = "";
-				if (prop->mType == aiPTI_Float) {
-					sz = "float";
-				}
-				else if (prop->mType == aiPTI_Integer) {
-					sz = "integer";
-				}
-				else if (prop->mType == aiPTI_String) {
-					sz = "string";
-				}
-				else if (prop->mType == aiPTI_Buffer) {
-					sz = "binary_buffer";
-				}
-
-				ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%i\"",
-					prop->mKey.data, sz,
-					::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
-
-				if (prop->mType == aiPTI_Float) {
-					ioprintf(io," size=\"%i\">\n\t\t\t\t",
-						static_cast<int>(prop->mDataLength/sizeof(float)));
-
-					for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
-						ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float))));
-					}
-				}
-				else if (prop->mType == aiPTI_Integer) {
-					ioprintf(io," size=\"%i\">\n\t\t\t\t",
-						static_cast<int>(prop->mDataLength/sizeof(int)));
-
-					for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
-						ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int))));
-					}
-				}
-				else if (prop->mType == aiPTI_Buffer) {
-					ioprintf(io," size=\"%i\">\n\t\t\t\t",
-						static_cast<int>(prop->mDataLength));
-
-					for (unsigned int p = 0; p < prop->mDataLength;++p) {
-						ioprintf(io,"%2x ",prop->mData[p]);
-						if (p && 0 == p%30) {
-							ioprintf(io,"\n\t\t\t\t");
-						}
-					}
-				}
-				else if (prop->mType == aiPTI_String) {
-					ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
-				}
-				ioprintf(io,"\n\t\t\t</MatProperty>\n");
-			}
-			ioprintf(io,"\t\t</MatPropertyList>\n");
-			ioprintf(io,"\t</Material>\n");
-		}
-		ioprintf(io,"</MaterialList>\n");
-	}
-
-	// write animations
-	if (scene->mNumAnimations) {
-		ioprintf(io,"<AnimationList num=\"%i\">\n",scene->mNumAnimations);
-		for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
-			aiAnimation* anim = scene->mAnimations[i];
-
-			// anim header
-			ConvertName(name,anim->mName);
-			ioprintf(io,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
-				name.data, anim->mDuration, anim->mTicksPerSecond);
-
-			// write bone animation channels
-			if (anim->mNumChannels) {
-				ioprintf(io,"\t\t<NodeAnimList num=\"%i\">\n",anim->mNumChannels);
-				for (unsigned int n = 0; n < anim->mNumChannels;++n) {
-					aiNodeAnim* nd = anim->mChannels[n];
-
-					// node anim header
-					ConvertName(name,nd->mNodeName);
-					ioprintf(io,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
-
-					if (!shortened) {
-						// write position keys
-						if (nd->mNumPositionKeys) {
-							ioprintf(io,"\t\t\t\t<PositionKeyList num=\"%i\">\n",nd->mNumPositionKeys);
-							for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
-								aiVectorKey* vc = nd->mPositionKeys+a;
-								ioprintf(io,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
-									"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
-									vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
-							}
-							ioprintf(io,"\t\t\t\t</PositionKeyList>\n");
-						}
-
-						// write scaling keys
-						if (nd->mNumScalingKeys) {
-							ioprintf(io,"\t\t\t\t<ScalingKeyList num=\"%i\">\n",nd->mNumScalingKeys);
-							for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
-								aiVectorKey* vc = nd->mScalingKeys+a;
-								ioprintf(io,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
-									"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
-									vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
-							}
-							ioprintf(io,"\t\t\t\t</ScalingKeyList>\n");
-						}
-
-						// write rotation keys
-						if (nd->mNumRotationKeys) {
-							ioprintf(io,"\t\t\t\t<RotationKeyList num=\"%i\">\n",nd->mNumRotationKeys);
-							for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
-								aiQuatKey* vc = nd->mRotationKeys+a;
-								ioprintf(io,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
-									"\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
-									vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
-							}
-							ioprintf(io,"\t\t\t\t</RotationKeyList>\n");
-						}
-					}
-					ioprintf(io,"\t\t\t</NodeAnim>\n");
-				}
-				ioprintf(io,"\t\t</NodeAnimList>\n");
-			}
-			ioprintf(io,"\t</Animation>\n");
-		}
-		ioprintf(io,"</AnimationList>\n");
-	}
-
-	// write meshes
-	if (scene->mNumMeshes) {
-		ioprintf(io,"<MeshList num=\"%i\">\n",scene->mNumMeshes);
-		for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
-			aiMesh* mesh = scene->mMeshes[i];
-			// const unsigned int width = (unsigned int)log10((double)mesh->mNumVertices)+1;
-
-			// mesh header
-			ioprintf(io,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%i\">\n",
-				(mesh->mPrimitiveTypes & aiPrimitiveType_POINT    ? "points"    : ""),
-				(mesh->mPrimitiveTypes & aiPrimitiveType_LINE     ? "lines"     : ""),
-				(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
-				(mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON  ? "polygons"  : ""),
-				mesh->mMaterialIndex);
-
-			// bones
-			if (mesh->mNumBones) {
-				ioprintf(io,"\t\t<BoneList num=\"%i\">\n",mesh->mNumBones);
-
-				for (unsigned int n = 0; n < mesh->mNumBones;++n) {
-					aiBone* bone = mesh->mBones[n];
-
-					ConvertName(name,bone->mName);
-					// bone header
-					ioprintf(io,"\t\t\t<Bone name=\"%s\">\n"
-						"\t\t\t\t<Matrix4> \n"
-						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-						"\t\t\t\t</Matrix4> \n",
-						name.data,
-						bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
-						bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
-						bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
-						bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
-
-					if (!shortened && bone->mNumWeights) {
-						ioprintf(io,"\t\t\t\t<WeightList num=\"%i\">\n",bone->mNumWeights);
-
-						// bone weights
-						for (unsigned int a = 0; a < bone->mNumWeights;++a) {
-							aiVertexWeight* wght = bone->mWeights+a;
-
-							ioprintf(io,"\t\t\t\t\t<Weight index=\"%i\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
-								wght->mVertexId,wght->mWeight);
-						}
-						ioprintf(io,"\t\t\t\t</WeightList>\n");
-					}
-					ioprintf(io,"\t\t\t</Bone>\n");
-				}
-				ioprintf(io,"\t\t</BoneList>\n");
-			}
-
-			// faces
-			if (!shortened && mesh->mNumFaces) {
-				ioprintf(io,"\t\t<FaceList num=\"%i\">\n",mesh->mNumFaces);
-				for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
-					aiFace& f = mesh->mFaces[n];
-					ioprintf(io,"\t\t\t<Face num=\"%i\">\n"
-						"\t\t\t\t",f.mNumIndices);
-
-					for (unsigned int j = 0; j < f.mNumIndices;++j)
-						ioprintf(io,"%i ",f.mIndices[j]);
-
-					ioprintf(io,"\n\t\t\t</Face>\n");
-				}
-				ioprintf(io,"\t\t</FaceList>\n");
-			}
-
-			// vertex positions
-			if (mesh->HasPositions()) {
-				ioprintf(io,"\t\t<Positions num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-							mesh->mVertices[n].x,
-							mesh->mVertices[n].y,
-							mesh->mVertices[n].z);
-					}
-				}
-				ioprintf(io,"\t\t</Positions>\n");
-			}
-
-			// vertex normals
-			if (mesh->HasNormals()) {
-				ioprintf(io,"\t\t<Normals num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-							mesh->mNormals[n].x,
-							mesh->mNormals[n].y,
-							mesh->mNormals[n].z);
-					}
-				}
-				else {
-				}
-				ioprintf(io,"\t\t</Normals>\n");
-			}
-
-			// vertex tangents and bitangents
-			if (mesh->HasTangentsAndBitangents()) {
-				ioprintf(io,"\t\t<Tangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-							mesh->mTangents[n].x,
-							mesh->mTangents[n].y,
-							mesh->mTangents[n].z);
-					}
-				}
-				ioprintf(io,"\t\t</Tangents>\n");
-
-				ioprintf(io,"\t\t<Bitangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-							mesh->mBitangents[n].x,
-							mesh->mBitangents[n].y,
-							mesh->mBitangents[n].z);
-					}
-				}
-				ioprintf(io,"\t\t</Bitangents>\n");
-			}
-
-			// texture coordinates
-			for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
-				if (!mesh->mTextureCoords[a])
-					break;
-
-				ioprintf(io,"\t\t<TextureCoords num=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices,
-					a,mesh->mNumUVComponents[a]);
-				
-				if (!shortened) {
-					if (mesh->mNumUVComponents[a] == 3) {
-						for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-							ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-								mesh->mTextureCoords[a][n].x,
-								mesh->mTextureCoords[a][n].y,
-								mesh->mTextureCoords[a][n].z);
-						}
-					}
-					else {
-						for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-							ioprintf(io,"\t\t%0 8f %0 8f\n",
-								mesh->mTextureCoords[a][n].x,
-								mesh->mTextureCoords[a][n].y);
-						}
-					}
-				}
-				ioprintf(io,"\t\t</TextureCoords>\n");
-			}
-
-			// vertex colors
-			for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
-				if (!mesh->mColors[a])
-					break;
-				ioprintf(io,"\t\t<Colors num=\"%i\" set=\"%i\" num_components=\"4\"> \n",mesh->mNumVertices,a);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
-							mesh->mColors[a][n].r,
-							mesh->mColors[a][n].g,
-							mesh->mColors[a][n].b,
-							mesh->mColors[a][n].a);
-					}
-				}
-				ioprintf(io,"\t\t</Colors>\n");
-			}
-			ioprintf(io,"\t</Mesh>\n");
-		}
-		ioprintf(io,"</MeshList>\n");
-	}
-	ioprintf(io,"</Scene>\n</ASSIMP>");
+    aiString name;
+
+    // write textures
+    if (scene->mNumTextures) {
+        ioprintf(io,"<TextureList num=\"%i\">\n",scene->mNumTextures);
+        for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+            aiTexture* tex  = scene->mTextures[i];
+            bool compressed = (tex->mHeight == 0);
+
+            // mesh header
+            ioprintf(io,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
+                (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
+                (compressed ? "true" : "false"));
+
+            if (compressed) {
+                ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth);
+
+                if (!shortened) {
+                    for (unsigned int n = 0; n < tex->mWidth;++n) {
+                        ioprintf(io,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
+                        if (n && !(n % 50)) {
+                            ioprintf(io,"\n");
+                        }
+                    }
+                }
+            }
+            else if (!shortened){
+                ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth*tex->mHeight*4);
+
+                // const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1;
+                for (unsigned int y = 0; y < tex->mHeight;++y) {
+                    for (unsigned int x = 0; x < tex->mWidth;++x) {
+                        aiTexel* tx = tex->pcData + y*tex->mWidth+x;
+                        unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
+                        ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
+
+                        // group by four for readability
+                        if ( 0 == ( x + y*tex->mWidth ) % 4 ) {
+                            ioprintf( io, "\n" );
+                        }
+                    }
+                }
+            }
+            ioprintf(io,"\t\t</Data>\n\t</Texture>\n");
+        }
+        ioprintf(io,"</TextureList>\n");
+    }
+
+    // write materials
+    if (scene->mNumMaterials) {
+        ioprintf(io,"<MaterialList num=\"%i\">\n",scene->mNumMaterials);
+        for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+            const aiMaterial* mat = scene->mMaterials[i];
+
+            ioprintf(io,"\t<Material>\n");
+            ioprintf(io,"\t\t<MatPropertyList  num=\"%i\">\n",mat->mNumProperties);
+            for (unsigned int n = 0; n < mat->mNumProperties;++n) {
+
+                const aiMaterialProperty* prop = mat->mProperties[n];
+                const char* sz = "";
+                if (prop->mType == aiPTI_Float) {
+                    sz = "float";
+                }
+                else if (prop->mType == aiPTI_Integer) {
+                    sz = "integer";
+                }
+                else if (prop->mType == aiPTI_String) {
+                    sz = "string";
+                }
+                else if (prop->mType == aiPTI_Buffer) {
+                    sz = "binary_buffer";
+                }
+
+                ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%i\"",
+                    prop->mKey.data, sz,
+                    ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
+
+                if (prop->mType == aiPTI_Float) {
+                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
+                        static_cast<int>(prop->mDataLength/sizeof(float)));
+
+                    for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
+                        ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float))));
+                    }
+                }
+                else if (prop->mType == aiPTI_Integer) {
+                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
+                        static_cast<int>(prop->mDataLength/sizeof(int)));
+
+                    for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
+                        ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int))));
+                    }
+                }
+                else if (prop->mType == aiPTI_Buffer) {
+                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
+                        static_cast<int>(prop->mDataLength));
+
+                    for (unsigned int p = 0; p < prop->mDataLength;++p) {
+                        ioprintf(io,"%2x ",prop->mData[p]);
+                        if (p && 0 == p%30) {
+                            ioprintf(io,"\n\t\t\t\t");
+                        }
+                    }
+                }
+                else if (prop->mType == aiPTI_String) {
+                    ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
+                }
+                ioprintf(io,"\n\t\t\t</MatProperty>\n");
+            }
+            ioprintf(io,"\t\t</MatPropertyList>\n");
+            ioprintf(io,"\t</Material>\n");
+        }
+        ioprintf(io,"</MaterialList>\n");
+    }
+
+    // write animations
+    if (scene->mNumAnimations) {
+        ioprintf(io,"<AnimationList num=\"%i\">\n",scene->mNumAnimations);
+        for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+            aiAnimation* anim = scene->mAnimations[i];
+
+            // anim header
+            ConvertName(name,anim->mName);
+            ioprintf(io,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
+                name.data, anim->mDuration, anim->mTicksPerSecond);
+
+            // write bone animation channels
+            if (anim->mNumChannels) {
+                ioprintf(io,"\t\t<NodeAnimList num=\"%i\">\n",anim->mNumChannels);
+                for (unsigned int n = 0; n < anim->mNumChannels;++n) {
+                    aiNodeAnim* nd = anim->mChannels[n];
+
+                    // node anim header
+                    ConvertName(name,nd->mNodeName);
+                    ioprintf(io,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
+
+                    if (!shortened) {
+                        // write position keys
+                        if (nd->mNumPositionKeys) {
+                            ioprintf(io,"\t\t\t\t<PositionKeyList num=\"%i\">\n",nd->mNumPositionKeys);
+                            for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
+                                aiVectorKey* vc = nd->mPositionKeys+a;
+                                ioprintf(io,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
+                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
+                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
+                            }
+                            ioprintf(io,"\t\t\t\t</PositionKeyList>\n");
+                        }
+
+                        // write scaling keys
+                        if (nd->mNumScalingKeys) {
+                            ioprintf(io,"\t\t\t\t<ScalingKeyList num=\"%i\">\n",nd->mNumScalingKeys);
+                            for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
+                                aiVectorKey* vc = nd->mScalingKeys+a;
+                                ioprintf(io,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
+                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
+                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
+                            }
+                            ioprintf(io,"\t\t\t\t</ScalingKeyList>\n");
+                        }
+
+                        // write rotation keys
+                        if (nd->mNumRotationKeys) {
+                            ioprintf(io,"\t\t\t\t<RotationKeyList num=\"%i\">\n",nd->mNumRotationKeys);
+                            for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
+                                aiQuatKey* vc = nd->mRotationKeys+a;
+                                ioprintf(io,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
+                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
+                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
+                            }
+                            ioprintf(io,"\t\t\t\t</RotationKeyList>\n");
+                        }
+                    }
+                    ioprintf(io,"\t\t\t</NodeAnim>\n");
+                }
+                ioprintf(io,"\t\t</NodeAnimList>\n");
+            }
+            ioprintf(io,"\t</Animation>\n");
+        }
+        ioprintf(io,"</AnimationList>\n");
+    }
+
+    // write meshes
+    if (scene->mNumMeshes) {
+        ioprintf(io,"<MeshList num=\"%i\">\n",scene->mNumMeshes);
+        for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+            aiMesh* mesh = scene->mMeshes[i];
+            // const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1;
+
+            // mesh header
+            ioprintf(io,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%i\">\n",
+                (mesh->mPrimitiveTypes & aiPrimitiveType_POINT    ? "points"    : ""),
+                (mesh->mPrimitiveTypes & aiPrimitiveType_LINE     ? "lines"     : ""),
+                (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
+                (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON  ? "polygons"  : ""),
+                mesh->mMaterialIndex);
+
+            // bones
+            if (mesh->mNumBones) {
+                ioprintf(io,"\t\t<BoneList num=\"%i\">\n",mesh->mNumBones);
+
+                for (unsigned int n = 0; n < mesh->mNumBones;++n) {
+                    aiBone* bone = mesh->mBones[n];
+
+                    ConvertName(name,bone->mName);
+                    // bone header
+                    ioprintf(io,"\t\t\t<Bone name=\"%s\">\n"
+                        "\t\t\t\t<Matrix4> \n"
+                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+                        "\t\t\t\t</Matrix4> \n",
+                        name.data,
+                        bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
+                        bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
+                        bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
+                        bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
+
+                    if (!shortened && bone->mNumWeights) {
+                        ioprintf(io,"\t\t\t\t<WeightList num=\"%i\">\n",bone->mNumWeights);
+
+                        // bone weights
+                        for (unsigned int a = 0; a < bone->mNumWeights;++a) {
+                            aiVertexWeight* wght = bone->mWeights+a;
+
+                            ioprintf(io,"\t\t\t\t\t<Weight index=\"%i\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
+                                wght->mVertexId,wght->mWeight);
+                        }
+                        ioprintf(io,"\t\t\t\t</WeightList>\n");
+                    }
+                    ioprintf(io,"\t\t\t</Bone>\n");
+                }
+                ioprintf(io,"\t\t</BoneList>\n");
+            }
+
+            // faces
+            if (!shortened && mesh->mNumFaces) {
+                ioprintf(io,"\t\t<FaceList num=\"%i\">\n",mesh->mNumFaces);
+                for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
+                    aiFace& f = mesh->mFaces[n];
+                    ioprintf(io,"\t\t\t<Face num=\"%i\">\n"
+                        "\t\t\t\t",f.mNumIndices);
+
+                    for (unsigned int j = 0; j < f.mNumIndices;++j)
+                        ioprintf(io,"%i ",f.mIndices[j]);
+
+                    ioprintf(io,"\n\t\t\t</Face>\n");
+                }
+                ioprintf(io,"\t\t</FaceList>\n");
+            }
+
+            // vertex positions
+            if (mesh->HasPositions()) {
+                ioprintf(io,"\t\t<Positions num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                            mesh->mVertices[n].x,
+                            mesh->mVertices[n].y,
+                            mesh->mVertices[n].z);
+                    }
+                }
+                ioprintf(io,"\t\t</Positions>\n");
+            }
+
+            // vertex normals
+            if (mesh->HasNormals()) {
+                ioprintf(io,"\t\t<Normals num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                            mesh->mNormals[n].x,
+                            mesh->mNormals[n].y,
+                            mesh->mNormals[n].z);
+                    }
+                }
+                else {
+                }
+                ioprintf(io,"\t\t</Normals>\n");
+            }
+
+            // vertex tangents and bitangents
+            if (mesh->HasTangentsAndBitangents()) {
+                ioprintf(io,"\t\t<Tangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                            mesh->mTangents[n].x,
+                            mesh->mTangents[n].y,
+                            mesh->mTangents[n].z);
+                    }
+                }
+                ioprintf(io,"\t\t</Tangents>\n");
+
+                ioprintf(io,"\t\t<Bitangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                            mesh->mBitangents[n].x,
+                            mesh->mBitangents[n].y,
+                            mesh->mBitangents[n].z);
+                    }
+                }
+                ioprintf(io,"\t\t</Bitangents>\n");
+            }
+
+            // texture coordinates
+            for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
+                if (!mesh->mTextureCoords[a])
+                    break;
+
+                ioprintf(io,"\t\t<TextureCoords num=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices,
+                    a,mesh->mNumUVComponents[a]);
+
+                if (!shortened) {
+                    if (mesh->mNumUVComponents[a] == 3) {
+                        for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                            ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                                mesh->mTextureCoords[a][n].x,
+                                mesh->mTextureCoords[a][n].y,
+                                mesh->mTextureCoords[a][n].z);
+                        }
+                    }
+                    else {
+                        for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                            ioprintf(io,"\t\t%0 8f %0 8f\n",
+                                mesh->mTextureCoords[a][n].x,
+                                mesh->mTextureCoords[a][n].y);
+                        }
+                    }
+                }
+                ioprintf(io,"\t\t</TextureCoords>\n");
+            }
+
+            // vertex colors
+            for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
+                if (!mesh->mColors[a])
+                    break;
+                ioprintf(io,"\t\t<Colors num=\"%i\" set=\"%i\" num_components=\"4\"> \n",mesh->mNumVertices,a);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
+                            mesh->mColors[a][n].r,
+                            mesh->mColors[a][n].g,
+                            mesh->mColors[a][n].b,
+                            mesh->mColors[a][n].a);
+                    }
+                }
+                ioprintf(io,"\t\t</Colors>\n");
+            }
+            ioprintf(io,"\t</Mesh>\n");
+        }
+        ioprintf(io,"</MeshList>\n");
+    }
+    ioprintf(io,"</Scene>\n</ASSIMP>");
 }
 
 } // end of namespace AssxmlExport
 
-void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
+void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
 {
-	IOStream * out = pIOSystem->Open( pFile, "wt" );
-	if (!out) return;
+    IOStream * out = pIOSystem->Open( pFile, "wt" );
+    if (!out) return;
 
-	bool shortened = false;
-	AssxmlExport::WriteDump( pScene, out, shortened );
+    bool shortened = false;
+    AssxmlExport::WriteDump( pScene, out, shortened );
 
-	pIOSystem->Close( out );
+    pIOSystem->Close( out );
 }
 
 } // end of namespace Assimp

+ 10 - 10
code/AssxmlExporter.h

@@ -2,11 +2,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------

+ 696 - 687
code/B3DImporter.cpp

@@ -1,687 +1,696 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  B3DImporter.cpp
- *  @brief Implementation of the b3d importer class
- */
-
-#include "AssimpPCH.h"
-#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
-
-// internal headers
-#include "B3DImporter.h"
-#include "TextureTransform.h"
-#include "ConvertToLHProcess.h"
-
-using namespace Assimp;
-using namespace std;
-
-static const aiImporterDesc desc = {
-	"BlitzBasic 3D Importer",
-	"",
-	"",
-	"http://www.blitzbasic.com/",
-	aiImporterFlags_SupportBinaryFlavour,
-	0,
-	0,
-	0,
-	0,
-	"b3d" 
-};
-
-// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
-#ifdef _MSC_VER 
-#	pragma warning (disable: 4018)
-#endif
-
-//#define DEBUG_B3D
-
-// ------------------------------------------------------------------------------------------------
-bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
-
-	size_t pos=pFile.find_last_of( '.' );
-	if( pos==string::npos ) return false;
-
-	string ext=pFile.substr( pos+1 );
-	if( ext.size()!=3 ) return false;
-
-	return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
-}
-
-// ------------------------------------------------------------------------------------------------
-// Loader meta information
-const aiImporterDesc* B3DImporter::GetInfo () const
-{
-	return &desc;
-}
-
-#ifdef DEBUG_B3D
-	extern "C"{ void _stdcall AllocConsole(); }
-#endif
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
-
-#ifdef DEBUG_B3D
-	AllocConsole();
-	freopen( "conin$","r",stdin );
-	freopen( "conout$","w",stdout );
-	freopen( "conout$","w",stderr );
-	cout<<"Hello world from the B3DImporter!"<<endl;
-#endif
-
-	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
-	// Check whether we can read from the file
-	if( file.get() == NULL)
-		throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
-
-	// check whether the .b3d file is large enough to contain
-	// at least one chunk.
-	size_t fileSize = file->FileSize();
-	if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
-
-	_pos=0;
-	_buf.resize( fileSize );
-	file->Read( &_buf[0],1,fileSize );
-	_stack.clear();
-
-	ReadBB3D( pScene );
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::Oops(){
-	throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::Fail( string str ){
-#ifdef DEBUG_B3D
-	cout<<"Error in B3D file data: "<<str<<endl;
-#endif
-	throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
-}
-
-// ------------------------------------------------------------------------------------------------
-int B3DImporter::ReadByte(){
-	if( _pos<_buf.size() ) return _buf[_pos++];
-	Fail( "EOF" );
-	return 0;
-}
-
-// ------------------------------------------------------------------------------------------------
-int B3DImporter::ReadInt(){
-	if( _pos+4<=_buf.size() ){
-		int n=*(int*)&_buf[_pos];
-		_pos+=4;
-		return n;
-	}
-	Fail( "EOF" );
-	return 0;
-}
-
-// ------------------------------------------------------------------------------------------------
-float B3DImporter::ReadFloat(){
-	if( _pos+4<=_buf.size() ){
-		float n=*(float*)&_buf[_pos];
-		_pos+=4;
-		return n;
-	}
-	Fail( "EOF" );
-	return 0.0f;
-}
-
-// ------------------------------------------------------------------------------------------------
-aiVector2D B3DImporter::ReadVec2(){
-	float x=ReadFloat();
-	float y=ReadFloat();
-	return aiVector2D( x,y );
-}
-
-// ------------------------------------------------------------------------------------------------
-aiVector3D B3DImporter::ReadVec3(){
-	float x=ReadFloat();
-	float y=ReadFloat();
-	float z=ReadFloat();
-	return aiVector3D( x,y,z );
-}
-
-// ------------------------------------------------------------------------------------------------
-aiQuaternion B3DImporter::ReadQuat(){
-	// (aramis_acg) Fix to adapt the loader to changed quat orientation
-	float w=-ReadFloat();
-	float x=ReadFloat();
-	float y=ReadFloat();
-	float z=ReadFloat();
-	return aiQuaternion( w,x,y,z );
-}
-
-// ------------------------------------------------------------------------------------------------
-string B3DImporter::ReadString(){
-	string str;
-	while( _pos<_buf.size() ){
-		char c=(char)ReadByte();
-		if( !c ) return str;
-		str+=c;
-	}
-	Fail( "EOF" );
-	return string();
-}
-
-// ------------------------------------------------------------------------------------------------
-string B3DImporter::ReadChunk(){
-	string tag;
-	for( int i=0;i<4;++i ){
-		tag+=char( ReadByte() );
-	}
-#ifdef DEBUG_B3D
-//	cout<<"ReadChunk:"<<tag<<endl;
-#endif
-	unsigned sz=(unsigned)ReadInt();
-	_stack.push_back( _pos+sz );
-	return tag;
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ExitChunk(){
-	_pos=_stack.back();
-	_stack.pop_back();
-}
-
-// ------------------------------------------------------------------------------------------------
-unsigned B3DImporter::ChunkSize(){
-	return _stack.back()-_pos;
-}
-// ------------------------------------------------------------------------------------------------
-
-template<class T>
-T *B3DImporter::to_array( const vector<T> &v ){
-	if( !v.size() ) return 0;
-	T *p=new T[v.size()];
-	for( size_t i=0;i<v.size();++i ){
-		p[i]=v[i];
-	}
-	return p;
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadTEXS(){
-	while( ChunkSize() ){
-		string name=ReadString();
-		/*int flags=*/ReadInt();
-		/*int blend=*/ReadInt();
-		/*aiVector2D pos=*/ReadVec2();
-		/*aiVector2D scale=*/ReadVec2();
-		/*float rot=*/ReadFloat();
-
-		_textures.push_back( name );
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadBRUS(){
-	int n_texs=ReadInt();
-	if( n_texs<0 || n_texs>8 ){
-		Fail( "Bad texture count" );
-	}
-	while( ChunkSize() ){
-		string name=ReadString();
-		aiVector3D color=ReadVec3();
-		float alpha=ReadFloat();
-		float shiny=ReadFloat();
-		/*int blend=**/ReadInt();
-		int fx=ReadInt();
-
-		aiMaterial *mat=new aiMaterial;
-		_materials.push_back( mat );
-		
-		// Name
-		aiString ainame( name );
-		mat->AddProperty( &ainame,AI_MATKEY_NAME );
-		
-		// Diffuse color 
-		mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
-
-		// Opacity
-		mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
-
-		// Specular color
-		aiColor3D speccolor( shiny,shiny,shiny );
-		mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
-		
-		// Specular power
-		float specpow=shiny*128;
-		mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
-		
-		// Double sided
-		if( fx & 0x10 ){
-			int i=1; 
-			mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
-		} 		
-
-		//Textures
-		for( int i=0;i<n_texs;++i ){
-			int texid=ReadInt();
-			if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
-				Fail( "Bad texture id" );
-			}
-			if( i==0 && texid>=0 ){
-				aiString texname( _textures[texid] );
-				mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
-			}
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadVRTS(){
-	_vflags=ReadInt();
-	_tcsets=ReadInt();
-	_tcsize=ReadInt();
-	if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
-		Fail( "Bad texcoord data" );
-	}
-
-	int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
-	int n_verts=ChunkSize()/sz;
-
-	int v0=_vertices.size();
-	_vertices.resize( v0+n_verts );
-
-	for( int i=0;i<n_verts;++i ){
-		Vertex &v=_vertices[v0+i];
-
-		memset( v.bones,0,sizeof(v.bones) );
-		memset( v.weights,0,sizeof(v.weights) );
-
-		v.vertex=ReadVec3();
-
-		if( _vflags & 1 ) v.normal=ReadVec3();
-
-		if( _vflags & 2 ) ReadQuat();	//skip v 4bytes...
-
-		for( int i=0;i<_tcsets;++i ){
-			float t[4]={0,0,0,0};
-			for( int j=0;j<_tcsize;++j ){
-				t[j]=ReadFloat();
-			}
-			t[1]=1-t[1];
-			if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadTRIS( int v0 ){
-	int matid=ReadInt();
-	if( matid==-1 ){
-		matid=0;
-	}else if( matid<0 || matid>=(int)_materials.size() ){
-#ifdef DEBUG_B3D
-		cout<<"material id="<<matid<<endl;
-#endif
-		Fail( "Bad material id" );
-	}
-
-	aiMesh *mesh=new aiMesh;
-	_meshes.push_back( mesh );
-
-	mesh->mMaterialIndex=matid;
-	mesh->mNumFaces=0;
-	mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
-
-	int n_tris=ChunkSize()/12;
-	aiFace *face=mesh->mFaces=new aiFace[n_tris];
-
-	for( int i=0;i<n_tris;++i ){
-		int i0=ReadInt()+v0;
-		int i1=ReadInt()+v0;
-		int i2=ReadInt()+v0;
-		if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
-#ifdef DEBUG_B3D
-			cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
-#endif
-			Fail( "Bad triangle index" );
-			continue;
-		}
-		face->mNumIndices=3;
-		face->mIndices=new unsigned[3];
-		face->mIndices[0]=i0;
-		face->mIndices[1]=i1;
-		face->mIndices[2]=i2;
-		++mesh->mNumFaces;
-		++face;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadMESH(){
-	/*int matid=*/ReadInt();
-
-	int v0=_vertices.size();
-
-	while( ChunkSize() ){
-		string t=ReadChunk();
-		if( t=="VRTS" ){
-			ReadVRTS();
-		}else if( t=="TRIS" ){
-			ReadTRIS( v0 );
-		}
-		ExitChunk();
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadBONE( int id ){
-	while( ChunkSize() ){
-		int vertex=ReadInt();
-		float weight=ReadFloat();
-		if( vertex<0 || vertex>=(int)_vertices.size() ){
-			Fail( "Bad vertex index" );
-		}
-
-		Vertex &v=_vertices[vertex];
-		int i;
-		for( i=0;i<4;++i ){
-			if( !v.weights[i] ){
-				v.bones[i]=id;
-				v.weights[i]=weight;
-				break;
-			}
-		}
-#ifdef DEBUG_B3D
-		if( i==4 ){
-			cout<<"Too many bone weights"<<endl;
-		}
-#endif
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
-	vector<aiVectorKey> trans,scale;
-	vector<aiQuatKey> rot;
-	int flags=ReadInt();
-	while( ChunkSize() ){
-		int frame=ReadInt();
-		if( flags & 1 ){
-			trans.push_back( aiVectorKey( frame,ReadVec3() ) );
-		}
-		if( flags & 2 ){
-			scale.push_back( aiVectorKey( frame,ReadVec3() ) );
-		}
-		if( flags & 4 ){
-			rot.push_back( aiQuatKey( frame,ReadQuat() ) );
-		}
-	}
-
-	if( flags & 1 ){
-		nodeAnim->mNumPositionKeys=trans.size();
-		nodeAnim->mPositionKeys=to_array( trans );
-	}
-
-	if( flags & 2 ){
-		nodeAnim->mNumScalingKeys=scale.size();
-		nodeAnim->mScalingKeys=to_array( scale );
-	}
-
-	if( flags & 4 ){
-		nodeAnim->mNumRotationKeys=rot.size();
-		nodeAnim->mRotationKeys=to_array( rot );
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadANIM(){
-	/*int flags=*/ReadInt();
-	int frames=ReadInt();
-	float fps=ReadFloat();
-
-	aiAnimation *anim=new aiAnimation;
-	_animations.push_back( anim );
-
-	anim->mDuration=frames;
-	anim->mTicksPerSecond=fps;
-}
-
-// ------------------------------------------------------------------------------------------------
-aiNode *B3DImporter::ReadNODE( aiNode *parent ){
-
-	string name=ReadString();
-	aiVector3D t=ReadVec3();
-	aiVector3D s=ReadVec3();
-	aiQuaternion r=ReadQuat();
-
-	aiMatrix4x4 trans,scale,rot;
-
-	aiMatrix4x4::Translation( t,trans );
-	aiMatrix4x4::Scaling( s,scale );
-	rot=aiMatrix4x4( r.GetMatrix() );
-
-	aiMatrix4x4 tform=trans * rot * scale;
-
-	int nodeid=_nodes.size();
-
-	aiNode *node=new aiNode( name );
-	_nodes.push_back( node );
-
-	node->mParent=parent;
-	node->mTransformation=tform;
-
-	aiNodeAnim *nodeAnim=0;
-	vector<unsigned> meshes;
-	vector<aiNode*> children;
-
-	while( ChunkSize() ){
-		string t=ReadChunk();
-		if( t=="MESH" ){
-			int n=_meshes.size();
-			ReadMESH();
-			for( int i=n;i<(int)_meshes.size();++i ){
-				meshes.push_back( i );
-			}
-		}else if( t=="BONE" ){
-			ReadBONE( nodeid );
-		}else if( t=="ANIM" ){
-			ReadANIM();
-		}else if( t=="KEYS" ){
-			if( !nodeAnim ){
-				nodeAnim=new aiNodeAnim;
-				_nodeAnims.push_back( nodeAnim );
-				nodeAnim->mNodeName=node->mName;
-			}
-			ReadKEYS( nodeAnim );
-		}else if( t=="NODE" ){
-			aiNode *child=ReadNODE( node );
-			children.push_back( child );
-		}
-		ExitChunk();
-	}
-
-	node->mNumMeshes=meshes.size();
-	node->mMeshes=to_array( meshes );
-
-	node->mNumChildren=children.size();
-	node->mChildren=to_array( children );
-
-	return node;
-}
-
-// ------------------------------------------------------------------------------------------------
-void B3DImporter::ReadBB3D( aiScene *scene ){
-
-	_textures.clear();
-	_materials.size();
-
-	_vertices.clear();
-	_meshes.clear();
-
-	_nodes.clear();
-	_nodeAnims.clear();
-	_animations.clear();
-
-	string t=ReadChunk();
-	if( t=="BB3D" ){
-		int version=ReadInt();
-		
-		if (!DefaultLogger::isNullLogger()) {
-			char dmp[128];
-			sprintf(dmp,"B3D file format version: %i",version);
-			DefaultLogger::get()->info(dmp);
-		}
-
-		while( ChunkSize() ){
-			string t=ReadChunk();
-			if( t=="TEXS" ){
-				ReadTEXS();
-			}else if( t=="BRUS" ){
-				ReadBRUS();
-			}else if( t=="NODE" ){
-				ReadNODE( 0 );
-			}
-			ExitChunk();
-		}
-	}
-	ExitChunk();
-
-	if( !_nodes.size() ) Fail( "No nodes" );
-
-	if( !_meshes.size() ) Fail( "No meshes" );
-
-	//Fix nodes/meshes/bones
-	for(size_t i=0;i<_nodes.size();++i ){
-		aiNode *node=_nodes[i];
-
-		for( size_t j=0;j<node->mNumMeshes;++j ){
-			aiMesh *mesh=_meshes[node->mMeshes[j]];
-
-			int n_tris=mesh->mNumFaces;
-			int n_verts=mesh->mNumVertices=n_tris * 3;
-
-			aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
-			if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
-			if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
-
-			aiFace *face=mesh->mFaces;
-
-			vector< vector<aiVertexWeight> > vweights( _nodes.size() );
-
-			for( int i=0;i<n_verts;i+=3 ){
-				for( int j=0;j<3;++j ){
-					Vertex &v=_vertices[face->mIndices[j]];
-
-					*mv++=v.vertex;
-					if( mn ) *mn++=v.normal;
-					if( mc ) *mc++=v.texcoords;
-
-					face->mIndices[j]=i+j;
-
-					for( int k=0;k<4;++k ){
-						if( !v.weights[k] ) break;
-
-						int bone=v.bones[k];
-						float weight=v.weights[k];
-
-						vweights[bone].push_back( aiVertexWeight(i+j,weight) );
-					}
-				}
-				++face;
-			}
-
-			vector<aiBone*> bones;
-			for(size_t i=0;i<vweights.size();++i ){
-				vector<aiVertexWeight> &weights=vweights[i];
-				if( !weights.size() ) continue;
-
-				aiBone *bone=new aiBone;
-				bones.push_back( bone );
-
-				aiNode *bnode=_nodes[i];
-
-				bone->mName=bnode->mName;
-				bone->mNumWeights=weights.size();
-				bone->mWeights=to_array( weights );
-
-				aiMatrix4x4 mat=bnode->mTransformation;
-				while( bnode->mParent ){
-					bnode=bnode->mParent;
-					mat=bnode->mTransformation * mat;
-				}
-				bone->mOffsetMatrix=mat.Inverse();
-			}
-			mesh->mNumBones=bones.size();
-			mesh->mBones=to_array( bones );
-		}
-	}
-
-	//nodes
-	scene->mRootNode=_nodes[0];
-
-	//material
-	if( !_materials.size() ){
-		_materials.push_back( new aiMaterial );
-	}
-	scene->mNumMaterials=_materials.size();
-	scene->mMaterials=to_array( _materials );
-	
-	//meshes
-	scene->mNumMeshes=_meshes.size();
-	scene->mMeshes=to_array( _meshes );
-
-	//animations
-	if( _animations.size()==1 && _nodeAnims.size() ){
-
-		aiAnimation *anim=_animations.back();
-		anim->mNumChannels=_nodeAnims.size();
-		anim->mChannels=to_array( _nodeAnims );
-
-		scene->mNumAnimations=_animations.size();
-		scene->mAnimations=to_array( _animations );
-	}
-
-	// convert to RH
-	MakeLeftHandedProcess makeleft;
-	makeleft.Execute( scene );
-
-	FlipWindingOrderProcess flip;
-	flip.Execute( scene );
-}
-
-#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  B3DImporter.cpp
+ *  @brief Implementation of the b3d importer class
+ */
+
+
+#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
+
+// internal headers
+#include "B3DImporter.h"
+#include "TextureTransform.h"
+#include "ConvertToLHProcess.h"
+#include "StringUtils.h"
+#include <memory>
+#include <assimp/IOSystem.hpp>
+#include <assimp/anim.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+
+
+using namespace Assimp;
+using namespace std;
+
+static const aiImporterDesc desc = {
+    "BlitzBasic 3D Importer",
+    "",
+    "",
+    "http://www.blitzbasic.com/",
+    aiImporterFlags_SupportBinaryFlavour,
+    0,
+    0,
+    0,
+    0,
+    "b3d"
+};
+
+// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
+#ifdef _MSC_VER
+#	pragma warning (disable: 4018)
+#endif
+
+//#define DEBUG_B3D
+
+// ------------------------------------------------------------------------------------------------
+bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
+
+    size_t pos=pFile.find_last_of( '.' );
+    if( pos==string::npos ) return false;
+
+    string ext=pFile.substr( pos+1 );
+    if( ext.size()!=3 ) return false;
+
+    return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader meta information
+const aiImporterDesc* B3DImporter::GetInfo () const
+{
+    return &desc;
+}
+
+#ifdef DEBUG_B3D
+    extern "C"{ void _stdcall AllocConsole(); }
+#endif
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
+
+#ifdef DEBUG_B3D
+    AllocConsole();
+    freopen( "conin$","r",stdin );
+    freopen( "conout$","w",stdout );
+    freopen( "conout$","w",stderr );
+    cout<<"Hello world from the B3DImporter!"<<endl;
+#endif
+
+    std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+    // Check whether we can read from the file
+    if( file.get() == NULL)
+        throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
+
+    // check whether the .b3d file is large enough to contain
+    // at least one chunk.
+    size_t fileSize = file->FileSize();
+    if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
+
+    _pos=0;
+    _buf.resize( fileSize );
+    file->Read( &_buf[0],1,fileSize );
+    _stack.clear();
+
+    ReadBB3D( pScene );
+}
+
+// ------------------------------------------------------------------------------------------------
+AI_WONT_RETURN void B3DImporter::Oops(){
+    throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
+}
+
+// ------------------------------------------------------------------------------------------------
+AI_WONT_RETURN void B3DImporter::Fail( string str ){
+#ifdef DEBUG_B3D
+    cout<<"Error in B3D file data: "<<str<<endl;
+#endif
+    throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
+}
+
+// ------------------------------------------------------------------------------------------------
+int B3DImporter::ReadByte(){
+    if( _pos<_buf.size() ) return _buf[_pos++];
+    Fail( "EOF" );
+    return 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+int B3DImporter::ReadInt(){
+    if( _pos+4<=_buf.size() ){
+        int n=*(int*)&_buf[_pos];
+        _pos+=4;
+        return n;
+    }
+    Fail( "EOF" );
+    return 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+float B3DImporter::ReadFloat(){
+    if( _pos+4<=_buf.size() ){
+        float n=*(float*)&_buf[_pos];
+        _pos+=4;
+        return n;
+    }
+    Fail( "EOF" );
+    return 0.0f;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiVector2D B3DImporter::ReadVec2(){
+    float x=ReadFloat();
+    float y=ReadFloat();
+    return aiVector2D( x,y );
+}
+
+// ------------------------------------------------------------------------------------------------
+aiVector3D B3DImporter::ReadVec3(){
+    float x=ReadFloat();
+    float y=ReadFloat();
+    float z=ReadFloat();
+    return aiVector3D( x,y,z );
+}
+
+// ------------------------------------------------------------------------------------------------
+aiQuaternion B3DImporter::ReadQuat(){
+    // (aramis_acg) Fix to adapt the loader to changed quat orientation
+    float w=-ReadFloat();
+    float x=ReadFloat();
+    float y=ReadFloat();
+    float z=ReadFloat();
+    return aiQuaternion( w,x,y,z );
+}
+
+// ------------------------------------------------------------------------------------------------
+string B3DImporter::ReadString(){
+    string str;
+    while( _pos<_buf.size() ){
+        char c=(char)ReadByte();
+        if( !c ) return str;
+        str+=c;
+    }
+    Fail( "EOF" );
+    return string();
+}
+
+// ------------------------------------------------------------------------------------------------
+string B3DImporter::ReadChunk(){
+    string tag;
+    for( int i=0;i<4;++i ){
+        tag+=char( ReadByte() );
+    }
+#ifdef DEBUG_B3D
+//	cout<<"ReadChunk:"<<tag<<endl;
+#endif
+    unsigned sz=(unsigned)ReadInt();
+    _stack.push_back( _pos+sz );
+    return tag;
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ExitChunk(){
+    _pos=_stack.back();
+    _stack.pop_back();
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned B3DImporter::ChunkSize(){
+    return _stack.back()-_pos;
+}
+// ------------------------------------------------------------------------------------------------
+
+template<class T>
+T *B3DImporter::to_array( const vector<T> &v ){
+    if( v.empty() ) {
+        return 0;
+    }
+    T *p=new T[ v.size() ];
+    for( size_t i=0;i<v.size();++i ){
+        p[i]=v[i];
+    }
+    return p;
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadTEXS(){
+    while( ChunkSize() ){
+        string name=ReadString();
+        /*int flags=*/ReadInt();
+        /*int blend=*/ReadInt();
+        /*aiVector2D pos=*/ReadVec2();
+        /*aiVector2D scale=*/ReadVec2();
+        /*float rot=*/ReadFloat();
+
+        _textures.push_back( name );
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadBRUS(){
+    int n_texs=ReadInt();
+    if( n_texs<0 || n_texs>8 ){
+        Fail( "Bad texture count" );
+    }
+    while( ChunkSize() ){
+        string name=ReadString();
+        aiVector3D color=ReadVec3();
+        float alpha=ReadFloat();
+        float shiny=ReadFloat();
+        /*int blend=**/ReadInt();
+        int fx=ReadInt();
+
+        aiMaterial *mat=new aiMaterial;
+        _materials.push_back( mat );
+
+        // Name
+        aiString ainame( name );
+        mat->AddProperty( &ainame,AI_MATKEY_NAME );
+
+        // Diffuse color
+        mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
+
+        // Opacity
+        mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
+
+        // Specular color
+        aiColor3D speccolor( shiny,shiny,shiny );
+        mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
+
+        // Specular power
+        float specpow=shiny*128;
+        mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
+
+        // Double sided
+        if( fx & 0x10 ){
+            int i=1;
+            mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
+        }
+
+        //Textures
+        for( int i=0;i<n_texs;++i ){
+            int texid=ReadInt();
+            if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
+                Fail( "Bad texture id" );
+            }
+            if( i==0 && texid>=0 ){
+                aiString texname( _textures[texid] );
+                mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
+            }
+        }
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadVRTS(){
+    _vflags=ReadInt();
+    _tcsets=ReadInt();
+    _tcsize=ReadInt();
+    if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
+        Fail( "Bad texcoord data" );
+    }
+
+    int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
+    int n_verts=ChunkSize()/sz;
+
+    int v0=static_cast<int>(_vertices.size());
+    _vertices.resize( v0+n_verts );
+
+    for( int i=0;i<n_verts;++i ){
+        Vertex &v=_vertices[v0+i];
+
+        memset( v.bones,0,sizeof(v.bones) );
+        memset( v.weights,0,sizeof(v.weights) );
+
+        v.vertex=ReadVec3();
+
+        if( _vflags & 1 ) v.normal=ReadVec3();
+
+        if( _vflags & 2 ) ReadQuat();	//skip v 4bytes...
+
+        for( int i=0;i<_tcsets;++i ){
+            float t[4]={0,0,0,0};
+            for( int j=0;j<_tcsize;++j ){
+                t[j]=ReadFloat();
+            }
+            t[1]=1-t[1];
+            if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
+        }
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadTRIS( int v0 ){
+    int matid=ReadInt();
+    if( matid==-1 ){
+        matid=0;
+    }else if( matid<0 || matid>=(int)_materials.size() ){
+#ifdef DEBUG_B3D
+        cout<<"material id="<<matid<<endl;
+#endif
+        Fail( "Bad material id" );
+    }
+
+    aiMesh *mesh=new aiMesh;
+    _meshes.push_back( mesh );
+
+    mesh->mMaterialIndex=matid;
+    mesh->mNumFaces=0;
+    mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
+
+    int n_tris=ChunkSize()/12;
+    aiFace *face=mesh->mFaces=new aiFace[n_tris];
+
+    for( int i=0;i<n_tris;++i ){
+        int i0=ReadInt()+v0;
+        int i1=ReadInt()+v0;
+        int i2=ReadInt()+v0;
+        if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
+#ifdef DEBUG_B3D
+            cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
+#endif
+            Fail( "Bad triangle index" );
+            continue;
+        }
+        face->mNumIndices=3;
+        face->mIndices=new unsigned[3];
+        face->mIndices[0]=i0;
+        face->mIndices[1]=i1;
+        face->mIndices[2]=i2;
+        ++mesh->mNumFaces;
+        ++face;
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadMESH(){
+    /*int matid=*/ReadInt();
+
+    int v0= static_cast<int>(_vertices.size());
+
+    while( ChunkSize() ){
+        string t=ReadChunk();
+        if( t=="VRTS" ){
+            ReadVRTS();
+        }else if( t=="TRIS" ){
+            ReadTRIS( v0 );
+        }
+        ExitChunk();
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadBONE( int id ){
+    while( ChunkSize() ){
+        int vertex=ReadInt();
+        float weight=ReadFloat();
+        if( vertex<0 || vertex>=(int)_vertices.size() ){
+            Fail( "Bad vertex index" );
+        }
+
+        Vertex &v=_vertices[vertex];
+        int i;
+        for( i=0;i<4;++i ){
+            if( !v.weights[i] ){
+                v.bones[i]=id;
+                v.weights[i]=weight;
+                break;
+            }
+        }
+#ifdef DEBUG_B3D
+        if( i==4 ){
+            cout<<"Too many bone weights"<<endl;
+        }
+#endif
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
+    vector<aiVectorKey> trans,scale;
+    vector<aiQuatKey> rot;
+    int flags=ReadInt();
+    while( ChunkSize() ){
+        int frame=ReadInt();
+        if( flags & 1 ){
+            trans.push_back( aiVectorKey( frame,ReadVec3() ) );
+        }
+        if( flags & 2 ){
+            scale.push_back( aiVectorKey( frame,ReadVec3() ) );
+        }
+        if( flags & 4 ){
+            rot.push_back( aiQuatKey( frame,ReadQuat() ) );
+        }
+    }
+
+    if( flags & 1 ){
+        nodeAnim->mNumPositionKeys=static_cast<unsigned int>(trans.size());
+        nodeAnim->mPositionKeys=to_array( trans );
+    }
+
+    if( flags & 2 ){
+        nodeAnim->mNumScalingKeys=static_cast<unsigned int>(scale.size());
+        nodeAnim->mScalingKeys=to_array( scale );
+    }
+
+    if( flags & 4 ){
+        nodeAnim->mNumRotationKeys=static_cast<unsigned int>(rot.size());
+        nodeAnim->mRotationKeys=to_array( rot );
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadANIM(){
+    /*int flags=*/ReadInt();
+    int frames=ReadInt();
+    float fps=ReadFloat();
+
+    aiAnimation *anim=new aiAnimation;
+    _animations.push_back( anim );
+
+    anim->mDuration=frames;
+    anim->mTicksPerSecond=fps;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiNode *B3DImporter::ReadNODE( aiNode *parent ){
+
+    string name=ReadString();
+    aiVector3D t=ReadVec3();
+    aiVector3D s=ReadVec3();
+    aiQuaternion r=ReadQuat();
+
+    aiMatrix4x4 trans,scale,rot;
+
+    aiMatrix4x4::Translation( t,trans );
+    aiMatrix4x4::Scaling( s,scale );
+    rot=aiMatrix4x4( r.GetMatrix() );
+
+    aiMatrix4x4 tform=trans * rot * scale;
+
+    int nodeid=static_cast<int>(_nodes.size());
+
+    aiNode *node=new aiNode( name );
+    _nodes.push_back( node );
+
+    node->mParent=parent;
+    node->mTransformation=tform;
+
+    aiNodeAnim *nodeAnim=0;
+    vector<unsigned> meshes;
+    vector<aiNode*> children;
+
+    while( ChunkSize() ){
+        string t=ReadChunk();
+        if( t=="MESH" ){
+            unsigned int n= static_cast<unsigned int>(_meshes.size());
+            ReadMESH();
+            for( unsigned int i=n;i<static_cast<unsigned int>(_meshes.size());++i ){
+                meshes.push_back( i );
+            }
+        }else if( t=="BONE" ){
+            ReadBONE( nodeid );
+        }else if( t=="ANIM" ){
+            ReadANIM();
+        }else if( t=="KEYS" ){
+            if( !nodeAnim ){
+                nodeAnim=new aiNodeAnim;
+                _nodeAnims.push_back( nodeAnim );
+                nodeAnim->mNodeName=node->mName;
+            }
+            ReadKEYS( nodeAnim );
+        }else if( t=="NODE" ){
+            aiNode *child=ReadNODE( node );
+            children.push_back( child );
+        }
+        ExitChunk();
+    }
+
+    node->mNumMeshes= static_cast<unsigned int>(meshes.size());
+    node->mMeshes=to_array( meshes );
+
+    node->mNumChildren=static_cast<unsigned int>(children.size());
+    node->mChildren=to_array( children );
+
+    return node;
+}
+
+// ------------------------------------------------------------------------------------------------
+void B3DImporter::ReadBB3D( aiScene *scene ){
+
+    _textures.clear();
+    _materials.clear();
+
+    _vertices.clear();
+    _meshes.clear();
+
+    _nodes.clear();
+    _nodeAnims.clear();
+    _animations.clear();
+
+    string t=ReadChunk();
+    if( t=="BB3D" ){
+        int version=ReadInt();
+
+        if (!DefaultLogger::isNullLogger()) {
+            char dmp[128];
+            ai_snprintf(dmp, 128, "B3D file format version: %i",version);
+            DefaultLogger::get()->info(dmp);
+        }
+
+        while( ChunkSize() ){
+            string t=ReadChunk();
+            if( t=="TEXS" ){
+                ReadTEXS();
+            }else if( t=="BRUS" ){
+                ReadBRUS();
+            }else if( t=="NODE" ){
+                ReadNODE( 0 );
+            }
+            ExitChunk();
+        }
+    }
+    ExitChunk();
+
+    if( !_nodes.size() ) Fail( "No nodes" );
+
+    if( !_meshes.size() ) Fail( "No meshes" );
+
+    //Fix nodes/meshes/bones
+    for(size_t i=0;i<_nodes.size();++i ){
+        aiNode *node=_nodes[i];
+
+        for( size_t j=0;j<node->mNumMeshes;++j ){
+            aiMesh *mesh=_meshes[node->mMeshes[j]];
+
+            int n_tris=mesh->mNumFaces;
+            int n_verts=mesh->mNumVertices=n_tris * 3;
+
+            aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
+            if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
+            if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
+
+            aiFace *face=mesh->mFaces;
+
+            vector< vector<aiVertexWeight> > vweights( _nodes.size() );
+
+            for( int i=0;i<n_verts;i+=3 ){
+                for( int j=0;j<3;++j ){
+                    Vertex &v=_vertices[face->mIndices[j]];
+
+                    *mv++=v.vertex;
+                    if( mn ) *mn++=v.normal;
+                    if( mc ) *mc++=v.texcoords;
+
+                    face->mIndices[j]=i+j;
+
+                    for( int k=0;k<4;++k ){
+                        if( !v.weights[k] ) break;
+
+                        int bone=v.bones[k];
+                        float weight=v.weights[k];
+
+                        vweights[bone].push_back( aiVertexWeight(i+j,weight) );
+                    }
+                }
+                ++face;
+            }
+
+            vector<aiBone*> bones;
+            for(size_t i=0;i<vweights.size();++i ){
+                vector<aiVertexWeight> &weights=vweights[i];
+                if( !weights.size() ) continue;
+
+                aiBone *bone=new aiBone;
+                bones.push_back( bone );
+
+                aiNode *bnode=_nodes[i];
+
+                bone->mName=bnode->mName;
+                bone->mNumWeights= static_cast<unsigned int>(weights.size());
+                bone->mWeights=to_array( weights );
+
+                aiMatrix4x4 mat=bnode->mTransformation;
+                while( bnode->mParent ){
+                    bnode=bnode->mParent;
+                    mat=bnode->mTransformation * mat;
+                }
+                bone->mOffsetMatrix=mat.Inverse();
+            }
+            mesh->mNumBones= static_cast<unsigned int>(bones.size());
+            mesh->mBones=to_array( bones );
+        }
+    }
+
+    //nodes
+    scene->mRootNode=_nodes[0];
+
+    //material
+    if( !_materials.size() ){
+        _materials.push_back( new aiMaterial );
+    }
+    scene->mNumMaterials= static_cast<unsigned int>(_materials.size());
+    scene->mMaterials=to_array( _materials );
+
+    //meshes
+    scene->mNumMeshes= static_cast<unsigned int>(_meshes.size());
+    scene->mMeshes=to_array( _meshes );
+
+    //animations
+    if( _animations.size()==1 && _nodeAnims.size() ){
+
+        aiAnimation *anim=_animations.back();
+        anim->mNumChannels=static_cast<unsigned int>(_nodeAnims.size());
+        anim->mChannels=to_array( _nodeAnims );
+
+        scene->mNumAnimations=static_cast<unsigned int>(_animations.size());
+        scene->mAnimations=to_array( _animations );
+    }
+
+    // convert to RH
+    MakeLeftHandedProcess makeleft;
+    makeleft.Execute( scene );
+
+    FlipWindingOrderProcess flip;
+    flip.Execute( scene );
+}
+
+#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER

+ 130 - 126
code/B3DImporter.h

@@ -1,126 +1,130 @@
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Definition of the .b3d importer class. */
-
-#ifndef AI_B3DIMPORTER_H_INC
-#define AI_B3DIMPORTER_H_INC
-
-#include "../include/assimp/types.h"
-#include "../include/assimp/mesh.h"
-#include "../include/assimp/material.h"
-
-#include <string>
-#include <vector>
-
-namespace Assimp{
-
-class B3DImporter : public BaseImporter{
-public:
-
-	virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
-
-protected:
-
-	virtual const aiImporterDesc* GetInfo () const;
-	virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
-
-private:
-
-	int ReadByte();
-	int ReadInt();
-	float ReadFloat();
-	aiVector2D ReadVec2();
-	aiVector3D ReadVec3();
-	aiQuaternion ReadQuat();
-	std::string ReadString();
-	std::string ReadChunk();
-	void ExitChunk();
-	unsigned ChunkSize();
-
-	template<class T>
-	T *to_array( const std::vector<T> &v );
-
-	struct Vertex{
-		aiVector3D vertex;
-		aiVector3D normal;
-		aiVector3D texcoords;
-		unsigned char bones[4];
-		float weights[4];
-	};
-
-	void Oops();
-	void Fail( std::string str );
-
-	void ReadTEXS();
-	void ReadBRUS();
-
-	void ReadVRTS();
-	void ReadTRIS( int v0 );
-	void ReadMESH();
-	void ReadBONE( int id );
-	void ReadKEYS( aiNodeAnim *nodeAnim );
-	void ReadANIM();
-
-	aiNode *ReadNODE( aiNode *parent );
-
-	void ReadBB3D( aiScene *scene );
-
-	unsigned _pos;
-//	unsigned _size;
-	std::vector<unsigned char> _buf;
-	std::vector<unsigned> _stack;
-	
-	std::vector<std::string> _textures;
-	std::vector<aiMaterial*> _materials;
-
-	int _vflags,_tcsets,_tcsize;
-	std::vector<Vertex> _vertices;
-
-	std::vector<aiNode*> _nodes;
-	std::vector<aiMesh*> _meshes;
-	std::vector<aiNodeAnim*> _nodeAnims;
-	std::vector<aiAnimation*> _animations;
-};
-
-}
-
-#endif
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Definition of the .b3d importer class. */
+
+#ifndef AI_B3DIMPORTER_H_INC
+#define AI_B3DIMPORTER_H_INC
+
+#include <assimp/types.h>
+#include <assimp/mesh.h>
+#include <assimp/material.h>
+#include "BaseImporter.h"
+
+#include <string>
+#include <vector>
+
+struct aiNodeAnim;
+struct aiNode;
+struct aiAnimation;
+
+namespace Assimp{
+
+class B3DImporter : public BaseImporter{
+public:
+
+    virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
+
+protected:
+
+    virtual const aiImporterDesc* GetInfo () const;
+    virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+
+private:
+
+    int ReadByte();
+    int ReadInt();
+    float ReadFloat();
+    aiVector2D ReadVec2();
+    aiVector3D ReadVec3();
+    aiQuaternion ReadQuat();
+    std::string ReadString();
+    std::string ReadChunk();
+    void ExitChunk();
+    unsigned ChunkSize();
+
+    template<class T>
+    T *to_array( const std::vector<T> &v );
+
+    struct Vertex{
+        aiVector3D vertex;
+        aiVector3D normal;
+        aiVector3D texcoords;
+        unsigned char bones[4];
+        float weights[4];
+    };
+
+    AI_WONT_RETURN void Oops() AI_WONT_RETURN_SUFFIX;
+    AI_WONT_RETURN void Fail( std::string str ) AI_WONT_RETURN_SUFFIX;
+
+    void ReadTEXS();
+    void ReadBRUS();
+
+    void ReadVRTS();
+    void ReadTRIS( int v0 );
+    void ReadMESH();
+    void ReadBONE( int id );
+    void ReadKEYS( aiNodeAnim *nodeAnim );
+    void ReadANIM();
+
+    aiNode *ReadNODE( aiNode *parent );
+
+    void ReadBB3D( aiScene *scene );
+
+    unsigned _pos;
+//  unsigned _size;
+    std::vector<unsigned char> _buf;
+    std::vector<unsigned> _stack;
+
+    std::vector<std::string> _textures;
+    std::vector<aiMaterial*> _materials;
+
+    int _vflags,_tcsets,_tcsize;
+    std::vector<Vertex> _vertices;
+
+    std::vector<aiNode*> _nodes;
+    std::vector<aiMesh*> _meshes;
+    std::vector<aiNodeAnim*> _nodeAnims;
+    std::vector<aiAnimation*> _animations;
+};
+
+}
+
+#endif

+ 543 - 534
code/BVHLoader.cpp

@@ -1,534 +1,543 @@
-/** Implementation of the BVH loader */
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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.
----------------------------------------------------------------------------
-*/
-
-#include "AssimpPCH.h"
-#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
-
-#include "BVHLoader.h"
-#include "fast_atof.h"
-#include "SkeletonMeshBuilder.h"
-
-using namespace Assimp;
-
-static const aiImporterDesc desc = {
-	"BVH Importer (MoCap)",
-	"",
-	"",
-	"",
-	aiImporterFlags_SupportTextFlavour,
-	0,
-	0,
-	0,
-	0,
-	"bvh"
-};
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-BVHLoader::BVHLoader()
-: noSkeletonMesh()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-BVHLoader::~BVHLoader()
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file. 
-bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
-{
-	// check file extension 
-	const std::string extension = GetExtension(pFile);
-	
-	if( extension == "bvh")
-		return true;
-
-	if ((!extension.length() || cs) && pIOHandler) {
-		const char* tokens[] = {"HIERARCHY"};
-		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
-	}
-	return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-void BVHLoader::SetupProperties(const Importer* pImp)
-{
-	noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Loader meta information
-const aiImporterDesc* BVHLoader::GetInfo () const
-{
-	return &desc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure. 
-void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
-{
-	mFileName = pFile;
-
-	// read file into memory
-	boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-	if( file.get() == NULL)
-		throw DeadlyImportError( "Failed to open file " + pFile + ".");
-
-	size_t fileSize = file->FileSize();
-	if( fileSize == 0)
-		throw DeadlyImportError( "File is too small.");
-
-	mBuffer.resize( fileSize);
-	file->Read( &mBuffer.front(), 1, fileSize);
-
-	// start reading
-	mReader = mBuffer.begin();
-	mLine = 1;
-	ReadStructure( pScene);
-
-	if (!noSkeletonMesh) {
-		// build a dummy mesh for the skeleton so that we see something at least
-		SkeletonMeshBuilder meshBuilder( pScene);
-	}
-
-	// construct an animation from all the motion data we read
-	CreateAnimation( pScene);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads the file
-void BVHLoader::ReadStructure( aiScene* pScene)
-{
-	// first comes hierarchy
-	std::string header = GetNextToken();
-	if( header != "HIERARCHY")
-		ThrowException( "Expected header string \"HIERARCHY\".");
-	ReadHierarchy( pScene);
-
-	// then comes the motion data
-	std::string motion = GetNextToken();
-	if( motion != "MOTION")
-		ThrowException( "Expected beginning of motion data \"MOTION\".");
-	ReadMotion( pScene);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads the hierarchy
-void BVHLoader::ReadHierarchy( aiScene* pScene)
-{
-	std::string root = GetNextToken();
-	if( root != "ROOT")
-		ThrowException( "Expected root node \"ROOT\".");
-
-	// Go read the hierarchy from here
-	pScene->mRootNode = ReadNode();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads a node and recursively its childs and returns the created node;
-aiNode* BVHLoader::ReadNode()
-{
-	// first token is name
-	std::string nodeName = GetNextToken();
-	if( nodeName.empty() || nodeName == "{")
-		ThrowException( boost::str( boost::format( "Expected node name, but found \"%s\".") % nodeName));
-
-	// then an opening brace should follow
-	std::string openBrace = GetNextToken();
-	if( openBrace != "{")
-		ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace));
-
-	// Create a node
-	aiNode* node = new aiNode( nodeName);
-	std::vector<aiNode*> childNodes;
-
-	// and create an bone entry for it
-	mNodes.push_back( Node( node));
-	Node& internNode = mNodes.back();
-
-	// now read the node's contents
-	while( 1)
-	{
-		std::string token = GetNextToken();
-
-		// node offset to parent node
-		if( token == "OFFSET")
-			ReadNodeOffset( node);
-		else if( token == "CHANNELS")
-			ReadNodeChannels( internNode);
-		else if( token == "JOINT")
-		{
-			// child node follows
-			aiNode* child = ReadNode();
-			child->mParent = node;
-			childNodes.push_back( child);
-		} 
-		else if( token == "End")
-		{
-			// The real symbol is "End Site". Second part comes in a separate token
-			std::string siteToken = GetNextToken();
-			if( siteToken != "Site")
-				ThrowException( boost::str( boost::format( "Expected \"End Site\" keyword, but found \"%s %s\".") % token % siteToken));
-
-			aiNode* child = ReadEndSite( nodeName);
-			child->mParent = node;
-			childNodes.push_back( child);
-		} 
-		else if( token == "}")
-		{
-			// we're done with that part of the hierarchy
-			break;
-		} else
-		{
-			// everything else is a parse error
-			ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token));
-		}
-	}
-
-	// add the child nodes if there are any
-	if( childNodes.size() > 0)
-	{
-		node->mNumChildren = childNodes.size();
-		node->mChildren = new aiNode*[node->mNumChildren];
-		std::copy( childNodes.begin(), childNodes.end(), node->mChildren);
-	}
-
-	// and return the sub-hierarchy we built here
-	return node;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads an end node and returns the created node.
-aiNode* BVHLoader::ReadEndSite( const std::string& pParentName)
-{
-	// check opening brace
-	std::string openBrace = GetNextToken();
-	if( openBrace != "{")
-		ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace));
-
-	// Create a node
-	aiNode* node = new aiNode( "EndSite_" + pParentName);
-
-	// now read the node's contents. Only possible entry is "OFFSET"
-	while( 1)
-	{
-		std::string token = GetNextToken();
-
-		// end node's offset
-		if( token == "OFFSET")
-		{
-			ReadNodeOffset( node);
-		} 
-		else if( token == "}")
-		{
-			// we're done with the end node
-			break;
-		} else
-		{
-			// everything else is a parse error
-			ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token));
-		}
-	}
-
-	// and return the sub-hierarchy we built here
-	return node;
-}
-// ------------------------------------------------------------------------------------------------
-// Reads a node offset for the given node
-void BVHLoader::ReadNodeOffset( aiNode* pNode)
-{
-	// Offset consists of three floats to read
-	aiVector3D offset;
-	offset.x = GetNextTokenAsFloat();
-	offset.y = GetNextTokenAsFloat();
-	offset.z = GetNextTokenAsFloat();
-
-	// build a transformation matrix from it
-	pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x, 0.0f, 1.0f, 0.0f, offset.y,
-		0.0f, 0.0f, 1.0f, offset.z, 0.0f, 0.0f, 0.0f, 1.0f);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads the animation channels for the given node
-void BVHLoader::ReadNodeChannels( BVHLoader::Node& pNode)
-{
-	// number of channels. Use the float reader because we're lazy
-	float numChannelsFloat = GetNextTokenAsFloat();
-	unsigned int numChannels = (unsigned int) numChannelsFloat;
-
-	for( unsigned int a = 0; a < numChannels; a++)
-	{
-		std::string channelToken = GetNextToken();
-
-		if( channelToken == "Xposition")
-			pNode.mChannels.push_back( Channel_PositionX);
-		else if( channelToken == "Yposition")
-			pNode.mChannels.push_back( Channel_PositionY);
-		else if( channelToken == "Zposition")
-			pNode.mChannels.push_back( Channel_PositionZ);
-		else if( channelToken == "Xrotation")
-			pNode.mChannels.push_back( Channel_RotationX);
-		else if( channelToken == "Yrotation")
-			pNode.mChannels.push_back( Channel_RotationY);
-		else if( channelToken == "Zrotation")
-			pNode.mChannels.push_back( Channel_RotationZ);
-		else
-			ThrowException( boost::str( boost::format( "Invalid channel specifier \"%s\".") % channelToken));
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads the motion data
-void BVHLoader::ReadMotion( aiScene* /*pScene*/)
-{
-	// Read number of frames
-	std::string tokenFrames = GetNextToken();
-	if( tokenFrames != "Frames:")
-		ThrowException( boost::str( boost::format( "Expected frame count \"Frames:\", but found \"%s\".") % tokenFrames));
-
-	float numFramesFloat = GetNextTokenAsFloat();
-	mAnimNumFrames = (unsigned int) numFramesFloat;
-
-	// Read frame duration
-	std::string tokenDuration1 = GetNextToken();
-	std::string tokenDuration2 = GetNextToken();
-	if( tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
-		ThrowException( boost::str( boost::format( "Expected frame duration \"Frame Time:\", but found \"%s %s\".") % tokenDuration1 % tokenDuration2));
-
-	mAnimTickDuration = GetNextTokenAsFloat();
-
-	// resize value vectors for each node
-	for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
-		it->mChannelValues.reserve( it->mChannels.size() * mAnimNumFrames);
-
-	// now read all the data and store it in the corresponding node's value vector
-	for( unsigned int frame = 0; frame < mAnimNumFrames; ++frame)
-	{
-		// on each line read the values for all nodes
-		for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
-		{
-			// get as many values as the node has channels
-			for( unsigned int c = 0; c < it->mChannels.size(); ++c)
-				it->mChannelValues.push_back( GetNextTokenAsFloat());
-		}
-
-		// after one frame worth of values for all nodes there should be a newline, but we better don't rely on it
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Retrieves the next token
-std::string BVHLoader::GetNextToken()
-{
-	// skip any preceeding whitespace
-	while( mReader != mBuffer.end())
-	{
-		if( !isspace( *mReader))
-			break;
-
-		// count lines
-		if( *mReader == '\n')
-			mLine++;
-
-		++mReader;
-	}
-
-	// collect all chars till the next whitespace. BVH is easy in respect to that.
-	std::string token;
-	while( mReader != mBuffer.end())
-	{
-		if( isspace( *mReader))
-			break;
-
-		token.push_back( *mReader);
-		++mReader;
-
-		// little extra logic to make sure braces are counted correctly
-		if( token == "{" || token == "}")
-			break;
-	}
-
-	// empty token means end of file, which is just fine
-	return token;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Reads the next token as a float
-float BVHLoader::GetNextTokenAsFloat()
-{
-	std::string token = GetNextToken();
-	if( token.empty())
-		ThrowException( "Unexpected end of file while trying to read a float");
-
-	// check if the float is valid by testing if the atof() function consumed every char of the token
-	const char* ctoken = token.c_str();
-	float result = 0.0f;
-	ctoken = fast_atoreal_move<float>( ctoken, result);
-
-	if( ctoken != token.c_str() + token.length())
-		ThrowException( boost::str( boost::format( "Expected a floating point number, but found \"%s\".") % token));
-
-	return result;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Aborts the file reading with an exception
-void BVHLoader::ThrowException( const std::string& pError)
-{
-	throw DeadlyImportError( boost::str( boost::format( "%s:%d - %s") % mFileName % mLine % pError));
-}
-
-// ------------------------------------------------------------------------------------------------
-// Constructs an animation for the motion data and stores it in the given scene
-void BVHLoader::CreateAnimation( aiScene* pScene)
-{
-	// create the animation
-	pScene->mNumAnimations = 1;
-	pScene->mAnimations = new aiAnimation*[1];
-	aiAnimation* anim = new aiAnimation;
-	pScene->mAnimations[0] = anim;
-
-	// put down the basic parameters
-	anim->mName.Set( "Motion");
-	anim->mTicksPerSecond = 1.0 / double( mAnimTickDuration);
-	anim->mDuration = double( mAnimNumFrames - 1);
-
-	// now generate the tracks for all nodes
-	anim->mNumChannels = mNodes.size();
-	anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
-
-	// FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown
-	for (unsigned int i = 0; i < anim->mNumChannels;++i)
-		anim->mChannels[i] = NULL;
-
-	for( unsigned int a = 0; a < anim->mNumChannels; a++)
-	{
-		const Node& node = mNodes[a];
-		const std::string nodeName = std::string( node.mNode->mName.data );
-		aiNodeAnim* nodeAnim = new aiNodeAnim;
-		anim->mChannels[a] = nodeAnim;
-		nodeAnim->mNodeName.Set( nodeName);
-
-		// translational part, if given
-		if( node.mChannels.size() == 6)
-		{
-			nodeAnim->mNumPositionKeys = mAnimNumFrames;
-			nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
-			aiVectorKey* poskey = nodeAnim->mPositionKeys;
-			for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
-			{
-				poskey->mTime = double( fr);
-
-				// Now compute all translations in the right order
-				for( unsigned int channel = 0; channel < 3; ++channel)
-				{
-					switch( node.mChannels[channel])
-					{	
-					case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
-					case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
-					case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
-					default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
-					}
-				}
-				++poskey;
-			}
-		} else
-		{
-			// if no translation part is given, put a default sequence
-			aiVector3D nodePos( node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
-			nodeAnim->mNumPositionKeys = 1;
-			nodeAnim->mPositionKeys = new aiVectorKey[1];
-			nodeAnim->mPositionKeys[0].mTime = 0.0;
-			nodeAnim->mPositionKeys[0].mValue = nodePos;
-		}
-
-		// rotation part. Always present. First find value offsets
-		{
-			unsigned int rotOffset  = 0;
-			if( node.mChannels.size() == 6)
-			{
-				// Offset all further calculations
-				rotOffset = 3;
-			} 
-
-			// Then create the number of rotation keys
-			nodeAnim->mNumRotationKeys = mAnimNumFrames;
-			nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames];
-			aiQuatKey* rotkey = nodeAnim->mRotationKeys;
-			for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
-			{
-				aiMatrix4x4 temp;
-				aiMatrix3x3 rotMatrix;
-
-				for( unsigned int channel = 0; channel < 3; ++channel)
-				{
-					// translate ZXY euler angels into a quaternion
-					const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
-
-					// Compute rotation transformations in the right order
-					switch (node.mChannels[rotOffset+channel]) 
-					{
-					case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
-					case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp);	break;
-					case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
-					default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
-					}
-				}
-
-				rotkey->mTime = double( fr);
-				rotkey->mValue = aiQuaternion( rotMatrix);
-				++rotkey;
-			}
-		}
-
-		// scaling part. Always just a default track
-		{
-			nodeAnim->mNumScalingKeys = 1;
-			nodeAnim->mScalingKeys = new aiVectorKey[1];
-			nodeAnim->mScalingKeys[0].mTime = 0.0;
-			nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f);
-		}
-	}
-}
-
-#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER
+/** Implementation of the BVH loader */
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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.
+---------------------------------------------------------------------------
+*/
+
+
+#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
+
+#include "BVHLoader.h"
+#include "fast_atof.h"
+#include "SkeletonMeshBuilder.h"
+#include <assimp/Importer.hpp>
+#include <memory>
+#include "TinyFormatter.h"
+#include <assimp/IOSystem.hpp>
+#include <assimp/scene.h>
+
+using namespace Assimp;
+using namespace Assimp::Formatter;
+
+static const aiImporterDesc desc = {
+    "BVH Importer (MoCap)",
+    "",
+    "",
+    "",
+    aiImporterFlags_SupportTextFlavour,
+    0,
+    0,
+    0,
+    0,
+    "bvh"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+BVHLoader::BVHLoader()
+    : mLine(),
+    mAnimTickDuration(),
+    mAnimNumFrames(),
+    noSkeletonMesh()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+BVHLoader::~BVHLoader()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
+{
+    // check file extension
+    const std::string extension = GetExtension(pFile);
+
+    if( extension == "bvh")
+        return true;
+
+    if ((!extension.length() || cs) && pIOHandler) {
+        const char* tokens[] = {"HIERARCHY"};
+        return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+    }
+    return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+void BVHLoader::SetupProperties(const Importer* pImp)
+{
+    noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader meta information
+const aiImporterDesc* BVHLoader::GetInfo () const
+{
+    return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
+{
+    mFileName = pFile;
+
+    // read file into memory
+    std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
+    if( file.get() == NULL)
+        throw DeadlyImportError( "Failed to open file " + pFile + ".");
+
+    size_t fileSize = file->FileSize();
+    if( fileSize == 0)
+        throw DeadlyImportError( "File is too small.");
+
+    mBuffer.resize( fileSize);
+    file->Read( &mBuffer.front(), 1, fileSize);
+
+    // start reading
+    mReader = mBuffer.begin();
+    mLine = 1;
+    ReadStructure( pScene);
+
+    if (!noSkeletonMesh) {
+        // build a dummy mesh for the skeleton so that we see something at least
+        SkeletonMeshBuilder meshBuilder( pScene);
+    }
+
+    // construct an animation from all the motion data we read
+    CreateAnimation( pScene);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads the file
+void BVHLoader::ReadStructure( aiScene* pScene)
+{
+    // first comes hierarchy
+    std::string header = GetNextToken();
+    if( header != "HIERARCHY")
+        ThrowException( "Expected header string \"HIERARCHY\".");
+    ReadHierarchy( pScene);
+
+    // then comes the motion data
+    std::string motion = GetNextToken();
+    if( motion != "MOTION")
+        ThrowException( "Expected beginning of motion data \"MOTION\".");
+    ReadMotion( pScene);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads the hierarchy
+void BVHLoader::ReadHierarchy( aiScene* pScene)
+{
+    std::string root = GetNextToken();
+    if( root != "ROOT")
+        ThrowException( "Expected root node \"ROOT\".");
+
+    // Go read the hierarchy from here
+    pScene->mRootNode = ReadNode();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads a node and recursively its childs and returns the created node;
+aiNode* BVHLoader::ReadNode()
+{
+    // first token is name
+    std::string nodeName = GetNextToken();
+    if( nodeName.empty() || nodeName == "{")
+        ThrowException( format() << "Expected node name, but found \"" << nodeName << "\"." );
+
+    // then an opening brace should follow
+    std::string openBrace = GetNextToken();
+    if( openBrace != "{")
+        ThrowException( format() << "Expected opening brace \"{\", but found \"" << openBrace << "\"." );
+
+    // Create a node
+    aiNode* node = new aiNode( nodeName);
+    std::vector<aiNode*> childNodes;
+
+    // and create an bone entry for it
+    mNodes.push_back( Node( node));
+    Node& internNode = mNodes.back();
+
+    // now read the node's contents
+    while( 1)
+    {
+        std::string token = GetNextToken();
+
+        // node offset to parent node
+        if( token == "OFFSET")
+            ReadNodeOffset( node);
+        else if( token == "CHANNELS")
+            ReadNodeChannels( internNode);
+        else if( token == "JOINT")
+        {
+            // child node follows
+            aiNode* child = ReadNode();
+            child->mParent = node;
+            childNodes.push_back( child);
+        }
+        else if( token == "End")
+        {
+            // The real symbol is "End Site". Second part comes in a separate token
+            std::string siteToken = GetNextToken();
+            if( siteToken != "Site")
+                ThrowException( format() << "Expected \"End Site\" keyword, but found \"" << token << " " << siteToken << "\"." );
+
+            aiNode* child = ReadEndSite( nodeName);
+            child->mParent = node;
+            childNodes.push_back( child);
+        }
+        else if( token == "}")
+        {
+            // we're done with that part of the hierarchy
+            break;
+        } else
+        {
+            // everything else is a parse error
+            ThrowException( format() << "Unknown keyword \"" << token << "\"." );
+        }
+    }
+
+    // add the child nodes if there are any
+    if( childNodes.size() > 0)
+    {
+        node->mNumChildren = static_cast<unsigned int>(childNodes.size());
+        node->mChildren = new aiNode*[node->mNumChildren];
+        std::copy( childNodes.begin(), childNodes.end(), node->mChildren);
+    }
+
+    // and return the sub-hierarchy we built here
+    return node;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads an end node and returns the created node.
+aiNode* BVHLoader::ReadEndSite( const std::string& pParentName)
+{
+    // check opening brace
+    std::string openBrace = GetNextToken();
+    if( openBrace != "{")
+        ThrowException( format() << "Expected opening brace \"{\", but found \"" << openBrace << "\".");
+
+    // Create a node
+    aiNode* node = new aiNode( "EndSite_" + pParentName);
+
+    // now read the node's contents. Only possible entry is "OFFSET"
+    while( 1)
+    {
+        std::string token = GetNextToken();
+
+        // end node's offset
+        if( token == "OFFSET")
+        {
+            ReadNodeOffset( node);
+        }
+        else if( token == "}")
+        {
+            // we're done with the end node
+            break;
+        } else
+        {
+            // everything else is a parse error
+            ThrowException( format() << "Unknown keyword \"" << token << "\"." );
+        }
+    }
+
+    // and return the sub-hierarchy we built here
+    return node;
+}
+// ------------------------------------------------------------------------------------------------
+// Reads a node offset for the given node
+void BVHLoader::ReadNodeOffset( aiNode* pNode)
+{
+    // Offset consists of three floats to read
+    aiVector3D offset;
+    offset.x = GetNextTokenAsFloat();
+    offset.y = GetNextTokenAsFloat();
+    offset.z = GetNextTokenAsFloat();
+
+    // build a transformation matrix from it
+    pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x, 0.0f, 1.0f, 0.0f, offset.y,
+        0.0f, 0.0f, 1.0f, offset.z, 0.0f, 0.0f, 0.0f, 1.0f);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads the animation channels for the given node
+void BVHLoader::ReadNodeChannels( BVHLoader::Node& pNode)
+{
+    // number of channels. Use the float reader because we're lazy
+    float numChannelsFloat = GetNextTokenAsFloat();
+    unsigned int numChannels = (unsigned int) numChannelsFloat;
+
+    for( unsigned int a = 0; a < numChannels; a++)
+    {
+        std::string channelToken = GetNextToken();
+
+        if( channelToken == "Xposition")
+            pNode.mChannels.push_back( Channel_PositionX);
+        else if( channelToken == "Yposition")
+            pNode.mChannels.push_back( Channel_PositionY);
+        else if( channelToken == "Zposition")
+            pNode.mChannels.push_back( Channel_PositionZ);
+        else if( channelToken == "Xrotation")
+            pNode.mChannels.push_back( Channel_RotationX);
+        else if( channelToken == "Yrotation")
+            pNode.mChannels.push_back( Channel_RotationY);
+        else if( channelToken == "Zrotation")
+            pNode.mChannels.push_back( Channel_RotationZ);
+        else
+            ThrowException( format() << "Invalid channel specifier \"" << channelToken << "\"." );
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads the motion data
+void BVHLoader::ReadMotion( aiScene* /*pScene*/)
+{
+    // Read number of frames
+    std::string tokenFrames = GetNextToken();
+    if( tokenFrames != "Frames:")
+        ThrowException( format() << "Expected frame count \"Frames:\", but found \"" << tokenFrames << "\".");
+
+    float numFramesFloat = GetNextTokenAsFloat();
+    mAnimNumFrames = (unsigned int) numFramesFloat;
+
+    // Read frame duration
+    std::string tokenDuration1 = GetNextToken();
+    std::string tokenDuration2 = GetNextToken();
+    if( tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
+        ThrowException( format() << "Expected frame duration \"Frame Time:\", but found \"" << tokenDuration1 << " " << tokenDuration2 << "\"." );
+
+    mAnimTickDuration = GetNextTokenAsFloat();
+
+    // resize value vectors for each node
+    for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
+        it->mChannelValues.reserve( it->mChannels.size() * mAnimNumFrames);
+
+    // now read all the data and store it in the corresponding node's value vector
+    for( unsigned int frame = 0; frame < mAnimNumFrames; ++frame)
+    {
+        // on each line read the values for all nodes
+        for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
+        {
+            // get as many values as the node has channels
+            for( unsigned int c = 0; c < it->mChannels.size(); ++c)
+                it->mChannelValues.push_back( GetNextTokenAsFloat());
+        }
+
+        // after one frame worth of values for all nodes there should be a newline, but we better don't rely on it
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Retrieves the next token
+std::string BVHLoader::GetNextToken()
+{
+    // skip any preceding whitespace
+    while( mReader != mBuffer.end())
+    {
+        if( !isspace( *mReader))
+            break;
+
+        // count lines
+        if( *mReader == '\n')
+            mLine++;
+
+        ++mReader;
+    }
+
+    // collect all chars till the next whitespace. BVH is easy in respect to that.
+    std::string token;
+    while( mReader != mBuffer.end())
+    {
+        if( isspace( *mReader))
+            break;
+
+        token.push_back( *mReader);
+        ++mReader;
+
+        // little extra logic to make sure braces are counted correctly
+        if( token == "{" || token == "}")
+            break;
+    }
+
+    // empty token means end of file, which is just fine
+    return token;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads the next token as a float
+float BVHLoader::GetNextTokenAsFloat()
+{
+    std::string token = GetNextToken();
+    if( token.empty())
+        ThrowException( "Unexpected end of file while trying to read a float");
+
+    // check if the float is valid by testing if the atof() function consumed every char of the token
+    const char* ctoken = token.c_str();
+    float result = 0.0f;
+    ctoken = fast_atoreal_move<float>( ctoken, result);
+
+    if( ctoken != token.c_str() + token.length())
+        ThrowException( format() << "Expected a floating point number, but found \"" << token << "\"." );
+
+    return result;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Aborts the file reading with an exception
+AI_WONT_RETURN void BVHLoader::ThrowException( const std::string& pError)
+{
+    throw DeadlyImportError( format() << mFileName << ":" << mLine << " - " << pError);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructs an animation for the motion data and stores it in the given scene
+void BVHLoader::CreateAnimation( aiScene* pScene)
+{
+    // create the animation
+    pScene->mNumAnimations = 1;
+    pScene->mAnimations = new aiAnimation*[1];
+    aiAnimation* anim = new aiAnimation;
+    pScene->mAnimations[0] = anim;
+
+    // put down the basic parameters
+    anim->mName.Set( "Motion");
+    anim->mTicksPerSecond = 1.0 / double( mAnimTickDuration);
+    anim->mDuration = double( mAnimNumFrames - 1);
+
+    // now generate the tracks for all nodes
+    anim->mNumChannels = static_cast<unsigned int>(mNodes.size());
+    anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
+
+    // FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown
+    for (unsigned int i = 0; i < anim->mNumChannels;++i)
+        anim->mChannels[i] = NULL;
+
+    for( unsigned int a = 0; a < anim->mNumChannels; a++)
+    {
+        const Node& node = mNodes[a];
+        const std::string nodeName = std::string( node.mNode->mName.data );
+        aiNodeAnim* nodeAnim = new aiNodeAnim;
+        anim->mChannels[a] = nodeAnim;
+        nodeAnim->mNodeName.Set( nodeName);
+
+        // translational part, if given
+        if( node.mChannels.size() == 6)
+        {
+            nodeAnim->mNumPositionKeys = mAnimNumFrames;
+            nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
+            aiVectorKey* poskey = nodeAnim->mPositionKeys;
+            for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
+            {
+                poskey->mTime = double( fr);
+
+                // Now compute all translations in the right order
+                for( unsigned int channel = 0; channel < 3; ++channel)
+                {
+                    switch( node.mChannels[channel])
+                    {
+                    case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
+                    case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
+                    case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
+                    default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
+                    }
+                }
+                ++poskey;
+            }
+        } else
+        {
+            // if no translation part is given, put a default sequence
+            aiVector3D nodePos( node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
+            nodeAnim->mNumPositionKeys = 1;
+            nodeAnim->mPositionKeys = new aiVectorKey[1];
+            nodeAnim->mPositionKeys[0].mTime = 0.0;
+            nodeAnim->mPositionKeys[0].mValue = nodePos;
+        }
+
+        // rotation part. Always present. First find value offsets
+        {
+            unsigned int rotOffset  = 0;
+            if( node.mChannels.size() == 6)
+            {
+                // Offset all further calculations
+                rotOffset = 3;
+            }
+
+            // Then create the number of rotation keys
+            nodeAnim->mNumRotationKeys = mAnimNumFrames;
+            nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames];
+            aiQuatKey* rotkey = nodeAnim->mRotationKeys;
+            for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
+            {
+                aiMatrix4x4 temp;
+                aiMatrix3x3 rotMatrix;
+
+                for( unsigned int channel = 0; channel < 3; ++channel)
+                {
+                    // translate ZXY euler angels into a quaternion
+                    const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
+
+                    // Compute rotation transformations in the right order
+                    switch (node.mChannels[rotOffset+channel])
+                    {
+                    case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
+                    case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp);  break;
+                    case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
+                    default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
+                    }
+                }
+
+                rotkey->mTime = double( fr);
+                rotkey->mValue = aiQuaternion( rotMatrix);
+                ++rotkey;
+            }
+        }
+
+        // scaling part. Always just a default track
+        {
+            nodeAnim->mNumScalingKeys = 1;
+            nodeAnim->mScalingKeys = new aiVectorKey[1];
+            nodeAnim->mScalingKeys[0].mTime = 0.0;
+            nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f);
+        }
+    }
+}
+
+#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER

+ 171 - 169
code/BVHLoader.h

@@ -1,169 +1,171 @@
-/** Defines the BHV motion capturing loader class */
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 BVHLoader.h
- *  @brief Biovision BVH import
- */
-
-#ifndef AI_BVHLOADER_H_INC
-#define AI_BVHLOADER_H_INC
-
-#include "BaseImporter.h"
-
-namespace Assimp
-{
-
-// --------------------------------------------------------------------------------
-/** Loader class to read Motion Capturing data from a .bvh file. 
- *
- * This format only contains a hierarchy of joints and a series of keyframes for
- * the hierarchy. It contains no actual mesh data, but we generate a dummy mesh
- * inside the loader just to be able to see something.
-*/
-class BVHLoader : public BaseImporter
-{
-
-	/** Possible animation channels for which the motion data holds the values */
-	enum ChannelType
-	{
-		Channel_PositionX,
-		Channel_PositionY,
-		Channel_PositionZ,
-		Channel_RotationX,
-		Channel_RotationY,
-		Channel_RotationZ
-	};
-
-	/** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */
-	struct Node
-	{
-		const aiNode* mNode;
-		std::vector<ChannelType> mChannels;
-		std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
-
-		Node() { }
-		Node( const aiNode* pNode) : mNode( pNode) { }
-	};
-
-public:
-
-	BVHLoader();
-	~BVHLoader();
-
-public:
-	/** Returns whether the class can handle the format of the given file. 
-	 * See BaseImporter::CanRead() for details.	*/
-	bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const;
-
-	void SetupProperties(const Importer* pImp);
-	const aiImporterDesc* GetInfo () const;
-
-protected:
-
-
-	/** Imports the given file into the given scene structure. 
-	 * See BaseImporter::InternReadFile() for details
-	 */
-	void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
-
-protected:
-	/** Reads the file */
-	void ReadStructure( aiScene* pScene);
-
-	/** Reads the hierarchy */
-	void ReadHierarchy( aiScene* pScene);
-
-	/** Reads a node and recursively its childs and returns the created node. */
-	aiNode* ReadNode();
-
-	/** Reads an end node and returns the created node. */
-	aiNode* ReadEndSite( const std::string& pParentName);
-
-	/** Reads a node offset for the given node */
-	void ReadNodeOffset( aiNode* pNode);
-
-	/** Reads the animation channels into the given node */
-	void ReadNodeChannels( BVHLoader::Node& pNode);
-
-	/** Reads the motion data */
-	void ReadMotion( aiScene* pScene);
-
-	/** Retrieves the next token */
-	std::string GetNextToken();
-
-	/** Reads the next token as a float */
-	float GetNextTokenAsFloat();
-
-	/** Aborts the file reading with an exception */
-	void ThrowException( const std::string& pError);
-
-	/** Constructs an animation for the motion data and stores it in the given scene */
-	void CreateAnimation( aiScene* pScene);
-
-protected:
-	/** Filename, for a verbose error message */
-	std::string mFileName;
-
-	/** Buffer to hold the loaded file */
-	std::vector<char> mBuffer;
-
-	/** Next char to read from the buffer */
-	std::vector<char>::const_iterator mReader;
-
-	/** Current line, for error messages */
-	unsigned int mLine;
-
-	/** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index.
-	* Also contain the motion data for the node's channels
-	*/
-	std::vector<Node> mNodes;
-
-	/** basic Animation parameters */
-	float mAnimTickDuration;
-	unsigned int mAnimNumFrames;
-
-	bool noSkeletonMesh;
-};
-
-} // end of namespace Assimp
-
-#endif // AI_BVHLOADER_H_INC
+/** Defines the BHV motion capturing loader class */
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 BVHLoader.h
+ *  @brief Biovision BVH import
+ */
+
+#ifndef AI_BVHLOADER_H_INC
+#define AI_BVHLOADER_H_INC
+
+#include "BaseImporter.h"
+
+struct aiNode;
+
+namespace Assimp
+{
+
+// --------------------------------------------------------------------------------
+/** Loader class to read Motion Capturing data from a .bvh file.
+ *
+ * This format only contains a hierarchy of joints and a series of keyframes for
+ * the hierarchy. It contains no actual mesh data, but we generate a dummy mesh
+ * inside the loader just to be able to see something.
+*/
+class BVHLoader : public BaseImporter
+{
+
+    /** Possible animation channels for which the motion data holds the values */
+    enum ChannelType
+    {
+        Channel_PositionX,
+        Channel_PositionY,
+        Channel_PositionZ,
+        Channel_RotationX,
+        Channel_RotationY,
+        Channel_RotationZ
+    };
+
+    /** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */
+    struct Node
+    {
+        const aiNode* mNode;
+        std::vector<ChannelType> mChannels;
+        std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
+
+        Node() { }
+        explicit Node( const aiNode* pNode) : mNode( pNode) { }
+    };
+
+public:
+
+    BVHLoader();
+    ~BVHLoader();
+
+public:
+    /** Returns whether the class can handle the format of the given file.
+     * See BaseImporter::CanRead() for details. */
+    bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const;
+
+    void SetupProperties(const Importer* pImp);
+    const aiImporterDesc* GetInfo () const;
+
+protected:
+
+
+    /** Imports the given file into the given scene structure.
+     * See BaseImporter::InternReadFile() for details
+     */
+    void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+
+protected:
+    /** Reads the file */
+    void ReadStructure( aiScene* pScene);
+
+    /** Reads the hierarchy */
+    void ReadHierarchy( aiScene* pScene);
+
+    /** Reads a node and recursively its childs and returns the created node. */
+    aiNode* ReadNode();
+
+    /** Reads an end node and returns the created node. */
+    aiNode* ReadEndSite( const std::string& pParentName);
+
+    /** Reads a node offset for the given node */
+    void ReadNodeOffset( aiNode* pNode);
+
+    /** Reads the animation channels into the given node */
+    void ReadNodeChannels( BVHLoader::Node& pNode);
+
+    /** Reads the motion data */
+    void ReadMotion( aiScene* pScene);
+
+    /** Retrieves the next token */
+    std::string GetNextToken();
+
+    /** Reads the next token as a float */
+    float GetNextTokenAsFloat();
+
+    /** Aborts the file reading with an exception */
+    AI_WONT_RETURN void ThrowException( const std::string& pError) AI_WONT_RETURN_SUFFIX;
+
+    /** Constructs an animation for the motion data and stores it in the given scene */
+    void CreateAnimation( aiScene* pScene);
+
+protected:
+    /** Filename, for a verbose error message */
+    std::string mFileName;
+
+    /** Buffer to hold the loaded file */
+    std::vector<char> mBuffer;
+
+    /** Next char to read from the buffer */
+    std::vector<char>::const_iterator mReader;
+
+    /** Current line, for error messages */
+    unsigned int mLine;
+
+    /** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index.
+    * Also contain the motion data for the node's channels
+    */
+    std::vector<Node> mNodes;
+
+    /** basic Animation parameters */
+    float mAnimTickDuration;
+    unsigned int mAnimNumFrames;
+
+    bool noSkeletonMesh;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_BVHLOADER_H_INC

+ 634 - 598
code/BaseImporter.cpp

@@ -1,598 +1,634 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BaseImporter.cpp
- *  @brief Implementation of BaseImporter 
- */
-
-#include "AssimpPCH.h"
-#include "BaseImporter.h"
-#include "FileSystemFilter.h"
-
-#include "Importer.h"
-
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-BaseImporter::BaseImporter()
-: progress()
-{
-	// nothing to do here
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-BaseImporter::~BaseImporter()
-{
-	// nothing to do here
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file and returns the imported data.
-aiScene* BaseImporter::ReadFile(const Importer* pImp, const std::string& pFile, IOSystem* pIOHandler)
-{
-	progress = pImp->GetProgressHandler();
-	ai_assert(progress);
-
-	// Gather configuration properties for this run
-	SetupProperties( pImp );
-
-	// Construct a file system filter to improve our success ratio at reading external files
-	FileSystemFilter filter(pFile,pIOHandler);
-
-	// create a scene object to hold the data
-	ScopeGuard<aiScene> sc(new aiScene());
-
-	// dispatch importing
-	try
-	{
-		InternReadFile( pFile, sc, &filter);
-
-	} catch( const std::exception& err )	{
-		// extract error description
-		mErrorText = err.what();
-		DefaultLogger::get()->error(mErrorText);
-		return NULL;
-	}
-
-	// return what we gathered from the import. 
-	sc.dismiss();
-	return sc;
-}
-
-// ------------------------------------------------------------------------------------------------
-void BaseImporter::SetupProperties(const Importer* /*pImp*/)
-{
-	// the default implementation does nothing
-}
-
-// ------------------------------------------------------------------------------------------------
-void BaseImporter::GetExtensionList(std::set<std::string>& extensions)
-{
-	const aiImporterDesc* desc = GetInfo();
-	ai_assert(desc != NULL);
-
-	const char* ext = desc->mFileExtensions;
-	ai_assert(ext != NULL);
-
-	const char* last = ext;
-	do {
-		if (!*ext || *ext == ' ') {
-			extensions.insert(std::string(last,ext-last));
-			ai_assert(ext-last > 0);
-			last = ext;
-			while(*last == ' ') {
-				++last;
-			}
-		}
-	}
-	while(*ext++);
-}
-
-// ------------------------------------------------------------------------------------------------
-/*static*/ bool BaseImporter::SearchFileHeaderForToken(IOSystem* pIOHandler,
-	const std::string&	pFile,
-	const char**		tokens, 
-	unsigned int		numTokens,
-	unsigned int		searchBytes /* = 200 */,
-	bool				tokensSol /* false */)
-{
-	ai_assert(NULL != tokens && 0 != numTokens && 0 != searchBytes);
-	if (!pIOHandler)
-		return false;
-
-	boost::scoped_ptr<IOStream> pStream (pIOHandler->Open(pFile));
-	if (pStream.get() )	{
-		// read 200 characters from the file
-		boost::scoped_array<char> _buffer (new char[searchBytes+1 /* for the '\0' */]);
-		char* buffer = _buffer.get();
-
-		const unsigned int read = pStream->Read(buffer,1,searchBytes);
-		if (!read)
-			return false;
-
-		for (unsigned int i = 0; i < read;++i)
-			buffer[i] = ::tolower(buffer[i]);
-
-		// It is not a proper handling of unicode files here ...
-		// ehm ... but it works in most cases.
-		char* cur = buffer,*cur2 = buffer,*end = &buffer[read];
-		while (cur != end)	{
-			if (*cur)
-				*cur2++ = *cur;
-			++cur;
-		}
-		*cur2 = '\0';
-
-		for (unsigned int i = 0; i < numTokens;++i)	{
-			ai_assert(NULL != tokens[i]);
-
-
-			const char* r = strstr(buffer,tokens[i]);
-			if (!r) 
-				continue;
-			// We got a match, either we don't care where it is, or it happens to
-			// be in the beginning of the file / line
-			if (!tokensSol || r == buffer || r[-1] == '\r' || r[-1] == '\n') {
-				DefaultLogger::get()->debug(std::string("Found positive match for header keyword: ") + tokens[i]);
-				return true;
-			}
-		}
-	}
-	return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Simple check for file extension
-/*static*/ bool BaseImporter::SimpleExtensionCheck (const std::string& pFile, 
-	const char* ext0,
-	const char* ext1,
-	const char* ext2)
-{
-	std::string::size_type pos = pFile.find_last_of('.');
-
-	// no file extension - can't read
-	if( pos == std::string::npos)
-		return false;
-	
-	const char* ext_real = & pFile[ pos+1 ];
-	if( !ASSIMP_stricmp(ext_real,ext0) )
-		return true;
-
-	// check for other, optional, file extensions
-	if (ext1 && !ASSIMP_stricmp(ext_real,ext1))
-		return true;
-
-	if (ext2 && !ASSIMP_stricmp(ext_real,ext2))
-		return true;
-
-	return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Get file extension from path
-/*static*/ std::string BaseImporter::GetExtension (const std::string& pFile)
-{
-	std::string::size_type pos = pFile.find_last_of('.');
-
-	// no file extension at all
-	if( pos == std::string::npos)
-		return "";
-
-	std::string ret = pFile.substr(pos+1);
-	std::transform(ret.begin(),ret.end(),ret.begin(),::tolower); // thanks to Andy Maloney for the hint
-	return ret;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Check for magic bytes at the beginning of the file.
-/* static */ bool BaseImporter::CheckMagicToken(IOSystem* pIOHandler, const std::string& pFile, 
-	const void* _magic, unsigned int num, unsigned int offset, unsigned int size)
-{
-	ai_assert(size <= 16 && _magic);
-
-	if (!pIOHandler) {
-		return false;
-	}
-	union {
-		const char* magic;
-		const uint16_t* magic_u16;
-		const uint32_t* magic_u32;
-	};
-	magic = reinterpret_cast<const char*>(_magic);
-	boost::scoped_ptr<IOStream> pStream (pIOHandler->Open(pFile));
-	if (pStream.get() )	{
-
-		// skip to offset
-		pStream->Seek(offset,aiOrigin_SET);
-
-		// read 'size' characters from the file
-		union {
-			char data[16];
-			uint16_t data_u16[8];
-			uint32_t data_u32[4];
-		};
-		if(size != pStream->Read(data,1,size)) {
-			return false;
-		}
-
-		for (unsigned int i = 0; i < num; ++i) {
-			// also check against big endian versions of tokens with size 2,4
-			// that's just for convinience, the chance that we cause conflicts
-			// is quite low and it can save some lines and prevent nasty bugs
-			if (2 == size) {
-				uint16_t rev = *magic_u16; 
-				ByteSwap::Swap(&rev);
-				if (data_u16[0] == *magic_u16 || data_u16[0] == rev) {
-					return true;
-				}
-			}
-			else if (4 == size) {
-				uint32_t rev = *magic_u32;
-				ByteSwap::Swap(&rev);
-				if (data_u32[0] == *magic_u32 || data_u32[0] == rev) {
-					return true;
-				}
-			}
-			else {
-				// any length ... just compare
-				if(!memcmp(magic,data,size)) {
-					return true;
-				}
-			}
-			magic += size;
-		}
-	}
-	return false;
-}
-
-#include "../contrib/ConvertUTF/ConvertUTF.h"
-
-// ------------------------------------------------------------------------------------------------
-void ReportResult(ConversionResult res)
-{
-	if(res == sourceExhausted) {
-		DefaultLogger::get()->error("Source ends with incomplete character sequence, transformation to UTF-8 fails");
-	}
-	else if(res == sourceIllegal) {
-		DefaultLogger::get()->error("Source contains illegal character sequence, transformation to UTF-8 fails");
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Convert to UTF8 data
-void BaseImporter::ConvertToUTF8(std::vector<char>& data)
-{
-	ConversionResult result;
-	if(data.size() < 8) {
-		throw DeadlyImportError("File is too small");
-	}
-
-	// UTF 8 with BOM
-	if((uint8_t)data[0] == 0xEF && (uint8_t)data[1] == 0xBB && (uint8_t)data[2] == 0xBF) {
-		DefaultLogger::get()->debug("Found UTF-8 BOM ...");
-
-		std::copy(data.begin()+3,data.end(),data.begin());
-		data.resize(data.size()-3);
-		return;
-	}
-
-	// UTF 32 BE with BOM
-	if(*((uint32_t*)&data.front()) == 0xFFFE0000) {
-	
-		// swap the endianess ..
-		for(uint32_t* p = (uint32_t*)&data.front(), *end = (uint32_t*)&data.back(); p <= end; ++p) {
-			AI_SWAP4P(p);
-		}
-	}
-	
-	// UTF 32 LE with BOM
-	if(*((uint32_t*)&data.front()) == 0x0000FFFE) {
-		DefaultLogger::get()->debug("Found UTF-32 BOM ...");
-
-		const uint32_t* sstart = (uint32_t*)&data.front()+1, *send = (uint32_t*)&data.back()+1;
-		char* dstart,*dend;
-		std::vector<char> output;
-		do {
-			output.resize(output.size()?output.size()*3/2:data.size()/2);
-			dstart = &output.front(),dend = &output.back()+1;
-
-			result = ConvertUTF32toUTF8((const UTF32**)&sstart,(const UTF32*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion);
-		} while(result == targetExhausted);
-
-		ReportResult(result);
-
-		// copy to output buffer. 
-		const size_t outlen = (size_t)(dstart-&output.front());
-		data.assign(output.begin(),output.begin()+outlen);
-		return;
-	}
-
-	// UTF 16 BE with BOM
-	if(*((uint16_t*)&data.front()) == 0xFFFE) {
-	
-		// swap the endianess ..
-		for(uint16_t* p = (uint16_t*)&data.front(), *end = (uint16_t*)&data.back(); p <= end; ++p) {
-			ByteSwap::Swap2(p);
-		}
-	}
-	
-	// UTF 16 LE with BOM
-	if(*((uint16_t*)&data.front()) == 0xFEFF) {
-		DefaultLogger::get()->debug("Found UTF-16 BOM ...");
-
-		const uint16_t* sstart = (uint16_t*)&data.front()+1, *send = (uint16_t*)(&data.back()+1);
-		char* dstart,*dend;
-		std::vector<char> output;
-		do {
-			output.resize(output.size()?output.size()*3/2:data.size()*3/4);
-			dstart = &output.front(),dend = &output.back()+1;
-
-			result = ConvertUTF16toUTF8((const UTF16**)&sstart,(const UTF16*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion);
-		} while(result == targetExhausted);
-
-		ReportResult(result);
-
-		// copy to output buffer.
-		const size_t outlen = (size_t)(dstart-&output.front());
-		data.assign(output.begin(),output.begin()+outlen);
-		return;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// Convert to UTF8 data to ISO-8859-1
-void BaseImporter::ConvertUTF8toISO8859_1(std::string& data)
-{
-	unsigned int size = data.size();
-	unsigned int i = 0, j = 0;
-
-	while(i < size) {
-		if((unsigned char) data[i] < 0x80) {
-			data[j] = data[i];
-		} else if(i < size - 1) {
-			if((unsigned char) data[i] == 0xC2) {
-				data[j] = data[++i];
-			} else if((unsigned char) data[i] == 0xC3) {
-				data[j] = ((unsigned char) data[++i] + 0x40);
-			} else {
-				std::stringstream stream;
-
-				stream << "UTF8 code " << std::hex << data[i] << data[i + 1] << " can not be converted into ISA-8859-1.";
-
-				DefaultLogger::get()->error(stream.str());
-
-				data[j++] = data[i++];
-				data[j] = data[i];
-			}
-		} else {
-			DefaultLogger::get()->error("UTF8 code but only one character remaining");
-
-			data[j] = data[i];
-		}
-
-		i++; j++;
-	}
-
-	data.resize(j);
-}
-
-// ------------------------------------------------------------------------------------------------
-void BaseImporter::TextFileToBuffer(IOStream* stream,
-	std::vector<char>& data)
-{
-	ai_assert(NULL != stream);
-
-	const size_t fileSize = stream->FileSize();
-	if(!fileSize) {
-		throw DeadlyImportError("File is empty");
-	}
-
-	data.reserve(fileSize+1); 
-	data.resize(fileSize); 
-	if(fileSize != stream->Read( &data[0], 1, fileSize)) {
-		throw DeadlyImportError("File read error");
-	}
-
-	ConvertToUTF8(data);
-
-	// append a binary zero to simplify string parsing
-	data.push_back(0);
-}
-
-// ------------------------------------------------------------------------------------------------
-namespace Assimp
-{
-	// Represents an import request
-	struct LoadRequest
-	{
-		LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map, unsigned int _id)
-			: file(_file), flags(_flags), refCnt(1),scene(NULL), loaded(false), id(_id)
-		{
-			if (_map)
-				map = *_map;
-		}
-
-		const std::string file;
-		unsigned int flags;
-		unsigned int refCnt;
-		aiScene* scene;
-		bool loaded;
-		BatchLoader::PropertyMap map;
-		unsigned int id;
-
-		bool operator== (const std::string& f) {
-			return file == f;
-		}
-	};
-}
-
-// ------------------------------------------------------------------------------------------------
-// BatchLoader::pimpl data structure
-struct Assimp::BatchData
-{
-	BatchData()
-		:	next_id(0xffff)
-	{}
-
-	// IO system to be used for all imports
-	IOSystem* pIOSystem;
-
-	// Importer used to load all meshes
-	Importer* pImporter;
-
-	// List of all imports
-	std::list<LoadRequest> requests;
-
-	// Base path
-	std::string pathBase;
-
-	// Id for next item
-	unsigned int next_id;
-};
-
-// ------------------------------------------------------------------------------------------------
-BatchLoader::BatchLoader(IOSystem* pIO)
-{
-	ai_assert(NULL != pIO);
-
-	data = new BatchData();
-	data->pIOSystem = pIO;
-
-	data->pImporter = new Importer();
-	data->pImporter->SetIOHandler(data->pIOSystem);
-}
-
-// ------------------------------------------------------------------------------------------------
-BatchLoader::~BatchLoader()
-{
-	// delete all scenes wthat have not been polled by the user
-	for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it)	{
-
-		delete (*it).scene;
-	}
-	data->pImporter->SetIOHandler(NULL); /* get pointer back into our posession */
-	delete data->pImporter;
-	delete data;
-}
-
-
-// ------------------------------------------------------------------------------------------------
-unsigned int BatchLoader::AddLoadRequest	(const std::string& file,
-	unsigned int steps /*= 0*/, const PropertyMap* map /*= NULL*/)
-{
-	ai_assert(!file.empty());
-	
-	// check whether we have this loading request already
-	std::list<LoadRequest>::iterator it;
-	for (it = data->requests.begin();it != data->requests.end(); ++it)	{
-
-		// Call IOSystem's path comparison function here
-		if (data->pIOSystem->ComparePaths((*it).file,file))	{
-
-			if (map) {
-				if (!((*it).map == *map))
-					continue;
-			}
-			else if (!(*it).map.empty())
-				continue;
-
-			(*it).refCnt++;
-			return (*it).id;
-		}
-	}
-
-	// no, we don't have it. So add it to the queue ...
-	data->requests.push_back(LoadRequest(file,steps,map,data->next_id));
-	return data->next_id++;
-}
-
-// ------------------------------------------------------------------------------------------------
-aiScene* BatchLoader::GetImport		(unsigned int which)
-{
-	for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it)	{
-
-		if ((*it).id == which && (*it).loaded)	{
-
-			aiScene* sc = (*it).scene;
-			if (!(--(*it).refCnt))	{
-				data->requests.erase(it);
-			}
-			return sc;
-		}
-	}
-	return NULL;
-}
-
-// ------------------------------------------------------------------------------------------------
-void BatchLoader::LoadAll()
-{
-	// no threaded implementation for the moment
-	for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it)	{
-		// force validation in debug builds
-		unsigned int pp = (*it).flags;
-#ifdef ASSIMP_BUILD_DEBUG
-		pp |= aiProcess_ValidateDataStructure;
-#endif
-		// setup config properties if necessary
-		ImporterPimpl* pimpl = data->pImporter->Pimpl();
-		pimpl->mFloatProperties  = (*it).map.floats;
-		pimpl->mIntProperties    = (*it).map.ints;
-		pimpl->mStringProperties = (*it).map.strings;
-		pimpl->mMatrixProperties = (*it).map.matrices;
-
-		if (!DefaultLogger::isNullLogger())
-		{
-			DefaultLogger::get()->info("%%% BEGIN EXTERNAL FILE %%%");
-			DefaultLogger::get()->info("File: " + (*it).file);
-		}
-		data->pImporter->ReadFile((*it).file,pp);
-		(*it).scene = data->pImporter->GetOrphanedScene();
-		(*it).loaded = true;
-
-		DefaultLogger::get()->info("%%% END EXTERNAL FILE %%%");
-	}
-}
-
-
-
-
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BaseImporter.cpp
+ *  @brief Implementation of BaseImporter
+ */
+
+#include "BaseImporter.h"
+#include "FileSystemFilter.h"
+#include "Importer.h"
+#include "ByteSwapper.h"
+#include <assimp/scene.h>
+#include <assimp/Importer.hpp>
+#include <assimp/postprocess.h>
+#include <ios>
+#include <list>
+#include <memory>
+#include <sstream>
+#include <cctype>
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+BaseImporter::BaseImporter()
+: m_progress()
+{
+    // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+BaseImporter::~BaseImporter()
+{
+    // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file and returns the imported data.
+aiScene* BaseImporter::ReadFile(const Importer* pImp, const std::string& pFile, IOSystem* pIOHandler)
+{
+    m_progress = pImp->GetProgressHandler();
+    ai_assert(m_progress);
+
+    // Gather configuration properties for this run
+    SetupProperties( pImp );
+
+    // Construct a file system filter to improve our success ratio at reading external files
+    FileSystemFilter filter(pFile,pIOHandler);
+
+    // create a scene object to hold the data
+    ScopeGuard<aiScene> sc(new aiScene());
+
+    // dispatch importing
+    try
+    {
+        InternReadFile( pFile, sc, &filter);
+
+    } catch( const std::exception& err )    {
+        // extract error description
+        m_ErrorText = err.what();
+        DefaultLogger::get()->error(m_ErrorText);
+        return NULL;
+    }
+
+    // return what we gathered from the import.
+    sc.dismiss();
+    return sc;
+}
+
+// ------------------------------------------------------------------------------------------------
+void BaseImporter::SetupProperties(const Importer* /*pImp*/)
+{
+    // the default implementation does nothing
+}
+
+// ------------------------------------------------------------------------------------------------
+void BaseImporter::GetExtensionList(std::set<std::string>& extensions)
+{
+    const aiImporterDesc* desc = GetInfo();
+    ai_assert(desc != NULL);
+
+    const char* ext = desc->mFileExtensions;
+    ai_assert(ext != NULL);
+
+    const char* last = ext;
+    do {
+        if (!*ext || *ext == ' ') {
+            extensions.insert(std::string(last,ext-last));
+            ai_assert(ext-last > 0);
+            last = ext;
+            while(*last == ' ') {
+                ++last;
+            }
+        }
+    }
+    while(*ext++);
+}
+
+// ------------------------------------------------------------------------------------------------
+/*static*/ bool BaseImporter::SearchFileHeaderForToken( IOSystem* pIOHandler,
+    const std::string&  pFile,
+    const char**        tokens,
+    unsigned int        numTokens,
+    unsigned int        searchBytes /* = 200 */,
+    bool                tokensSol /* false */)
+{
+    ai_assert( NULL != tokens );
+    ai_assert( 0 != numTokens );
+    ai_assert( 0 != searchBytes);
+
+    if (!pIOHandler)
+        return false;
+
+    std::unique_ptr<IOStream> pStream (pIOHandler->Open(pFile));
+    if (pStream.get() ) {
+        // read 200 characters from the file
+        std::unique_ptr<char[]> _buffer (new char[searchBytes+1 /* for the '\0' */]);
+        char* buffer = _buffer.get();
+        if( NULL == buffer ) {
+            return false;
+        }
+
+        const size_t read = pStream->Read(buffer,1,searchBytes);
+        if( !read ) {
+            return false;
+        }
+
+        for( size_t i = 0; i < read; ++i ) {
+            buffer[ i ] = ::tolower( buffer[ i ] );
+        }
+
+        // It is not a proper handling of unicode files here ...
+        // ehm ... but it works in most cases.
+        char* cur = buffer,*cur2 = buffer,*end = &buffer[read];
+        while (cur != end)  {
+            if( *cur ) {
+                *cur2++ = *cur;
+            }
+            ++cur;
+        }
+        *cur2 = '\0';
+
+        for (unsigned int i = 0; i < numTokens;++i) {
+            ai_assert(NULL != tokens[i]);
+            const char* r = strstr(buffer,tokens[i]);
+            if( !r ) {
+                continue;
+            }
+            // We got a match, either we don't care where it is, or it happens to
+            // be in the beginning of the file / line
+            if (!tokensSol || r == buffer || r[-1] == '\r' || r[-1] == '\n') {
+                DefaultLogger::get()->debug(std::string("Found positive match for header keyword: ") + tokens[i]);
+                return true;
+            }
+        }
+    }
+
+    return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Simple check for file extension
+/*static*/ bool BaseImporter::SimpleExtensionCheck (const std::string& pFile,
+    const char* ext0,
+    const char* ext1,
+    const char* ext2)
+{
+    std::string::size_type pos = pFile.find_last_of('.');
+
+    // no file extension - can't read
+    if( pos == std::string::npos)
+        return false;
+
+    const char* ext_real = & pFile[ pos+1 ];
+    if( !ASSIMP_stricmp(ext_real,ext0) )
+        return true;
+
+    // check for other, optional, file extensions
+    if (ext1 && !ASSIMP_stricmp(ext_real,ext1))
+        return true;
+
+    if (ext2 && !ASSIMP_stricmp(ext_real,ext2))
+        return true;
+
+    return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get file extension from path
+/*static*/ std::string BaseImporter::GetExtension (const std::string& pFile)
+{
+    std::string::size_type pos = pFile.find_last_of('.');
+
+    // no file extension at all
+    if( pos == std::string::npos)
+        return "";
+
+    std::string ret = pFile.substr(pos+1);
+    std::transform(ret.begin(),ret.end(),ret.begin(),::tolower); // thanks to Andy Maloney for the hint
+    return ret;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Check for magic bytes at the beginning of the file.
+/* static */ bool BaseImporter::CheckMagicToken(IOSystem* pIOHandler, const std::string& pFile,
+    const void* _magic, unsigned int num, unsigned int offset, unsigned int size)
+{
+    ai_assert(size <= 16 && _magic);
+
+    if (!pIOHandler) {
+        return false;
+    }
+    union {
+        const char* magic;
+        const uint16_t* magic_u16;
+        const uint32_t* magic_u32;
+    };
+    magic = reinterpret_cast<const char*>(_magic);
+    std::unique_ptr<IOStream> pStream (pIOHandler->Open(pFile));
+    if (pStream.get() ) {
+
+        // skip to offset
+        pStream->Seek(offset,aiOrigin_SET);
+
+        // read 'size' characters from the file
+        union {
+            char data[16];
+            uint16_t data_u16[8];
+            uint32_t data_u32[4];
+        };
+        if(size != pStream->Read(data,1,size)) {
+            return false;
+        }
+
+        for (unsigned int i = 0; i < num; ++i) {
+            // also check against big endian versions of tokens with size 2,4
+            // that's just for convenience, the chance that we cause conflicts
+            // is quite low and it can save some lines and prevent nasty bugs
+            if (2 == size) {
+                uint16_t rev = *magic_u16;
+                ByteSwap::Swap(&rev);
+                if (data_u16[0] == *magic_u16 || data_u16[0] == rev) {
+                    return true;
+                }
+            }
+            else if (4 == size) {
+                uint32_t rev = *magic_u32;
+                ByteSwap::Swap(&rev);
+                if (data_u32[0] == *magic_u32 || data_u32[0] == rev) {
+                    return true;
+                }
+            }
+            else {
+                // any length ... just compare
+                if(!memcmp(magic,data,size)) {
+                    return true;
+                }
+            }
+            magic += size;
+        }
+    }
+    return false;
+}
+
+#include "../contrib/ConvertUTF/ConvertUTF.h"
+
+// ------------------------------------------------------------------------------------------------
+void ReportResult(ConversionResult res)
+{
+    if(res == sourceExhausted) {
+        DefaultLogger::get()->error("Source ends with incomplete character sequence, transformation to UTF-8 fails");
+    }
+    else if(res == sourceIllegal) {
+        DefaultLogger::get()->error("Source contains illegal character sequence, transformation to UTF-8 fails");
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert to UTF8 data
+void BaseImporter::ConvertToUTF8(std::vector<char>& data)
+{
+    ConversionResult result;
+    if(data.size() < 8) {
+        throw DeadlyImportError("File is too small");
+    }
+
+    // UTF 8 with BOM
+    if((uint8_t)data[0] == 0xEF && (uint8_t)data[1] == 0xBB && (uint8_t)data[2] == 0xBF) {
+        DefaultLogger::get()->debug("Found UTF-8 BOM ...");
+
+        std::copy(data.begin()+3,data.end(),data.begin());
+        data.resize(data.size()-3);
+        return;
+    }
+
+    // UTF 32 BE with BOM
+    if(*((uint32_t*)&data.front()) == 0xFFFE0000) {
+
+        // swap the endianness ..
+        for(uint32_t* p = (uint32_t*)&data.front(), *end = (uint32_t*)&data.back(); p <= end; ++p) {
+            AI_SWAP4P(p);
+        }
+    }
+
+    // UTF 32 LE with BOM
+    if(*((uint32_t*)&data.front()) == 0x0000FFFE) {
+        DefaultLogger::get()->debug("Found UTF-32 BOM ...");
+
+        const uint32_t* sstart = (uint32_t*)&data.front()+1, *send = (uint32_t*)&data.back()+1;
+        char* dstart,*dend;
+        std::vector<char> output;
+        do {
+            output.resize(output.size()?output.size()*3/2:data.size()/2);
+            dstart = &output.front(),dend = &output.back()+1;
+
+            result = ConvertUTF32toUTF8((const UTF32**)&sstart,(const UTF32*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion);
+        } while(result == targetExhausted);
+
+        ReportResult(result);
+
+        // copy to output buffer.
+        const size_t outlen = (size_t)(dstart-&output.front());
+        data.assign(output.begin(),output.begin()+outlen);
+        return;
+    }
+
+    // UTF 16 BE with BOM
+    if(*((uint16_t*)&data.front()) == 0xFFFE) {
+
+        // swap the endianness ..
+        for(uint16_t* p = (uint16_t*)&data.front(), *end = (uint16_t*)&data.back(); p <= end; ++p) {
+            ByteSwap::Swap2(p);
+        }
+    }
+
+    // UTF 16 LE with BOM
+    if(*((uint16_t*)&data.front()) == 0xFEFF) {
+        DefaultLogger::get()->debug("Found UTF-16 BOM ...");
+
+        const uint16_t* sstart = (uint16_t*)&data.front()+1, *send = (uint16_t*)(&data.back()+1);
+        char* dstart,*dend;
+        std::vector<char> output;
+        do {
+            output.resize(output.size()?output.size()*3/2:data.size()*3/4);
+            dstart = &output.front(),dend = &output.back()+1;
+
+            result = ConvertUTF16toUTF8((const UTF16**)&sstart,(const UTF16*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion);
+        } while(result == targetExhausted);
+
+        ReportResult(result);
+
+        // copy to output buffer.
+        const size_t outlen = (size_t)(dstart-&output.front());
+        data.assign(output.begin(),output.begin()+outlen);
+        return;
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Convert to UTF8 data to ISO-8859-1
+void BaseImporter::ConvertUTF8toISO8859_1(std::string& data)
+{
+    size_t size = data.size();
+    size_t i = 0, j = 0;
+
+    while(i < size) {
+        if ((unsigned char) data[i] < (size_t) 0x80) {
+            data[j] = data[i];
+        } else if(i < size - 1) {
+            if((unsigned char) data[i] == 0xC2) {
+                data[j] = data[++i];
+            } else if((unsigned char) data[i] == 0xC3) {
+                data[j] = ((unsigned char) data[++i] + 0x40);
+            } else {
+                std::stringstream stream;
+
+                stream << "UTF8 code " << std::hex << data[i] << data[i + 1] << " can not be converted into ISA-8859-1.";
+
+                DefaultLogger::get()->error(stream.str());
+
+                data[j++] = data[i++];
+                data[j] = data[i];
+            }
+        } else {
+            DefaultLogger::get()->error("UTF8 code but only one character remaining");
+
+            data[j] = data[i];
+        }
+
+        i++; j++;
+    }
+
+    data.resize(j);
+}
+
+// ------------------------------------------------------------------------------------------------
+void BaseImporter::TextFileToBuffer(IOStream* stream,
+    std::vector<char>& data,
+    TextFileMode mode)
+{
+    ai_assert(NULL != stream);
+
+    const size_t fileSize = stream->FileSize();
+    if (mode == FORBID_EMPTY) {
+        if(!fileSize) {
+            throw DeadlyImportError("File is empty");
+        }
+    }
+
+    data.reserve(fileSize+1);
+    data.resize(fileSize);
+    if(fileSize > 0) {
+        if(fileSize != stream->Read( &data[0], 1, fileSize)) {
+            throw DeadlyImportError("File read error");
+        }
+
+        ConvertToUTF8(data);
+    }
+
+    // append a binary zero to simplify string parsing
+    data.push_back(0);
+}
+
+// ------------------------------------------------------------------------------------------------
+namespace Assimp {
+    // Represents an import request
+    struct LoadRequest {
+        LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map, unsigned int _id)
+        : file(_file)
+        , flags(_flags)
+        , refCnt(1)
+        , scene(NULL)
+        , loaded(false)
+        , id(_id) {
+            if ( _map ) {
+                map = *_map;
+            }
+        }
+
+        bool operator== ( const std::string& f ) const {
+            return file == f;
+        }
+
+        const std::string        file;
+        unsigned int             flags;
+        unsigned int             refCnt;
+        aiScene                 *scene;
+        bool                     loaded;
+        BatchLoader::PropertyMap map;
+        unsigned int             id;
+    };
+}
+
+// ------------------------------------------------------------------------------------------------
+// BatchLoader::pimpl data structure
+struct Assimp::BatchData {
+    BatchData( IOSystem* pIO, bool validate )
+    : pIOSystem( pIO )
+    , pImporter( nullptr )
+    , next_id(0xffff)
+    , validate( validate ) {
+        ai_assert( NULL != pIO );
+        
+        pImporter = new Importer();
+        pImporter->SetIOHandler( pIO );
+    }
+
+    ~BatchData() {
+        pImporter->SetIOHandler( NULL ); /* get pointer back into our possession */
+        delete pImporter;
+    }
+
+    // IO system to be used for all imports
+    IOSystem* pIOSystem;
+
+    // Importer used to load all meshes
+    Importer* pImporter;
+
+    // List of all imports
+    std::list<LoadRequest> requests;
+
+    // Base path
+    std::string pathBase;
+
+    // Id for next item
+    unsigned int next_id;
+
+    // Validation enabled state
+    bool validate;
+};
+
+typedef std::list<LoadRequest>::iterator LoadReqIt;
+
+// ------------------------------------------------------------------------------------------------
+BatchLoader::BatchLoader(IOSystem* pIO, bool validate )
+{
+    ai_assert(NULL != pIO);
+
+    m_data = new BatchData( pIO, validate );
+}
+
+// ------------------------------------------------------------------------------------------------
+BatchLoader::~BatchLoader()
+{
+    // delete all scenes what have not been polled by the user
+    for ( LoadReqIt it = m_data->requests.begin();it != m_data->requests.end(); ++it) {
+        delete (*it).scene;
+    }
+    delete m_data;
+}
+
+// ------------------------------------------------------------------------------------------------
+void BatchLoader::setValidation( bool enabled ) {
+    m_data->validate = enabled;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool BatchLoader::getValidation() const {
+    return m_data->validate;
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned int BatchLoader::AddLoadRequest(const std::string& file,
+    unsigned int steps /*= 0*/, const PropertyMap* map /*= NULL*/)
+{
+    ai_assert(!file.empty());
+
+    // check whether we have this loading request already
+    for ( LoadReqIt it = m_data->requests.begin();it != m_data->requests.end(); ++it)  {
+        // Call IOSystem's path comparison function here
+        if ( m_data->pIOSystem->ComparePaths((*it).file,file)) {
+            if (map) {
+                if ( !( ( *it ).map == *map ) ) {
+                    continue;
+                }
+            }
+            else if ( !( *it ).map.empty() ) {
+                continue;
+            }
+
+            (*it).refCnt++;
+            return (*it).id;
+        }
+    }
+
+    // no, we don't have it. So add it to the queue ...
+    m_data->requests.push_back(LoadRequest(file,steps,map, m_data->next_id));
+    return m_data->next_id++;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiScene* BatchLoader::GetImport( unsigned int which )
+{
+    for ( LoadReqIt it = m_data->requests.begin();it != m_data->requests.end(); ++it) {
+        if ((*it).id == which && (*it).loaded)  {
+            aiScene* sc = (*it).scene;
+            if (!(--(*it).refCnt))  {
+                m_data->requests.erase(it);
+            }
+            return sc;
+        }
+    }
+    return NULL;
+}
+
+// ------------------------------------------------------------------------------------------------
+void BatchLoader::LoadAll()
+{
+    // no threaded implementation for the moment
+    for ( LoadReqIt it = m_data->requests.begin();it != m_data->requests.end(); ++it) {
+        // force validation in debug builds
+        unsigned int pp = (*it).flags;
+        if ( m_data->validate ) {
+            pp |= aiProcess_ValidateDataStructure;
+        }
+
+        // setup config properties if necessary
+        ImporterPimpl* pimpl = m_data->pImporter->Pimpl();
+        pimpl->mFloatProperties  = (*it).map.floats;
+        pimpl->mIntProperties    = (*it).map.ints;
+        pimpl->mStringProperties = (*it).map.strings;
+        pimpl->mMatrixProperties = (*it).map.matrices;
+
+        if (!DefaultLogger::isNullLogger())
+        {
+            DefaultLogger::get()->info("%%% BEGIN EXTERNAL FILE %%%");
+            DefaultLogger::get()->info("File: " + (*it).file);
+        }
+        m_data->pImporter->ReadFile((*it).file,pp);
+        (*it).scene = m_data->pImporter->GetOrphanedScene();
+        (*it).loaded = true;
+
+        DefaultLogger::get()->info("%%% END EXTERNAL FILE %%%");
+    }
+}

+ 401 - 368
code/BaseImporter.h

@@ -1,368 +1,401 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Definition of the base class for all importer worker classes. */
-#ifndef INCLUDED_AI_BASEIMPORTER_H
-#define INCLUDED_AI_BASEIMPORTER_H
-
-#include "Exceptional.h"
-
-#include <string>
-#include <map>
-#include <vector>
-#include "./../include/assimp/types.h"
-
-struct aiScene;
-
-namespace Assimp	{
-
-class IOSystem;
-class Importer;
-class BaseImporter;
-class BaseProcess;
-class SharedPostProcessInfo;
-class IOStream;
-
-// utility to do char4 to uint32 in a portable manner
-#define AI_MAKE_MAGIC(string) ((uint32_t)((string[0] << 24) + \
-	(string[1] << 16) + (string[2] << 8) + string[3]))
-
-// ---------------------------------------------------------------------------
-template <typename T>
-struct ScopeGuard
-{
-	ScopeGuard(T* obj) : obj(obj), mdismiss() {}
-	~ScopeGuard () throw() {
-		if (!mdismiss) {
-			delete obj;
-		}
-		obj = NULL;
-	} 
-
-	T* dismiss() {
-		mdismiss=true;
-		return obj;
-	}
-
-	operator T*() {
-		return obj;
-	}
-
-	T* operator -> () {
-		return obj;
-	}
-
-private:
-	T* obj;
-	bool mdismiss;
-};
-
-
-
-// ---------------------------------------------------------------------------
-/** FOR IMPORTER PLUGINS ONLY: The BaseImporter defines a common interface 
- *  for all importer worker classes.
- *
- * The interface defines two functions: CanRead() is used to check if the 
- * importer can handle the format of the given file. If an implementation of 
- * this function returns true, the importer then calls ReadFile() which 
- * imports the given file. ReadFile is not overridable, it just calls 
- * InternReadFile() and catches any ImportErrorException that might occur.
- */
-class ASSIMP_API BaseImporter
-{
-	friend class Importer;
-
-public:
-
-	/** Constructor to be privately used by #Importer */
-	BaseImporter();
-
-	/** Destructor, private as well */
-	virtual ~BaseImporter();
-
-public:
-	// -------------------------------------------------------------------
-	/** Returns whether the class can handle the format of the given file.
-	 *
-	 * The implementation should be as quick as possible. A check for
-	 * the file extension is enough. If no suitable loader is found with
-	 * this strategy, CanRead() is called again, the 'checkSig' parameter
-	 * set to true this time. Now the implementation is expected to
-	 * perform a full check of the file structure, possibly searching the
-	 * first bytes of the file for magic identifiers or keywords.
-	 *
-	 * @param pFile Path and file name of the file to be examined.
-	 * @param pIOHandler The IO handler to use for accessing any file.
-	 * @param checkSig Set to true if this method is called a second time.
-	 *   This time, the implementation may take more time to examine the
-	 *   contents of the file to be loaded for magic bytes, keywords, etc
-	 *   to be able to load files with unknown/not existent file extensions.
-	 * @return true if the class can read this file, false if not.
-	 */
-	virtual bool CanRead( 
-		const std::string& pFile, 
-		IOSystem* pIOHandler, 
-		bool checkSig
-		) const = 0;
-
-	// -------------------------------------------------------------------
-	/** Imports the given file and returns the imported data.
-	 * If the import succeeds, ownership of the data is transferred to 
-	 * the caller. If the import fails, NULL is returned. The function
-	 * takes care that any partially constructed data is destroyed
-	 * beforehand.
-	 *
-	 * @param pImp #Importer object hosting this loader.
-	 * @param pFile Path of the file to be imported. 
-	 * @param pIOHandler IO-Handler used to open this and possible other files.
-	 * @return The imported data or NULL if failed. If it failed a 
-	 * human-readable error description can be retrieved by calling 
-	 * GetErrorText()
-	 *
-	 * @note This function is not intended to be overridden. Implement 
-	 * InternReadFile() to do the import. If an exception is thrown somewhere 
-	 * in InternReadFile(), this function will catch it and transform it into
-	 *  a suitable response to the caller.
-	 */
-	aiScene* ReadFile(
-		const Importer* pImp, 
-		const std::string& pFile, 
-		IOSystem* pIOHandler
-		);
-
-	// -------------------------------------------------------------------
-	/** Returns the error description of the last error that occured. 
-	 * @return A description of the last error that occured. An empty
-	 * string if there was no error.
-	 */
-	const std::string& GetErrorText() const {
-		return mErrorText;
-	}
-
-	// -------------------------------------------------------------------
-	/** Called prior to ReadFile().
-	 * The function is a request to the importer to update its configuration
-	 * basing on the Importer's configuration property list.
-	 * @param pImp Importer instance
-	 */
-	virtual void SetupProperties(
-		const Importer* pImp
-		);
-
-	
-	// -------------------------------------------------------------------
-	/** Called by #Importer::GetImporterInfo to get a description of 
-	 *  some loader features. Importers must provide this information. */
-	virtual const aiImporterDesc* GetInfo() const = 0;
-
-
-
-	// -------------------------------------------------------------------
-	/** Called by #Importer::GetExtensionList for each loaded importer.
-	 *  Take the extension list contained in the structure returned by
-	 *  #GetInfo and insert all file extensions into the given set.
-	 *  @param extension set to collect file extensions in*/
-	void GetExtensionList(std::set<std::string>& extensions);
-
-protected:
-
-	// -------------------------------------------------------------------
-	/** Imports the given file into the given scene structure. The 
-	 * function is expected to throw an ImportErrorException if there is 
-	 * an error. If it terminates normally, the data in aiScene is 
-	 * expected to be correct. Override this function to implement the 
-	 * actual importing.
-	 * <br>
-	 *  The output scene must meet the following requirements:<br>
-	 * <ul>
-	 * <li>At least a root node must be there, even if its only purpose
-	 *     is to reference one mesh.</li>
-	 * <li>aiMesh::mPrimitiveTypes may be 0. The types of primitives
-	 *   in the mesh are determined automatically in this case.</li>
-	 * <li>the vertex data is stored in a pseudo-indexed "verbose" format.
-	 *   In fact this means that every vertex that is referenced by
-	 *   a face is unique. Or the other way round: a vertex index may
-	 *   not occur twice in a single aiMesh.</li>
-	 * <li>aiAnimation::mDuration may be -1. Assimp determines the length
-	 *   of the animation automatically in this case as the length of
-	 *   the longest animation channel.</li>
-	 * <li>aiMesh::mBitangents may be NULL if tangents and normals are
-	 *   given. In this case bitangents are computed as the cross product
-	 *   between normal and tangent.</li>
-	 * <li>There needn't be a material. If none is there a default material
-	 *   is generated. However, it is recommended practice for loaders
-	 *   to generate a default material for yourself that matches the
-	 *   default material setting for the file format better than Assimp's
-	 *   generic default material. Note that default materials *should*
-	 *   be named AI_DEFAULT_MATERIAL_NAME if they're just color-shaded
-	 *   or AI_DEFAULT_TEXTURED_MATERIAL_NAME if they define a (dummy) 
-	 *   texture. </li>
-	 * </ul>
-	 * If the AI_SCENE_FLAGS_INCOMPLETE-Flag is <b>not</b> set:<ul>
-	 * <li> at least one mesh must be there</li>
-	 * <li> there may be no meshes with 0 vertices or faces</li>
-	 * </ul>
-	 * This won't be checked (except by the validation step): Assimp will
-	 * crash if one of the conditions is not met!
-	 *
-	 * @param pFile Path of the file to be imported.
-	 * @param pScene The scene object to hold the imported data.
-	 * NULL is not a valid parameter.
-	 * @param pIOHandler The IO handler to use for any file access.
-	 * NULL is not a valid parameter. */
-	virtual void InternReadFile( 
-		const std::string& pFile, 
-		aiScene* pScene, 
-		IOSystem* pIOHandler
-		) = 0;
-
-public: // static utilities
-
-	// -------------------------------------------------------------------
-	/** A utility for CanRead().
-	 *
-	 *  The function searches the header of a file for a specific token
-	 *  and returns true if this token is found. This works for text
-	 *  files only. There is a rudimentary handling of UNICODE files.
-	 *  The comparison is case independent.
-	 *
-	 *  @param pIOSystem IO System to work with
-	 *  @param file File name of the file
-	 *  @param tokens List of tokens to search for
-	 *  @param numTokens Size of the token array
-	 *  @param searchBytes Number of bytes to be searched for the tokens.
-	 */
-	static bool SearchFileHeaderForToken(
-		IOSystem* pIOSystem, 
-		const std::string&	file,
-		const char** tokens, 
-		unsigned int numTokens,
-		unsigned int searchBytes = 200,
-		bool tokensSol = false);
-
-	// -------------------------------------------------------------------
-	/** @brief Check whether a file has a specific file extension
-	 *  @param pFile Input file
-	 *  @param ext0 Extension to check for. Lowercase characters only, no dot!
-	 *  @param ext1 Optional second extension
-	 *  @param ext2 Optional third extension
-	 *  @note Case-insensitive
-	 */
-	static bool SimpleExtensionCheck (
-		const std::string& pFile, 
-		const char* ext0,
-		const char* ext1 = NULL,
-		const char* ext2 = NULL);
-
-	// -------------------------------------------------------------------
-	/** @brief Extract file extension from a string
-	 *  @param pFile Input file
-	 *  @return Extension without trailing dot, all lowercase
-	 */
-	static std::string GetExtension (
-		const std::string& pFile);
-
-	// -------------------------------------------------------------------
-	/** @brief Check whether a file starts with one or more magic tokens
-	 *  @param pFile Input file
-	 *  @param pIOHandler IO system to be used
-	 *  @param magic n magic tokens
-	 *  @params num Size of magic
-	 *  @param offset Offset from file start where tokens are located
-	 *  @param Size of one token, in bytes. Maximally 16 bytes.
-	 *  @return true if one of the given tokens was found
-	 *
-	 *  @note For convinence, the check is also performed for the
-	 *  byte-swapped variant of all tokens (big endian). Only for
-	 *  tokens of size 2,4.
-	 */
-	static bool CheckMagicToken(
-		IOSystem* pIOHandler, 
-		const std::string& pFile, 
-		const void* magic,
-		unsigned int num,
-		unsigned int offset = 0,
-		unsigned int size   = 4);
-
-	// -------------------------------------------------------------------
-	/** An utility for all text file loaders. It converts a file to our
-	 *   UTF8 character set. Errors are reported, but ignored.
-	 *
-	 *  @param data File buffer to be converted to UTF8 data. The buffer 
-	 *  is resized as appropriate. */
-	static void ConvertToUTF8(
-		std::vector<char>& data);
-
-	// -------------------------------------------------------------------
-	/** An utility for all text file loaders. It converts a file from our
-	 *   UTF8 character set back to ISO-8859-1. Errors are reported, but ignored.
-	 *
-	 *  @param data File buffer to be converted from UTF8 to ISO-8859-1. The buffer
-	 *  is resized as appropriate. */
-	static void ConvertUTF8toISO8859_1(
-		std::string& data);
-
-	// -------------------------------------------------------------------
-	/** Utility for text file loaders which copies the contents of the
-	 *  file into a memory buffer and converts it to our UTF8
-	 *  representation.
-	 *  @param stream Stream to read from. 
-	 *  @param data Output buffer to be resized and filled with the
-	 *   converted text file data. The buffer is terminated with
-	 *   a binary 0. */
-	static void TextFileToBuffer(
-		IOStream* stream,
-		std::vector<char>& data);
-
-protected:
-
-	/** Error description in case there was one. */
-	std::string mErrorText;
-
-	/** Currently set progress handler */
-	ProgressHandler* progress;
-};
-
-
-
-} // end of namespace Assimp
-
-#endif // AI_BASEIMPORTER_H_INC
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Definition of the base class for all importer worker classes. */
+#ifndef INCLUDED_AI_BASEIMPORTER_H
+#define INCLUDED_AI_BASEIMPORTER_H
+
+#include "Exceptional.h"
+
+#include <string>
+#include <map>
+#include <vector>
+#include <set>
+#include <assimp/types.h>
+#include <assimp/ProgressHandler.hpp>
+
+struct aiScene;
+
+namespace Assimp    {
+
+class Importer;
+class IOSystem;
+class BaseProcess;
+class SharedPostProcessInfo;
+class IOStream;
+
+
+// utility to do char4 to uint32 in a portable manner
+#define AI_MAKE_MAGIC(string) ((uint32_t)((string[0] << 24) + \
+    (string[1] << 16) + (string[2] << 8) + string[3]))
+
+// ---------------------------------------------------------------------------
+template <typename T>
+struct ScopeGuard
+{
+    explicit ScopeGuard(T* obj) : obj(obj), mdismiss() {}
+    ~ScopeGuard () throw() {
+        if (!mdismiss) {
+            delete obj;
+        }
+        obj = NULL;
+    }
+
+    T* dismiss() {
+        mdismiss=true;
+        return obj;
+    }
+
+    operator T*() {
+        return obj;
+    }
+
+    T* operator -> () {
+        return obj;
+    }
+
+private:
+    // no copying allowed.
+    ScopeGuard();
+    ScopeGuard( const ScopeGuard & );
+    ScopeGuard &operator = ( const ScopeGuard & );
+
+    T* obj;
+    bool mdismiss;
+};
+
+
+
+// ---------------------------------------------------------------------------
+/** FOR IMPORTER PLUGINS ONLY: The BaseImporter defines a common interface
+ *  for all importer worker classes.
+ *
+ * The interface defines two functions: CanRead() is used to check if the
+ * importer can handle the format of the given file. If an implementation of
+ * this function returns true, the importer then calls ReadFile() which
+ * imports the given file. ReadFile is not overridable, it just calls
+ * InternReadFile() and catches any ImportErrorException that might occur.
+ */
+class ASSIMP_API BaseImporter
+{
+    friend class Importer;
+
+public:
+
+    /** Constructor to be privately used by #Importer */
+    BaseImporter();
+
+    /** Destructor, private as well */
+    virtual ~BaseImporter();
+
+public:
+    // -------------------------------------------------------------------
+    /** Returns whether the class can handle the format of the given file.
+     *
+     * The implementation should be as quick as possible. A check for
+     * the file extension is enough. If no suitable loader is found with
+     * this strategy, CanRead() is called again, the 'checkSig' parameter
+     * set to true this time. Now the implementation is expected to
+     * perform a full check of the file structure, possibly searching the
+     * first bytes of the file for magic identifiers or keywords.
+     *
+     * @param pFile Path and file name of the file to be examined.
+     * @param pIOHandler The IO handler to use for accessing any file.
+     * @param checkSig Set to true if this method is called a second time.
+     *   This time, the implementation may take more time to examine the
+     *   contents of the file to be loaded for magic bytes, keywords, etc
+     *   to be able to load files with unknown/not existent file extensions.
+     * @return true if the class can read this file, false if not.
+     */
+    virtual bool CanRead(
+        const std::string& pFile,
+        IOSystem* pIOHandler,
+        bool checkSig
+        ) const = 0;
+
+    // -------------------------------------------------------------------
+    /** Imports the given file and returns the imported data.
+     * If the import succeeds, ownership of the data is transferred to
+     * the caller. If the import fails, NULL is returned. The function
+     * takes care that any partially constructed data is destroyed
+     * beforehand.
+     *
+     * @param pImp #Importer object hosting this loader.
+     * @param pFile Path of the file to be imported.
+     * @param pIOHandler IO-Handler used to open this and possible other files.
+     * @return The imported data or NULL if failed. If it failed a
+     * human-readable error description can be retrieved by calling
+     * GetErrorText()
+     *
+     * @note This function is not intended to be overridden. Implement
+     * InternReadFile() to do the import. If an exception is thrown somewhere
+     * in InternReadFile(), this function will catch it and transform it into
+     *  a suitable response to the caller.
+     */
+    aiScene* ReadFile(
+        const Importer* pImp,
+        const std::string& pFile,
+        IOSystem* pIOHandler
+        );
+
+    // -------------------------------------------------------------------
+    /** Returns the error description of the last error that occurred.
+     * @return A description of the last error that occurred. An empty
+     * string if there was no error.
+     */
+    const std::string& GetErrorText() const {
+        return m_ErrorText;
+    }
+
+    // -------------------------------------------------------------------
+    /** Called prior to ReadFile().
+     * The function is a request to the importer to update its configuration
+     * basing on the Importer's configuration property list.
+     * @param pImp Importer instance
+     */
+    virtual void SetupProperties(
+        const Importer* pImp
+        );
+
+
+    // -------------------------------------------------------------------
+    /** Called by #Importer::GetImporterInfo to get a description of
+     *  some loader features. Importers must provide this information. */
+    virtual const aiImporterDesc* GetInfo() const = 0;
+
+
+
+    // -------------------------------------------------------------------
+    /** Called by #Importer::GetExtensionList for each loaded importer.
+     *  Take the extension list contained in the structure returned by
+     *  #GetInfo and insert all file extensions into the given set.
+     *  @param extension set to collect file extensions in*/
+    void GetExtensionList(std::set<std::string>& extensions);
+
+protected:
+
+    // -------------------------------------------------------------------
+    /** Imports the given file into the given scene structure. The
+     * function is expected to throw an ImportErrorException if there is
+     * an error. If it terminates normally, the data in aiScene is
+     * expected to be correct. Override this function to implement the
+     * actual importing.
+     * <br>
+     *  The output scene must meet the following requirements:<br>
+     * <ul>
+     * <li>At least a root node must be there, even if its only purpose
+     *     is to reference one mesh.</li>
+     * <li>aiMesh::mPrimitiveTypes may be 0. The types of primitives
+     *   in the mesh are determined automatically in this case.</li>
+     * <li>the vertex data is stored in a pseudo-indexed "verbose" format.
+     *   In fact this means that every vertex that is referenced by
+     *   a face is unique. Or the other way round: a vertex index may
+     *   not occur twice in a single aiMesh.</li>
+     * <li>aiAnimation::mDuration may be -1. Assimp determines the length
+     *   of the animation automatically in this case as the length of
+     *   the longest animation channel.</li>
+     * <li>aiMesh::mBitangents may be NULL if tangents and normals are
+     *   given. In this case bitangents are computed as the cross product
+     *   between normal and tangent.</li>
+     * <li>There needn't be a material. If none is there a default material
+     *   is generated. However, it is recommended practice for loaders
+     *   to generate a default material for yourself that matches the
+     *   default material setting for the file format better than Assimp's
+     *   generic default material. Note that default materials *should*
+     *   be named AI_DEFAULT_MATERIAL_NAME if they're just color-shaded
+     *   or AI_DEFAULT_TEXTURED_MATERIAL_NAME if they define a (dummy)
+     *   texture. </li>
+     * </ul>
+     * If the AI_SCENE_FLAGS_INCOMPLETE-Flag is <b>not</b> set:<ul>
+     * <li> at least one mesh must be there</li>
+     * <li> there may be no meshes with 0 vertices or faces</li>
+     * </ul>
+     * This won't be checked (except by the validation step): Assimp will
+     * crash if one of the conditions is not met!
+     *
+     * @param pFile Path of the file to be imported.
+     * @param pScene The scene object to hold the imported data.
+     * NULL is not a valid parameter.
+     * @param pIOHandler The IO handler to use for any file access.
+     * NULL is not a valid parameter. */
+    virtual void InternReadFile(
+        const std::string& pFile,
+        aiScene* pScene,
+        IOSystem* pIOHandler
+        ) = 0;
+
+public: // static utilities
+
+    // -------------------------------------------------------------------
+    /** A utility for CanRead().
+     *
+     *  The function searches the header of a file for a specific token
+     *  and returns true if this token is found. This works for text
+     *  files only. There is a rudimentary handling of UNICODE files.
+     *  The comparison is case independent.
+     *
+     *  @param pIOSystem IO System to work with
+     *  @param file File name of the file
+     *  @param tokens List of tokens to search for
+     *  @param numTokens Size of the token array
+     *  @param searchBytes Number of bytes to be searched for the tokens.
+     */
+    static bool SearchFileHeaderForToken(
+        IOSystem* pIOSystem,
+        const std::string&  file,
+        const char** tokens,
+        unsigned int numTokens,
+        unsigned int searchBytes = 200,
+        bool tokensSol = false);
+
+    // -------------------------------------------------------------------
+    /** @brief Check whether a file has a specific file extension
+     *  @param pFile Input file
+     *  @param ext0 Extension to check for. Lowercase characters only, no dot!
+     *  @param ext1 Optional second extension
+     *  @param ext2 Optional third extension
+     *  @note Case-insensitive
+     */
+    static bool SimpleExtensionCheck (
+        const std::string& pFile,
+        const char* ext0,
+        const char* ext1 = NULL,
+        const char* ext2 = NULL);
+
+    // -------------------------------------------------------------------
+    /** @brief Extract file extension from a string
+     *  @param pFile Input file
+     *  @return Extension without trailing dot, all lowercase
+     */
+    static std::string GetExtension (
+        const std::string& pFile);
+
+    // -------------------------------------------------------------------
+    /** @brief Check whether a file starts with one or more magic tokens
+     *  @param pFile Input file
+     *  @param pIOHandler IO system to be used
+     *  @param magic n magic tokens
+     *  @params num Size of magic
+     *  @param offset Offset from file start where tokens are located
+     *  @param Size of one token, in bytes. Maximally 16 bytes.
+     *  @return true if one of the given tokens was found
+     *
+     *  @note For convinence, the check is also performed for the
+     *  byte-swapped variant of all tokens (big endian). Only for
+     *  tokens of size 2,4.
+     */
+    static bool CheckMagicToken(
+        IOSystem* pIOHandler,
+        const std::string& pFile,
+        const void* magic,
+        unsigned int num,
+        unsigned int offset = 0,
+        unsigned int size   = 4);
+
+    // -------------------------------------------------------------------
+    /** An utility for all text file loaders. It converts a file to our
+     *   UTF8 character set. Errors are reported, but ignored.
+     *
+     *  @param data File buffer to be converted to UTF8 data. The buffer
+     *  is resized as appropriate. */
+    static void ConvertToUTF8(
+        std::vector<char>& data);
+
+    // -------------------------------------------------------------------
+    /** An utility for all text file loaders. It converts a file from our
+     *   UTF8 character set back to ISO-8859-1. Errors are reported, but ignored.
+     *
+     *  @param data File buffer to be converted from UTF8 to ISO-8859-1. The buffer
+     *  is resized as appropriate. */
+    static void ConvertUTF8toISO8859_1(
+        std::string& data);
+
+    // -------------------------------------------------------------------
+    /// @brief  Enum to define, if empty files are ok or not.
+    enum TextFileMode { 
+        ALLOW_EMPTY,
+        FORBID_EMPTY 
+    };
+
+    // -------------------------------------------------------------------
+    /** Utility for text file loaders which copies the contents of the
+     *  file into a memory buffer and converts it to our UTF8
+     *  representation.
+     *  @param stream Stream to read from.
+     *  @param data Output buffer to be resized and filled with the
+     *   converted text file data. The buffer is terminated with
+     *   a binary 0.
+     *  @param mode Whether it is OK to load empty text files. */
+    static void TextFileToBuffer(
+        IOStream* stream,
+        std::vector<char>& data,
+        TextFileMode mode = FORBID_EMPTY);
+
+    // -------------------------------------------------------------------
+    /** Utility function to move a std::vector into a aiScene array
+    *  @param vec The vector to be moved
+    *  @param out The output pointer to the allocated array.
+    *  @param numOut The output count of elements copied. */
+    template<typename T>
+    AI_FORCE_INLINE
+    static void CopyVector(
+        std::vector<T>& vec,
+        T*& out,
+        unsigned int& outLength)
+    {
+        outLength = unsigned(vec.size());
+        if (outLength) {
+            out = new T[outLength];
+            std::swap_ranges(vec.begin(), vec.end(), out);
+        }
+    }
+
+protected:
+    /// Error description in case there was one.
+    std::string m_ErrorText;
+    /// Currently set progress handler.
+    ProgressHandler* m_progress;
+};
+
+
+
+} // end of namespace Assimp
+
+#endif // AI_BASEIMPORTER_H_INC

+ 105 - 105
code/BaseProcess.cpp

@@ -1,105 +1,105 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Implementation of BaseProcess */
-
-#include "AssimpPCH.h"
-#include "BaseImporter.h"
-#include "BaseProcess.h"
-
-#include "Importer.h"
-
-using namespace Assimp;
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-BaseProcess::BaseProcess()
-: shared()
-, progress()
-{
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-BaseProcess::~BaseProcess()
-{
-	// nothing to do here
-}
-
-// ------------------------------------------------------------------------------------------------
-void BaseProcess::ExecuteOnScene( Importer* pImp)
-{
-	ai_assert(NULL != pImp && NULL != pImp->Pimpl()->mScene);
-
-	progress = pImp->GetProgressHandler();
-	ai_assert(progress);
-
-	SetupProperties( pImp );
-
-	// catch exceptions thrown inside the PostProcess-Step
-	try
-	{
-		Execute(pImp->Pimpl()->mScene);
-
-	} catch( const std::exception& err )	{
-
-		// extract error description
-		pImp->Pimpl()->mErrorString = err.what();
-		DefaultLogger::get()->error(pImp->Pimpl()->mErrorString);
-
-		// and kill the partially imported data
-		delete pImp->Pimpl()->mScene;
-		pImp->Pimpl()->mScene = NULL;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void BaseProcess::SetupProperties(const Importer* /*pImp*/)
-{
-	// the default implementation does nothing
-}
-
-// ------------------------------------------------------------------------------------------------
-bool BaseProcess::RequireVerboseFormat() const
-{
-	return true;
-}
-
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Implementation of BaseProcess */
+
+#include "BaseImporter.h"
+#include "BaseProcess.h"
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/scene.h>
+#include "Importer.h"
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+BaseProcess::BaseProcess()
+: shared()
+, progress()
+{
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+BaseProcess::~BaseProcess()
+{
+    // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+void BaseProcess::ExecuteOnScene( Importer* pImp)
+{
+    ai_assert(NULL != pImp && NULL != pImp->Pimpl()->mScene);
+
+    progress = pImp->GetProgressHandler();
+    ai_assert(progress);
+
+    SetupProperties( pImp );
+
+    // catch exceptions thrown inside the PostProcess-Step
+    try
+    {
+        Execute(pImp->Pimpl()->mScene);
+
+    } catch( const std::exception& err )    {
+
+        // extract error description
+        pImp->Pimpl()->mErrorString = err.what();
+        DefaultLogger::get()->error(pImp->Pimpl()->mErrorString);
+
+        // and kill the partially imported data
+        delete pImp->Pimpl()->mScene;
+        pImp->Pimpl()->mScene = NULL;
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BaseProcess::SetupProperties(const Importer* /*pImp*/)
+{
+    // the default implementation does nothing
+}
+
+// ------------------------------------------------------------------------------------------------
+bool BaseProcess::RequireVerboseFormat() const
+{
+    return true;
+}
+

+ 294 - 294
code/BaseProcess.h

@@ -1,294 +1,294 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Base class of all import post processing steps */
-#ifndef INCLUDED_AI_BASEPROCESS_H
-#define INCLUDED_AI_BASEPROCESS_H
-
-#include <map>
-
-#include "../include/assimp/types.h"
-#include "GenericProperty.h"
-
-struct aiScene;
-
-namespace Assimp	{
-
-class Importer;
-
-// ---------------------------------------------------------------------------
-/** Helper class to allow post-processing steps to interact with each other.
- *
- *  The class maintains a simple property list that can be used by pp-steps
- *  to provide additional information to other steps. This is primarily
- *  intended for cross-step optimizations.
- */
-class SharedPostProcessInfo
-{
-public:
-
-	struct Base
-	{
-		virtual ~Base()
-		{}
-	};
-
-	//! Represents data that is allocated on the heap, thus needs to be deleted
-	template <typename T>
-	struct THeapData : public Base
-	{
-		THeapData(T* in)
-			: data (in)
-		{}
-
-		~THeapData()
-		{
-			delete data;
-		}
-		T* data;
-	};
-
-	//! Represents static, by-value data not allocated on the heap
-	template <typename T>
-	struct TStaticData : public Base
-	{
-		TStaticData(T in)
-			: data (in)
-		{}
-
-		~TStaticData()
-		{}
-
-		T data;
-	};
-
-	// some typedefs for cleaner code
-	typedef unsigned int KeyType;
-	typedef std::map<KeyType, Base*>  PropertyMap;
-
-public:
-
-	//! Destructor
-	~SharedPostProcessInfo()	
-	{
-		Clean();
-	}
-
-	//! Remove all stored properties from the table
-	void Clean()
-	{
-		// invoke the virtual destructor for all stored properties
-		for (PropertyMap::iterator it = pmap.begin(), end = pmap.end();
-			 it != end; ++it)
-		{
-			delete (*it).second;
-		}
-		pmap.clear();
-	}
-
-	//! Add a heap property to the list
-	template <typename T>
-	void AddProperty( const char* name, T* in ){
-		AddProperty(name,(Base*)new THeapData<T>(in));
-	}
-
-	//! Add a static by-value property to the list
-	template <typename T>
-	void AddProperty( const char* name, T in ){
-		AddProperty(name,(Base*)new TStaticData<T>(in));
-	}
-
-
-	//! Get a heap property
-	template <typename T>
-	bool GetProperty( const char* name, T*& out ) const
-	{
-		THeapData<T>* t = (THeapData<T>*)GetPropertyInternal(name);
-		if(!t)
-		{
-			out = NULL;
-			return false;
-		}
-		out = t->data;
-		return true;
-	}
-
-	//! Get a static, by-value property
-	template <typename T>
-	bool GetProperty( const char* name, T& out ) const
-	{
-		TStaticData<T>* t = (TStaticData<T>*)GetPropertyInternal(name);
-		if(!t)return false;
-		out = t->data;
-		return true;
-	}
-
-	//! Remove a property of a specific type
-	void RemoveProperty( const char* name)	{
-		SetGenericPropertyPtr<Base>(pmap,name,NULL);
-	}
-
-private:
-
-	void AddProperty( const char* name, Base* data)	{
-		SetGenericPropertyPtr<Base>(pmap,name,data);
-	}
-
-	Base* GetPropertyInternal( const char* name) const	{
-		return GetGenericProperty<Base*>(pmap,name,NULL);
-	}
-
-private:
-
-	//! Map of all stored properties
-	PropertyMap pmap;
-};
-
-#if 0
-
-// ---------------------------------------------------------------------------
-/** @brief Represents a dependency table for a postprocessing steps.
- *
- *  For future use.
- */
- struct PPDependencyTable 
- {
-	 unsigned int execute_me_before_these;
-	 unsigned int execute_me_after_these;
-	 unsigned int only_if_these_are_not_specified;
-	 unsigned int mutually_exclusive_with;
- };
-
-#endif
-
-
-#define AI_SPP_SPATIAL_SORT "$Spat"
-
-// ---------------------------------------------------------------------------
-/** The BaseProcess defines a common interface for all post processing steps.
- * A post processing step is run after a successful import if the caller
- * specified the corresponding flag when calling ReadFile(). 
- * Enum #aiPostProcessSteps defines which flags are available. 
- * After a successful import the Importer iterates over its internal array 
- * of processes and calls IsActive() on each process to evaluate if the step 
- * should be executed. If the function returns true, the class' Execute() 
- * function is called subsequently.
- */
-class ASSIMP_API_WINONLY BaseProcess 
-{
-	friend class Importer;
-
-public:
-
-	/** Constructor to be privately used by Importer */
-	BaseProcess();
-
-	/** Destructor, private as well */
-	virtual ~BaseProcess();
-
-public:
-
-	// -------------------------------------------------------------------
-	/** Returns whether the processing step is present in the given flag.
-	 * @param pFlags The processing flags the importer was called with. A
-	 *   bitwise combination of #aiPostProcessSteps.
-	 * @return true if the process is present in this flag fields, 
-	 *   false if not.
-	*/
-	virtual bool IsActive( unsigned int pFlags) const = 0;
-
-	// -------------------------------------------------------------------
-	/** Check whether this step expects its input vertex data to be 
-	 *  in verbose format. */
-	virtual bool RequireVerboseFormat() const;
-
-	// -------------------------------------------------------------------
-	/** Executes the post processing step on the given imported data.
-	* The function deletes the scene if the postprocess step fails (
-	* the object pointer will be set to NULL).
-	* @param pImp Importer instance (pImp->mScene must be valid)
-	*/
-	void ExecuteOnScene( Importer* pImp);
-
-	// -------------------------------------------------------------------
-	/** Called prior to ExecuteOnScene().
-	* The function is a request to the process to update its configuration
-	* basing on the Importer's configuration property list.
-	*/
-	virtual void SetupProperties(const Importer* pImp);
-
-	// -------------------------------------------------------------------
-	/** Executes the post processing step on the given imported data.
-	* A process should throw an ImportErrorException* if it fails.
-	* This method must be implemented by deriving classes.
-	* @param pScene The imported data to work at.
-	*/
-	virtual void Execute( aiScene* pScene) = 0;
-
-
-	// -------------------------------------------------------------------
-	/** Assign a new SharedPostProcessInfo to the step. This object
-	 *  allows multiple postprocess steps to share data.
-	 * @param sh May be NULL
-	*/
-	inline void SetSharedData(SharedPostProcessInfo* sh)	{
-		shared = sh;
-	}
-
-	// -------------------------------------------------------------------
-	/** Get the shared data that is assigned to the step.
-	*/
-	inline SharedPostProcessInfo* GetSharedData()	{
-		return shared;
-	}
-
-protected:
-
-	/** See the doc of #SharedPostProcessInfo for more details */
-	SharedPostProcessInfo* shared;
-
-	/** Currently active progress handler */
-	ProgressHandler* progress;
-};
-
-
-} // end of namespace Assimp
-
-#endif // AI_BASEPROCESS_H_INC
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Base class of all import post processing steps */
+#ifndef INCLUDED_AI_BASEPROCESS_H
+#define INCLUDED_AI_BASEPROCESS_H
+
+#include <map>
+
+#include <assimp/types.h>
+#include "GenericProperty.h"
+
+struct aiScene;
+
+namespace Assimp    {
+
+class Importer;
+
+// ---------------------------------------------------------------------------
+/** Helper class to allow post-processing steps to interact with each other.
+ *
+ *  The class maintains a simple property list that can be used by pp-steps
+ *  to provide additional information to other steps. This is primarily
+ *  intended for cross-step optimizations.
+ */
+class SharedPostProcessInfo
+{
+public:
+
+    struct Base
+    {
+        virtual ~Base()
+        {}
+    };
+
+    //! Represents data that is allocated on the heap, thus needs to be deleted
+    template <typename T>
+    struct THeapData : public Base
+    {
+        explicit THeapData(T* in)
+            : data (in)
+        {}
+
+        ~THeapData()
+        {
+            delete data;
+        }
+        T* data;
+    };
+
+    //! Represents static, by-value data not allocated on the heap
+    template <typename T>
+    struct TStaticData : public Base
+    {
+        explicit TStaticData(T in)
+            : data (in)
+        {}
+
+        ~TStaticData()
+        {}
+
+        T data;
+    };
+
+    // some typedefs for cleaner code
+    typedef unsigned int KeyType;
+    typedef std::map<KeyType, Base*>  PropertyMap;
+
+public:
+
+    //! Destructor
+    ~SharedPostProcessInfo()
+    {
+        Clean();
+    }
+
+    //! Remove all stored properties from the table
+    void Clean()
+    {
+        // invoke the virtual destructor for all stored properties
+        for (PropertyMap::iterator it = pmap.begin(), end = pmap.end();
+             it != end; ++it)
+        {
+            delete (*it).second;
+        }
+        pmap.clear();
+    }
+
+    //! Add a heap property to the list
+    template <typename T>
+    void AddProperty( const char* name, T* in ){
+        AddProperty(name,(Base*)new THeapData<T>(in));
+    }
+
+    //! Add a static by-value property to the list
+    template <typename T>
+    void AddProperty( const char* name, T in ){
+        AddProperty(name,(Base*)new TStaticData<T>(in));
+    }
+
+
+    //! Get a heap property
+    template <typename T>
+    bool GetProperty( const char* name, T*& out ) const
+    {
+        THeapData<T>* t = (THeapData<T>*)GetPropertyInternal(name);
+        if(!t)
+        {
+            out = NULL;
+            return false;
+        }
+        out = t->data;
+        return true;
+    }
+
+    //! Get a static, by-value property
+    template <typename T>
+    bool GetProperty( const char* name, T& out ) const
+    {
+        TStaticData<T>* t = (TStaticData<T>*)GetPropertyInternal(name);
+        if(!t)return false;
+        out = t->data;
+        return true;
+    }
+
+    //! Remove a property of a specific type
+    void RemoveProperty( const char* name)  {
+        SetGenericPropertyPtr<Base>(pmap,name,NULL);
+    }
+
+private:
+
+    void AddProperty( const char* name, Base* data) {
+        SetGenericPropertyPtr<Base>(pmap,name,data);
+    }
+
+    Base* GetPropertyInternal( const char* name) const  {
+        return GetGenericProperty<Base*>(pmap,name,NULL);
+    }
+
+private:
+
+    //! Map of all stored properties
+    PropertyMap pmap;
+};
+
+#if 0
+
+// ---------------------------------------------------------------------------
+/** @brief Represents a dependency table for a postprocessing steps.
+ *
+ *  For future use.
+ */
+ struct PPDependencyTable
+ {
+     unsigned int execute_me_before_these;
+     unsigned int execute_me_after_these;
+     unsigned int only_if_these_are_not_specified;
+     unsigned int mutually_exclusive_with;
+ };
+
+#endif
+
+
+#define AI_SPP_SPATIAL_SORT "$Spat"
+
+// ---------------------------------------------------------------------------
+/** The BaseProcess defines a common interface for all post processing steps.
+ * A post processing step is run after a successful import if the caller
+ * specified the corresponding flag when calling ReadFile().
+ * Enum #aiPostProcessSteps defines which flags are available.
+ * After a successful import the Importer iterates over its internal array
+ * of processes and calls IsActive() on each process to evaluate if the step
+ * should be executed. If the function returns true, the class' Execute()
+ * function is called subsequently.
+ */
+class ASSIMP_API_WINONLY BaseProcess
+{
+    friend class Importer;
+
+public:
+
+    /** Constructor to be privately used by Importer */
+    BaseProcess();
+
+    /** Destructor, private as well */
+    virtual ~BaseProcess();
+
+public:
+
+    // -------------------------------------------------------------------
+    /** Returns whether the processing step is present in the given flag.
+     * @param pFlags The processing flags the importer was called with. A
+     *   bitwise combination of #aiPostProcessSteps.
+     * @return true if the process is present in this flag fields,
+     *   false if not.
+    */
+    virtual bool IsActive( unsigned int pFlags) const = 0;
+
+    // -------------------------------------------------------------------
+    /** Check whether this step expects its input vertex data to be
+     *  in verbose format. */
+    virtual bool RequireVerboseFormat() const;
+
+    // -------------------------------------------------------------------
+    /** Executes the post processing step on the given imported data.
+    * The function deletes the scene if the postprocess step fails (
+    * the object pointer will be set to NULL).
+    * @param pImp Importer instance (pImp->mScene must be valid)
+    */
+    void ExecuteOnScene( Importer* pImp);
+
+    // -------------------------------------------------------------------
+    /** Called prior to ExecuteOnScene().
+    * The function is a request to the process to update its configuration
+    * basing on the Importer's configuration property list.
+    */
+    virtual void SetupProperties(const Importer* pImp);
+
+    // -------------------------------------------------------------------
+    /** Executes the post processing step on the given imported data.
+    * A process should throw an ImportErrorException* if it fails.
+    * This method must be implemented by deriving classes.
+    * @param pScene The imported data to work at.
+    */
+    virtual void Execute( aiScene* pScene) = 0;
+
+
+    // -------------------------------------------------------------------
+    /** Assign a new SharedPostProcessInfo to the step. This object
+     *  allows multiple postprocess steps to share data.
+     * @param sh May be NULL
+    */
+    inline void SetSharedData(SharedPostProcessInfo* sh)    {
+        shared = sh;
+    }
+
+    // -------------------------------------------------------------------
+    /** Get the shared data that is assigned to the step.
+    */
+    inline SharedPostProcessInfo* GetSharedData()   {
+        return shared;
+    }
+
+protected:
+
+    /** See the doc of #SharedPostProcessInfo for more details */
+    SharedPostProcessInfo* shared;
+
+    /** Currently active progress handler */
+    ProgressHandler* progress;
+};
+
+
+} // end of namespace Assimp
+
+#endif // AI_BASEPROCESS_H_INC

+ 99 - 92
code/Bitmap.cpp

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp team
 
 All rights reserved.
 
@@ -45,101 +45,108 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  * Used for file formats which embed their textures into the model file.
  */
 
-#include "AssimpPCH.h"
 
 #include "Bitmap.h"
+#include <assimp/texture.h>
+#include <assimp/IOStream.hpp>
+#include "ByteSwapper.h"
 
 namespace Assimp {
 
-	void Bitmap::Save(aiTexture* texture, IOStream* file) {
-		if(file != NULL) {
-			Header header;
-			DIB dib;
-
-			dib.size = DIB::dib_size;
-			dib.width = texture->mWidth;
-			dib.height = texture->mHeight;
-			dib.planes = 1;
-			dib.bits_per_pixel = 8 * mBytesPerPixel;
-			dib.compression = 0;
-			dib.image_size = (((dib.width * mBytesPerPixel) + 3) & 0x0000FFFC) * dib.height;
-			dib.x_resolution = 0;
-			dib.y_resolution = 0;
-			dib.nb_colors = 0;
-			dib.nb_important_colors = 0;
-
-			header.type = 0x4D42; // 'BM'
-			header.offset = Header::header_size + DIB::dib_size;
-			header.size = header.offset + dib.image_size;
-			header.reserved1 = 0;
-			header.reserved2 = 0;
-
-			WriteHeader(header, file);
-			WriteDIB(dib, file);
-			WriteData(texture, file);
-		}
-	}
-
-	template<typename T>
-	inline std::size_t Copy(uint8_t* data, T& field) {
-		std::memcpy(data, &AI_BE(field), sizeof(field)); return sizeof(field);
-	}
-
-	void Bitmap::WriteHeader(Header& header, IOStream* file) {
-		uint8_t data[Header::header_size];
-
-		std::size_t offset = 0;
-
-		offset += Copy(&data[offset], header.type);
-		offset += Copy(&data[offset], header.size);
-		offset += Copy(&data[offset], header.reserved1);
-		offset += Copy(&data[offset], header.reserved2);
-		offset += Copy(&data[offset], header.offset);
-
-		file->Write(data, Header::header_size, 1);
-	}
-
-	void Bitmap::WriteDIB(DIB& dib, IOStream* file) {
-		uint8_t data[DIB::dib_size];
-
-		std::size_t offset = 0;
-
-		offset += Copy(&data[offset], dib.size);
-		offset += Copy(&data[offset], dib.width);
-		offset += Copy(&data[offset], dib.height);
-		offset += Copy(&data[offset], dib.planes);
-		offset += Copy(&data[offset], dib.bits_per_pixel);
-		offset += Copy(&data[offset], dib.compression);
-		offset += Copy(&data[offset], dib.image_size);
-		offset += Copy(&data[offset], dib.x_resolution);
-		offset += Copy(&data[offset], dib.y_resolution);
-		offset += Copy(&data[offset], dib.nb_colors);
-		offset += Copy(&data[offset], dib.nb_important_colors);
-
-		file->Write(data, DIB::dib_size, 1);
-	}
-
-	void Bitmap::WriteData(aiTexture* texture, IOStream* file) {
-		static const std::size_t padding_offset = 4;
-		static const uint8_t padding_data[padding_offset] = {0x0, 0x0, 0x0, 0x0};
-
-		unsigned int padding = (padding_offset - ((mBytesPerPixel * texture->mWidth) % padding_offset)) % padding_offset;
-		uint8_t pixel[mBytesPerPixel];
-
-		for(std::size_t i = 0; i < texture->mHeight; ++i) {
-			for(std::size_t j = 0; j < texture->mWidth; ++j) {
-				const aiTexel& texel = texture->pcData[(texture->mHeight - i - 1) * texture->mWidth + j]; // Bitmap files are stored in bottom-up format
-
-				pixel[0] = texel.r;
-				pixel[1] = texel.g;
-				pixel[2] = texel.b;
-				pixel[3] = texel.a;
-
-				file->Write(pixel, mBytesPerPixel, 1);
-			}
-
-			file->Write(padding_data, padding, 1);
-		}
-	}
+    void Bitmap::Save(aiTexture* texture, IOStream* file) {
+        if(file != NULL) {
+            Header header;
+            DIB dib;
+
+            dib.size = DIB::dib_size;
+            dib.width = texture->mWidth;
+            dib.height = texture->mHeight;
+            dib.planes = 1;
+            dib.bits_per_pixel = 8 * mBytesPerPixel;
+            dib.compression = 0;
+            dib.image_size = (((dib.width * mBytesPerPixel) + 3) & 0x0000FFFC) * dib.height;
+            dib.x_resolution = 0;
+            dib.y_resolution = 0;
+            dib.nb_colors = 0;
+            dib.nb_important_colors = 0;
+
+            header.type = 0x4D42; // 'BM'
+            header.offset = Header::header_size + DIB::dib_size;
+            header.size = header.offset + dib.image_size;
+            header.reserved1 = 0;
+            header.reserved2 = 0;
+
+            WriteHeader(header, file);
+            WriteDIB(dib, file);
+            WriteData(texture, file);
+        }
+    }
+
+    template<typename T>
+    inline std::size_t Copy(uint8_t* data, T& field) {
+#ifdef AI_BUILD_BIG_ENDIAN
+        T field_swapped=AI_BE(field);
+        std::memcpy(data, &field_swapped, sizeof(field)); return sizeof(field);
+#else
+        std::memcpy(data, &AI_BE(field), sizeof(field)); return sizeof(field);
+#endif
+    }
+
+    void Bitmap::WriteHeader(Header& header, IOStream* file) {
+        uint8_t data[Header::header_size];
+
+        std::size_t offset = 0;
+
+        offset += Copy(&data[offset], header.type);
+        offset += Copy(&data[offset], header.size);
+        offset += Copy(&data[offset], header.reserved1);
+        offset += Copy(&data[offset], header.reserved2);
+        offset += Copy(&data[offset], header.offset);
+
+        file->Write(data, Header::header_size, 1);
+    }
+
+    void Bitmap::WriteDIB(DIB& dib, IOStream* file) {
+        uint8_t data[DIB::dib_size];
+
+        std::size_t offset = 0;
+
+        offset += Copy(&data[offset], dib.size);
+        offset += Copy(&data[offset], dib.width);
+        offset += Copy(&data[offset], dib.height);
+        offset += Copy(&data[offset], dib.planes);
+        offset += Copy(&data[offset], dib.bits_per_pixel);
+        offset += Copy(&data[offset], dib.compression);
+        offset += Copy(&data[offset], dib.image_size);
+        offset += Copy(&data[offset], dib.x_resolution);
+        offset += Copy(&data[offset], dib.y_resolution);
+        offset += Copy(&data[offset], dib.nb_colors);
+        offset += Copy(&data[offset], dib.nb_important_colors);
+
+        file->Write(data, DIB::dib_size, 1);
+    }
+
+    void Bitmap::WriteData(aiTexture* texture, IOStream* file) {
+        static const std::size_t padding_offset = 4;
+        static const uint8_t padding_data[padding_offset] = {0x0, 0x0, 0x0, 0x0};
+
+        unsigned int padding = (padding_offset - ((mBytesPerPixel * texture->mWidth) % padding_offset)) % padding_offset;
+        uint8_t pixel[mBytesPerPixel];
+
+        for(std::size_t i = 0; i < texture->mHeight; ++i) {
+            for(std::size_t j = 0; j < texture->mWidth; ++j) {
+                const aiTexel& texel = texture->pcData[(texture->mHeight - i - 1) * texture->mWidth + j]; // Bitmap files are stored in bottom-up format
+
+                pixel[0] = texel.r;
+                pixel[1] = texel.g;
+                pixel[2] = texel.b;
+                pixel[3] = texel.a;
+
+                file->Write(pixel, mBytesPerPixel, 1);
+            }
+
+            file->Write(padding_data, padding, 1);
+        }
+    }
 
 }

+ 56 - 51
code/Bitmap.h

@@ -3,7 +3,7 @@
 Open Asset Import Library (assimp)
 ---------------------------------------------------------------------------
 
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp team
 
 All rights reserved.
 
@@ -48,89 +48,94 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef AI_BITMAP_H_INC
 #define AI_BITMAP_H_INC
 
+#include <stdint.h>
+#include <cstddef>
+struct aiTexture;
+
 namespace Assimp {
 
+class IOStream;
 class Bitmap {
 
-	protected:
+    protected:
 
-		struct Header {
+        struct Header {
 
-			uint16_t type;
+            uint16_t type;
 
-			uint32_t size;
+            uint32_t size;
 
-			uint16_t reserved1;
+            uint16_t reserved1;
 
-			uint16_t reserved2;
+            uint16_t reserved2;
 
-			uint32_t offset;
+            uint32_t offset;
 
-			// We define the struct size because sizeof(Header) might return a wrong result because of structure padding.
-			// Moreover, we must use this ugly and error prone syntax because Visual Studio neither support constexpr or sizeof(name_of_field).
-			static const std::size_t header_size =
-				sizeof(uint16_t) + // type
-				sizeof(uint32_t) + // size
-				sizeof(uint16_t) + // reserved1
-				sizeof(uint16_t) + // reserved2
-				sizeof(uint32_t);  // offset
+            // We define the struct size because sizeof(Header) might return a wrong result because of structure padding.
+            // Moreover, we must use this ugly and error prone syntax because Visual Studio neither support constexpr or sizeof(name_of_field).
+            static const std::size_t header_size =
+                sizeof(uint16_t) + // type
+                sizeof(uint32_t) + // size
+                sizeof(uint16_t) + // reserved1
+                sizeof(uint16_t) + // reserved2
+                sizeof(uint32_t);  // offset
 
-		};
+        };
 
-		struct DIB {
+        struct DIB {
 
-			uint32_t size;
+            uint32_t size;
 
-			int32_t width;
+            int32_t width;
 
-			int32_t height;
+            int32_t height;
 
-			uint16_t planes;
+            uint16_t planes;
 
-			uint16_t bits_per_pixel;
+            uint16_t bits_per_pixel;
 
-			uint32_t compression;
+            uint32_t compression;
 
-			uint32_t image_size;
+            uint32_t image_size;
 
-			int32_t x_resolution;
+            int32_t x_resolution;
 
-			int32_t y_resolution;
+            int32_t y_resolution;
 
-			uint32_t nb_colors;
+            uint32_t nb_colors;
 
-			uint32_t nb_important_colors;
+            uint32_t nb_important_colors;
 
-			// We define the struct size because sizeof(DIB) might return a wrong result because of structure padding.
-			// Moreover, we must use this ugly and error prone syntax because Visual Studio neither support constexpr or sizeof(name_of_field).
-			static const std::size_t dib_size =
-				sizeof(uint32_t) + // size
-				sizeof(int32_t) +  // width
-				sizeof(int32_t) +  // height
-				sizeof(uint16_t) + // planes
-				sizeof(uint16_t) + // bits_per_pixel
-				sizeof(uint32_t) + // compression
-				sizeof(uint32_t) + // image_size
-				sizeof(int32_t) +  // x_resolution
-				sizeof(int32_t) +  // y_resolution
-				sizeof(uint32_t) + // nb_colors
-				sizeof(uint32_t);  // nb_important_colors
+            // We define the struct size because sizeof(DIB) might return a wrong result because of structure padding.
+            // Moreover, we must use this ugly and error prone syntax because Visual Studio neither support constexpr or sizeof(name_of_field).
+            static const std::size_t dib_size =
+                sizeof(uint32_t) + // size
+                sizeof(int32_t) +  // width
+                sizeof(int32_t) +  // height
+                sizeof(uint16_t) + // planes
+                sizeof(uint16_t) + // bits_per_pixel
+                sizeof(uint32_t) + // compression
+                sizeof(uint32_t) + // image_size
+                sizeof(int32_t) +  // x_resolution
+                sizeof(int32_t) +  // y_resolution
+                sizeof(uint32_t) + // nb_colors
+                sizeof(uint32_t);  // nb_important_colors
 
-		};
+        };
 
-		static const std::size_t mBytesPerPixel = 4;
+        static const std::size_t mBytesPerPixel = 4;
 
-	public:
+    public:
 
-		static void Save(aiTexture* texture, IOStream* file);
+        static void Save(aiTexture* texture, IOStream* file);
 
-	protected:
+    protected:
 
-		static void WriteHeader(Header& header, IOStream* file);
+        static void WriteHeader(Header& header, IOStream* file);
 
-		static void WriteDIB(DIB& dib, IOStream* file);
+        static void WriteDIB(DIB& dib, IOStream* file);
 
-		static void WriteData(aiTexture* texture, IOStream* file);
+        static void WriteData(aiTexture* texture, IOStream* file);
 
 };
 

+ 90 - 91
code/BlenderBMesh.cpp

@@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
 Copyright (c) 2006-2013, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
@@ -42,7 +42,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *  @brief Conversion of Blender's new BMesh stuff
  */
 
-#include "AssimpPCH.h"
 
 #ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
 
@@ -53,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 namespace Assimp
 {
-	template< > const std::string LogFunctions< BlenderBMeshConverter >::log_prefix = "BLEND_BMESH: ";
+    template< > const std::string LogFunctions< BlenderBMeshConverter >::log_prefix = "BLEND_BMESH: ";
 }
 
 using namespace Assimp;
@@ -62,142 +61,142 @@ using namespace Assimp::Formatter;
 
 // ------------------------------------------------------------------------------------------------
 BlenderBMeshConverter::BlenderBMeshConverter( const Mesh* mesh ):
-	BMesh( mesh ),
-	triMesh( NULL )
+    BMesh( mesh ),
+    triMesh( NULL )
 {
 }
 
 // ------------------------------------------------------------------------------------------------
 BlenderBMeshConverter::~BlenderBMeshConverter( )
 {
-	DestroyTriMesh( );
+    DestroyTriMesh( );
 }
 
 // ------------------------------------------------------------------------------------------------
 bool BlenderBMeshConverter::ContainsBMesh( ) const
 {
-	// TODO - Should probably do some additional verification here
-	return BMesh->totpoly && BMesh->totloop && BMesh->totvert;
+    // TODO - Should probably do some additional verification here
+    return BMesh->totpoly && BMesh->totloop && BMesh->totvert;
 }
 
 // ------------------------------------------------------------------------------------------------
 const Mesh* BlenderBMeshConverter::TriangulateBMesh( )
 {
-	AssertValidMesh( );
-	AssertValidSizes( );
-	PrepareTriMesh( );
+    AssertValidMesh( );
+    AssertValidSizes( );
+    PrepareTriMesh( );
 
-	for ( int i = 0; i < BMesh->totpoly; ++i )
-	{
-		const MPoly& poly = BMesh->mpoly[ i ];
-		ConvertPolyToFaces( poly );
-	}
+    for ( int i = 0; i < BMesh->totpoly; ++i )
+    {
+        const MPoly& poly = BMesh->mpoly[ i ];
+        ConvertPolyToFaces( poly );
+    }
 
-	return triMesh;
+    return triMesh;
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderBMeshConverter::AssertValidMesh( )
 {
-	if ( !ContainsBMesh( ) )
-	{
-		ThrowException( "BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first" );
-	}
+    if ( !ContainsBMesh( ) )
+    {
+        ThrowException( "BlenderBMeshConverter requires a BMesh with \"polygons\" - please call BlenderBMeshConverter::ContainsBMesh to check this first" );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderBMeshConverter::AssertValidSizes( )
 {
-	if ( BMesh->totpoly != static_cast<int>( BMesh->mpoly.size( ) ) )
-	{
-		ThrowException( "BMesh poly array has incorrect size" );
-	}
-	if ( BMesh->totloop != static_cast<int>( BMesh->mloop.size( ) ) )
-	{
-		ThrowException( "BMesh loop array has incorrect size" );
-	}
+    if ( BMesh->totpoly != static_cast<int>( BMesh->mpoly.size( ) ) )
+    {
+        ThrowException( "BMesh poly array has incorrect size" );
+    }
+    if ( BMesh->totloop != static_cast<int>( BMesh->mloop.size( ) ) )
+    {
+        ThrowException( "BMesh loop array has incorrect size" );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderBMeshConverter::PrepareTriMesh( )
 {
-	if ( triMesh )
-	{
-		DestroyTriMesh( );
-	}
-
-	triMesh = new Mesh( *BMesh );
-	triMesh->totface = 0;
-	triMesh->mface.clear( );
+    if ( triMesh )
+    {
+        DestroyTriMesh( );
+    }
+
+    triMesh = new Mesh( *BMesh );
+    triMesh->totface = 0;
+    triMesh->mface.clear( );
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderBMeshConverter::DestroyTriMesh( )
 {
-	delete triMesh;
-	triMesh = NULL;
+    delete triMesh;
+    triMesh = NULL;
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderBMeshConverter::ConvertPolyToFaces( const MPoly& poly )
 {
-	const MLoop* polyLoop = &BMesh->mloop[ poly.loopstart ];
-
-	if ( poly.totloop == 3 || poly.totloop == 4 )
-	{
-		AddFace( polyLoop[ 0 ].v, polyLoop[ 1 ].v, polyLoop[ 2 ].v, poly.totloop == 4 ? polyLoop[ 3 ].v : 0 );
-
-		// UVs are optional, so only convert when present.
-		if ( BMesh->mloopuv.size() )
-		{
-			if ( (poly.loopstart + poly.totloop ) >= static_cast<int>( BMesh->mloopuv.size() ) )
-			{
-				ThrowException( "BMesh uv loop array has incorrect size" );
-			}
-			const MLoopUV* loopUV = &BMesh->mloopuv[ poly.loopstart ];
-			AddTFace( loopUV[ 0 ].uv, loopUV[ 1 ].uv, loopUV[ 2 ].uv, poly.totloop == 4 ? loopUV[ 3 ].uv : 0 );
-		}
-	}
-	else if ( poly.totloop > 4 )
-	{
+    const MLoop* polyLoop = &BMesh->mloop[ poly.loopstart ];
+
+    if ( poly.totloop == 3 || poly.totloop == 4 )
+    {
+        AddFace( polyLoop[ 0 ].v, polyLoop[ 1 ].v, polyLoop[ 2 ].v, poly.totloop == 4 ? polyLoop[ 3 ].v : 0 );
+
+        // UVs are optional, so only convert when present.
+        if ( BMesh->mloopuv.size() )
+        {
+            if ( (poly.loopstart + poly.totloop ) > static_cast<int>( BMesh->mloopuv.size() ) )
+            {
+                ThrowException( "BMesh uv loop array has incorrect size" );
+            }
+            const MLoopUV* loopUV = &BMesh->mloopuv[ poly.loopstart ];
+            AddTFace( loopUV[ 0 ].uv, loopUV[ 1 ].uv, loopUV[ 2 ].uv, poly.totloop == 4 ? loopUV[ 3 ].uv : 0 );
+        }
+    }
+    else if ( poly.totloop > 4 )
+    {
 #if ASSIMP_BLEND_WITH_GLU_TESSELLATE
-		BlenderTessellatorGL tessGL( *this );
-		tessGL.Tessellate( polyLoop, poly.totloop, triMesh->mvert );
+        BlenderTessellatorGL tessGL( *this );
+        tessGL.Tessellate( polyLoop, poly.totloop, triMesh->mvert );
 #elif ASSIMP_BLEND_WITH_POLY_2_TRI
-		BlenderTessellatorP2T tessP2T( *this );
-		tessP2T.Tessellate( polyLoop, poly.totloop, triMesh->mvert );
+        BlenderTessellatorP2T tessP2T( *this );
+        tessP2T.Tessellate( polyLoop, poly.totloop, triMesh->mvert );
 #endif
-	}
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderBMeshConverter::AddFace( int v1, int v2, int v3, int v4 )
 {
-	MFace face;
-	face.v1 = v1;
-	face.v2 = v2;
-	face.v3 = v3;
-	face.v4 = v4;
-	// TODO - Work out how materials work
-	face.mat_nr = 0;
-	triMesh->mface.push_back( face );
-	triMesh->totface = triMesh->mface.size( );
+    MFace face;
+    face.v1 = v1;
+    face.v2 = v2;
+    face.v3 = v3;
+    face.v4 = v4;
+    // TODO - Work out how materials work
+    face.mat_nr = 0;
+    triMesh->mface.push_back( face );
+    triMesh->totface = static_cast<int>(triMesh->mface.size( ));
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderBMeshConverter::AddTFace( const float* uv1, const float *uv2, const float *uv3, const float* uv4 )
 {
-	MTFace mtface;
-	memcpy( &mtface.uv[ 0 ], uv1, sizeof(float) * 2 );
-	memcpy( &mtface.uv[ 1 ], uv2, sizeof(float) * 2 );
-	memcpy( &mtface.uv[ 2 ], uv3, sizeof(float) * 2 );
-	
-	if ( uv4 )
-	{
-		memcpy( &mtface.uv[ 3 ], uv4, sizeof(float) * 2 );
-	}
-	
-	triMesh->mtface.push_back( mtface );
+    MTFace mtface;
+    memcpy( &mtface.uv[ 0 ], uv1, sizeof(float) * 2 );
+    memcpy( &mtface.uv[ 1 ], uv2, sizeof(float) * 2 );
+    memcpy( &mtface.uv[ 2 ], uv3, sizeof(float) * 2 );
+
+    if ( uv4 )
+    {
+        memcpy( &mtface.uv[ 3 ], uv4, sizeof(float) * 2 );
+    }
+
+    triMesh->mtface.push_back( mtface );
 }
 
 #endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

+ 49 - 49
code/BlenderBMesh.h

@@ -5,8 +5,8 @@ Open Asset Import Library (assimp)
 Copyright (c) 2006-2013, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
@@ -48,46 +48,46 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 namespace Assimp
 {
-	// TinyFormatter.h
-	namespace Formatter
-	{
-		template < typename T,typename TR, typename A > class basic_formatter;
-		typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
-	}
-
-	// BlenderScene.h
-	namespace Blender
-	{
-		struct Mesh;
-		struct MPoly;
-		struct MLoop;
-	}
-
-	class BlenderBMeshConverter: public LogFunctions< BlenderBMeshConverter >
-	{
-	public:
-		BlenderBMeshConverter( const Blender::Mesh* mesh );
-		~BlenderBMeshConverter( );
-
-		bool ContainsBMesh( ) const;
-
-		const Blender::Mesh* TriangulateBMesh( );
-
-	private:
-		void AssertValidMesh( );
-		void AssertValidSizes( );
-		void PrepareTriMesh( );
-		void DestroyTriMesh( );
-		void ConvertPolyToFaces( const Blender::MPoly& poly );
-		void AddFace( int v1, int v2, int v3, int v4 = 0 );
-		void AddTFace( const float* uv1, const float* uv2, const float *uv3, const float* uv4 = 0 );
-
-		const Blender::Mesh* BMesh;
-		Blender::Mesh* triMesh;
-
-		friend class BlenderTessellatorGL;
-		friend class BlenderTessellatorP2T;
-	};
+    // TinyFormatter.h
+    namespace Formatter
+    {
+        template < typename T,typename TR, typename A > class basic_formatter;
+        typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
+    }
+
+    // BlenderScene.h
+    namespace Blender
+    {
+        struct Mesh;
+        struct MPoly;
+        struct MLoop;
+    }
+
+    class BlenderBMeshConverter: public LogFunctions< BlenderBMeshConverter >
+    {
+    public:
+        BlenderBMeshConverter( const Blender::Mesh* mesh );
+        ~BlenderBMeshConverter( );
+
+        bool ContainsBMesh( ) const;
+
+        const Blender::Mesh* TriangulateBMesh( );
+
+    private:
+        void AssertValidMesh( );
+        void AssertValidSizes( );
+        void PrepareTriMesh( );
+        void DestroyTriMesh( );
+        void ConvertPolyToFaces( const Blender::MPoly& poly );
+        void AddFace( int v1, int v2, int v3, int v4 = 0 );
+        void AddTFace( const float* uv1, const float* uv2, const float *uv3, const float* uv4 = 0 );
+
+        const Blender::Mesh* BMesh;
+        Blender::Mesh* triMesh;
+
+        friend class BlenderTessellatorGL;
+        friend class BlenderTessellatorP2T;
+    };
 
 } // end of namespace Assimp
 

+ 374 - 372
code/BlenderDNA.cpp

@@ -1,372 +1,374 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderDNA.cpp
- *  @brief Implementation of the Blender `DNA`, that is its own
- *    serialized set of data structures.
- */
-#include "AssimpPCH.h"
-
-#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
-#include "BlenderDNA.h"
-#include "StreamReader.h"
-#include "fast_atof.h"
-
-using namespace Assimp;
-using namespace Assimp::Blender;
-using namespace Assimp::Formatter;
-
-#define for_each BOOST_FOREACH
-bool match4(StreamReaderAny& stream, const char* string) {
-	char tmp[] = { 
-		(stream).GetI1(), 
-		(stream).GetI1(),  
-		(stream).GetI1(), 
-		(stream).GetI1()
-	};
-	return (tmp[0]==string[0] && tmp[1]==string[1] && tmp[2]==string[2] && tmp[3]==string[3]);
-}
-
-struct Type {
-	size_t size;
-	std::string name;
-};
-
-// ------------------------------------------------------------------------------------------------
-void DNAParser :: Parse () 
-{
-	StreamReaderAny& stream = *db.reader.get();
-	DNA& dna = db.dna;
-
-	if(!match4(stream,"SDNA")) {
-		throw DeadlyImportError("BlenderDNA: Expected SDNA chunk");
-	}
-
-	// name dictionary
-	if(!match4(stream,"NAME")) {
-		throw DeadlyImportError("BlenderDNA: Expected NAME field");
-	}
-	
-	std::vector<std::string> names (stream.GetI4());
-	for_each(std::string& s, names) {
-		while (char c = stream.GetI1()) {
-			s += c;
-		}
-	}
-
-	// type dictionary
-	for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
-	if(!match4(stream,"TYPE")) {
-		throw DeadlyImportError("BlenderDNA: Expected TYPE field");
-	}
-	
-	std::vector<Type> types (stream.GetI4());
-	for_each(Type& s, types) {
-		while (char c = stream.GetI1()) {
-			s.name += c;
-		}
-	}
-
-	// type length dictionary
-	for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
-	if(!match4(stream,"TLEN")) {
-		throw DeadlyImportError("BlenderDNA: Expected TLEN field");
-	}
-	
-	for_each(Type& s, types) {
-		s.size = stream.GetI2();
-	}
-
-	// structures dictionary
-	for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
-	if(!match4(stream,"STRC")) {
-		throw DeadlyImportError("BlenderDNA: Expected STRC field");
-	}
-
-	size_t end = stream.GetI4(), fields = 0;
-
-	dna.structures.reserve(end);
-	for(size_t i = 0; i != end; ++i) {
-		
-		uint16_t n = stream.GetI2();
-		if (n >= types.size()) {
-			throw DeadlyImportError((format(),
-				"BlenderDNA: Invalid type index in structure name" ,n, 
-				" (there are only ", types.size(), " entries)"
-			));
-		}
-
-		// maintain separate indexes
-		dna.indices[types[n].name] = dna.structures.size();
-
-		dna.structures.push_back(Structure());
-		Structure& s = dna.structures.back();
-		s.name  = types[n].name;
-		//s.index = dna.structures.size()-1;
-
-		n = stream.GetI2();
-		s.fields.reserve(n);
-
-		size_t offset = 0;
-		for (size_t m = 0; m < n; ++m, ++fields) {
-
-			uint16_t j = stream.GetI2();
-			if (j >= types.size()) {
-				throw DeadlyImportError((format(), 
-					"BlenderDNA: Invalid type index in structure field ", j, 
-					" (there are only ", types.size(), " entries)"
-				));
-			}
-			s.fields.push_back(Field());
-			Field& f = s.fields.back();
-			f.offset = offset;
-
-			f.type = types[j].name;
-			f.size = types[j].size;
-
-			j = stream.GetI2();
-			if (j >= names.size()) {
-				throw DeadlyImportError((format(), 
-					"BlenderDNA: Invalid name index in structure field ", j, 
-					" (there are only ", names.size(), " entries)"
-				));
-			}
-
-			f.name = names[j];
-			f.flags = 0u;
-			
-			// pointers always specify the size of the pointee instead of their own.
-			// The pointer asterisk remains a property of the lookup name.
-			if (f.name[0] == '*') {
-				f.size = db.i64bit ? 8 : 4;
-				f.flags |= FieldFlag_Pointer;
-			}
-
-			// arrays, however, specify the size of a single element so we
-			// need to parse the (possibly multi-dimensional) array declaration
-			// in order to obtain the actual size of the array in the file.
-			// Also we need to alter the lookup name to include no array
-			// brackets anymore or size fixup won't work (if our size does 
-			// not match the size read from the DNA).
-			if (*f.name.rbegin() == ']') {
-				const std::string::size_type rb = f.name.find('[');
-				if (rb == std::string::npos) {
-					throw DeadlyImportError((format(), 
-						"BlenderDNA: Encountered invalid array declaration ",
-						f.name
-					));
-				}
-
-				f.flags |= FieldFlag_Array; 
-				DNA::ExtractArraySize(f.name,f.array_sizes);
-				f.name = f.name.substr(0,rb);
-
-				f.size *= f.array_sizes[0] * f.array_sizes[1];
-			}
-
-			// maintain separate indexes
-			s.indices[f.name] = s.fields.size()-1;
-			offset += f.size;
-		}
-		s.size = offset;
-	}
-
-	DefaultLogger::get()->debug((format(),"BlenderDNA: Got ",dna.structures.size(),
-		" structures with totally ",fields," fields"));
-
-#ifdef ASSIMP_BUILD_BLENDER_DEBUG
-	dna.DumpToFile();
-#endif
-
-	dna.AddPrimitiveStructures();
-	dna.RegisterConverters();
-}
-
-
-#ifdef ASSIMP_BUILD_BLENDER_DEBUG
-
-#include <fstream>
-// ------------------------------------------------------------------------------------------------
-void DNA :: DumpToFile()
-{
-	// we dont't bother using the VFS here for this is only for debugging.
-	// (and all your bases are belong to us).
-
-	std::ofstream f("dna.txt");
-	if (f.fail()) {
-		DefaultLogger::get()->error("Could not dump dna to dna.txt");
-		return;
-	}
-	f << "Field format: type name offset size" << "\n";
-	f << "Structure format: name size" << "\n";
-
-	for_each(const Structure& s, structures) {
-		f << s.name << " " << s.size << "\n\n";
-		for_each(const Field& ff, s.fields) {
-			f << "\t" << ff.type << " " << ff.name << " " << ff.offset << " " << ff.size << std::endl;
-		}
-		f << std::endl;
-	}
-	DefaultLogger::get()->info("BlenderDNA: Dumped dna to dna.txt");
-}
-#endif
-
-// ------------------------------------------------------------------------------------------------
-/*static*/ void  DNA :: ExtractArraySize(
-	const std::string& out, 
-	size_t array_sizes[2]
-)
-{
-	array_sizes[0] = array_sizes[1] = 1;
-	std::string::size_type pos = out.find('[');
-	if (pos++ == std::string::npos) {
-		return;
-	}
-	array_sizes[0] = strtoul10(&out[pos]);
-
-	pos = out.find('[',pos);
-	if (pos++ == std::string::npos) {
-		return;
-	}
-	array_sizes[1] = strtoul10(&out[pos]);
-}
-
-// ------------------------------------------------------------------------------------------------
-boost::shared_ptr< ElemBase > DNA :: ConvertBlobToStructure(
-	const Structure& structure,
-	const FileDatabase& db
-) const 
-{
-	std::map<std::string, FactoryPair >::const_iterator it = converters.find(structure.name);
-	if (it == converters.end()) {
-		return boost::shared_ptr< ElemBase >();
-	}
-
-	boost::shared_ptr< ElemBase > ret = (structure.*((*it).second.first))();
-	(structure.*((*it).second.second))(ret,db);
-	
-	return ret;
-}
-
-// ------------------------------------------------------------------------------------------------
-DNA::FactoryPair DNA :: GetBlobToStructureConverter(
-	const Structure& structure,
-	const FileDatabase& /*db*/
-) const 
-{
-	std::map<std::string,  FactoryPair>::const_iterator it = converters.find(structure.name);
-	return it == converters.end() ? FactoryPair() : (*it).second;
-}
-
-// basing on http://www.blender.org/development/architecture/notes-on-sdna/
-// ------------------------------------------------------------------------------------------------
-void DNA :: AddPrimitiveStructures()
-{
-	// NOTE: these are just dummies. Their presence enforces
-	// Structure::Convert<target_type> to be called on these
-	// empty structures. These converters are special 
-	// overloads which scan the name of the structure and
-	// perform the required data type conversion if one
-	// of these special names is found in the structure
-	// in question.
-
-	indices["int"] = structures.size();
-	structures.push_back( Structure() );
-	structures.back().name = "int";
-	structures.back().size = 4;
-
-	indices["short"] = structures.size();
-	structures.push_back( Structure() );
-	structures.back().name = "short";
-	structures.back().size = 2;
-
-
-	indices["char"] = structures.size();
-	structures.push_back( Structure() );
-	structures.back().name = "char";
-	structures.back().size = 1;
-
-
-	indices["float"] = structures.size();
-	structures.push_back( Structure() );
-	structures.back().name = "float";
-	structures.back().size = 4;
-
-
-	indices["double"] = structures.size();
-	structures.push_back( Structure() );
-	structures.back().name = "double";
-	structures.back().size = 8;
-
-	// no long, seemingly.
-}
-
-// ------------------------------------------------------------------------------------------------
-void SectionParser :: Next()
-{
-	stream.SetCurrentPos(current.start + current.size);
-
-	const char tmp[] = {
-		stream.GetI1(),
-		stream.GetI1(),
-		stream.GetI1(),
-		stream.GetI1()
-	};
-	current.id = std::string(tmp,tmp[3]?4:tmp[2]?3:tmp[1]?2:1);
-
-	current.size = stream.GetI4();
-	current.address.val = ptr64 ? stream.GetU8() : stream.GetU4();
-
-	current.dna_index = stream.GetI4();
-	current.num = stream.GetI4();
-
-	current.start = stream.GetCurrentPos();
-	if (stream.GetRemainingSizeToLimit() < current.size) {
-		throw DeadlyImportError("BLEND: invalid size of file block");
-	}
-
-#ifdef ASSIMP_BUILD_BLENDER_DEBUG
-	DefaultLogger::get()->debug(current.id);
-#endif
-}
-
-
-
-#endif
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderDNA.cpp
+ *  @brief Implementation of the Blender `DNA`, that is its own
+ *    serialized set of data structures.
+ */
+
+
+#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
+#include "BlenderDNA.h"
+#include "StreamReader.h"
+#include "fast_atof.h"
+
+using namespace Assimp;
+using namespace Assimp::Blender;
+using namespace Assimp::Formatter;
+
+static bool match4(StreamReaderAny& stream, const char* string) {
+    ai_assert( nullptr != string );
+    char tmp[] = {
+        (const char)(stream).GetI1(),
+        (const char)(stream).GetI1(),
+        (const char)(stream).GetI1(),
+        (const char)(stream).GetI1()
+    };
+    return (tmp[0]==string[0] && tmp[1]==string[1] && tmp[2]==string[2] && tmp[3]==string[3]);
+}
+
+struct Type {
+    size_t size;
+    std::string name;
+};
+
+// ------------------------------------------------------------------------------------------------
+void DNAParser::Parse ()
+{
+    StreamReaderAny& stream = *db.reader.get();
+    DNA& dna = db.dna;
+
+    if(!match4(stream,"SDNA")) {
+        throw DeadlyImportError("BlenderDNA: Expected SDNA chunk");
+    }
+
+    // name dictionary
+    if(!match4(stream,"NAME")) {
+        throw DeadlyImportError("BlenderDNA: Expected NAME field");
+    }
+
+    std::vector<std::string> names (stream.GetI4());
+    for(std::string& s : names) {
+        while (char c = stream.GetI1()) {
+            s += c;
+        }
+    }
+
+    // type dictionary
+    for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
+    if(!match4(stream,"TYPE")) {
+        throw DeadlyImportError("BlenderDNA: Expected TYPE field");
+    }
+
+    std::vector<Type> types (stream.GetI4());
+    for(Type& s : types) {
+        while (char c = stream.GetI1()) {
+            s.name += c;
+        }
+    }
+
+    // type length dictionary
+    for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
+    if(!match4(stream,"TLEN")) {
+        throw DeadlyImportError("BlenderDNA: Expected TLEN field");
+    }
+
+    for(Type& s : types) {
+        s.size = stream.GetI2();
+    }
+
+    // structures dictionary
+    for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
+    if(!match4(stream,"STRC")) {
+        throw DeadlyImportError("BlenderDNA: Expected STRC field");
+    }
+
+    size_t end = stream.GetI4(), fields = 0;
+
+    dna.structures.reserve(end);
+    for(size_t i = 0; i != end; ++i) {
+
+        uint16_t n = stream.GetI2();
+        if (n >= types.size()) {
+            throw DeadlyImportError((format(),
+                "BlenderDNA: Invalid type index in structure name" ,n,
+                " (there are only ", types.size(), " entries)"
+            ));
+        }
+
+        // maintain separate indexes
+        dna.indices[types[n].name] = dna.structures.size();
+
+        dna.structures.push_back(Structure());
+        Structure& s = dna.structures.back();
+        s.name  = types[n].name;
+        //s.index = dna.structures.size()-1;
+
+        n = stream.GetI2();
+        s.fields.reserve(n);
+
+        size_t offset = 0;
+        for (size_t m = 0; m < n; ++m, ++fields) {
+
+            uint16_t j = stream.GetI2();
+            if (j >= types.size()) {
+                throw DeadlyImportError((format(),
+                    "BlenderDNA: Invalid type index in structure field ", j,
+                    " (there are only ", types.size(), " entries)"
+                ));
+            }
+            s.fields.push_back(Field());
+            Field& f = s.fields.back();
+            f.offset = offset;
+
+            f.type = types[j].name;
+            f.size = types[j].size;
+
+            j = stream.GetI2();
+            if (j >= names.size()) {
+                throw DeadlyImportError((format(),
+                    "BlenderDNA: Invalid name index in structure field ", j,
+                    " (there are only ", names.size(), " entries)"
+                ));
+            }
+
+            f.name = names[j];
+            f.flags = 0u;
+
+            // pointers always specify the size of the pointee instead of their own.
+            // The pointer asterisk remains a property of the lookup name.
+            if (f.name[0] == '*') {
+                f.size = db.i64bit ? 8 : 4;
+                f.flags |= FieldFlag_Pointer;
+            }
+
+            // arrays, however, specify the size of a single element so we
+            // need to parse the (possibly multi-dimensional) array declaration
+            // in order to obtain the actual size of the array in the file.
+            // Also we need to alter the lookup name to include no array
+            // brackets anymore or size fixup won't work (if our size does
+            // not match the size read from the DNA).
+            if (*f.name.rbegin() == ']') {
+                const std::string::size_type rb = f.name.find('[');
+                if (rb == std::string::npos) {
+                    throw DeadlyImportError((format(),
+                        "BlenderDNA: Encountered invalid array declaration ",
+                        f.name
+                    ));
+                }
+
+                f.flags |= FieldFlag_Array;
+                DNA::ExtractArraySize(f.name,f.array_sizes);
+                f.name = f.name.substr(0,rb);
+
+                f.size *= f.array_sizes[0] * f.array_sizes[1];
+            }
+
+            // maintain separate indexes
+            s.indices[f.name] = s.fields.size()-1;
+            offset += f.size;
+        }
+        s.size = offset;
+    }
+
+    DefaultLogger::get()->debug((format(),"BlenderDNA: Got ",dna.structures.size(),
+        " structures with totally ",fields," fields"));
+
+#ifdef ASSIMP_BUILD_BLENDER_DEBUG
+    dna.DumpToFile();
+#endif
+
+    dna.AddPrimitiveStructures();
+    dna.RegisterConverters();
+}
+
+
+#ifdef ASSIMP_BUILD_BLENDER_DEBUG
+
+#include <fstream>
+// ------------------------------------------------------------------------------------------------
+void DNA :: DumpToFile()
+{
+    // we dont't bother using the VFS here for this is only for debugging.
+    // (and all your bases are belong to us).
+
+    std::ofstream f("dna.txt");
+    if (f.fail()) {
+        DefaultLogger::get()->error("Could not dump dna to dna.txt");
+        return;
+    }
+    f << "Field format: type name offset size" << "\n";
+    f << "Structure format: name size" << "\n";
+
+    for(const Structure& s : structures) {
+        f << s.name << " " << s.size << "\n\n";
+        for(const Field& ff : s.fields) {
+            f << "\t" << ff.type << " " << ff.name << " " << ff.offset << " " << ff.size << "\n";
+        }
+        f << "\n";
+    }
+    f << std::flush;
+
+    DefaultLogger::get()->info("BlenderDNA: Dumped dna to dna.txt");
+}
+#endif
+
+// ------------------------------------------------------------------------------------------------
+/*static*/ void  DNA :: ExtractArraySize(
+    const std::string& out,
+    size_t array_sizes[2]
+)
+{
+    array_sizes[0] = array_sizes[1] = 1;
+    std::string::size_type pos = out.find('[');
+    if (pos++ == std::string::npos) {
+        return;
+    }
+    array_sizes[0] = strtoul10(&out[pos]);
+
+    pos = out.find('[',pos);
+    if (pos++ == std::string::npos) {
+        return;
+    }
+    array_sizes[1] = strtoul10(&out[pos]);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::shared_ptr< ElemBase > DNA :: ConvertBlobToStructure(
+    const Structure& structure,
+    const FileDatabase& db
+) const
+{
+    std::map<std::string, FactoryPair >::const_iterator it = converters.find(structure.name);
+    if (it == converters.end()) {
+        return std::shared_ptr< ElemBase >();
+    }
+
+    std::shared_ptr< ElemBase > ret = (structure.*((*it).second.first))();
+    (structure.*((*it).second.second))(ret,db);
+
+    return ret;
+}
+
+// ------------------------------------------------------------------------------------------------
+DNA::FactoryPair DNA :: GetBlobToStructureConverter(
+    const Structure& structure,
+    const FileDatabase& /*db*/
+) const
+{
+    std::map<std::string,  FactoryPair>::const_iterator it = converters.find(structure.name);
+    return it == converters.end() ? FactoryPair() : (*it).second;
+}
+
+// basing on http://www.blender.org/development/architecture/notes-on-sdna/
+// ------------------------------------------------------------------------------------------------
+void DNA :: AddPrimitiveStructures()
+{
+    // NOTE: these are just dummies. Their presence enforces
+    // Structure::Convert<target_type> to be called on these
+    // empty structures. These converters are special
+    // overloads which scan the name of the structure and
+    // perform the required data type conversion if one
+    // of these special names is found in the structure
+    // in question.
+
+    indices["int"] = structures.size();
+    structures.push_back( Structure() );
+    structures.back().name = "int";
+    structures.back().size = 4;
+
+    indices["short"] = structures.size();
+    structures.push_back( Structure() );
+    structures.back().name = "short";
+    structures.back().size = 2;
+
+
+    indices["char"] = structures.size();
+    structures.push_back( Structure() );
+    structures.back().name = "char";
+    structures.back().size = 1;
+
+
+    indices["float"] = structures.size();
+    structures.push_back( Structure() );
+    structures.back().name = "float";
+    structures.back().size = 4;
+
+
+    indices["double"] = structures.size();
+    structures.push_back( Structure() );
+    structures.back().name = "double";
+    structures.back().size = 8;
+
+    // no long, seemingly.
+}
+
+// ------------------------------------------------------------------------------------------------
+void SectionParser :: Next()
+{
+    stream.SetCurrentPos(current.start + current.size);
+
+    const char tmp[] = {
+        (const char)stream.GetI1(),
+        (const char)stream.GetI1(),
+        (const char)stream.GetI1(),
+        (const char)stream.GetI1()
+    };
+    current.id = std::string(tmp,tmp[3]?4:tmp[2]?3:tmp[1]?2:1);
+
+    current.size = stream.GetI4();
+    current.address.val = ptr64 ? stream.GetU8() : stream.GetU4();
+
+    current.dna_index = stream.GetI4();
+    current.num = stream.GetI4();
+
+    current.start = stream.GetCurrentPos();
+    if (stream.GetRemainingSizeToLimit() < current.size) {
+        throw DeadlyImportError("BLEND: invalid size of file block");
+    }
+
+#ifdef ASSIMP_BUILD_BLENDER_DEBUG
+    DefaultLogger::get()->debug(current.id);
+#endif
+}
+
+
+
+#endif

+ 807 - 804
code/BlenderDNA.h

@@ -1,804 +1,807 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderDNA.h
- *  @brief Blender `DNA` (file format specification embedded in 
- *    blend file itself) loader.
- */
-#ifndef INCLUDED_AI_BLEND_DNA_H
-#define INCLUDED_AI_BLEND_DNA_H
-
-#include "BaseImporter.h"
-#include "TinyFormatter.h"
-
-// enable verbose log output. really verbose, so be careful.
-#ifdef ASSIMP_BUILD_DEBUG
-#	define ASSIMP_BUILD_BLENDER_DEBUG
-#endif
-
-// #define ASSIMP_BUILD_BLENDER_NO_STATS
-
-namespace Assimp	{
-	template <bool,bool> class StreamReader;
-	typedef StreamReader<true,true> StreamReaderAny;
-
-	namespace Blender {
-		class  FileDatabase;
-		struct FileBlockHead;
-
-		template <template <typename> class TOUT>
-		class ObjectCache;
-
-// -------------------------------------------------------------------------------
-/** Exception class used by the blender loader to selectively catch exceptions
- *  thrown in its own code (DeadlyImportErrors thrown in general utility
- *  functions are untouched then). If such an exception is not caught by
- *  the loader itself, it will still be caught by Assimp due to its
- *  ancestry. */
-// -------------------------------------------------------------------------------
-struct Error : DeadlyImportError
-{
-	Error (const std::string& s)
-		: DeadlyImportError(s)
-	{}
-};
-
-// -------------------------------------------------------------------------------
-/** The only purpose of this structure is to feed a virtual dtor into its
- *  descendents. It serves as base class for all data structure fields. */
-// -------------------------------------------------------------------------------
-struct ElemBase 
-{
-	virtual ~ElemBase() {}
-
-	/** Type name of the element. The type 
-	 * string points is the `c_str` of the `name` attribute of the 
-	 * corresponding `Structure`, that is, it is only valid as long 
-	 * as the DNA is not modified. The dna_type is only set if the
-	 * data type is not static, i.e. a boost::shared_ptr<ElemBase>
-	 * in the scene description would have its type resolved 
-	 * at runtime, so this member is always set. */
-	const char* dna_type;
-};
-
-
-// -------------------------------------------------------------------------------
-/** Represents a generic pointer to a memory location, which can be either 32
- *  or 64 bits. These pointers are loaded from the BLEND file and finally
- *  fixed to point to the real, converted representation of the objects 
- *  they used to point to.*/
-// -------------------------------------------------------------------------------
-struct Pointer
-{
-	Pointer() : val() {}
-	uint64_t val;
-};
-
-// -------------------------------------------------------------------------------
-/** Represents a generic offset within a BLEND file */
-// -------------------------------------------------------------------------------
-struct FileOffset
-{
-	FileOffset() : val() {}
-	uint64_t val;
-};
-
-// -------------------------------------------------------------------------------
-/** Dummy derivate of std::vector to be able to use it in templates simultaenously
- *  with boost::shared_ptr, which takes only one template argument 
- *  while std::vector takes three. Also we need to provide some special member
- *  functions of shared_ptr */
-// -------------------------------------------------------------------------------
-template <typename T>
-class vector : public std::vector<T>
-{
-public:
-	using std::vector<T>::resize;
-	using std::vector<T>::empty;
-
-	void reset() {
-		resize(0);
-	}
-
-	operator bool () const {
-		return !empty();
-	}
-};
-
-// -------------------------------------------------------------------------------
-/** Mixed flags for use in #Field */
-// -------------------------------------------------------------------------------
-enum FieldFlags 
-{
-	FieldFlag_Pointer = 0x1,
-	FieldFlag_Array   = 0x2
-};
-
-// -------------------------------------------------------------------------------
-/** Represents a single member of a data structure in a BLEND file */
-// -------------------------------------------------------------------------------
-struct Field 
-{	
-	std::string name;
-	std::string type;
-
-	size_t size;
-	size_t offset;
-
-	/** Size of each array dimension. For flat arrays,
-	 *  the second dimension is set to 1. */
-	size_t array_sizes[2];
-
-	/** Any of the #FieldFlags enumerated values */
-	unsigned int flags;
-};
-
-// -------------------------------------------------------------------------------
-/** Range of possible behaviours for fields absend in the input file. Some are
- *  mission critical so we need them, while others can silently be default
- *  initialized and no animations are harmed. */
-// -------------------------------------------------------------------------------
-enum ErrorPolicy 
-{
-	/** Substitute default value and ignore */
-	ErrorPolicy_Igno,
-	/** Substitute default value and write to log */
-	ErrorPolicy_Warn,
-	/** Substitute a massive error message and crash the whole matrix. Its time for another zion */
-	ErrorPolicy_Fail
-};
-
-#ifdef ASSIMP_BUILD_BLENDER_DEBUG
-#	define ErrorPolicy_Igno ErrorPolicy_Warn
-#endif
-
-// -------------------------------------------------------------------------------
-/** Represents a data structure in a BLEND file. A Structure defines n fields
- *  and their locatios and encodings the input stream. Usually, every
- *  Structure instance pertains to one equally-named data structure in the
- *  BlenderScene.h header. This class defines various utilities to map a
- *  binary `blob` read from the file to such a structure instance with
- *  meaningful contents. */
-// -------------------------------------------------------------------------------
-class Structure 
-{
-	template <template <typename> class> friend class ObjectCache;
-
-public:
-
-	Structure()
-		:	cache_idx(-1)
-	{}
-
-public:
-
-	// publicly accessible members
-	std::string name;
-	vector< Field > fields;
-	std::map<std::string, size_t> indices;
-
-	size_t size;
-
-public:
-
-	// --------------------------------------------------------
-	/** Access a field of the structure by its canonical name. The pointer version
-	 *  returns NULL on failure while the reference version raises an import error. */
-	inline const Field& operator [] (const std::string& ss) const;
-	inline const Field* Get (const std::string& ss) const;
-
-	// --------------------------------------------------------
-	/** Access a field of the structure by its index */
-	inline const Field& operator [] (const size_t i) const;
-
-	// --------------------------------------------------------
-	inline bool operator== (const Structure& other) const {
-		return name == other.name; // name is meant to be an unique identifier
-	}
-
-	// --------------------------------------------------------
-	inline bool operator!= (const Structure& other) const {
-		return name != other.name;
-	}
-
-public:
-
-	// --------------------------------------------------------
-	/** Try to read an instance of the structure from the stream
-	 *  and attempt to convert to `T`. This is done by
-	 *  an appropriate specialization. If none is available,
-	 *  a compiler complain is the result.
-	 *  @param dest Destination value to be written
-	 *  @param db File database, including input stream. */
-	template <typename T> inline void Convert (T& dest,
-		const FileDatabase& db) const;
-
-
-
-	// --------------------------------------------------------
-	// generic converter
-	template <typename T>
-	void Convert(boost::shared_ptr<ElemBase> in,const FileDatabase& db) const;
-
-	// --------------------------------------------------------
-	// generic allocator
-	template <typename T> boost::shared_ptr<ElemBase> Allocate() const;
-
-
-
-	// --------------------------------------------------------
-	// field parsing for 1d arrays
-	template <int error_policy, typename T, size_t M>
-	void ReadFieldArray(T (& out)[M], const char* name, 
-		const FileDatabase& db) const;
-
-	// --------------------------------------------------------
-	// field parsing for 2d arrays
-	template <int error_policy, typename T, size_t M, size_t N>
-	void ReadFieldArray2(T (& out)[M][N], const char* name,
-		const FileDatabase& db) const;
-
-	// --------------------------------------------------------
-	// field parsing for pointer or dynamic array types 
-	// (boost::shared_ptr or boost::shared_array)
-	// The return value indicates whether the data was already cached.
-	template <int error_policy, template <typename> class TOUT, typename T>
-	bool ReadFieldPtr(TOUT<T>& out, const char* name, 
-		const FileDatabase& db,
-		bool non_recursive = false) const;
-
-	// --------------------------------------------------------
-	// field parsing for static arrays of pointer or dynamic
-	// array types (boost::shared_ptr[] or boost::shared_array[])
-	// The return value indicates whether the data was already cached.
-	template <int error_policy, template <typename> class TOUT, typename T, size_t N>
-	bool ReadFieldPtr(TOUT<T> (&out)[N], const char* name, 
-		const FileDatabase& db) const;
-
-	// --------------------------------------------------------
-	// field parsing for `normal` values
-	// The return value indicates whether the data was already cached.
-	template <int error_policy, typename T>
-	void ReadField(T& out, const char* name, 
-		const FileDatabase& db) const;
-
-private:
-
-	// --------------------------------------------------------
-	template <template <typename> class TOUT, typename T>
-	bool ResolvePointer(TOUT<T>& out, const Pointer & ptrval, 
-		const FileDatabase& db, const Field& f,
-		bool non_recursive = false) const;
-
-	// --------------------------------------------------------
-	template <template <typename> class TOUT, typename T>
-	bool ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval, 
-		const FileDatabase& db, const Field& f, bool) const;
-
-	// --------------------------------------------------------
-	bool ResolvePointer( boost::shared_ptr< FileOffset >& out, const Pointer & ptrval, 
-		const FileDatabase& db, const Field& f, bool) const;
-
-	// --------------------------------------------------------
-	inline const FileBlockHead* LocateFileBlockForAddress(
-		const Pointer & ptrval,
-		const FileDatabase& db) const;
-
-private:
-
-	// ------------------------------------------------------------------------------
-	template <typename T> T* _allocate(boost::shared_ptr<T>& out, size_t& s) const {
-		out = boost::shared_ptr<T>(new T());
-		s = 1;
-		return out.get();
-	}
-
-	template <typename T> T* _allocate(vector<T>& out, size_t& s) const {
-		out.resize(s);
-		return s ? &out.front() : NULL;
-	}
-
-	// --------------------------------------------------------
-	template <int error_policy>
-	struct _defaultInitializer {
-
-		template <typename T, unsigned int N>
-		void operator ()(T (& out)[N], const char* = NULL) {
-			for (unsigned int i = 0; i < N; ++i) {
-				out[i] = T(); 
-			}
-		}
-
-		template <typename T, unsigned int N, unsigned int M>
-		void operator ()(T (& out)[N][M], const char* = NULL) {
-			for (unsigned int i = 0; i < N; ++i) {
-				for (unsigned int j = 0; j < M; ++j) {
-					out[i][j] = T(); 
-				}
-			}
-		}
-
-		template <typename T>
-		void operator ()(T& out, const char* = NULL) {
-			out = T();
-		}
-	};
-
-private:
-
-	mutable size_t cache_idx;
-};
-
-// --------------------------------------------------------
-template <>  struct Structure :: _defaultInitializer<ErrorPolicy_Warn> {
-
-	template <typename T>
-	void operator ()(T& out, const char* reason = "<add reason>") {
-		DefaultLogger::get()->warn(reason);
-
-		// ... and let the show go on
-		_defaultInitializer<0 /*ErrorPolicy_Igno*/>()(out);
-	}
-};
-
-template <> struct Structure :: _defaultInitializer<ErrorPolicy_Fail> {
-
-	template <typename T>
-	void operator ()(T& /*out*/,const char* = "") {
-		// obviously, it is crucial that _DefaultInitializer is used 
-		// only from within a catch clause.
-		throw;
-	}
-};
-
-// -------------------------------------------------------------------------------------------------------
-template <> inline bool Structure :: ResolvePointer<boost::shared_ptr,ElemBase>(boost::shared_ptr<ElemBase>& out, 
-	const Pointer & ptrval, 
-	const FileDatabase& db, 
-	const Field& f,
-	bool
-	) const;
-
-
-// -------------------------------------------------------------------------------
-/** Represents the full data structure information for a single BLEND file.
- *  This data is extracted from the DNA1 chunk in the file.
- *  #DNAParser does the reading and represents currently the only place where 
- *  DNA is altered.*/
-// -------------------------------------------------------------------------------
-class DNA
-{
-public:
-
-	typedef void (Structure::*ConvertProcPtr) (
-		boost::shared_ptr<ElemBase> in, 
-		const FileDatabase&
-	) const;
-
-	typedef boost::shared_ptr<ElemBase> (
-		Structure::*AllocProcPtr) () const;
-	
-	typedef std::pair< AllocProcPtr, ConvertProcPtr > FactoryPair;
-
-public:
-
-	std::map<std::string, FactoryPair > converters;
-	vector<Structure > structures;
-	std::map<std::string, size_t> indices;
-
-public:
-
-	// --------------------------------------------------------
-	/** Access a structure by its canonical name, the pointer version returns NULL on failure 
-	  * while the reference version raises an error. */
-	inline const Structure& operator [] (const std::string& ss) const;
-	inline const Structure* Get (const std::string& ss) const;
-
-	// --------------------------------------------------------
-	/** Access a structure by its index */
-	inline const Structure& operator [] (const size_t i) const;
-
-public:
-
-	// --------------------------------------------------------
-	/** Add structure definitions for all the primitive types,
-	 *  i.e. integer, short, char, float */
-	void AddPrimitiveStructures();
-
-	// --------------------------------------------------------
-	/** Fill the @c converters member with converters for all 
-	 *  known data types. The implementation of this method is
-	 *  in BlenderScene.cpp and is machine-generated.
-	 *  Converters are used to quickly handle objects whose
-	 *  exact data type is a runtime-property and not yet 
-	 *  known at compile time (consier Object::data).*/
-	void RegisterConverters();
-
-
-	// --------------------------------------------------------
-	/** Take an input blob from the stream, interpret it according to 
-	 *  a its structure name and convert it to the intermediate
-	 *  representation. 
-	 *  @param structure Destination structure definition
-	 *  @param db File database.
-	 *  @return A null pointer if no appropriate converter is available.*/
-	boost::shared_ptr< ElemBase > ConvertBlobToStructure(
-		const Structure& structure,
-		const FileDatabase& db
-		) const;
-
-	// --------------------------------------------------------
-	/** Find a suitable conversion function for a given Structure.
-	 *  Such a converter function takes a blob from the input 
-	 *  stream, reads as much as it needs, and builds up a
-	 *  complete object in intermediate representation.
-	 *  @param structure Destination structure definition
-	 *  @param db File database.
-	 *  @return A null pointer in .first if no appropriate converter is available.*/
-	FactoryPair GetBlobToStructureConverter(
-		const Structure& structure,
-		const FileDatabase& db
-		) const;
-
-
-#ifdef ASSIMP_BUILD_BLENDER_DEBUG
-	// --------------------------------------------------------
-	/** Dump the DNA to a text file. This is for debugging purposes. 
-	 *  The output file is `dna.txt` in the current working folder*/
-	void DumpToFile();
-#endif
-
-	// --------------------------------------------------------
-	/** Extract array dimensions from a C array declaration, such
-	 *  as `...[4][6]`. Returned string would be `...[][]`.
-	 *  @param out
-	 *  @param array_sizes Receive maximally two array dimensions,
-	 *    the second element is set to 1 if the array is flat.
-	 *    Both are set to 1 if the input is not an array.
-	 *  @throw DeadlyImportError if more than 2 dimensions are
-	 *    encountered. */
-	static void ExtractArraySize(
-		const std::string& out, 
-		size_t array_sizes[2]
-	);
-};
-
-// special converters for primitive types
-template <> inline void Structure :: Convert<int>		(int& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<short>		(short& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<char>		(char& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<float>		(float& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<double>	(double& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<Pointer>	(Pointer& dest,const FileDatabase& db) const;
-
-// -------------------------------------------------------------------------------
-/** Describes a master file block header. Each master file sections holds n
- *  elements of a certain SDNA structure (or otherwise unspecified data). */
-// -------------------------------------------------------------------------------
-struct FileBlockHead 
-{
-	// points right after the header of the file block
-	StreamReaderAny::pos start;
-
-	std::string id;
-	size_t size;
-
-	// original memory address of the data
-	Pointer address;
-
-	// index into DNA
-	unsigned int dna_index;
-
-	// number of structure instances to follow
-	size_t num;
-
-
-
-	// file blocks are sorted by address to quickly locate specific memory addresses
-	bool operator < (const FileBlockHead& o) const {
-		return address.val < o.address.val;
-	}
-
-	// for std::upper_bound
-	operator const Pointer& () const {
-		return address;
-	}
-};
-
-// for std::upper_bound
-inline bool operator< (const Pointer& a, const Pointer& b) {
-	return a.val < b.val;
-}
-
-// -------------------------------------------------------------------------------
-/** Utility to read all master file blocks in turn. */
-// -------------------------------------------------------------------------------
-class SectionParser 
-{
-public:
-
-	// --------------------------------------------------------
-	/** @param stream Inout stream, must point to the 
-	 *  first section in the file. Call Next() once
-	 *  to have it read. 
-	 *  @param ptr64 Pointer size in file is 64 bits? */
-	SectionParser(StreamReaderAny& stream,bool ptr64)
-		: stream(stream)
-		, ptr64(ptr64)
-	{
-		current.size = current.start = 0;
-	}
-
-public:
-
-	// --------------------------------------------------------
-	const FileBlockHead& GetCurrent() const {
-		return current;
-	}
-	
-
-public:
-
-	// --------------------------------------------------------
-	/** Advance to the next section. 
-	 *  @throw DeadlyImportError if the last chunk was passed. */
-	void Next();
-
-public:
-
-	FileBlockHead current;
-	StreamReaderAny& stream;
-	bool ptr64;
-};
-
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-// -------------------------------------------------------------------------------
-/** Import statistics, i.e. number of file blocks read*/
-// -------------------------------------------------------------------------------
-class Statistics {
-
-public:
-
-	Statistics () 
-		: fields_read		()
-		, pointers_resolved	()
-		, cache_hits		()
-//		, blocks_read		()
-		, cached_objects	()
-	{}
-
-public:
-
-	/** total number of fields we read */
-	unsigned int fields_read;
-
-	/** total number of resolved pointers */
-	unsigned int pointers_resolved;
-
-	/** number of pointers resolved from the cache */
-	unsigned int cache_hits;
-
-	/** number of blocks (from  FileDatabase::entries) 
-	  we did actually read from. */
-	// unsigned int blocks_read;
-
-	/** objects in FileData::cache */
-	unsigned int cached_objects;
-};
-#endif
-
-// -------------------------------------------------------------------------------
-/** The object cache - all objects addressed by pointers are added here. This
- *  avoids circular references and avoids object duplication. */
-// -------------------------------------------------------------------------------
-template <template <typename> class TOUT>
-class ObjectCache 
-{
-public:
-
-	typedef std::map< Pointer, TOUT<ElemBase> > StructureCache;
-
-public:
-
-	ObjectCache(const FileDatabase& db)
-		: db(db)
-	{
-		// currently there are only ~400 structure records per blend file.
-		// we read only a small part of them and don't cache objects
-		// which we don't need, so this should suffice.
-		caches.reserve(64);
-	}
-
-public:
-
-	// --------------------------------------------------------
-	/** Check whether a specific item is in the cache.
-	 *  @param s Data type of the item
-	 *  @param out Output pointer. Unchanged if the
-	 *   cache doens't know the item yet.
-	 *  @param ptr Item address to look for. */
-	template <typename T> void get (
-		const Structure& s, 
-		TOUT<T>& out, 
-		const Pointer& ptr) const;
-
-	// --------------------------------------------------------
-	/** Add an item to the cache after the item has 
-	 * been fully read. Do not insert anything that
-	 * may be faulty or might cause the loading
-	 * to abort. 
-	 *  @param s Data type of the item
-	 *  @param out Item to insert into the cache
-	 *  @param ptr address (cache key) of the item. */
-	template <typename T> void set 
-		(const Structure& s, 
-		const TOUT<T>& out, 
-		const Pointer& ptr);
-
-private:
-
-	mutable vector<StructureCache> caches;
-	const FileDatabase& db;
-};
-
-// -------------------------------------------------------------------------------
-// -------------------------------------------------------------------------------
-template <> class ObjectCache<Blender::vector> 
-{
-public:
-
-	ObjectCache(const FileDatabase&) {}
-
-	template <typename T> void get(const Structure&, vector<T>&, const Pointer&) {}
-	template <typename T> void set(const Structure&, const vector<T>&, const Pointer&) {}
-};
-
-#ifdef _MSC_VER
-#	pragma warning(disable:4355)
-#endif
-
-// -------------------------------------------------------------------------------
-/** Memory representation of a full BLEND file and all its dependencies. The
- *  output aiScene is constructed from an instance of this data structure. */
-// -------------------------------------------------------------------------------
-class FileDatabase 
-{
-	template <template <typename> class TOUT> friend class ObjectCache;
-
-public:
-
-
-	FileDatabase()
-		: _cacheArrays(*this)
-		, _cache(*this)
-		, next_cache_idx()
-	{} 
-
-public:
-
-	// publicly accessible fields
-	bool i64bit;
-	bool little;
-
-	DNA dna;
-	boost::shared_ptr< StreamReaderAny > reader;
-	vector< FileBlockHead > entries;
-
-public:
-
-	Statistics& stats() const {
-		return _stats;
-	}
-
-	// For all our templates to work on both shared_ptr's and vector's
-	// using the same code, a dummy cache for arrays is provided. Actually,
-	// arrays of objects are never cached because we can't easily 
-	// ensure their proper destruction.
-	template <typename T>
-	ObjectCache<boost::shared_ptr>& cache(boost::shared_ptr<T>& /*in*/) const {
-		return _cache;
-	}
-
-	template <typename T>
-	ObjectCache<vector>& cache(vector<T>& /*in*/) const {
-		return _cacheArrays;
-	}
-
-private:
-
-	
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	mutable Statistics _stats;
-#endif
-
-	mutable ObjectCache<vector> _cacheArrays;
-	mutable ObjectCache<boost::shared_ptr> _cache;
-
-	mutable size_t next_cache_idx;
-};
-
-#ifdef _MSC_VER
-#	pragma warning(default:4355)
-#endif
-
-// -------------------------------------------------------------------------------
-/** Factory to extract a #DNA from the DNA1 file block in a BLEND file. */
-// -------------------------------------------------------------------------------
-class DNAParser 
-{
-
-public:
-
-	/** Bind the parser to a empty DNA and an input stream */
-	DNAParser(FileDatabase& db)
-		: db(db)
-	{}
-
-public:
-
-	// --------------------------------------------------------
-	/** Locate the DNA in the file and parse it. The input
-	 *  stream is expected to point to the beginning of the DN1
-	 *  chunk at the time this method is called and is
-	 *  undefined afterwards.
-	 *  @throw DeadlyImportError if the DNA cannot be read.
-	 *  @note The position of the stream pointer is undefined
-	 *    afterwards.*/
-	void Parse ();
-
-public:
-
-	/** Obtain a reference to the extracted DNA information */
-	const Blender::DNA& GetDNA() const {
-		return db.dna;
-	}
-
-private:
-
-	FileDatabase& db;
-};
-
-	} // end Blend
-} // end Assimp
-
-#include "BlenderDNA.inl"
-
-#endif
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderDNA.h
+ *  @brief Blender `DNA` (file format specification embedded in
+ *    blend file itself) loader.
+ */
+#ifndef INCLUDED_AI_BLEND_DNA_H
+#define INCLUDED_AI_BLEND_DNA_H
+
+#include "BaseImporter.h"
+#include "TinyFormatter.h"
+#include "StreamReader.h"
+#include <assimp/DefaultLogger.hpp>
+#include <stdint.h>
+#include <memory>
+
+
+// enable verbose log output. really verbose, so be careful.
+#ifdef ASSIMP_BUILD_DEBUG
+#   define ASSIMP_BUILD_BLENDER_DEBUG
+#endif
+
+// #define ASSIMP_BUILD_BLENDER_NO_STATS
+
+namespace Assimp    {
+
+template <bool,bool> class StreamReader;
+typedef StreamReader<true,true> StreamReaderAny;
+
+namespace Blender {
+
+class  FileDatabase;
+struct FileBlockHead;
+
+template <template <typename> class TOUT>
+class ObjectCache;
+
+// -------------------------------------------------------------------------------
+/** Exception class used by the blender loader to selectively catch exceptions
+ *  thrown in its own code (DeadlyImportErrors thrown in general utility
+ *  functions are untouched then). If such an exception is not caught by
+ *  the loader itself, it will still be caught by Assimp due to its
+ *  ancestry. */
+// -------------------------------------------------------------------------------
+struct Error : DeadlyImportError {
+    Error (const std::string& s)
+    : DeadlyImportError(s) {
+        // empty
+    }
+};
+
+// -------------------------------------------------------------------------------
+/** The only purpose of this structure is to feed a virtual dtor into its
+ *  descendents. It serves as base class for all data structure fields. */
+// -------------------------------------------------------------------------------
+struct ElemBase {
+    virtual ~ElemBase() {
+        // empty
+    }
+
+    /** Type name of the element. The type
+     * string points is the `c_str` of the `name` attribute of the
+     * corresponding `Structure`, that is, it is only valid as long
+     * as the DNA is not modified. The dna_type is only set if the
+     * data type is not static, i.e. a std::shared_ptr<ElemBase>
+     * in the scene description would have its type resolved
+     * at runtime, so this member is always set. */
+    const char* dna_type;
+};
+
+// -------------------------------------------------------------------------------
+/** Represents a generic pointer to a memory location, which can be either 32
+ *  or 64 bits. These pointers are loaded from the BLEND file and finally
+ *  fixed to point to the real, converted representation of the objects
+ *  they used to point to.*/
+// -------------------------------------------------------------------------------
+struct Pointer {
+    Pointer()
+    : val() {
+        // empty
+    }
+    uint64_t val;
+};
+
+// -------------------------------------------------------------------------------
+/** Represents a generic offset within a BLEND file */
+// -------------------------------------------------------------------------------
+struct FileOffset {
+    FileOffset()
+    : val() {
+        // empty
+    }
+    uint64_t val;
+};
+
+// -------------------------------------------------------------------------------
+/** Dummy derivate of std::vector to be able to use it in templates simultaenously
+ *  with std::shared_ptr, which takes only one template argument
+ *  while std::vector takes three. Also we need to provide some special member
+ *  functions of shared_ptr */
+// -------------------------------------------------------------------------------
+template <typename T>
+class vector : public std::vector<T> {
+public:
+    using std::vector<T>::resize;
+    using std::vector<T>::empty;
+
+    void reset() {
+        resize(0);
+    }
+
+    operator bool () const {
+        return !empty();
+    }
+};
+
+// -------------------------------------------------------------------------------
+/** Mixed flags for use in #Field */
+// -------------------------------------------------------------------------------
+enum FieldFlags {
+    FieldFlag_Pointer = 0x1,
+    FieldFlag_Array   = 0x2
+};
+
+// -------------------------------------------------------------------------------
+/** Represents a single member of a data structure in a BLEND file */
+// -------------------------------------------------------------------------------
+struct Field {
+    std::string name;
+    std::string type;
+
+    size_t size;
+    size_t offset;
+
+    /** Size of each array dimension. For flat arrays,
+     *  the second dimension is set to 1. */
+    size_t array_sizes[2];
+
+    /** Any of the #FieldFlags enumerated values */
+    unsigned int flags;
+};
+
+// -------------------------------------------------------------------------------
+/** Range of possible behaviours for fields absend in the input file. Some are
+ *  mission critical so we need them, while others can silently be default
+ *  initialized and no animations are harmed. */
+// -------------------------------------------------------------------------------
+enum ErrorPolicy {
+    /** Substitute default value and ignore */
+    ErrorPolicy_Igno,
+    /** Substitute default value and write to log */
+    ErrorPolicy_Warn,
+    /** Substitute a massive error message and crash the whole matrix. Its time for another zion */
+    ErrorPolicy_Fail
+};
+
+#ifdef ASSIMP_BUILD_BLENDER_DEBUG
+#   define ErrorPolicy_Igno ErrorPolicy_Warn
+#endif
+
+// -------------------------------------------------------------------------------
+/** Represents a data structure in a BLEND file. A Structure defines n fields
+ *  and their locatios and encodings the input stream. Usually, every
+ *  Structure instance pertains to one equally-named data structure in the
+ *  BlenderScene.h header. This class defines various utilities to map a
+ *  binary `blob` read from the file to such a structure instance with
+ *  meaningful contents. */
+// -------------------------------------------------------------------------------
+class Structure {
+    template <template <typename> class> friend class ObjectCache;
+
+public:
+    Structure()
+    : cache_idx(static_cast<size_t>(-1) ){
+        // empty
+    }
+
+public:
+
+    // publicly accessible members
+    std::string name;
+    vector< Field > fields;
+    std::map<std::string, size_t> indices;
+
+    size_t size;
+
+public:
+
+    // --------------------------------------------------------
+    /** Access a field of the structure by its canonical name. The pointer version
+     *  returns NULL on failure while the reference version raises an import error. */
+    inline const Field& operator [] (const std::string& ss) const;
+    inline const Field* Get (const std::string& ss) const;
+
+    // --------------------------------------------------------
+    /** Access a field of the structure by its index */
+    inline const Field& operator [] (const size_t i) const;
+
+    // --------------------------------------------------------
+    inline bool operator== (const Structure& other) const {
+        return name == other.name; // name is meant to be an unique identifier
+    }
+
+    // --------------------------------------------------------
+    inline bool operator!= (const Structure& other) const {
+        return name != other.name;
+    }
+
+public:
+
+    // --------------------------------------------------------
+    /** Try to read an instance of the structure from the stream
+     *  and attempt to convert to `T`. This is done by
+     *  an appropriate specialization. If none is available,
+     *  a compiler complain is the result.
+     *  @param dest Destination value to be written
+     *  @param db File database, including input stream. */
+    template <typename T> inline void Convert (T& dest,
+        const FileDatabase& db) const;
+
+
+
+    // --------------------------------------------------------
+    // generic converter
+    template <typename T>
+    void Convert(std::shared_ptr<ElemBase> in,const FileDatabase& db) const;
+
+    // --------------------------------------------------------
+    // generic allocator
+    template <typename T> std::shared_ptr<ElemBase> Allocate() const;
+
+
+
+    // --------------------------------------------------------
+    // field parsing for 1d arrays
+    template <int error_policy, typename T, size_t M>
+    void ReadFieldArray(T (& out)[M], const char* name,
+        const FileDatabase& db) const;
+
+    // --------------------------------------------------------
+    // field parsing for 2d arrays
+    template <int error_policy, typename T, size_t M, size_t N>
+    void ReadFieldArray2(T (& out)[M][N], const char* name,
+        const FileDatabase& db) const;
+
+    // --------------------------------------------------------
+    // field parsing for pointer or dynamic array types
+    // (std::shared_ptr)
+    // The return value indicates whether the data was already cached.
+    template <int error_policy, template <typename> class TOUT, typename T>
+    bool ReadFieldPtr(TOUT<T>& out, const char* name,
+        const FileDatabase& db,
+        bool non_recursive = false) const;
+
+    // --------------------------------------------------------
+    // field parsing for static arrays of pointer or dynamic
+    // array types (std::shared_ptr[])
+    // The return value indicates whether the data was already cached.
+    template <int error_policy, template <typename> class TOUT, typename T, size_t N>
+    bool ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
+        const FileDatabase& db) const;
+
+    // --------------------------------------------------------
+    // field parsing for `normal` values
+    // The return value indicates whether the data was already cached.
+    template <int error_policy, typename T>
+    void ReadField(T& out, const char* name,
+        const FileDatabase& db) const;
+
+private:
+
+    // --------------------------------------------------------
+    template <template <typename> class TOUT, typename T>
+    bool ResolvePointer(TOUT<T>& out, const Pointer & ptrval,
+        const FileDatabase& db, const Field& f,
+        bool non_recursive = false) const;
+
+    // --------------------------------------------------------
+    template <template <typename> class TOUT, typename T>
+    bool ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval,
+        const FileDatabase& db, const Field& f, bool) const;
+
+    // --------------------------------------------------------
+    bool ResolvePointer( std::shared_ptr< FileOffset >& out, const Pointer & ptrval,
+        const FileDatabase& db, const Field& f, bool) const;
+
+    // --------------------------------------------------------
+    inline const FileBlockHead* LocateFileBlockForAddress(
+        const Pointer & ptrval,
+        const FileDatabase& db) const;
+
+private:
+
+    // ------------------------------------------------------------------------------
+    template <typename T> T* _allocate(std::shared_ptr<T>& out, size_t& s) const {
+        out = std::shared_ptr<T>(new T());
+        s = 1;
+        return out.get();
+    }
+
+    template <typename T> T* _allocate(vector<T>& out, size_t& s) const {
+        out.resize(s);
+        return s ? &out.front() : NULL;
+    }
+
+    // --------------------------------------------------------
+    template <int error_policy>
+    struct _defaultInitializer {
+
+        template <typename T, unsigned int N>
+        void operator ()(T (& out)[N], const char* = NULL) {
+            for (unsigned int i = 0; i < N; ++i) {
+                out[i] = T();
+            }
+        }
+
+        template <typename T, unsigned int N, unsigned int M>
+        void operator ()(T (& out)[N][M], const char* = NULL) {
+            for (unsigned int i = 0; i < N; ++i) {
+                for (unsigned int j = 0; j < M; ++j) {
+                    out[i][j] = T();
+                }
+            }
+        }
+
+        template <typename T>
+        void operator ()(T& out, const char* = NULL) {
+            out = T();
+        }
+    };
+
+private:
+
+    mutable size_t cache_idx;
+};
+
+// --------------------------------------------------------
+template <>  struct Structure :: _defaultInitializer<ErrorPolicy_Warn> {
+
+    template <typename T>
+    void operator ()(T& out, const char* reason = "<add reason>") {
+        DefaultLogger::get()->warn(reason);
+
+        // ... and let the show go on
+        _defaultInitializer<0 /*ErrorPolicy_Igno*/>()(out);
+    }
+};
+
+template <> struct Structure :: _defaultInitializer<ErrorPolicy_Fail> {
+
+    template <typename T>
+    void operator ()(T& /*out*/,const char* = "") {
+        // obviously, it is crucial that _DefaultInitializer is used
+        // only from within a catch clause.
+        throw;
+    }
+};
+
+// -------------------------------------------------------------------------------------------------------
+template <> inline bool Structure :: ResolvePointer<std::shared_ptr,ElemBase>(std::shared_ptr<ElemBase>& out,
+    const Pointer & ptrval,
+    const FileDatabase& db,
+    const Field& f,
+    bool
+    ) const;
+
+
+// -------------------------------------------------------------------------------
+/** Represents the full data structure information for a single BLEND file.
+ *  This data is extracted from the DNA1 chunk in the file.
+ *  #DNAParser does the reading and represents currently the only place where
+ *  DNA is altered.*/
+// -------------------------------------------------------------------------------
+class DNA
+{
+public:
+
+    typedef void (Structure::*ConvertProcPtr) (
+        std::shared_ptr<ElemBase> in,
+        const FileDatabase&
+    ) const;
+
+    typedef std::shared_ptr<ElemBase> (
+        Structure::*AllocProcPtr) () const;
+
+    typedef std::pair< AllocProcPtr, ConvertProcPtr > FactoryPair;
+
+public:
+
+    std::map<std::string, FactoryPair > converters;
+    vector<Structure > structures;
+    std::map<std::string, size_t> indices;
+
+public:
+
+    // --------------------------------------------------------
+    /** Access a structure by its canonical name, the pointer version returns NULL on failure
+      * while the reference version raises an error. */
+    inline const Structure& operator [] (const std::string& ss) const;
+    inline const Structure* Get (const std::string& ss) const;
+
+    // --------------------------------------------------------
+    /** Access a structure by its index */
+    inline const Structure& operator [] (const size_t i) const;
+
+public:
+
+    // --------------------------------------------------------
+    /** Add structure definitions for all the primitive types,
+     *  i.e. integer, short, char, float */
+    void AddPrimitiveStructures();
+
+    // --------------------------------------------------------
+    /** Fill the @c converters member with converters for all
+     *  known data types. The implementation of this method is
+     *  in BlenderScene.cpp and is machine-generated.
+     *  Converters are used to quickly handle objects whose
+     *  exact data type is a runtime-property and not yet
+     *  known at compile time (consier Object::data).*/
+    void RegisterConverters();
+
+
+    // --------------------------------------------------------
+    /** Take an input blob from the stream, interpret it according to
+     *  a its structure name and convert it to the intermediate
+     *  representation.
+     *  @param structure Destination structure definition
+     *  @param db File database.
+     *  @return A null pointer if no appropriate converter is available.*/
+    std::shared_ptr< ElemBase > ConvertBlobToStructure(
+        const Structure& structure,
+        const FileDatabase& db
+        ) const;
+
+    // --------------------------------------------------------
+    /** Find a suitable conversion function for a given Structure.
+     *  Such a converter function takes a blob from the input
+     *  stream, reads as much as it needs, and builds up a
+     *  complete object in intermediate representation.
+     *  @param structure Destination structure definition
+     *  @param db File database.
+     *  @return A null pointer in .first if no appropriate converter is available.*/
+    FactoryPair GetBlobToStructureConverter(
+        const Structure& structure,
+        const FileDatabase& db
+        ) const;
+
+
+#ifdef ASSIMP_BUILD_BLENDER_DEBUG
+    // --------------------------------------------------------
+    /** Dump the DNA to a text file. This is for debugging purposes.
+     *  The output file is `dna.txt` in the current working folder*/
+    void DumpToFile();
+#endif
+
+    // --------------------------------------------------------
+    /** Extract array dimensions from a C array declaration, such
+     *  as `...[4][6]`. Returned string would be `...[][]`.
+     *  @param out
+     *  @param array_sizes Receive maximally two array dimensions,
+     *    the second element is set to 1 if the array is flat.
+     *    Both are set to 1 if the input is not an array.
+     *  @throw DeadlyImportError if more than 2 dimensions are
+     *    encountered. */
+    static void ExtractArraySize(
+        const std::string& out,
+        size_t array_sizes[2]
+    );
+};
+
+// special converters for primitive types
+template <> inline void Structure :: Convert<int>       (int& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<short>     (short& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<char>      (char& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<float>     (float& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<double>    (double& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<Pointer>   (Pointer& dest,const FileDatabase& db) const;
+
+// -------------------------------------------------------------------------------
+/** Describes a master file block header. Each master file sections holds n
+ *  elements of a certain SDNA structure (or otherwise unspecified data). */
+// -------------------------------------------------------------------------------
+struct FileBlockHead
+{
+    // points right after the header of the file block
+    StreamReaderAny::pos start;
+
+    std::string id;
+    size_t size;
+
+    // original memory address of the data
+    Pointer address;
+
+    // index into DNA
+    unsigned int dna_index;
+
+    // number of structure instances to follow
+    size_t num;
+
+
+
+    // file blocks are sorted by address to quickly locate specific memory addresses
+    bool operator < (const FileBlockHead& o) const {
+        return address.val < o.address.val;
+    }
+
+    // for std::upper_bound
+    operator const Pointer& () const {
+        return address;
+    }
+};
+
+// for std::upper_bound
+inline bool operator< (const Pointer& a, const Pointer& b) {
+    return a.val < b.val;
+}
+
+// -------------------------------------------------------------------------------
+/** Utility to read all master file blocks in turn. */
+// -------------------------------------------------------------------------------
+class SectionParser
+{
+public:
+
+    // --------------------------------------------------------
+    /** @param stream Inout stream, must point to the
+     *  first section in the file. Call Next() once
+     *  to have it read.
+     *  @param ptr64 Pointer size in file is 64 bits? */
+    SectionParser(StreamReaderAny& stream,bool ptr64)
+        : stream(stream)
+        , ptr64(ptr64)
+    {
+        current.size = current.start = 0;
+    }
+
+public:
+
+    // --------------------------------------------------------
+    const FileBlockHead& GetCurrent() const {
+        return current;
+    }
+
+
+public:
+
+    // --------------------------------------------------------
+    /** Advance to the next section.
+     *  @throw DeadlyImportError if the last chunk was passed. */
+    void Next();
+
+public:
+
+    FileBlockHead current;
+    StreamReaderAny& stream;
+    bool ptr64;
+};
+
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+// -------------------------------------------------------------------------------
+/** Import statistics, i.e. number of file blocks read*/
+// -------------------------------------------------------------------------------
+class Statistics {
+
+public:
+
+    Statistics ()
+        : fields_read       ()
+        , pointers_resolved ()
+        , cache_hits        ()
+//      , blocks_read       ()
+        , cached_objects    ()
+    {}
+
+public:
+
+    /** total number of fields we read */
+    unsigned int fields_read;
+
+    /** total number of resolved pointers */
+    unsigned int pointers_resolved;
+
+    /** number of pointers resolved from the cache */
+    unsigned int cache_hits;
+
+    /** number of blocks (from  FileDatabase::entries)
+      we did actually read from. */
+    // unsigned int blocks_read;
+
+    /** objects in FileData::cache */
+    unsigned int cached_objects;
+};
+#endif
+
+// -------------------------------------------------------------------------------
+/** The object cache - all objects addressed by pointers are added here. This
+ *  avoids circular references and avoids object duplication. */
+// -------------------------------------------------------------------------------
+template <template <typename> class TOUT>
+class ObjectCache
+{
+public:
+
+    typedef std::map< Pointer, TOUT<ElemBase> > StructureCache;
+
+public:
+
+    ObjectCache(const FileDatabase& db)
+        : db(db)
+    {
+        // currently there are only ~400 structure records per blend file.
+        // we read only a small part of them and don't cache objects
+        // which we don't need, so this should suffice.
+        caches.reserve(64);
+    }
+
+public:
+
+    // --------------------------------------------------------
+    /** Check whether a specific item is in the cache.
+     *  @param s Data type of the item
+     *  @param out Output pointer. Unchanged if the
+     *   cache doens't know the item yet.
+     *  @param ptr Item address to look for. */
+    template <typename T> void get (
+        const Structure& s,
+        TOUT<T>& out,
+        const Pointer& ptr) const;
+
+    // --------------------------------------------------------
+    /** Add an item to the cache after the item has
+     * been fully read. Do not insert anything that
+     * may be faulty or might cause the loading
+     * to abort.
+     *  @param s Data type of the item
+     *  @param out Item to insert into the cache
+     *  @param ptr address (cache key) of the item. */
+    template <typename T> void set
+        (const Structure& s,
+        const TOUT<T>& out,
+        const Pointer& ptr);
+
+private:
+
+    mutable vector<StructureCache> caches;
+    const FileDatabase& db;
+};
+
+// -------------------------------------------------------------------------------
+// -------------------------------------------------------------------------------
+template <> class ObjectCache<Blender::vector>
+{
+public:
+
+    ObjectCache(const FileDatabase&) {}
+
+    template <typename T> void get(const Structure&, vector<T>&, const Pointer&) {}
+    template <typename T> void set(const Structure&, const vector<T>&, const Pointer&) {}
+};
+
+#ifdef _MSC_VER
+#   pragma warning(disable:4355)
+#endif
+
+// -------------------------------------------------------------------------------
+/** Memory representation of a full BLEND file and all its dependencies. The
+ *  output aiScene is constructed from an instance of this data structure. */
+// -------------------------------------------------------------------------------
+class FileDatabase
+{
+    template <template <typename> class TOUT> friend class ObjectCache;
+
+public:
+    FileDatabase()
+        : _cacheArrays(*this)
+        , _cache(*this)
+        , next_cache_idx()
+    {}
+
+public:
+    // publicly accessible fields
+    bool i64bit;
+    bool little;
+
+    DNA dna;
+    std::shared_ptr< StreamReaderAny > reader;
+    vector< FileBlockHead > entries;
+
+public:
+
+    Statistics& stats() const {
+        return _stats;
+    }
+
+    // For all our templates to work on both shared_ptr's and vector's
+    // using the same code, a dummy cache for arrays is provided. Actually,
+    // arrays of objects are never cached because we can't easily
+    // ensure their proper destruction.
+    template <typename T>
+    ObjectCache<std::shared_ptr>& cache(std::shared_ptr<T>& /*in*/) const {
+        return _cache;
+    }
+
+    template <typename T>
+    ObjectCache<vector>& cache(vector<T>& /*in*/) const {
+        return _cacheArrays;
+    }
+
+private:
+
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    mutable Statistics _stats;
+#endif
+
+    mutable ObjectCache<vector> _cacheArrays;
+    mutable ObjectCache<std::shared_ptr> _cache;
+
+    mutable size_t next_cache_idx;
+};
+
+#ifdef _MSC_VER
+#   pragma warning(default:4355)
+#endif
+
+// -------------------------------------------------------------------------------
+/** Factory to extract a #DNA from the DNA1 file block in a BLEND file. */
+// -------------------------------------------------------------------------------
+class DNAParser
+{
+
+public:
+
+    /** Bind the parser to a empty DNA and an input stream */
+    DNAParser(FileDatabase& db)
+        : db(db)
+    {}
+
+public:
+
+    // --------------------------------------------------------
+    /** Locate the DNA in the file and parse it. The input
+     *  stream is expected to point to the beginning of the DN1
+     *  chunk at the time this method is called and is
+     *  undefined afterwards.
+     *  @throw DeadlyImportError if the DNA cannot be read.
+     *  @note The position of the stream pointer is undefined
+     *    afterwards.*/
+    void Parse ();
+
+public:
+
+    /** Obtain a reference to the extracted DNA information */
+    const Blender::DNA& GetDNA() const {
+        return db.dna;
+    }
+
+private:
+
+    FileDatabase& db;
+};
+
+    } // end Blend
+} // end Assimp
+
+#include "BlenderDNA.inl"
+
+#endif

+ 750 - 732
code/BlenderDNA.inl

@@ -1,732 +1,750 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderDNA.inl
- *  @brief Blender `DNA` (file format specification embedded in 
- *    blend file itself) loader.
- */
-#ifndef INCLUDED_AI_BLEND_DNA_INL
-#define INCLUDED_AI_BLEND_DNA_INL
-
-namespace Assimp	{
-	namespace Blender {
-
-//--------------------------------------------------------------------------------
-const Field& Structure :: operator [] (const std::string& ss) const
-{
-	std::map<std::string, size_t>::const_iterator it = indices.find(ss);
-	if (it == indices.end()) {
-		throw Error((Formatter::format(),
-			"BlendDNA: Did not find a field named `",ss,"` in structure `",name,"`"
-			));
-	}
-
-	return fields[(*it).second];
-}
-
-//--------------------------------------------------------------------------------
-const Field* Structure :: Get (const std::string& ss) const
-{
-	std::map<std::string, size_t>::const_iterator it = indices.find(ss);
-	return it == indices.end() ? NULL : &fields[(*it).second];
-}
-
-//--------------------------------------------------------------------------------
-const Field& Structure :: operator [] (const size_t i) const 
-{
-	if (i >= fields.size()) {
-		throw Error((Formatter::format(),
-			"BlendDNA: There is no field with index `",i,"` in structure `",name,"`"
-			));
-	}
-
-	return fields[i];
-}
-
-//--------------------------------------------------------------------------------
-template <typename T> boost::shared_ptr<ElemBase> Structure :: Allocate() const 
-{
-	return boost::shared_ptr<T>(new T()); 
-}
-
-//--------------------------------------------------------------------------------
-template <typename T> void Structure :: Convert(
-	boost::shared_ptr<ElemBase> in,
-	const FileDatabase& db) const 
-{
-	Convert<T> (*static_cast<T*> ( in.get() ),db);
-}
-
-//--------------------------------------------------------------------------------
-template <int error_policy, typename T, size_t M>
-void Structure :: ReadFieldArray(T (& out)[M], const char* name, const FileDatabase& db) const
-{
-	const StreamReaderAny::pos old = db.reader->GetCurrentPos();
-	try {
-		const Field& f = (*this)[name];
-		const Structure& s = db.dna[f.type];
-
-		// is the input actually an array?
-		if (!(f.flags & FieldFlag_Array)) {
-			throw Error((Formatter::format(),"Field `",name,"` of structure `",
-				this->name,"` ought to be an array of size ",M
-				));
-		}
-
-		db.reader->IncPtr(f.offset);
-
-		// size conversions are always allowed, regardless of error_policy
-		unsigned int i = 0;
-		for(; i < std::min(f.array_sizes[0],M); ++i) {
-			s.Convert(out[i],db);
-		}
-		for(; i < M; ++i) {
-			_defaultInitializer<ErrorPolicy_Igno>()(out[i]);
-		}
-	}
-	catch (const Error& e) {
-		_defaultInitializer<error_policy>()(out,e.what());
-	}
-
-	// and recover the previous stream position
-	db.reader->SetCurrentPos(old);
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	++db.stats().fields_read;
-#endif
-}
-
-//--------------------------------------------------------------------------------
-template <int error_policy, typename T, size_t M, size_t N>
-void Structure :: ReadFieldArray2(T (& out)[M][N], const char* name, const FileDatabase& db) const
-{
-	const StreamReaderAny::pos old = db.reader->GetCurrentPos();
-	try {
-		const Field& f = (*this)[name];
-		const Structure& s = db.dna[f.type];
-
-		// is the input actually an array?
-		if (!(f.flags & FieldFlag_Array)) {
-			throw Error((Formatter::format(),"Field `",name,"` of structure `",
-				this->name,"` ought to be an array of size ",M,"*",N
-				));
-		}
-
-		db.reader->IncPtr(f.offset);
-
-		// size conversions are always allowed, regardless of error_policy
-		unsigned int i = 0;
-		for(; i < std::min(f.array_sizes[0],M); ++i) {
-			unsigned int j = 0;
-			for(; j < std::min(f.array_sizes[1],N); ++j) {
-				s.Convert(out[i][j],db);
-			}
-			for(; j < N; ++j) {
-				_defaultInitializer<ErrorPolicy_Igno>()(out[i][j]);
-			}
-		}
-		for(; i < M; ++i) {
-			_defaultInitializer<ErrorPolicy_Igno>()(out[i]);
-		}
-	}
-	catch (const Error& e) {
-		_defaultInitializer<error_policy>()(out,e.what());
-	}
-
-	// and recover the previous stream position
-	db.reader->SetCurrentPos(old);
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	++db.stats().fields_read;
-#endif
-}
-
-//--------------------------------------------------------------------------------
-template <int error_policy, template <typename> class TOUT, typename T>
-bool Structure :: ReadFieldPtr(TOUT<T>& out, const char* name, const FileDatabase& db,
-	bool non_recursive /*= false*/) const
-{
-	const StreamReaderAny::pos old = db.reader->GetCurrentPos();
-	Pointer ptrval;
-	const Field* f;
-	try {
-		f = &(*this)[name];
-
-		// sanity check, should never happen if the genblenddna script is right
-		if (!(f->flags & FieldFlag_Pointer)) {
-			throw Error((Formatter::format(),"Field `",name,"` of structure `",
-				this->name,"` ought to be a pointer"));
-		}
-
-		db.reader->IncPtr(f->offset);
-		Convert(ptrval,db);
-		// actually it is meaningless on which Structure the Convert is called
-		// because the `Pointer` argument triggers a special implementation.
-	}
-	catch (const Error& e) {
-		_defaultInitializer<error_policy>()(out,e.what());
-
-		out.reset();
-		return false;
-	}
-
-	// resolve the pointer and load the corresponding structure
-	const bool res = ResolvePointer(out,ptrval,db,*f, non_recursive);
-
-	if(!non_recursive) {
-		// and recover the previous stream position
-		db.reader->SetCurrentPos(old);
-	}
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	++db.stats().fields_read;
-#endif
-
-	return res;
-}
-
-//--------------------------------------------------------------------------------
-template <int error_policy, template <typename> class TOUT, typename T, size_t N>
-bool Structure :: ReadFieldPtr(TOUT<T> (&out)[N], const char* name, 
-	const FileDatabase& db) const
-{
-	// XXX see if we can reduce this to call to the 'normal' ReadFieldPtr
-	const StreamReaderAny::pos old = db.reader->GetCurrentPos();
-	Pointer ptrval[N];
-	const Field* f;
-	try {
-		f = &(*this)[name];
-
-		// sanity check, should never happen if the genblenddna script is right
-		if ((FieldFlag_Pointer|FieldFlag_Pointer) != (f->flags & (FieldFlag_Pointer|FieldFlag_Pointer))) {
-			throw Error((Formatter::format(),"Field `",name,"` of structure `",
-				this->name,"` ought to be a pointer AND an array"));
-		}
-
-		db.reader->IncPtr(f->offset);
-
-		size_t i = 0;
-		for(; i < std::min(f->array_sizes[0],N); ++i) {
-			Convert(ptrval[i],db);
-		}
-		for(; i < N; ++i) {
-			_defaultInitializer<ErrorPolicy_Igno>()(ptrval[i]);
-		}
-
-		// actually it is meaningless on which Structure the Convert is called
-		// because the `Pointer` argument triggers a special implementation.
-	}
-	catch (const Error& e) {
-		_defaultInitializer<error_policy>()(out,e.what());
-		for(size_t i = 0; i < N; ++i) {
-			out[i].reset();
-		}
-		return false;
-	}
-
-	bool res = true;
-	for(size_t i = 0; i < N; ++i) {
-		// resolve the pointer and load the corresponding structure
-		res = ResolvePointer(out[i],ptrval[i],db,*f) && res;
-	}
-
-	// and recover the previous stream position
-	db.reader->SetCurrentPos(old);
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	++db.stats().fields_read;
-#endif
-	return res;
-}
-
-//--------------------------------------------------------------------------------
-template <int error_policy, typename T>
-void Structure :: ReadField(T& out, const char* name, const FileDatabase& db) const
-{
-	const StreamReaderAny::pos old = db.reader->GetCurrentPos();
-	try {
-		const Field& f = (*this)[name];
-		// find the structure definition pertaining to this field
-		const Structure& s = db.dna[f.type];
-
-		db.reader->IncPtr(f.offset);
-		s.Convert(out,db);
-	}
-	catch (const Error& e) {
-		_defaultInitializer<error_policy>()(out,e.what());
-	}
-
-	// and recover the previous stream position
-	db.reader->SetCurrentPos(old);
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	++db.stats().fields_read;
-#endif
-}
-
-
-//--------------------------------------------------------------------------------
-template <template <typename> class TOUT, typename T>
-bool Structure :: ResolvePointer(TOUT<T>& out, const Pointer & ptrval, const FileDatabase& db, 
-	const Field& f, 
-	bool non_recursive /*= false*/) const 
-{
-	out.reset(); // ensure null pointers work
-	if (!ptrval.val) { 
-		return false;
-	}
-	const Structure& s = db.dna[f.type];
-	// find the file block the pointer is pointing to
-	const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
-
-	// also determine the target type from the block header
-	// and check if it matches the type which we expect.
-	const Structure& ss = db.dna[block->dna_index];
-	if (ss != s) {
-		throw Error((Formatter::format(),"Expected target to be of type `",s.name,
-			"` but seemingly it is a `",ss.name,"` instead"
-			));
-	}
-
-	// try to retrieve the object from the cache
-	db.cache(out).get(s,out,ptrval); 
-	if (out) {
-		return true;
-	}
-
-	// seek to this location, but save the previous stream pointer.
-	const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
-	db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
-	// FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
-	// I really ought to improve StreamReader to work with 64 bit indices exclusively.
-
-	// continue conversion after allocating the required storage
-	size_t num = block->size / ss.size; 
-	T* o = _allocate(out,num);
-
-	// cache the object before we convert it to avoid cyclic recursion.
-	db.cache(out).set(s,out,ptrval); 
-
-	// if the non_recursive flag is set, we don't do anything but leave
-	// the cursor at the correct position to resolve the object.
-	if (!non_recursive) {
-		for (size_t i = 0; i < num; ++i,++o) {
-			s.Convert(*o,db);
-		}
-
-		db.reader->SetCurrentPos(pold);
-	}
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	if(out) {
-		++db.stats().pointers_resolved;
-	}
-#endif
-	return false;
-}
-
-
-//--------------------------------------------------------------------------------
-inline bool Structure :: ResolvePointer( boost::shared_ptr< FileOffset >& out, const Pointer & ptrval, 
-	const FileDatabase& db, 
-	const Field&,
-	bool) const
-{
-	// Currently used exclusively by PackedFile::data to represent
-	// a simple offset into the mapped BLEND file. 
-	out.reset();
-	if (!ptrval.val) { 
-		return false;
-	}
-
-	// find the file block the pointer is pointing to
-	const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
-
-	out =  boost::shared_ptr< FileOffset > (new FileOffset());
-	out->val = block->start+ static_cast<size_t>((ptrval.val - block->address.val) );
-	return false;
-}
-
-//--------------------------------------------------------------------------------
-template <template <typename> class TOUT, typename T>
-bool Structure :: ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval, 
-	const FileDatabase& db, 
-	const Field& f,
-	bool) const 
-{
-	// This is a function overload, not a template specialization. According to
-	// the partial ordering rules, it should be selected by the compiler
-	// for array-of-pointer inputs, i.e. Object::mats.
-
-	out.reset();
-	if (!ptrval.val) { 
-		return false;
-	}
-
-	// find the file block the pointer is pointing to
-	const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
-	const size_t num = block->size / (db.i64bit?8:4); 
-
-	// keep the old stream position
-	const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
-	db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
-
-	bool res = false;
-	// allocate raw storage for the array
-	out.resize(num);
-	for (size_t i = 0; i< num; ++i) {
-		Pointer val;
-		Convert(val,db);
-
-		// and resolve the pointees
-		res = ResolvePointer(out[i],val,db,f) && res; 
-	}
-
-	db.reader->SetCurrentPos(pold);
-	return res;
-}
-
-//--------------------------------------------------------------------------------
-template <> bool Structure :: ResolvePointer<boost::shared_ptr,ElemBase>(boost::shared_ptr<ElemBase>& out, 
-	const Pointer & ptrval, 
-	const FileDatabase& db, 
-	const Field&,
-	bool
-) const 
-{
-	// Special case when the data type needs to be determined at runtime.
-	// Less secure than in the `strongly-typed` case.
-
-	out.reset();
-	if (!ptrval.val) { 
-		return false;
-	}
-
-	// find the file block the pointer is pointing to
-	const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
-
-	// determine the target type from the block header
-	const Structure& s = db.dna[block->dna_index];
-
-	// try to retrieve the object from the cache
-	db.cache(out).get(s,out,ptrval); 
-	if (out) {
-		return true;
-	}
-
-	// seek to this location, but save the previous stream pointer.
-	const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
-	db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
-	// FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
-	// I really ought to improve StreamReader to work with 64 bit indices exclusively.
-
-	// continue conversion after allocating the required storage
-	DNA::FactoryPair builders = db.dna.GetBlobToStructureConverter(s,db);
-	if (!builders.first) {
-		// this might happen if DNA::RegisterConverters hasn't been called so far
-		// or if the target type is not contained in `our` DNA.
-		out.reset();
-		DefaultLogger::get()->warn((Formatter::format(),
-			"Failed to find a converter for the `",s.name,"` structure"
-			));
-		return false;
-	}
-
-	// allocate the object hull
-	out = (s.*builders.first)();
-	
-	// cache the object immediately to prevent infinite recursion in a 
-	// circular list with a single element (i.e. a self-referencing element).
-	db.cache(out).set(s,out,ptrval);
-
-	// and do the actual conversion
-	(s.*builders.second)(out,db);
-	db.reader->SetCurrentPos(pold);
-	
-	// store a pointer to the name string of the actual type
-	// in the object itself. This allows the conversion code
-	// to perform additional type checking.
-	out->dna_type = s.name.c_str();
-
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	++db.stats().pointers_resolved;
-#endif
-	return false;
-}
-
-//--------------------------------------------------------------------------------
-const FileBlockHead* Structure :: LocateFileBlockForAddress(const Pointer & ptrval, const FileDatabase& db) const 
-{
-	// the file blocks appear in list sorted by
-	// with ascending base addresses so we can run a 
-	// binary search to locate the pointee quickly.
-
-	// NOTE: Blender seems to distinguish between side-by-side
-	// data (stored in the same data block) and far pointers,
-	// which are only used for structures starting with an ID.
-	// We don't need to make this distinction, our algorithm
-	// works regardless where the data is stored.
-	vector<FileBlockHead>::const_iterator it = std::lower_bound(db.entries.begin(),db.entries.end(),ptrval);
-	if (it == db.entries.end()) {
-		// this is crucial, pointers may not be invalid.
-		// this is either a corrupted file or an attempted attack.
-		throw DeadlyImportError((Formatter::format(),"Failure resolving pointer 0x",
-			std::hex,ptrval.val,", no file block falls into this address range"
-			));
-	}
-	if (ptrval.val >= (*it).address.val + (*it).size) {
-		throw DeadlyImportError((Formatter::format(),"Failure resolving pointer 0x",
-			std::hex,ptrval.val,", nearest file block starting at 0x",
-			(*it).address.val," ends at 0x",
-			(*it).address.val + (*it).size
-			));
-	}
-	return &*it;
-}
-
-// ------------------------------------------------------------------------------------------------
-// NOTE: The MSVC debugger keeps showing up this annoying `a cast to a smaller data type has 
-// caused a loss of data`-warning. Avoid this warning by a masking with an appropriate bitmask.
-
-template <typename T> struct signless;
-template <> struct signless<char> {typedef unsigned char type;};
-template <> struct signless<short> {typedef unsigned short type;};
-template <> struct signless<int> {typedef unsigned int type;};
-
-template <typename T>
-struct static_cast_silent {	
-	template <typename V>
-	T operator()(V in) {
-		return static_cast<T>(in & static_cast<typename signless<T>::type>(-1));
-	}
-};
-
-template <> struct static_cast_silent<float> {
-	template <typename V> float  operator()(V in) {
-		return static_cast<float> (in);
-	}
-};
-
-template <> struct static_cast_silent<double> {
-	template <typename V> double operator()(V in) {
-		return static_cast<double>(in);
-	}
-};
-
-// ------------------------------------------------------------------------------------------------
-template <typename T> inline void ConvertDispatcher(T& out, const Structure& in,const FileDatabase& db) 
-{
-	if (in.name == "int") {
-		out = static_cast_silent<T>()(db.reader->GetU4());
-	}
-	else if (in.name == "short") {
-		out = static_cast_silent<T>()(db.reader->GetU2());
-	}
-	else if (in.name == "char") {
-		out = static_cast_silent<T>()(db.reader->GetU1());
-	}
-	else if (in.name == "float") {
-		out = static_cast<T>(db.reader->GetF4());
-	}
-	else if (in.name == "double") {
-		out = static_cast<T>(db.reader->GetF8());
-	}
-	else {
-		throw DeadlyImportError("Unknown source for conversion to primitive data type: "+in.name);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-template <> inline void Structure :: Convert<int>    (int& dest,const FileDatabase& db) const
-{
-	ConvertDispatcher(dest,*this,db);
-}
-
-// ------------------------------------------------------------------------------------------------
-template <> inline void Structure :: Convert<short>  (short& dest,const FileDatabase& db) const
-{
-	// automatic rescaling from short to float and vice versa (seems to be used by normals)
-	if (name == "float") {
-		dest = static_cast<short>(db.reader->GetF4() * 32767.f);
-		//db.reader->IncPtr(-4);
-		return;
-	}
-	else if (name == "double") {
-		dest = static_cast<short>(db.reader->GetF8() * 32767.);
-		//db.reader->IncPtr(-8);
-		return;
-	}
-	ConvertDispatcher(dest,*this,db);
-}
-
-// ------------------------------------------------------------------------------------------------
-template <> inline void Structure :: Convert<char>   (char& dest,const FileDatabase& db) const
-{
-	// automatic rescaling from char to float and vice versa (seems useful for RGB colors)
-	if (name == "float") {
-		dest = static_cast<char>(db.reader->GetF4() * 255.f);
-		return;
-	}
-	else if (name == "double") {
-		dest = static_cast<char>(db.reader->GetF8() * 255.f);
-		return;
-	}
-	ConvertDispatcher(dest,*this,db);
-}
-
-// ------------------------------------------------------------------------------------------------
-template <> inline void Structure :: Convert<float>  (float& dest,const FileDatabase& db) const
-{
-	// automatic rescaling from char to float and vice versa (seems useful for RGB colors)
-	if (name == "char") {
-		dest = db.reader->GetI1() / 255.f;
-		return;
-	}
-	// automatic rescaling from short to float and vice versa (used by normals)
-	else if (name == "short") {
-		dest = db.reader->GetI2() / 32767.f;
-		return;
-	}
-	ConvertDispatcher(dest,*this,db);
-}
-
-// ------------------------------------------------------------------------------------------------
-template <> inline void Structure :: Convert<double> (double& dest,const FileDatabase& db) const
-{
-	if (name == "char") {
-		dest = db.reader->GetI1() / 255.;
-		return;
-	}
-	else if (name == "short") {
-		dest = db.reader->GetI2() / 32767.;
-		return;
-	}
-	ConvertDispatcher(dest,*this,db);
-}
-
-// ------------------------------------------------------------------------------------------------
-template <> inline void Structure :: Convert<Pointer> (Pointer& dest,const FileDatabase& db) const
-{
-	if (db.i64bit) {
-		dest.val = db.reader->GetU8();
-		//db.reader->IncPtr(-8);
-		return;
-	}
-	dest.val = db.reader->GetU4();
-	//db.reader->IncPtr(-4);
-}
-
-//--------------------------------------------------------------------------------
-const Structure& DNA :: operator [] (const std::string& ss) const
-{
-	std::map<std::string, size_t>::const_iterator it = indices.find(ss);
-	if (it == indices.end()) {
-		throw Error((Formatter::format(),
-			"BlendDNA: Did not find a structure named `",ss,"`"
-			));
-	}
-
-	return structures[(*it).second];
-}
-
-//--------------------------------------------------------------------------------
-const Structure* DNA :: Get (const std::string& ss) const
-{
-	std::map<std::string, size_t>::const_iterator it = indices.find(ss);
-	return it == indices.end() ? NULL : &structures[(*it).second];
-}
-
-//--------------------------------------------------------------------------------
-const Structure& DNA :: operator [] (const size_t i) const 
-{
-	if (i >= structures.size()) {
-		throw Error((Formatter::format(),
-			"BlendDNA: There is no structure with index `",i,"`"
-			));
-	}
-
-	return structures[i];
-}
-
-//--------------------------------------------------------------------------------
-template <template <typename> class TOUT> template <typename T> void ObjectCache<TOUT> :: get (
-	const Structure& s, 
-	TOUT<T>& out, 
-	const Pointer& ptr
-) const {
-
-	if(s.cache_idx == static_cast<size_t>(-1)) {
-		s.cache_idx = db.next_cache_idx++;
-		caches.resize(db.next_cache_idx);
-		return;
-	}
-
-	typename StructureCache::const_iterator it = caches[s.cache_idx].find(ptr);
-	if (it != caches[s.cache_idx].end()) {
-		out = boost::static_pointer_cast<T>( (*it).second );
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-		++db.stats().cache_hits;
-#endif
-	}
-	// otherwise, out remains untouched
-}
-
-
-//--------------------------------------------------------------------------------
-template <template <typename> class TOUT> template <typename T> void ObjectCache<TOUT> :: set (
-	const Structure& s, 
-	const TOUT<T>& out,
-	const Pointer& ptr
-) {
-	if(s.cache_idx == static_cast<size_t>(-1)) {
-		s.cache_idx = db.next_cache_idx++;
-		caches.resize(db.next_cache_idx);
-	}
-	caches[s.cache_idx][ptr] = boost::static_pointer_cast<ElemBase>( out ); 
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	++db.stats().cached_objects;
-#endif
-}
-
-}}
-#endif
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderDNA.inl
+ *  @brief Blender `DNA` (file format specification embedded in
+ *    blend file itself) loader.
+ */
+#ifndef INCLUDED_AI_BLEND_DNA_INL
+#define INCLUDED_AI_BLEND_DNA_INL
+
+#include <memory>
+
+namespace Assimp {
+    namespace Blender {
+
+//--------------------------------------------------------------------------------
+const Field& Structure :: operator [] (const std::string& ss) const
+{
+    std::map<std::string, size_t>::const_iterator it = indices.find(ss);
+    if (it == indices.end()) {
+        throw Error((Formatter::format(),
+            "BlendDNA: Did not find a field named `",ss,"` in structure `",name,"`"
+            ));
+    }
+
+    return fields[(*it).second];
+}
+
+//--------------------------------------------------------------------------------
+const Field* Structure :: Get (const std::string& ss) const
+{
+    std::map<std::string, size_t>::const_iterator it = indices.find(ss);
+    return it == indices.end() ? NULL : &fields[(*it).second];
+}
+
+//--------------------------------------------------------------------------------
+const Field& Structure :: operator [] (const size_t i) const
+{
+    if (i >= fields.size()) {
+        throw Error((Formatter::format(),
+            "BlendDNA: There is no field with index `",i,"` in structure `",name,"`"
+            ));
+    }
+
+    return fields[i];
+}
+
+//--------------------------------------------------------------------------------
+template <typename T> std::shared_ptr<ElemBase> Structure :: Allocate() const
+{
+    return std::shared_ptr<T>(new T());
+}
+
+//--------------------------------------------------------------------------------
+template <typename T> void Structure :: Convert(
+    std::shared_ptr<ElemBase> in,
+    const FileDatabase& db) const
+{
+    Convert<T> (*static_cast<T*> ( in.get() ),db);
+}
+
+//--------------------------------------------------------------------------------
+template <int error_policy, typename T, size_t M>
+void Structure :: ReadFieldArray(T (& out)[M], const char* name, const FileDatabase& db) const
+{
+    const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+    try {
+        const Field& f = (*this)[name];
+        const Structure& s = db.dna[f.type];
+
+        // is the input actually an array?
+        if (!(f.flags & FieldFlag_Array)) {
+            throw Error((Formatter::format(),"Field `",name,"` of structure `",
+                this->name,"` ought to be an array of size ",M
+                ));
+        }
+
+        db.reader->IncPtr(f.offset);
+
+        // size conversions are always allowed, regardless of error_policy
+        unsigned int i = 0;
+        for(; i < std::min(f.array_sizes[0],M); ++i) {
+            s.Convert(out[i],db);
+        }
+        for(; i < M; ++i) {
+            _defaultInitializer<ErrorPolicy_Igno>()(out[i]);
+        }
+    }
+    catch (const Error& e) {
+        _defaultInitializer<error_policy>()(out,e.what());
+    }
+
+    // and recover the previous stream position
+    db.reader->SetCurrentPos(old);
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    ++db.stats().fields_read;
+#endif
+}
+
+//--------------------------------------------------------------------------------
+template <int error_policy, typename T, size_t M, size_t N>
+void Structure :: ReadFieldArray2(T (& out)[M][N], const char* name, const FileDatabase& db) const
+{
+    const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+    try {
+        const Field& f = (*this)[name];
+        const Structure& s = db.dna[f.type];
+
+        // is the input actually an array?
+        if (!(f.flags & FieldFlag_Array)) {
+            throw Error((Formatter::format(),"Field `",name,"` of structure `",
+                this->name,"` ought to be an array of size ",M,"*",N
+                ));
+        }
+
+        db.reader->IncPtr(f.offset);
+
+        // size conversions are always allowed, regardless of error_policy
+        unsigned int i = 0;
+        for(; i < std::min(f.array_sizes[0],M); ++i) {
+            unsigned int j = 0;
+            for(; j < std::min(f.array_sizes[1],N); ++j) {
+                s.Convert(out[i][j],db);
+            }
+            for(; j < N; ++j) {
+                _defaultInitializer<ErrorPolicy_Igno>()(out[i][j]);
+            }
+        }
+        for(; i < M; ++i) {
+            _defaultInitializer<ErrorPolicy_Igno>()(out[i]);
+        }
+    }
+    catch (const Error& e) {
+        _defaultInitializer<error_policy>()(out,e.what());
+    }
+
+    // and recover the previous stream position
+    db.reader->SetCurrentPos(old);
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    ++db.stats().fields_read;
+#endif
+}
+
+//--------------------------------------------------------------------------------
+template <int error_policy, template <typename> class TOUT, typename T>
+bool Structure :: ReadFieldPtr(TOUT<T>& out, const char* name, const FileDatabase& db,
+    bool non_recursive /*= false*/) const
+{
+    const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+    Pointer ptrval;
+    const Field* f;
+    try {
+        f = &(*this)[name];
+
+        // sanity check, should never happen if the genblenddna script is right
+        if (!(f->flags & FieldFlag_Pointer)) {
+            throw Error((Formatter::format(),"Field `",name,"` of structure `",
+                this->name,"` ought to be a pointer"));
+        }
+
+        db.reader->IncPtr(f->offset);
+        Convert(ptrval,db);
+        // actually it is meaningless on which Structure the Convert is called
+        // because the `Pointer` argument triggers a special implementation.
+    }
+    catch (const Error& e) {
+        _defaultInitializer<error_policy>()(out,e.what());
+
+        out.reset();
+        return false;
+    }
+
+    // resolve the pointer and load the corresponding structure
+    const bool res = ResolvePointer(out,ptrval,db,*f, non_recursive);
+
+    if(!non_recursive) {
+        // and recover the previous stream position
+        db.reader->SetCurrentPos(old);
+    }
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    ++db.stats().fields_read;
+#endif
+
+    return res;
+}
+
+//--------------------------------------------------------------------------------
+template <int error_policy, template <typename> class TOUT, typename T, size_t N>
+bool Structure :: ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
+    const FileDatabase& db) const
+{
+    // XXX see if we can reduce this to call to the 'normal' ReadFieldPtr
+    const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+    Pointer ptrval[N];
+    const Field* f;
+    try {
+        f = &(*this)[name];
+
+        // sanity check, should never happen if the genblenddna script is right
+        if ((FieldFlag_Pointer|FieldFlag_Pointer) != (f->flags & (FieldFlag_Pointer|FieldFlag_Pointer))) {
+            throw Error((Formatter::format(),"Field `",name,"` of structure `",
+                this->name,"` ought to be a pointer AND an array"));
+        }
+
+        db.reader->IncPtr(f->offset);
+
+        size_t i = 0;
+        for(; i < std::min(f->array_sizes[0],N); ++i) {
+            Convert(ptrval[i],db);
+        }
+        for(; i < N; ++i) {
+            _defaultInitializer<ErrorPolicy_Igno>()(ptrval[i]);
+        }
+
+        // actually it is meaningless on which Structure the Convert is called
+        // because the `Pointer` argument triggers a special implementation.
+    }
+    catch (const Error& e) {
+        _defaultInitializer<error_policy>()(out,e.what());
+        for(size_t i = 0; i < N; ++i) {
+            out[i].reset();
+        }
+        return false;
+    }
+
+    bool res = true;
+    for(size_t i = 0; i < N; ++i) {
+        // resolve the pointer and load the corresponding structure
+        res = ResolvePointer(out[i],ptrval[i],db,*f) && res;
+    }
+
+    // and recover the previous stream position
+    db.reader->SetCurrentPos(old);
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    ++db.stats().fields_read;
+#endif
+    return res;
+}
+
+//--------------------------------------------------------------------------------
+template <int error_policy, typename T>
+void Structure :: ReadField(T& out, const char* name, const FileDatabase& db) const
+{
+    const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+    try {
+        const Field& f = (*this)[name];
+        // find the structure definition pertaining to this field
+        const Structure& s = db.dna[f.type];
+
+        db.reader->IncPtr(f.offset);
+        s.Convert(out,db);
+    }
+    catch (const Error& e) {
+        _defaultInitializer<error_policy>()(out,e.what());
+    }
+
+    // and recover the previous stream position
+    db.reader->SetCurrentPos(old);
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    ++db.stats().fields_read;
+#endif
+}
+
+
+//--------------------------------------------------------------------------------
+template <template <typename> class TOUT, typename T>
+bool Structure :: ResolvePointer(TOUT<T>& out, const Pointer & ptrval, const FileDatabase& db,
+    const Field& f,
+    bool non_recursive /*= false*/) const
+{
+    out.reset(); // ensure null pointers work
+    if (!ptrval.val) {
+        return false;
+    }
+    const Structure& s = db.dna[f.type];
+    // find the file block the pointer is pointing to
+    const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
+
+    // also determine the target type from the block header
+    // and check if it matches the type which we expect.
+    const Structure& ss = db.dna[block->dna_index];
+    if (ss != s) {
+        throw Error((Formatter::format(),"Expected target to be of type `",s.name,
+            "` but seemingly it is a `",ss.name,"` instead"
+            ));
+    }
+
+    // try to retrieve the object from the cache
+    db.cache(out).get(s,out,ptrval);
+    if (out) {
+        return true;
+    }
+
+    // seek to this location, but save the previous stream pointer.
+    const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
+    db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
+    // FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
+    // I really ought to improve StreamReader to work with 64 bit indices exclusively.
+
+    // continue conversion after allocating the required storage
+    size_t num = block->size / ss.size;
+    T* o = _allocate(out,num);
+
+    // cache the object before we convert it to avoid cyclic recursion.
+    db.cache(out).set(s,out,ptrval);
+
+    // if the non_recursive flag is set, we don't do anything but leave
+    // the cursor at the correct position to resolve the object.
+    if (!non_recursive) {
+        for (size_t i = 0; i < num; ++i,++o) {
+            s.Convert(*o,db);
+        }
+
+        db.reader->SetCurrentPos(pold);
+    }
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    if(out) {
+        ++db.stats().pointers_resolved;
+    }
+#endif
+    return false;
+}
+
+
+//--------------------------------------------------------------------------------
+inline bool Structure :: ResolvePointer( std::shared_ptr< FileOffset >& out, const Pointer & ptrval,
+    const FileDatabase& db,
+    const Field&,
+    bool) const
+{
+    // Currently used exclusively by PackedFile::data to represent
+    // a simple offset into the mapped BLEND file.
+    out.reset();
+    if (!ptrval.val) {
+        return false;
+    }
+
+    // find the file block the pointer is pointing to
+    const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
+
+    out =  std::shared_ptr< FileOffset > (new FileOffset());
+    out->val = block->start+ static_cast<size_t>((ptrval.val - block->address.val) );
+    return false;
+}
+
+//--------------------------------------------------------------------------------
+template <template <typename> class TOUT, typename T>
+bool Structure :: ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval,
+    const FileDatabase& db,
+    const Field& f,
+    bool) const
+{
+    // This is a function overload, not a template specialization. According to
+    // the partial ordering rules, it should be selected by the compiler
+    // for array-of-pointer inputs, i.e. Object::mats.
+
+    out.reset();
+    if (!ptrval.val) {
+        return false;
+    }
+
+    // find the file block the pointer is pointing to
+    const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
+    const size_t num = block->size / (db.i64bit?8:4);
+
+    // keep the old stream position
+    const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
+    db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
+
+    bool res = false;
+    // allocate raw storage for the array
+    out.resize(num);
+    for (size_t i = 0; i< num; ++i) {
+        Pointer val;
+        Convert(val,db);
+
+        // and resolve the pointees
+        res = ResolvePointer(out[i],val,db,f) && res;
+    }
+
+    db.reader->SetCurrentPos(pold);
+    return res;
+}
+
+//--------------------------------------------------------------------------------
+template <> bool Structure :: ResolvePointer<std::shared_ptr,ElemBase>(std::shared_ptr<ElemBase>& out,
+    const Pointer & ptrval,
+    const FileDatabase& db,
+    const Field&,
+    bool
+) const
+{
+    // Special case when the data type needs to be determined at runtime.
+    // Less secure than in the `strongly-typed` case.
+
+    out.reset();
+    if (!ptrval.val) {
+        return false;
+    }
+
+    // find the file block the pointer is pointing to
+    const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
+
+    // determine the target type from the block header
+    const Structure& s = db.dna[block->dna_index];
+
+    // try to retrieve the object from the cache
+    db.cache(out).get(s,out,ptrval);
+    if (out) {
+        return true;
+    }
+
+    // seek to this location, but save the previous stream pointer.
+    const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
+    db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
+    // FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
+    // I really ought to improve StreamReader to work with 64 bit indices exclusively.
+
+    // continue conversion after allocating the required storage
+    DNA::FactoryPair builders = db.dna.GetBlobToStructureConverter(s,db);
+    if (!builders.first) {
+        // this might happen if DNA::RegisterConverters hasn't been called so far
+        // or if the target type is not contained in `our` DNA.
+        out.reset();
+        DefaultLogger::get()->warn((Formatter::format(),
+            "Failed to find a converter for the `",s.name,"` structure"
+            ));
+        return false;
+    }
+
+    // allocate the object hull
+    out = (s.*builders.first)();
+
+    // cache the object immediately to prevent infinite recursion in a
+    // circular list with a single element (i.e. a self-referencing element).
+    db.cache(out).set(s,out,ptrval);
+
+    // and do the actual conversion
+    (s.*builders.second)(out,db);
+    db.reader->SetCurrentPos(pold);
+
+    // store a pointer to the name string of the actual type
+    // in the object itself. This allows the conversion code
+    // to perform additional type checking.
+    out->dna_type = s.name.c_str();
+
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    ++db.stats().pointers_resolved;
+#endif
+    return false;
+}
+
+//--------------------------------------------------------------------------------
+const FileBlockHead* Structure :: LocateFileBlockForAddress(const Pointer & ptrval, const FileDatabase& db) const
+{
+    // the file blocks appear in list sorted by
+    // with ascending base addresses so we can run a
+    // binary search to locate the pointee quickly.
+
+    // NOTE: Blender seems to distinguish between side-by-side
+    // data (stored in the same data block) and far pointers,
+    // which are only used for structures starting with an ID.
+    // We don't need to make this distinction, our algorithm
+    // works regardless where the data is stored.
+    vector<FileBlockHead>::const_iterator it = std::lower_bound(db.entries.begin(),db.entries.end(),ptrval);
+    if (it == db.entries.end()) {
+        // this is crucial, pointers may not be invalid.
+        // this is either a corrupted file or an attempted attack.
+        throw DeadlyImportError((Formatter::format(),"Failure resolving pointer 0x",
+            std::hex,ptrval.val,", no file block falls into this address range"
+            ));
+    }
+    if (ptrval.val >= (*it).address.val + (*it).size) {
+        throw DeadlyImportError((Formatter::format(),"Failure resolving pointer 0x",
+            std::hex,ptrval.val,", nearest file block starting at 0x",
+            (*it).address.val," ends at 0x",
+            (*it).address.val + (*it).size
+            ));
+    }
+    return &*it;
+}
+
+// ------------------------------------------------------------------------------------------------
+// NOTE: The MSVC debugger keeps showing up this annoying `a cast to a smaller data type has
+// caused a loss of data`-warning. Avoid this warning by a masking with an appropriate bitmask.
+
+template <typename T> struct signless;
+template <> struct signless<char> {typedef unsigned char type;};
+template <> struct signless<short> {typedef unsigned short type;};
+template <> struct signless<int> {typedef unsigned int type;};
+template <> struct signless<unsigned char> { typedef unsigned char type; };
+template <typename T>
+struct static_cast_silent {
+    template <typename V>
+    T operator()(V in) {
+        return static_cast<T>(in & static_cast<typename signless<T>::type>(-1));
+    }
+};
+
+template <> struct static_cast_silent<float> {
+    template <typename V> float  operator()(V in) {
+        return static_cast<float> (in);
+    }
+};
+
+template <> struct static_cast_silent<double> {
+    template <typename V> double operator()(V in) {
+        return static_cast<double>(in);
+    }
+};
+
+// ------------------------------------------------------------------------------------------------
+template <typename T> inline void ConvertDispatcher(T& out, const Structure& in,const FileDatabase& db)
+{
+    if (in.name == "int") {
+        out = static_cast_silent<T>()(db.reader->GetU4());
+    }
+    else if (in.name == "short") {
+        out = static_cast_silent<T>()(db.reader->GetU2());
+    }
+    else if (in.name == "char") {
+        out = static_cast_silent<T>()(db.reader->GetU1());
+    }
+    else if (in.name == "float") {
+        out = static_cast<T>(db.reader->GetF4());
+    }
+    else if (in.name == "double") {
+        out = static_cast<T>(db.reader->GetF8());
+    }
+    else {
+        throw DeadlyImportError("Unknown source for conversion to primitive data type: "+in.name);
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+template <> inline void Structure :: Convert<int>    (int& dest,const FileDatabase& db) const
+{
+    ConvertDispatcher(dest,*this,db);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <> inline void Structure :: Convert<short>  (short& dest,const FileDatabase& db) const
+{
+    // automatic rescaling from short to float and vice versa (seems to be used by normals)
+    if (name == "float") {
+        dest = static_cast<short>(db.reader->GetF4() * 32767.f);
+        //db.reader->IncPtr(-4);
+        return;
+    }
+    else if (name == "double") {
+        dest = static_cast<short>(db.reader->GetF8() * 32767.);
+        //db.reader->IncPtr(-8);
+        return;
+    }
+    ConvertDispatcher(dest,*this,db);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <> inline void Structure :: Convert<char>   (char& dest,const FileDatabase& db) const
+{
+    // automatic rescaling from char to float and vice versa (seems useful for RGB colors)
+    if (name == "float") {
+        dest = static_cast<char>(db.reader->GetF4() * 255.f);
+        return;
+    }
+    else if (name == "double") {
+        dest = static_cast<char>(db.reader->GetF8() * 255.f);
+        return;
+    }
+    ConvertDispatcher(dest,*this,db);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <> inline void Structure::Convert<unsigned char>(unsigned char& dest, const FileDatabase& db) const
+{
+	// automatic rescaling from char to float and vice versa (seems useful for RGB colors)
+	if (name == "float") {
+		dest = static_cast<unsigned char>(db.reader->GetF4() * 255.f);
+		return;
+	}
+	else if (name == "double") {
+		dest = static_cast<unsigned char>(db.reader->GetF8() * 255.f);
+		return;
+	}
+	ConvertDispatcher(dest, *this, db);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+template <> inline void Structure :: Convert<float>  (float& dest,const FileDatabase& db) const
+{
+    // automatic rescaling from char to float and vice versa (seems useful for RGB colors)
+    if (name == "char") {
+        dest = db.reader->GetI1() / 255.f;
+        return;
+    }
+    // automatic rescaling from short to float and vice versa (used by normals)
+    else if (name == "short") {
+        dest = db.reader->GetI2() / 32767.f;
+        return;
+    }
+    ConvertDispatcher(dest,*this,db);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <> inline void Structure :: Convert<double> (double& dest,const FileDatabase& db) const
+{
+    if (name == "char") {
+        dest = db.reader->GetI1() / 255.;
+        return;
+    }
+    else if (name == "short") {
+        dest = db.reader->GetI2() / 32767.;
+        return;
+    }
+    ConvertDispatcher(dest,*this,db);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <> inline void Structure :: Convert<Pointer> (Pointer& dest,const FileDatabase& db) const
+{
+    if (db.i64bit) {
+        dest.val = db.reader->GetU8();
+        //db.reader->IncPtr(-8);
+        return;
+    }
+    dest.val = db.reader->GetU4();
+    //db.reader->IncPtr(-4);
+}
+
+//--------------------------------------------------------------------------------
+const Structure& DNA :: operator [] (const std::string& ss) const
+{
+    std::map<std::string, size_t>::const_iterator it = indices.find(ss);
+    if (it == indices.end()) {
+        throw Error((Formatter::format(),
+            "BlendDNA: Did not find a structure named `",ss,"`"
+            ));
+    }
+
+    return structures[(*it).second];
+}
+
+//--------------------------------------------------------------------------------
+const Structure* DNA :: Get (const std::string& ss) const
+{
+    std::map<std::string, size_t>::const_iterator it = indices.find(ss);
+    return it == indices.end() ? NULL : &structures[(*it).second];
+}
+
+//--------------------------------------------------------------------------------
+const Structure& DNA :: operator [] (const size_t i) const
+{
+    if (i >= structures.size()) {
+        throw Error((Formatter::format(),
+            "BlendDNA: There is no structure with index `",i,"`"
+            ));
+    }
+
+    return structures[i];
+}
+
+//--------------------------------------------------------------------------------
+template <template <typename> class TOUT> template <typename T> void ObjectCache<TOUT> :: get (
+    const Structure& s,
+    TOUT<T>& out,
+    const Pointer& ptr
+) const {
+
+    if(s.cache_idx == static_cast<size_t>(-1)) {
+        s.cache_idx = db.next_cache_idx++;
+        caches.resize(db.next_cache_idx);
+        return;
+    }
+
+    typename StructureCache::const_iterator it = caches[s.cache_idx].find(ptr);
+    if (it != caches[s.cache_idx].end()) {
+        out = std::static_pointer_cast<T>( (*it).second );
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+        ++db.stats().cache_hits;
+#endif
+    }
+    // otherwise, out remains untouched
+}
+
+
+//--------------------------------------------------------------------------------
+template <template <typename> class TOUT> template <typename T> void ObjectCache<TOUT> :: set (
+    const Structure& s,
+    const TOUT<T>& out,
+    const Pointer& ptr
+) {
+    if(s.cache_idx == static_cast<size_t>(-1)) {
+        s.cache_idx = db.next_cache_idx++;
+        caches.resize(db.next_cache_idx);
+    }
+    caches[s.cache_idx][ptr] = std::static_pointer_cast<ElemBase>( out );
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    ++db.stats().cached_objects;
+#endif
+}
+
+}}
+#endif

+ 201 - 183
code/BlenderIntermediate.h

@@ -1,183 +1,201 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderIntermediate.h
- *  @brief Internal utility structures for the BlenderLoader. It also serves
- *    as master include file for the whole (internal) Blender subsystem.
- */
-#ifndef INCLUDED_AI_BLEND_INTERMEDIATE_H
-#define INCLUDED_AI_BLEND_INTERMEDIATE_H
-
-#include "BlenderLoader.h"
-#include "BlenderDNA.h"
-#include "BlenderScene.h"
-#include "BlenderSceneGen.h"
-
-#define for_each(x,y) BOOST_FOREACH(x,y)
-
-namespace Assimp {
-namespace Blender {
-
-	// --------------------------------------------------------------------
-	/** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */
-	// --------------------------------------------------------------------
-	template <template <typename,typename> class TCLASS, typename T>
-	struct TempArray	{
-		typedef TCLASS< T*,std::allocator<T*> > mywrap;
-
-		TempArray() {
-		}
-
-		~TempArray () {
-			for_each(T* elem, arr) {
-				delete elem;
-			}
-		}
-
-		void dismiss() {
-			arr.clear();
-		}
-
-		mywrap* operator -> () {
-			return &arr;
-		}
-
-		operator mywrap& () {
-			return arr;
-		}
-
-		operator const mywrap& () const {
-			return arr;
-		}
-
-		mywrap& get () {
-			return arr;
-		}
-
-		const mywrap& get () const {
-			return arr;
-		}
-
-		T* operator[] (size_t idx) const {
-			return arr[idx];
-		}
-
-		T*& operator[] (size_t idx) {
-			return arr[idx];
-		}
-
-	private:
-		// no copy semantics
-		void operator= (const TempArray&)  {
-		}
-
-		TempArray(const TempArray& arr) {
-		}
-
-	private:
-		mywrap arr;
-	};
-	
-#ifdef _MSC_VER
-#	pragma warning(disable:4351)
-#endif
-	// --------------------------------------------------------------------
-	/** ConversionData acts as intermediate storage location for
-	 *  the various ConvertXXX routines in BlenderImporter.*/
-	// --------------------------------------------------------------------
-	struct ConversionData	
-	{
-		ConversionData(const FileDatabase& db)
-			: sentinel_cnt()
-			, next_texture()
-			, db(db)
-		{}
-
-		std::set<const Object*> objects;
-
-		TempArray <std::vector, aiMesh> meshes;
-		TempArray <std::vector, aiCamera> cameras;
-		TempArray <std::vector, aiLight> lights;
-		TempArray <std::vector, aiMaterial> materials;
-		TempArray <std::vector, aiTexture> textures;
-
-		// set of all materials referenced by at least one mesh in the scene
-		std::deque< boost::shared_ptr< Material > > materials_raw;
-
-		// counter to name sentinel textures inserted as substitutes for procedural textures.
-		unsigned int sentinel_cnt;
-
-		// next texture ID for each texture type, respectively
-		unsigned int next_texture[aiTextureType_UNKNOWN+1];
-
-		// original file data
-		const FileDatabase& db;
-	};
-#ifdef _MSC_VER
-#	pragma warning(default:4351)
-#endif
-
-// ------------------------------------------------------------------------------------------------
-inline const char* GetTextureTypeDisplayString(Tex::Type t)
-{
-	switch (t)	{
-	case Tex::Type_CLOUDS		:  return  "Clouds";			
-	case Tex::Type_WOOD			:  return  "Wood";			
-	case Tex::Type_MARBLE		:  return  "Marble";			
-	case Tex::Type_MAGIC		:  return  "Magic";		
-	case Tex::Type_BLEND		:  return  "Blend";			
-	case Tex::Type_STUCCI		:  return  "Stucci";			
-	case Tex::Type_NOISE		:  return  "Noise";			
-	case Tex::Type_PLUGIN		:  return  "Plugin";			
-	case Tex::Type_MUSGRAVE		:  return  "Musgrave";		
-	case Tex::Type_VORONOI		:  return  "Voronoi";			
-	case Tex::Type_DISTNOISE	:  return  "DistortedNoise";	
-	case Tex::Type_ENVMAP		:  return  "EnvMap";	
-	case Tex::Type_IMAGE		:  return  "Image";	
-	default: 
-		break;
-	}
-	return "<Unknown>";
-}
-
-} // ! Blender
-} // ! Assimp
-
-#endif // ! INCLUDED_AI_BLEND_INTERMEDIATE_H
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderIntermediate.h
+ *  @brief Internal utility structures for the BlenderLoader. It also serves
+ *    as master include file for the whole (internal) Blender subsystem.
+ */
+#ifndef INCLUDED_AI_BLEND_INTERMEDIATE_H
+#define INCLUDED_AI_BLEND_INTERMEDIATE_H
+
+#include "BlenderLoader.h"
+#include "BlenderDNA.h"
+#include "BlenderScene.h"
+#include "BlenderSceneGen.h"
+#include <deque>
+#include "./../include/assimp/material.h"
+
+struct aiTexture;
+
+namespace Assimp {
+namespace Blender {
+
+    // --------------------------------------------------------------------
+    /** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */
+    // --------------------------------------------------------------------
+    template <template <typename,typename> class TCLASS, typename T>
+    struct TempArray    {
+        typedef TCLASS< T*,std::allocator<T*> > mywrap;
+
+        TempArray() {
+        }
+
+        ~TempArray () {
+            for(T* elem : arr) {
+                delete elem;
+            }
+        }
+
+        void dismiss() {
+            arr.clear();
+        }
+
+        mywrap* operator -> () {
+            return &arr;
+        }
+
+        operator mywrap& () {
+            return arr;
+        }
+
+        operator const mywrap& () const {
+            return arr;
+        }
+
+        mywrap& get () {
+            return arr;
+        }
+
+        const mywrap& get () const {
+            return arr;
+        }
+
+        T* operator[] (size_t idx) const {
+            return arr[idx];
+        }
+
+        T*& operator[] (size_t idx) {
+            return arr[idx];
+        }
+
+    private:
+        // no copy semantics
+        void operator= (const TempArray&)  {
+        }
+
+        TempArray(const TempArray& arr) {
+        }
+
+    private:
+        mywrap arr;
+    };
+
+#ifdef _MSC_VER
+#   pragma warning(disable:4351)
+#endif
+
+    struct ObjectCompare {
+        bool operator() (const Object* left, const Object* right) const {
+            return ::strncmp(left->id.name, right->id.name, strlen( left->id.name ) ) == 0;
+        }
+    };
+
+    // When keeping objects in sets, sort them by their name.
+    typedef std::set<const Object*, ObjectCompare> ObjectSet;
+
+    // --------------------------------------------------------------------
+    /** ConversionData acts as intermediate storage location for
+     *  the various ConvertXXX routines in BlenderImporter.*/
+    // --------------------------------------------------------------------
+    struct ConversionData
+    {
+        ConversionData(const FileDatabase& db)
+            : sentinel_cnt()
+            , next_texture()
+            , db(db)
+        {}
+
+        struct ObjectCompare {
+            bool operator() (const Object* left, const Object* right) const {
+                return ::strncmp( left->id.name, right->id.name, strlen( left->id.name ) ) == 0;
+            }
+        };
+
+        ObjectSet objects;
+
+        TempArray <std::vector, aiMesh> meshes;
+        TempArray <std::vector, aiCamera> cameras;
+        TempArray <std::vector, aiLight> lights;
+        TempArray <std::vector, aiMaterial> materials;
+        TempArray <std::vector, aiTexture> textures;
+
+        // set of all materials referenced by at least one mesh in the scene
+        std::deque< std::shared_ptr< Material > > materials_raw;
+
+        // counter to name sentinel textures inserted as substitutes for procedural textures.
+        unsigned int sentinel_cnt;
+
+        // next texture ID for each texture type, respectively
+        unsigned int next_texture[aiTextureType_UNKNOWN+1];
+
+        // original file data
+        const FileDatabase& db;
+    };
+#ifdef _MSC_VER
+#   pragma warning(default:4351)
+#endif
+
+// ------------------------------------------------------------------------------------------------
+inline const char* GetTextureTypeDisplayString(Tex::Type t)
+{
+    switch (t)  {
+    case Tex::Type_CLOUDS       :  return  "Clouds";
+    case Tex::Type_WOOD         :  return  "Wood";
+    case Tex::Type_MARBLE       :  return  "Marble";
+    case Tex::Type_MAGIC        :  return  "Magic";
+    case Tex::Type_BLEND        :  return  "Blend";
+    case Tex::Type_STUCCI       :  return  "Stucci";
+    case Tex::Type_NOISE        :  return  "Noise";
+    case Tex::Type_PLUGIN       :  return  "Plugin";
+    case Tex::Type_MUSGRAVE     :  return  "Musgrave";
+    case Tex::Type_VORONOI      :  return  "Voronoi";
+    case Tex::Type_DISTNOISE    :  return  "DistortedNoise";
+    case Tex::Type_ENVMAP       :  return  "EnvMap";
+    case Tex::Type_IMAGE        :  return  "Image";
+    default:
+        break;
+    }
+    return "<Unknown>";
+}
+
+} // ! Blender
+} // ! Assimp
+
+#endif // ! INCLUDED_AI_BLEND_INTERMEDIATE_H

+ 1310 - 1149
code/BlenderLoader.cpp

@@ -1,1149 +1,1310 @@
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderLoader.cpp
- *  @brief Implementation of the Blender3D importer class.
- */
-#include "AssimpPCH.h"
-
-//#define ASSIMP_BUILD_NO_COMPRESSED_BLEND
-// Uncomment this to disable support for (gzip)compressed .BLEND files
-
-#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
-
-#include "BlenderIntermediate.h"
-#include "BlenderModifier.h"
-#include "BlenderBMesh.h"
-
-#include "StreamReader.h"
-#include "MemoryIOWrapper.h"
-
-// zlib is needed for compressed blend files 
-#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
-#	ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#		include <zlib.h>
-#	else
-#		include "../contrib/zlib/zlib.h"
-#	endif
-#endif
-
-namespace Assimp {
-	template<> const std::string LogFunctions<BlenderImporter>::log_prefix = "BLEND: ";
-}
-
-using namespace Assimp;
-using namespace Assimp::Blender;
-using namespace Assimp::Formatter;
-
-static const aiImporterDesc blenderDesc = {
-	"Blender 3D Importer \nhttp://www.blender3d.org",
-	"",
-	"",
-	"No animation support yet",
-	aiImporterFlags_SupportBinaryFlavour,
-	0,
-	0,
-	2,
-	50,
-	"blend"
-};
-
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-BlenderImporter::BlenderImporter()
-: modifier_cache(new BlenderModifierShowcase())
-{}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well 
-BlenderImporter::~BlenderImporter()
-{
-	delete modifier_cache;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file. 
-bool BlenderImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
-{
-	const std::string& extension = GetExtension(pFile);
-	if (extension == "blend") {
-		return true;
-	}
-
-	else if ((!extension.length() || checkSig) && pIOHandler)	{
-		// note: this won't catch compressed files
-		const char* tokens[] = {"BLENDER"};
-		return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
-	}
-	return false;
-}
-
-// ------------------------------------------------------------------------------------------------
-// List all extensions handled by this loader
-void BlenderImporter::GetExtensionList(std::set<std::string>& app) 
-{
-	app.insert("blend");
-}
-
-// ------------------------------------------------------------------------------------------------
-// Loader registry entry
-const aiImporterDesc* BlenderImporter::GetInfo () const
-{
-	return &blenderDesc;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Setup configuration properties for the loader
-void BlenderImporter::SetupProperties(const Importer* /*pImp*/)
-{
-	// nothing to be done for the moment
-}
-
-struct free_it
-{
-	free_it(void* free) : free(free) {}
-	~free_it() {
-		::free(this->free);
-	}
-
-	void* free;
-};
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure. 
-void BlenderImporter::InternReadFile( const std::string& pFile, 
-	aiScene* pScene, IOSystem* pIOHandler)
-{
-#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
-	Bytef* dest = NULL;
-	free_it free_it_really(dest);
-#endif
-
-	FileDatabase file; 
-	boost::shared_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
-	if (!stream) {
-		ThrowException("Could not open file for reading");
-	}
-
-	char magic[8] = {0};
-	stream->Read(magic,7,1);
-	if (strcmp(magic,"BLENDER")) {
-		// Check for presence of the gzip header. If yes, assume it is a
-		// compressed blend file and try uncompressing it, else fail. This is to
-		// avoid uncompressing random files which our loader might end up with.
-#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
-		ThrowException("BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?");
-#else
-
-		if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
-			ThrowException("BLENDER magic bytes are missing, couldn't find GZIP header either");
-		}
-
-		LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
-		if (magic[2] != 8) {
-			ThrowException("Unsupported GZIP compression method");
-		}
-
-		// http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
-		stream->Seek(0L,aiOrigin_SET);
-		boost::shared_ptr<StreamReaderLE> reader = boost::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
-
-		// build a zlib stream
-		z_stream zstream;
-		zstream.opaque = Z_NULL;
-		zstream.zalloc = Z_NULL;
-		zstream.zfree  = Z_NULL;
-		zstream.data_type = Z_BINARY;
-
-		// http://hewgill.com/journal/entries/349-how-to-decompress-gzip-stream-with-zlib
-		inflateInit2(&zstream, 16+MAX_WBITS);
-
-		zstream.next_in   = reinterpret_cast<Bytef*>( reader->GetPtr() );
-		zstream.avail_in  = reader->GetRemainingSize();
-
-		size_t total = 0l;
-
-		// and decompress the data .... do 1k chunks in the hope that we won't kill the stack
-#define MYBLOCK 1024
-		Bytef block[MYBLOCK];
-		int ret;
-		do {
-			zstream.avail_out = MYBLOCK;
-			zstream.next_out = block;
-			ret = inflate(&zstream, Z_NO_FLUSH);
-
-			if (ret != Z_STREAM_END && ret != Z_OK) {
-				ThrowException("Failure decompressing this file using gzip, seemingly it is NOT a compressed .BLEND file");
-			}
-			const size_t have = MYBLOCK - zstream.avail_out;
-			total += have;
-			dest = reinterpret_cast<Bytef*>( realloc(dest,total) );
-			memcpy(dest + total - have,block,have);
-		} 
-		while (ret != Z_STREAM_END);
-
-		// terminate zlib
-		inflateEnd(&zstream);
-
-		// replace the input stream with a memory stream
-		stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(dest),total)); 
-
-		// .. and retry
-		stream->Read(magic,7,1);
-		if (strcmp(magic,"BLENDER")) {
-			ThrowException("Found no BLENDER magic word in decompressed GZIP file");
-		}
-#endif
-	}
-
-	file.i64bit = (stream->Read(magic,1,1),magic[0]=='-');
-	file.little = (stream->Read(magic,1,1),magic[0]=='v');
-
-	stream->Read(magic,3,1);
-	magic[3] = '\0';
-
-	LogInfo((format(),"Blender version is ",magic[0],".",magic+1,
-		" (64bit: ",file.i64bit?"true":"false",
-		", little endian: ",file.little?"true":"false",")"
-	));
-
-	ParseBlendFile(file,stream);
-
-	Scene scene;
-	ExtractScene(scene,file);
-
-	ConvertBlendFile(pScene,scene,file);
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ParseBlendFile(FileDatabase& out, boost::shared_ptr<IOStream> stream) 
-{
-	out.reader = boost::shared_ptr<StreamReaderAny>(new StreamReaderAny(stream,out.little));
-
-	DNAParser dna_reader(out);
-	const DNA* dna = NULL;
-
-	out.entries.reserve(128); { // even small BLEND files tend to consist of many file blocks
-		SectionParser parser(*out.reader.get(),out.i64bit);
-
-		// first parse the file in search for the DNA and insert all other sections into the database
-		while ((parser.Next(),1)) {
-			const FileBlockHead& head = parser.GetCurrent();
-
-			if (head.id == "ENDB") {
-				break; // only valid end of the file
-			}
-			else if (head.id == "DNA1") {
-				dna_reader.Parse();
-				dna = &dna_reader.GetDNA();
-				continue;
-			}
-
-			out.entries.push_back(head);
-		}
-	}
-	if (!dna) {
-		ThrowException("SDNA not found");
-	}
-
-	std::sort(out.entries.begin(),out.entries.end());
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ExtractScene(Scene& out, const FileDatabase& file) 
-{
-	const FileBlockHead* block = NULL;
-	std::map<std::string,size_t>::const_iterator it = file.dna.indices.find("Scene");
-	if (it == file.dna.indices.end()) {
-		ThrowException("There is no `Scene` structure record");
-	}
-
-	const Structure& ss = file.dna.structures[(*it).second];
-
-	// we need a scene somewhere to start with. 
-	for_each(const FileBlockHead& bl,file.entries) {
-
-		// Fix: using the DNA index is more reliable to locate scenes
-		//if (bl.id == "SC") {
-
-		if (bl.dna_index == (*it).second) {
-			block = &bl;
-			break;
-		}
-	}
-
-	if (!block) {
-		ThrowException("There is not a single `Scene` record to load");
-	}
-
-	file.reader->SetCurrentPos(block->start);
-	ss.Convert(out,file);
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
-	DefaultLogger::get()->info((format(),
-		"(Stats) Fields read: "	,file.stats().fields_read,
-		", pointers resolved: "	,file.stats().pointers_resolved,  
-		", cache hits: "        ,file.stats().cache_hits,  
-		", cached objects: "	,file.stats().cached_objects
-	));
-#endif
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileDatabase& file) 
-{
-	ConversionData conv(file);
-
-	// FIXME it must be possible to take the hierarchy directly from
-	// the file. This is terrible. Here, we're first looking for
-	// all objects which don't have parent objects at all -
-	std::deque<const Object*> no_parents;
-	for (boost::shared_ptr<Base> cur = boost::static_pointer_cast<Base> ( in.base.first ); cur; cur = cur->next) {
-		if (cur->object) {
-			if(!cur->object->parent) {
-				no_parents.push_back(cur->object.get());
-			}
-			else conv.objects.insert(cur->object.get());
-		}
-	}
-	for (boost::shared_ptr<Base> cur = in.basact; cur; cur = cur->next) {
-		if (cur->object) {
-			if(cur->object->parent) {
-				conv.objects.insert(cur->object.get());
-			}
-		}
-	}
-
-	if (no_parents.empty()) {
-		ThrowException("Expected at least one object with no parent");
-	}
-
-	aiNode* root = out->mRootNode = new aiNode("<BlenderRoot>");
-
-	root->mNumChildren = static_cast<unsigned int>(no_parents.size());
-	root->mChildren = new aiNode*[root->mNumChildren]();
-	for (unsigned int i = 0; i < root->mNumChildren; ++i) {
-		root->mChildren[i] = ConvertNode(in, no_parents[i], conv, aiMatrix4x4());	
-		root->mChildren[i]->mParent = root;
-	}
-
-	BuildMaterials(conv);
-
-	if (conv.meshes->size()) {
-		out->mMeshes = new aiMesh*[out->mNumMeshes = static_cast<unsigned int>( conv.meshes->size() )];
-		std::copy(conv.meshes->begin(),conv.meshes->end(),out->mMeshes);
-		conv.meshes.dismiss();
-	}
-
-	if (conv.lights->size()) {
-		out->mLights = new aiLight*[out->mNumLights = static_cast<unsigned int>( conv.lights->size() )];
-		std::copy(conv.lights->begin(),conv.lights->end(),out->mLights);
-		conv.lights.dismiss();
-	}
-
-	if (conv.cameras->size()) {
-		out->mCameras = new aiCamera*[out->mNumCameras = static_cast<unsigned int>( conv.cameras->size() )];
-		std::copy(conv.cameras->begin(),conv.cameras->end(),out->mCameras);
-		conv.cameras.dismiss();
-	}
-
-	if (conv.materials->size()) {
-		out->mMaterials = new aiMaterial*[out->mNumMaterials = static_cast<unsigned int>( conv.materials->size() )];
-		std::copy(conv.materials->begin(),conv.materials->end(),out->mMaterials);
-		conv.materials.dismiss();
-	}
-
-	if (conv.textures->size()) {
-		out->mTextures = new aiTexture*[out->mNumTextures = static_cast<unsigned int>( conv.textures->size() )];
-		std::copy(conv.textures->begin(),conv.textures->end(),out->mTextures);
-		conv.textures.dismiss();
-	}
-
-	// acknowledge that the scene might come out incomplete
-	// by Assimps definition of `complete`: blender scenes
-	// can consist of thousands of cameras or lights with
-	// not a single mesh between them.
-	if (!out->mNumMeshes) {
-		out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ResolveImage(aiMaterial* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
-{
-	(void)mat; (void)tex; (void)conv_data;
-	aiString name;
-
-	// check if the file contents are bundled with the BLEND file
-	if (img->packedfile) {
-		name.data[0] = '*';
-		name.length = 1+ ASSIMP_itoa10(name.data+1,MAXLEN-1,conv_data.textures->size());
-
-		conv_data.textures->push_back(new aiTexture());
-		aiTexture* tex = conv_data.textures->back();
-
-		// usually 'img->name' will be the original file name of the embedded textures,
-		// so we can extract the file extension from it.
-		const size_t nlen = strlen( img->name );
-		const char* s = img->name+nlen, *e = s;
-
-		while (s >= img->name && *s != '.')--s;
-
-		tex->achFormatHint[0] = s+1>e ? '\0' : ::tolower( s[1] );
-		tex->achFormatHint[1] = s+2>e ? '\0' : ::tolower( s[2] );
-		tex->achFormatHint[2] = s+3>e ? '\0' : ::tolower( s[3] );
-		tex->achFormatHint[3] = '\0';
-
-		// tex->mHeight = 0;
-		tex->mWidth = img->packedfile->size;
-		uint8_t* ch = new uint8_t[tex->mWidth];
-
-		conv_data.db.reader->SetCurrentPos(static_cast<size_t>( img->packedfile->data->val));
-		conv_data.db.reader->CopyAndAdvance(ch,tex->mWidth);
-
-		tex->pcData = reinterpret_cast<aiTexel*>(ch);
-
-		LogInfo("Reading embedded texture, original file was "+std::string(img->name));
-	}
-	else {
-		name = aiString( img->name );
-	}
-
-	aiTextureType texture_type = aiTextureType_UNKNOWN;
-	MTex::MapType map_type = tex->mapto;
-
-	if (map_type & MTex::MapType_COL)
-	    texture_type = aiTextureType_DIFFUSE;
-	else if (map_type & MTex::MapType_NORM) {
-	    if (tex->tex->imaflag & Tex::ImageFlags_NORMALMAP) {
-	        texture_type = aiTextureType_NORMALS;
-	    }
-	    else {
-	        texture_type = aiTextureType_HEIGHT;
-	    }
-	    out->AddProperty(&tex->norfac,1,AI_MATKEY_BUMPSCALING);
-	}
-	else if (map_type & MTex::MapType_COLSPEC)
-		texture_type = aiTextureType_SPECULAR;
-	else if (map_type & MTex::MapType_COLMIR)
-		texture_type = aiTextureType_REFLECTION;
-	//else if (map_type & MTex::MapType_REF)
-	else if (map_type & MTex::MapType_SPEC)
-		texture_type = aiTextureType_SHININESS;
-	else if (map_type & MTex::MapType_EMIT)
-		texture_type = aiTextureType_EMISSIVE;
-	//else if (map_type & MTex::MapType_ALPHA)
-	//else if (map_type & MTex::MapType_HAR)
-	//else if (map_type & MTex::MapType_RAYMIRR)
-	//else if (map_type & MTex::MapType_TRANSLU)
-	else if (map_type & MTex::MapType_AMB)
-		texture_type = aiTextureType_AMBIENT;
-	else if (map_type & MTex::MapType_DISPLACE)
-		texture_type = aiTextureType_DISPLACEMENT;
-	//else if (map_type & MTex::MapType_WARP)
-
-	out->AddProperty(&name,AI_MATKEY_TEXTURE(texture_type,
-	    conv_data.next_texture[texture_type]++));
-
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::AddSentinelTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
-{
-	(void)mat; (void)tex; (void)conv_data;
-
-	aiString name;
-	name.length = sprintf(name.data, "Procedural,num=%i,type=%s",conv_data.sentinel_cnt++,
-		GetTextureTypeDisplayString(tex->tex->type)
-	);
-	out->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(
-		conv_data.next_texture[aiTextureType_DIFFUSE]++)
-	);
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ResolveTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
-{
-	const Tex* rtex = tex->tex.get();
-	if(!rtex || !rtex->type) {
-		return;
-	}
-	
-	// We can't support most of the texture types because they're mostly procedural.
-	// These are substituted by a dummy texture.
-	const char* dispnam = "";
-	switch( rtex->type ) 
-	{
-			// these are listed in blender's UI
-		case Tex::Type_CLOUDS		:  
-		case Tex::Type_WOOD			:  
-		case Tex::Type_MARBLE		:  
-		case Tex::Type_MAGIC		: 
-		case Tex::Type_BLEND		:  
-		case Tex::Type_STUCCI		: 
-		case Tex::Type_NOISE		: 
-		case Tex::Type_PLUGIN		: 
-		case Tex::Type_MUSGRAVE		:  
-		case Tex::Type_VORONOI		:  
-		case Tex::Type_DISTNOISE	:  
-		case Tex::Type_ENVMAP		:  
-
-			// these do no appear in the UI, why?
-		case Tex::Type_POINTDENSITY	:  
-		case Tex::Type_VOXELDATA	: 
-
-			LogWarn(std::string("Encountered a texture with an unsupported type: ")+dispnam);
-			AddSentinelTexture(out, mat, tex, conv_data);
-			break;
-
-		case Tex::Type_IMAGE		:
-			if (!rtex->ima) {
-				LogError("A texture claims to be an Image, but no image reference is given");
-				break;
-			}
-			ResolveImage(out, mat, tex, rtex->ima.get(),conv_data);
-			break;
-
-		default:
-			ai_assert(false);
-	};
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::BuildMaterials(ConversionData& conv_data) 
-{
-	conv_data.materials->reserve(conv_data.materials_raw.size());
-
-	// add a default material if necessary
-	unsigned int index = static_cast<unsigned int>( -1 );
-	for_each( aiMesh* mesh, conv_data.meshes.get() ) {
-		if (mesh->mMaterialIndex == static_cast<unsigned int>( -1 )) {
-
-			if (index == static_cast<unsigned int>( -1 )) {
-
-				// ok, we need to add a dedicated default material for some poor material-less meshes
-				boost::shared_ptr<Material> p(new Material());
-				strcpy( p->id.name+2, AI_DEFAULT_MATERIAL_NAME );
-
-				p->r = p->g = p->b = 0.6f;
-				p->specr = p->specg = p->specb = 0.6f;
-				p->ambr = p->ambg = p->ambb = 0.0f;
-				p->mirr = p->mirg = p->mirb = 0.0f;
-				p->emit = 0.f;
-				p->alpha = 0.f;
-
-				// XXX add more / or add default c'tor to Material
-
-				index = static_cast<unsigned int>( conv_data.materials_raw.size() );
-				conv_data.materials_raw.push_back(p);
-
-				LogInfo("Adding default material ...");
-			}
-			mesh->mMaterialIndex = index;
-		}
-	}
-
-	for_each(boost::shared_ptr<Material> mat, conv_data.materials_raw) {
-
-		// reset per material global counters
-		for (size_t i = 0; i < sizeof(conv_data.next_texture)/sizeof(conv_data.next_texture[0]);++i) {
-			conv_data.next_texture[i] = 0 ;
-		}
-	
-		aiMaterial* mout = new aiMaterial();
-		conv_data.materials->push_back(mout);
-
-		// set material name
-		aiString name = aiString(mat->id.name+2); // skip over the name prefix 'MA'
-		mout->AddProperty(&name,AI_MATKEY_NAME);
-
-
-		// basic material colors
-		aiColor3D col(mat->r,mat->g,mat->b);
-		if (mat->r || mat->g || mat->b ) {
-			
-			// Usually, zero diffuse color means no diffuse color at all in the equation.
-			// So we omit this member to express this intent.
-			mout->AddProperty(&col,1,AI_MATKEY_COLOR_DIFFUSE);
-
-			if (mat->emit) {
-				aiColor3D emit_col(mat->emit * mat->r, mat->emit * mat->g, mat->emit * mat->b) ;
-				mout->AddProperty(&emit_col, 1, AI_MATKEY_COLOR_EMISSIVE) ;
-			}
-		}
-
-		col = aiColor3D(mat->specr,mat->specg,mat->specb);
-		mout->AddProperty(&col,1,AI_MATKEY_COLOR_SPECULAR);
-
-		// is hardness/shininess set?
-		if( mat->har ) {
-			const float har = mat->har;
-			mout->AddProperty(&har,1,AI_MATKEY_SHININESS);
-		}
-
-		col = aiColor3D(mat->ambr,mat->ambg,mat->ambb);
-		mout->AddProperty(&col,1,AI_MATKEY_COLOR_AMBIENT);
-
-		col = aiColor3D(mat->mirr,mat->mirg,mat->mirb);
-		mout->AddProperty(&col,1,AI_MATKEY_COLOR_REFLECTIVE);
-
-		for(size_t i = 0; i < sizeof(mat->mtex) / sizeof(mat->mtex[0]); ++i) {
-			if (!mat->mtex[i]) {
-				continue;
-			}
-
-			ResolveTexture(mout,mat.get(),mat->mtex[i].get(),conv_data);
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::CheckActualType(const ElemBase* dt, const char* check)
-{
-	ai_assert(dt);
-	if (strcmp(dt->dna_type,check)) {
-		ThrowException((format(),
-			"Expected object at ",std::hex,dt," to be of type `",check, 
-			"`, but it claims to be a `",dt->dna_type,"`instead"
-		));
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::NotSupportedObjectType(const Object* obj, const char* type)
-{
-	LogWarn((format(), "Object `",obj->id.name,"` - type is unsupported: `",type, "`, skipping" ));
-}
-
-// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, const Mesh* mesh,
-	ConversionData& conv_data, TempArray<std::vector,aiMesh>&  temp
-	) 
-{
-	BlenderBMeshConverter BMeshConverter( mesh );
-	if ( BMeshConverter.ContainsBMesh( ) )
-	{
-		mesh = BMeshConverter.TriangulateBMesh( );
-	}
-
-	typedef std::pair<const int,size_t> MyPair;
-	if ((!mesh->totface && !mesh->totloop) || !mesh->totvert) {
-		return;
-	}
-
-	// some sanity checks
-	if (static_cast<size_t> ( mesh->totface ) > mesh->mface.size() ){
-		ThrowException("Number of faces is larger than the corresponding array");
-	}
-
-	if (static_cast<size_t> ( mesh->totvert ) > mesh->mvert.size()) {
-		ThrowException("Number of vertices is larger than the corresponding array");
-	}
-
-	if (static_cast<size_t> ( mesh->totloop ) > mesh->mloop.size()) {
-		ThrowException("Number of vertices is larger than the corresponding array");
-	}
-
-	// collect per-submesh numbers
-	std::map<int,size_t> per_mat;
-	std::map<int,size_t> per_mat_verts;
-	for (int i = 0; i < mesh->totface; ++i) {
-
-		const MFace& mf = mesh->mface[i];
-		per_mat[ mf.mat_nr ]++;
-		per_mat_verts[ mf.mat_nr ] += mf.v4?4:3;
-	}
-
-	for (int i = 0; i < mesh->totpoly; ++i) {
-		const MPoly& mp = mesh->mpoly[i];
-		per_mat[ mp.mat_nr ]++;
-		per_mat_verts[ mp.mat_nr ] += mp.totloop;
-	}
-
-	// ... and allocate the corresponding meshes
-	const size_t old = temp->size();
-	temp->reserve(temp->size() + per_mat.size());
-
-	std::map<size_t,size_t> mat_num_to_mesh_idx;
-	for_each(MyPair& it, per_mat) {
-
-		mat_num_to_mesh_idx[it.first] = temp->size();
-		temp->push_back(new aiMesh());
-
-		aiMesh* out = temp->back();
-		out->mVertices = new aiVector3D[per_mat_verts[it.first]];
-		out->mNormals  = new aiVector3D[per_mat_verts[it.first]];
-
-		//out->mNumFaces = 0
-		//out->mNumVertices = 0
-		out->mFaces = new aiFace[it.second]();
-
-		// all submeshes created from this mesh are named equally. this allows
-		// curious users to recover the original adjacency.
-		out->mName = aiString(mesh->id.name+2);  
-			// skip over the name prefix 'ME'
-
-		// resolve the material reference and add this material to the set of
-		// output materials. The (temporary) material index is the index 
-		// of the material entry within the list of resolved materials.
-		if (mesh->mat) {
-
-			if (static_cast<size_t> ( it.first ) >= mesh->mat.size() ) {
-				ThrowException("Material index is out of range");
-			}
-
-			boost::shared_ptr<Material> mat = mesh->mat[it.first];
-			const std::deque< boost::shared_ptr<Material> >::iterator has = std::find(
-					conv_data.materials_raw.begin(),
-					conv_data.materials_raw.end(),mat
-			);
-
-			if (has != conv_data.materials_raw.end()) {
-				out->mMaterialIndex = static_cast<unsigned int>( std::distance(conv_data.materials_raw.begin(),has));
-			}
-			else {
-				out->mMaterialIndex = static_cast<unsigned int>( conv_data.materials_raw.size() );
-				conv_data.materials_raw.push_back(mat);
-			}
-		}
-		else out->mMaterialIndex = static_cast<unsigned int>( -1 );
-	}
-
-	for (int i = 0; i < mesh->totface; ++i) {
-
-		const MFace& mf = mesh->mface[i];
-
-		aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
-		aiFace& f = out->mFaces[out->mNumFaces++];
-
-		f.mIndices = new unsigned int[ f.mNumIndices = mf.v4?4:3 ];
-		aiVector3D* vo = out->mVertices + out->mNumVertices;
-		aiVector3D* vn = out->mNormals + out->mNumVertices;
-
-		// XXX we can't fold this easily, because we are restricted
-		// to the member names from the BLEND file (v1,v2,v3,v4) 
-		// which are assigned by the genblenddna.py script and
-		// cannot be changed without breaking the entire
-		// import process.
-
-		if (mf.v1 >= mesh->totvert) {
-			ThrowException("Vertex index v1 out of range");
-		}
-		const MVert* v = &mesh->mvert[mf.v1];
-		vo->x = v->co[0];
-		vo->y = v->co[1];
-		vo->z = v->co[2];
-		vn->x = v->no[0];
-		vn->y = v->no[1];
-		vn->z = v->no[2];
-		f.mIndices[0] = out->mNumVertices++;
-		++vo;
-		++vn;
-
-		//	if (f.mNumIndices >= 2) {
-		if (mf.v2 >= mesh->totvert) {
-			ThrowException("Vertex index v2 out of range");
-		}
-		v = &mesh->mvert[mf.v2];
-		vo->x = v->co[0];
-		vo->y = v->co[1];
-		vo->z = v->co[2];
-		vn->x = v->no[0];
-		vn->y = v->no[1];
-		vn->z = v->no[2];
-		f.mIndices[1] = out->mNumVertices++;
-		++vo;
-		++vn;
-
-		if (mf.v3 >= mesh->totvert) {
-			ThrowException("Vertex index v3 out of range");
-		}
-		//	if (f.mNumIndices >= 3) {
-		v = &mesh->mvert[mf.v3];
-		vo->x = v->co[0];
-		vo->y = v->co[1];
-		vo->z = v->co[2];
-		vn->x = v->no[0];
-		vn->y = v->no[1];
-		vn->z = v->no[2];
-		f.mIndices[2] = out->mNumVertices++;
-		++vo;
-		++vn;
-
-		if (mf.v4 >= mesh->totvert) {
-			ThrowException("Vertex index v4 out of range");
-		}
-		//	if (f.mNumIndices >= 4) {
-		if (mf.v4) {
-			v = &mesh->mvert[mf.v4];
-			vo->x = v->co[0];
-			vo->y = v->co[1];
-			vo->z = v->co[2];
-			vn->x = v->no[0];
-			vn->y = v->no[1];
-			vn->z = v->no[2];
-			f.mIndices[3] = out->mNumVertices++;
-			++vo;
-			++vn;
-
-			out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
-		}
-		else out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
-
-		//	}
-		//	}
-		//	}
-	}
-
-	for (int i = 0; i < mesh->totpoly; ++i) {
-		
-		const MPoly& mf = mesh->mpoly[i];
-		
-		aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
-		aiFace& f = out->mFaces[out->mNumFaces++];
-		
-		f.mIndices = new unsigned int[ f.mNumIndices = mf.totloop ];
-		aiVector3D* vo = out->mVertices + out->mNumVertices;
-		aiVector3D* vn = out->mNormals + out->mNumVertices;
-		
-		// XXX we can't fold this easily, because we are restricted
-		// to the member names from the BLEND file (v1,v2,v3,v4)
-		// which are assigned by the genblenddna.py script and
-		// cannot be changed without breaking the entire
-		// import process.
-		for (int j = 0;j < mf.totloop; ++j)
-		{
-			const MLoop& loop = mesh->mloop[mf.loopstart + j];
-
-			if (loop.v >= mesh->totvert) {
-				ThrowException("Vertex index out of range");
-			}
-
-			const MVert& v = mesh->mvert[loop.v];
-			
-			vo->x = v.co[0];
-			vo->y = v.co[1];
-			vo->z = v.co[2];
-			vn->x = v.no[0];
-			vn->y = v.no[1];
-			vn->z = v.no[2];
-			f.mIndices[j] = out->mNumVertices++;
-			
-			++vo;
-			++vn;
-			
-		}
-		if (mf.totloop == 3)
-		{
-			out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
-		}
-		else
-		{
-			out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
-		}
-	}
-	
-	// collect texture coordinates, they're stored in a separate per-face buffer
-	if (mesh->mtface || mesh->mloopuv) {
-		if (mesh->totface > static_cast<int> ( mesh->mtface.size())) {
-			ThrowException("Number of UV faces is larger than the corresponding UV face array (#1)");
-		}
-		for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
-			ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
-
-			(*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
-			(*it)->mNumFaces = (*it)->mNumVertices = 0;
-		}
-
-		for (int i = 0; i < mesh->totface; ++i) {
-			const MTFace* v = &mesh->mtface[i];
-
-			aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
-			const aiFace& f = out->mFaces[out->mNumFaces++];
-			
-			aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
-			for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
-				vo->x = v->uv[i][0];
-				vo->y = v->uv[i][1];
-			}
-		}
-		
-		for (int i = 0; i < mesh->totpoly; ++i) {
-			const MPoly& v = mesh->mpoly[i];
-			aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
-			const aiFace& f = out->mFaces[out->mNumFaces++];
-			
-			aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
-			for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
-				const MLoopUV& uv = mesh->mloopuv[v.loopstart + j];
-				vo->x = uv.uv[0];
-				vo->y = uv.uv[1];
-			}
-			
-		}
-	}
-
-	// collect texture coordinates, old-style (marked as deprecated in current blender sources)
-	if (mesh->tface) {
-		if (mesh->totface > static_cast<int> ( mesh->tface.size())) {
-			ThrowException("Number of faces is larger than the corresponding UV face array (#2)");
-		}
-		for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
-			ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
-
-			(*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
-			(*it)->mNumFaces = (*it)->mNumVertices = 0;
-		}
-
-		for (int i = 0; i < mesh->totface; ++i) {
-			const TFace* v = &mesh->tface[i];
-
-			aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
-			const aiFace& f = out->mFaces[out->mNumFaces++];
-			
-			aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
-			for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
-				vo->x = v->uv[i][0];
-				vo->y = v->uv[i][1];
-			}
-		}
-	}
-
-	// collect vertex colors, stored separately as well
-	if (mesh->mcol || mesh->mloopcol) {
-		if (mesh->totface > static_cast<int> ( (mesh->mcol.size()/4)) ) {
-			ThrowException("Number of faces is larger than the corresponding color face array");
-		}
-		for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
-			ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
-
-			(*it)->mColors[0] = new aiColor4D[(*it)->mNumVertices];
-			(*it)->mNumFaces = (*it)->mNumVertices = 0;
-		}
-
-		for (int i = 0; i < mesh->totface; ++i) {
-
-			aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
-			const aiFace& f = out->mFaces[out->mNumFaces++];
-			
-			aiColor4D* vo = &out->mColors[0][out->mNumVertices];
-			for (unsigned int n = 0; n < f.mNumIndices; ++n, ++vo,++out->mNumVertices) {
-				const MCol* col = &mesh->mcol[(i<<2)+n];
-
-				vo->r = col->r;
-				vo->g = col->g;
-				vo->b = col->b;
-				vo->a = col->a;
-			}
-			for (unsigned int n = f.mNumIndices; n < 4; ++n);
-		}
-		
-		for (int i = 0; i < mesh->totpoly; ++i) {
-			const MPoly& v = mesh->mpoly[i];
-			aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
-			const aiFace& f = out->mFaces[out->mNumFaces++];
-			
-			aiColor4D* vo = &out->mColors[0][out->mNumVertices];
-			for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
-				const MLoopCol& col = mesh->mloopcol[v.loopstart + j];
-				vo->r = col.r;
-				vo->g = col.g;
-				vo->b = col.b;
-				vo->a = col.a;
-			}
-			
-		}
-
-	}
-
-	return;
-}
-
-// ------------------------------------------------------------------------------------------------
-aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj, const Camera* /*camera*/, ConversionData& /*conv_data*/)
-{
-	ScopeGuard<aiCamera> out(new aiCamera());
-	out->mName = obj->id.name+2;
-	out->mPosition = aiVector3D(0.f, 0.f, 0.f);
-	out->mUp = aiVector3D(0.f, 1.f, 0.f);
-	out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
-	return out.dismiss();
-}
-
-// ------------------------------------------------------------------------------------------------
-aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* obj, const Lamp* lamp, ConversionData& /*conv_data*/)
-{
-	ScopeGuard<aiLight> out(new aiLight());
-	out->mName = obj->id.name+2;
-
-	switch (lamp->type)
-	{
-	    case Lamp::Type_Local:
-	        out->mType = aiLightSource_POINT;
-	        break;
-	    case Lamp::Type_Sun:
-	        out->mType = aiLightSource_DIRECTIONAL;
-
-	        // blender orients directional lights as facing toward -z
-	        out->mDirection = aiVector3D(0.f, 0.f, -1.f);
-	        break;
-	    default:
-	        break;
-	}
-
-	out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
-	out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
-	out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
-	return out.dismiss();
-}
-
-// ------------------------------------------------------------------------------------------------
-aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, ConversionData& conv_data, const aiMatrix4x4& parentTransform)
-{
-	std::deque<const Object*> children;
-	for(std::set<const Object*>::iterator it = conv_data.objects.begin(); it != conv_data.objects.end() ;) {
-		const Object* object = *it;
-		if (object->parent == obj) {
-			children.push_back(object);
-
-			conv_data.objects.erase(it++);
-			continue;
-		}
-		++it;
-	}
-
-	ScopeGuard<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
-	if (obj->data) {
-		switch (obj->type)
-		{
-		case Object :: Type_EMPTY:
-			break; // do nothing
-
-
-			// supported object types
-		case Object :: Type_MESH: {
-			const size_t old = conv_data.meshes->size();
-
-			CheckActualType(obj->data.get(),"Mesh");
-			ConvertMesh(in,obj,static_cast<const Mesh*>(obj->data.get()),conv_data,conv_data.meshes);
-
-			if (conv_data.meshes->size() > old) {
-				node->mMeshes = new unsigned int[node->mNumMeshes = static_cast<unsigned int>(conv_data.meshes->size()-old)];
-				for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
-					node->mMeshes[i] = i + old;
-				}
-			}}
-			break;
-		case Object :: Type_LAMP: {
-			CheckActualType(obj->data.get(),"Lamp");
-			aiLight* mesh = ConvertLight(in,obj,static_cast<const Lamp*>(
-				obj->data.get()),conv_data);
-
-			if (mesh) {
-				conv_data.lights->push_back(mesh);
-			}}
-			break;
-		case Object :: Type_CAMERA: {
-			CheckActualType(obj->data.get(),"Camera");
-			aiCamera* mesh = ConvertCamera(in,obj,static_cast<const Camera*>(
-				obj->data.get()),conv_data);
-
-			if (mesh) {
-				conv_data.cameras->push_back(mesh);
-			}}
-			break;
-
-
-			// unsupported object types / log, but do not break
-		case Object :: Type_CURVE:
-			NotSupportedObjectType(obj,"Curve");
-			break;
-		case Object :: Type_SURF:
-			NotSupportedObjectType(obj,"Surface");
-			break;
-		case Object :: Type_FONT:
-			NotSupportedObjectType(obj,"Font");
-			break;
-		case Object :: Type_MBALL:
-			NotSupportedObjectType(obj,"MetaBall");
-			break;
-		case Object :: Type_WAVE:
-			NotSupportedObjectType(obj,"Wave");
-			break;
-		case Object :: Type_LATTICE:
-			NotSupportedObjectType(obj,"Lattice");
-			break;
-
-			// invalid or unknown type
-		default:
-			break;
-		}
-	}
-
-	for(unsigned int x = 0; x < 4; ++x) {
-		for(unsigned int y = 0; y < 4; ++y) {
-			node->mTransformation[y][x] = obj->obmat[x][y];
-		}
-	}
-
-	aiMatrix4x4 m = parentTransform;
-	m = m.Inverse();
-
-	node->mTransformation = m*node->mTransformation;
-	
-	if (children.size()) {
-		node->mNumChildren = static_cast<unsigned int>(children.size());
-		aiNode** nd = node->mChildren = new aiNode*[node->mNumChildren]();
-		for_each (const Object* nobj,children) {
-			*nd = ConvertNode(in,nobj,conv_data,node->mTransformation * parentTransform);
-			(*nd++)->mParent = node;
-		}
-	}
-
-	// apply modifiers
-	modifier_cache->ApplyModifiers(*node,conv_data,in,*obj);
-
-	return node.dismiss();
-}
-
-
-#endif
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderLoader.cpp
+ *  @brief Implementation of the Blender3D importer class.
+ */
+
+
+//#define ASSIMP_BUILD_NO_COMPRESSED_BLEND
+// Uncomment this to disable support for (gzip)compressed .BLEND files
+
+#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
+
+#include "BlenderIntermediate.h"
+#include "BlenderModifier.h"
+#include "BlenderBMesh.h"
+#include "StringUtils.h"
+#include <assimp/scene.h>
+#include "StringComparison.h"
+
+#include "StreamReader.h"
+#include "MemoryIOWrapper.h"
+#include <cctype>
+#include <cstdint>
+
+
+// zlib is needed for compressed blend files
+#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
+#   ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#       include <zlib.h>
+#   else
+#       include "../contrib/zlib/zlib.h"
+#   endif
+#endif
+
+namespace Assimp {
+    template<> const std::string LogFunctions<BlenderImporter>::log_prefix = "BLEND: ";
+}
+
+using namespace Assimp;
+using namespace Assimp::Blender;
+using namespace Assimp::Formatter;
+
+static const aiImporterDesc blenderDesc = {
+    "Blender 3D Importer \nhttp://www.blender3d.org",
+    "",
+    "",
+    "No animation support yet",
+    aiImporterFlags_SupportBinaryFlavour,
+    0,
+    0,
+    2,
+    50,
+    "blend"
+};
+
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+BlenderImporter::BlenderImporter()
+: modifier_cache(new BlenderModifierShowcase())
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+BlenderImporter::~BlenderImporter()
+{
+    delete modifier_cache;
+}
+
+static const char* Tokens[] = { "BLENDER" };
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool BlenderImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+{
+    const std::string& extension = GetExtension(pFile);
+    if (extension == "blend") {
+        return true;
+    }
+
+    else if ((!extension.length() || checkSig) && pIOHandler)   {
+        // note: this won't catch compressed files
+        return SearchFileHeaderForToken(pIOHandler,pFile, Tokens,1);
+    }
+    return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// List all extensions handled by this loader
+void BlenderImporter::GetExtensionList(std::set<std::string>& app)
+{
+    app.insert("blend");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader registry entry
+const aiImporterDesc* BlenderImporter::GetInfo () const
+{
+    return &blenderDesc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration properties for the loader
+void BlenderImporter::SetupProperties(const Importer* /*pImp*/)
+{
+    // nothing to be done for the moment
+}
+
+struct free_it
+{
+    free_it(void* free) : free(free) {}
+    ~free_it() {
+        ::free(this->free);
+    }
+
+    void* free;
+};
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void BlenderImporter::InternReadFile( const std::string& pFile,
+    aiScene* pScene, IOSystem* pIOHandler)
+{
+#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
+    Bytef* dest = NULL;
+    free_it free_it_really(dest);
+#endif
+
+    FileDatabase file;
+    std::shared_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
+    if (!stream) {
+        ThrowException("Could not open file for reading");
+    }
+
+    char magic[8] = {0};
+    stream->Read(magic,7,1);
+    if (strcmp(magic, Tokens[0] )) {
+        // Check for presence of the gzip header. If yes, assume it is a
+        // compressed blend file and try uncompressing it, else fail. This is to
+        // avoid uncompressing random files which our loader might end up with.
+#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
+        ThrowException("BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?");
+#else
+
+        if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
+            ThrowException("BLENDER magic bytes are missing, couldn't find GZIP header either");
+        }
+
+        LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
+        if (magic[2] != 8) {
+            ThrowException("Unsupported GZIP compression method");
+        }
+
+        // http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
+        stream->Seek(0L,aiOrigin_SET);
+        std::shared_ptr<StreamReaderLE> reader = std::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
+
+        // build a zlib stream
+        z_stream zstream;
+        zstream.opaque = Z_NULL;
+        zstream.zalloc = Z_NULL;
+        zstream.zfree  = Z_NULL;
+        zstream.data_type = Z_BINARY;
+
+        // http://hewgill.com/journal/entries/349-how-to-decompress-gzip-stream-with-zlib
+        inflateInit2(&zstream, 16+MAX_WBITS);
+
+        zstream.next_in   = reinterpret_cast<Bytef*>( reader->GetPtr() );
+        zstream.avail_in  = reader->GetRemainingSize();
+
+        size_t total = 0l;
+
+        // and decompress the data .... do 1k chunks in the hope that we won't kill the stack
+#define MYBLOCK 1024
+        Bytef block[MYBLOCK];
+        int ret;
+        do {
+            zstream.avail_out = MYBLOCK;
+            zstream.next_out = block;
+            ret = inflate(&zstream, Z_NO_FLUSH);
+
+            if (ret != Z_STREAM_END && ret != Z_OK) {
+                ThrowException("Failure decompressing this file using gzip, seemingly it is NOT a compressed .BLEND file");
+            }
+            const size_t have = MYBLOCK - zstream.avail_out;
+            total += have;
+            dest = reinterpret_cast<Bytef*>( realloc(dest,total) );
+            memcpy(dest + total - have,block,have);
+        }
+        while (ret != Z_STREAM_END);
+
+        // terminate zlib
+        inflateEnd(&zstream);
+
+        // replace the input stream with a memory stream
+        stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(dest),total));
+
+        // .. and retry
+        stream->Read(magic,7,1);
+        if (strcmp(magic,"BLENDER")) {
+            ThrowException("Found no BLENDER magic word in decompressed GZIP file");
+        }
+#endif
+    }
+
+    file.i64bit = (stream->Read(magic,1,1),magic[0]=='-');
+    file.little = (stream->Read(magic,1,1),magic[0]=='v');
+
+    stream->Read(magic,3,1);
+    magic[3] = '\0';
+
+    LogInfo((format(),"Blender version is ",magic[0],".",magic+1,
+        " (64bit: ",file.i64bit?"true":"false",
+        ", little endian: ",file.little?"true":"false",")"
+    ));
+
+    ParseBlendFile(file,stream);
+
+    Scene scene;
+    ExtractScene(scene,file);
+
+    ConvertBlendFile(pScene,scene,file);
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ParseBlendFile(FileDatabase& out, std::shared_ptr<IOStream> stream)
+{
+    out.reader = std::shared_ptr<StreamReaderAny>(new StreamReaderAny(stream,out.little));
+
+    DNAParser dna_reader(out);
+    const DNA* dna = NULL;
+
+    out.entries.reserve(128); { // even small BLEND files tend to consist of many file blocks
+        SectionParser parser(*out.reader.get(),out.i64bit);
+
+        // first parse the file in search for the DNA and insert all other sections into the database
+        while ((parser.Next(),1)) {
+            const FileBlockHead& head = parser.GetCurrent();
+
+            if (head.id == "ENDB") {
+                break; // only valid end of the file
+            }
+            else if (head.id == "DNA1") {
+                dna_reader.Parse();
+                dna = &dna_reader.GetDNA();
+                continue;
+            }
+
+            out.entries.push_back(head);
+        }
+    }
+    if (!dna) {
+        ThrowException("SDNA not found");
+    }
+
+    std::sort(out.entries.begin(),out.entries.end());
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ExtractScene(Scene& out, const FileDatabase& file)
+{
+    const FileBlockHead* block = NULL;
+    std::map<std::string,size_t>::const_iterator it = file.dna.indices.find("Scene");
+    if (it == file.dna.indices.end()) {
+        ThrowException("There is no `Scene` structure record");
+    }
+
+    const Structure& ss = file.dna.structures[(*it).second];
+
+    // we need a scene somewhere to start with.
+    for(const FileBlockHead& bl :file.entries) {
+
+        // Fix: using the DNA index is more reliable to locate scenes
+        //if (bl.id == "SC") {
+
+        if (bl.dna_index == (*it).second) {
+            block = &bl;
+            break;
+        }
+    }
+
+    if (!block) {
+        ThrowException("There is not a single `Scene` record to load");
+    }
+
+    file.reader->SetCurrentPos(block->start);
+    ss.Convert(out,file);
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+    DefaultLogger::get()->info((format(),
+        "(Stats) Fields read: " ,file.stats().fields_read,
+        ", pointers resolved: " ,file.stats().pointers_resolved,
+        ", cache hits: "        ,file.stats().cache_hits,
+        ", cached objects: "    ,file.stats().cached_objects
+    ));
+#endif
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileDatabase& file)
+{
+    ConversionData conv(file);
+
+    // FIXME it must be possible to take the hierarchy directly from
+    // the file. This is terrible. Here, we're first looking for
+    // all objects which don't have parent objects at all -
+    std::deque<const Object*> no_parents;
+    for (std::shared_ptr<Base> cur = std::static_pointer_cast<Base> ( in.base.first ); cur; cur = cur->next) {
+        if (cur->object) {
+            if(!cur->object->parent) {
+                no_parents.push_back(cur->object.get());
+            } else {
+                conv.objects.insert( cur->object.get() );
+            }
+        }
+    }
+    for (std::shared_ptr<Base> cur = in.basact; cur; cur = cur->next) {
+        if (cur->object) {
+            if(cur->object->parent) {
+                conv.objects.insert(cur->object.get());
+            }
+        }
+    }
+
+    if (no_parents.empty()) {
+        ThrowException("Expected at least one object with no parent");
+    }
+
+    aiNode* root = out->mRootNode = new aiNode("<BlenderRoot>");
+
+    root->mNumChildren = static_cast<unsigned int>(no_parents.size());
+    root->mChildren = new aiNode*[root->mNumChildren]();
+    for (unsigned int i = 0; i < root->mNumChildren; ++i) {
+        root->mChildren[i] = ConvertNode(in, no_parents[i], conv, aiMatrix4x4());
+        root->mChildren[i]->mParent = root;
+    }
+
+    BuildMaterials(conv);
+
+    if (conv.meshes->size()) {
+        out->mMeshes = new aiMesh*[out->mNumMeshes = static_cast<unsigned int>( conv.meshes->size() )];
+        std::copy(conv.meshes->begin(),conv.meshes->end(),out->mMeshes);
+        conv.meshes.dismiss();
+    }
+
+    if (conv.lights->size()) {
+        out->mLights = new aiLight*[out->mNumLights = static_cast<unsigned int>( conv.lights->size() )];
+        std::copy(conv.lights->begin(),conv.lights->end(),out->mLights);
+        conv.lights.dismiss();
+    }
+
+    if (conv.cameras->size()) {
+        out->mCameras = new aiCamera*[out->mNumCameras = static_cast<unsigned int>( conv.cameras->size() )];
+        std::copy(conv.cameras->begin(),conv.cameras->end(),out->mCameras);
+        conv.cameras.dismiss();
+    }
+
+    if (conv.materials->size()) {
+        out->mMaterials = new aiMaterial*[out->mNumMaterials = static_cast<unsigned int>( conv.materials->size() )];
+        std::copy(conv.materials->begin(),conv.materials->end(),out->mMaterials);
+        conv.materials.dismiss();
+    }
+
+    if (conv.textures->size()) {
+        out->mTextures = new aiTexture*[out->mNumTextures = static_cast<unsigned int>( conv.textures->size() )];
+        std::copy(conv.textures->begin(),conv.textures->end(),out->mTextures);
+        conv.textures.dismiss();
+    }
+
+    // acknowledge that the scene might come out incomplete
+    // by Assimp's definition of `complete`: blender scenes
+    // can consist of thousands of cameras or lights with
+    // not a single mesh between them.
+    if (!out->mNumMeshes) {
+        out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ResolveImage(aiMaterial* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
+{
+    (void)mat; (void)tex; (void)conv_data;
+    aiString name;
+
+    // check if the file contents are bundled with the BLEND file
+    if (img->packedfile) {
+        name.data[0] = '*';
+        name.length = 1+ ASSIMP_itoa10(name.data+1,static_cast<unsigned int>(MAXLEN-1), static_cast<int32_t>(conv_data.textures->size()));
+
+        conv_data.textures->push_back(new aiTexture());
+        aiTexture* tex = conv_data.textures->back();
+
+        // usually 'img->name' will be the original file name of the embedded textures,
+        // so we can extract the file extension from it.
+        const size_t nlen = strlen( img->name );
+        const char* s = img->name+nlen, *e = s;
+        while ( s >= img->name && *s != '.' ) {
+            --s;
+        }
+
+        tex->achFormatHint[0] = s+1>e ? '\0' : ::tolower( s[1] );
+        tex->achFormatHint[1] = s+2>e ? '\0' : ::tolower( s[2] );
+        tex->achFormatHint[2] = s+3>e ? '\0' : ::tolower( s[3] );
+        tex->achFormatHint[3] = '\0';
+
+        // tex->mHeight = 0;
+        tex->mWidth = img->packedfile->size;
+        uint8_t* ch = new uint8_t[tex->mWidth];
+
+        conv_data.db.reader->SetCurrentPos(static_cast<size_t>( img->packedfile->data->val));
+        conv_data.db.reader->CopyAndAdvance(ch,tex->mWidth);
+
+        tex->pcData = reinterpret_cast<aiTexel*>(ch);
+
+        LogInfo("Reading embedded texture, original file was "+std::string(img->name));
+    } else {
+        name = aiString( img->name );
+    }
+
+    aiTextureType texture_type = aiTextureType_UNKNOWN;
+    MTex::MapType map_type = tex->mapto;
+
+    if (map_type & MTex::MapType_COL)
+        texture_type = aiTextureType_DIFFUSE;
+    else if (map_type & MTex::MapType_NORM) {
+        if (tex->tex->imaflag & Tex::ImageFlags_NORMALMAP) {
+            texture_type = aiTextureType_NORMALS;
+        }
+        else {
+            texture_type = aiTextureType_HEIGHT;
+        }
+        out->AddProperty(&tex->norfac,1,AI_MATKEY_BUMPSCALING);
+    }
+    else if (map_type & MTex::MapType_COLSPEC)
+        texture_type = aiTextureType_SPECULAR;
+    else if (map_type & MTex::MapType_COLMIR)
+        texture_type = aiTextureType_REFLECTION;
+    //else if (map_type & MTex::MapType_REF)
+    else if (map_type & MTex::MapType_SPEC)
+        texture_type = aiTextureType_SHININESS;
+    else if (map_type & MTex::MapType_EMIT)
+        texture_type = aiTextureType_EMISSIVE;
+    //else if (map_type & MTex::MapType_ALPHA)
+    //else if (map_type & MTex::MapType_HAR)
+    //else if (map_type & MTex::MapType_RAYMIRR)
+    //else if (map_type & MTex::MapType_TRANSLU)
+    else if (map_type & MTex::MapType_AMB)
+        texture_type = aiTextureType_AMBIENT;
+    else if (map_type & MTex::MapType_DISPLACE)
+        texture_type = aiTextureType_DISPLACEMENT;
+    //else if (map_type & MTex::MapType_WARP)
+
+    out->AddProperty(&name,AI_MATKEY_TEXTURE(texture_type,
+        conv_data.next_texture[texture_type]++));
+
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::AddSentinelTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
+{
+    (void)mat; (void)tex; (void)conv_data;
+
+    aiString name;
+    name.length = ai_snprintf(name.data, MAXLEN, "Procedural,num=%i,type=%s",conv_data.sentinel_cnt++,
+        GetTextureTypeDisplayString(tex->tex->type)
+    );
+    out->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(
+        conv_data.next_texture[aiTextureType_DIFFUSE]++)
+    );
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ResolveTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
+{
+    const Tex* rtex = tex->tex.get();
+    if(!rtex || !rtex->type) {
+        return;
+    }
+
+    // We can't support most of the texture types because they're mostly procedural.
+    // These are substituted by a dummy texture.
+    const char* dispnam = "";
+    switch( rtex->type )
+    {
+            // these are listed in blender's UI
+        case Tex::Type_CLOUDS       :
+        case Tex::Type_WOOD         :
+        case Tex::Type_MARBLE       :
+        case Tex::Type_MAGIC        :
+        case Tex::Type_BLEND        :
+        case Tex::Type_STUCCI       :
+        case Tex::Type_NOISE        :
+        case Tex::Type_PLUGIN       :
+        case Tex::Type_MUSGRAVE     :
+        case Tex::Type_VORONOI      :
+        case Tex::Type_DISTNOISE    :
+        case Tex::Type_ENVMAP       :
+
+            // these do no appear in the UI, why?
+        case Tex::Type_POINTDENSITY :
+        case Tex::Type_VOXELDATA    :
+
+            LogWarn(std::string("Encountered a texture with an unsupported type: ")+dispnam);
+            AddSentinelTexture(out, mat, tex, conv_data);
+            break;
+
+        case Tex::Type_IMAGE        :
+            if (!rtex->ima) {
+                LogError("A texture claims to be an Image, but no image reference is given");
+                break;
+            }
+            ResolveImage(out, mat, tex, rtex->ima.get(),conv_data);
+            break;
+
+        default:
+            ai_assert(false);
+    };
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::BuildDefaultMaterial(Blender::ConversionData& conv_data)
+{
+    // add a default material if necessary
+    unsigned int index = static_cast<unsigned int>( -1 );
+    for( aiMesh* mesh : conv_data.meshes.get() ) {
+        if (mesh->mMaterialIndex == static_cast<unsigned int>( -1 )) {
+
+            if (index == static_cast<unsigned int>( -1 )) {
+                // Setup a default material.
+                std::shared_ptr<Material> p(new Material());
+                ai_assert(::strlen(AI_DEFAULT_MATERIAL_NAME) < sizeof(p->id.name)-2);
+                strcpy( p->id.name+2, AI_DEFAULT_MATERIAL_NAME );
+
+                // Note: MSVC11 does not zero-initialize Material here, although it should.
+                // Thus all relevant fields should be explicitly initialized. We cannot add
+                // a default constructor to Material since the DNA codegen does not support
+                // parsing it.
+                p->r = p->g = p->b = 0.6f;
+                p->specr = p->specg = p->specb = 0.6f;
+                p->ambr = p->ambg = p->ambb = 0.0f;
+                p->mirr = p->mirg = p->mirb = 0.0f;
+                p->emit = 0.f;
+                p->alpha = 0.f;
+                p->har = 0;
+
+                index = static_cast<unsigned int>( conv_data.materials_raw.size() );
+                conv_data.materials_raw.push_back(p);
+                LogInfo("Adding default material");
+            }
+            mesh->mMaterialIndex = index;
+        }
+    }
+}
+
+void BlenderImporter::AddBlendParams(aiMaterial* result, const Material* source)
+{
+    aiColor3D diffuseColor(source->r, source->g, source->b);
+    result->AddProperty(&diffuseColor, 1, "$mat.blend.diffuse.color", 0, 0);
+
+    float diffuseIntensity = source->ref;
+    result->AddProperty(&diffuseIntensity, 1, "$mat.blend.diffuse.intensity", 0, 0);
+
+    int diffuseShader = source->diff_shader;
+    result->AddProperty(&diffuseShader, 1, "$mat.blend.diffuse.shader", 0, 0);
+
+    int diffuseRamp = 0;
+    result->AddProperty(&diffuseRamp, 1, "$mat.blend.diffuse.ramp", 0, 0);
+
+
+    aiColor3D specularColor(source->specr, source->specg, source->specb);
+    result->AddProperty(&specularColor, 1, "$mat.blend.specular.color", 0, 0);
+
+    float specularIntensity = source->spec;
+    result->AddProperty(&specularIntensity, 1, "$mat.blend.specular.intensity", 0, 0);
+
+    int specularShader = source->spec_shader;
+    result->AddProperty(&specularShader, 1, "$mat.blend.specular.shader", 0, 0);
+
+    int specularRamp = 0;
+    result->AddProperty(&specularRamp, 1, "$mat.blend.specular.ramp", 0, 0);
+
+    int specularHardness = source->har;
+    result->AddProperty(&specularHardness, 1, "$mat.blend.specular.hardness", 0, 0);
+
+
+    int transparencyUse = source->mode & MA_TRANSPARENCY ? 1 : 0;
+    result->AddProperty(&transparencyUse, 1, "$mat.blend.transparency.use", 0, 0);
+
+    int transparencyMethod = source->mode & MA_RAYTRANSP ? 2 : (source->mode & MA_ZTRANSP ? 1 : 0);
+    result->AddProperty(&transparencyMethod, 1, "$mat.blend.transparency.method", 0, 0);
+
+    float transparencyAlpha = source->alpha;
+    result->AddProperty(&transparencyAlpha, 1, "$mat.blend.transparency.alpha", 0, 0);
+
+    float transparencySpecular = source->spectra;
+    result->AddProperty(&transparencySpecular, 1, "$mat.blend.transparency.specular", 0, 0);
+
+    float transparencyFresnel = source->fresnel_tra;
+    result->AddProperty(&transparencyFresnel, 1, "$mat.blend.transparency.fresnel", 0, 0);
+
+    float transparencyBlend = source->fresnel_tra_i;
+    result->AddProperty(&transparencyBlend, 1, "$mat.blend.transparency.blend", 0, 0);
+
+    float transparencyIor = source->ang;
+    result->AddProperty(&transparencyIor, 1, "$mat.blend.transparency.ior", 0, 0);
+
+    float transparencyFilter = source->filter;
+    result->AddProperty(&transparencyFilter, 1, "$mat.blend.transparency.filter", 0, 0);
+
+    float transparencyFalloff = source->tx_falloff;
+    result->AddProperty(&transparencyFalloff, 1, "$mat.blend.transparency.falloff", 0, 0);
+
+    float transparencyLimit = source->tx_limit;
+    result->AddProperty(&transparencyLimit, 1, "$mat.blend.transparency.limit", 0, 0);
+
+    int transparencyDepth = source->ray_depth_tra;
+    result->AddProperty(&transparencyDepth, 1, "$mat.blend.transparency.depth", 0, 0);
+
+    float transparencyGlossAmount = source->gloss_tra;
+    result->AddProperty(&transparencyGlossAmount, 1, "$mat.blend.transparency.glossAmount", 0, 0);
+
+    float transparencyGlossThreshold = source->adapt_thresh_tra;
+    result->AddProperty(&transparencyGlossThreshold, 1, "$mat.blend.transparency.glossThreshold", 0, 0);
+
+    int transparencyGlossSamples = source->samp_gloss_tra;
+    result->AddProperty(&transparencyGlossSamples, 1, "$mat.blend.transparency.glossSamples", 0, 0);
+
+
+    int mirrorUse = source->mode & MA_RAYMIRROR ? 1 : 0;
+    result->AddProperty(&mirrorUse, 1, "$mat.blend.mirror.use", 0, 0);
+
+    float mirrorReflectivity = source->ray_mirror;
+    result->AddProperty(&mirrorReflectivity, 1, "$mat.blend.mirror.reflectivity", 0, 0);
+
+    aiColor3D mirrorColor(source->mirr, source->mirg, source->mirb);
+    result->AddProperty(&mirrorColor, 1, "$mat.blend.mirror.color", 0, 0);
+
+    float mirrorFresnel = source->fresnel_mir;
+    result->AddProperty(&mirrorFresnel, 1, "$mat.blend.mirror.fresnel", 0, 0);
+
+    float mirrorBlend = source->fresnel_mir_i;
+    result->AddProperty(&mirrorBlend, 1, "$mat.blend.mirror.blend", 0, 0);
+
+    int mirrorDepth = source->ray_depth;
+    result->AddProperty(&mirrorDepth, 1, "$mat.blend.mirror.depth", 0, 0);
+
+    float mirrorMaxDist = source->dist_mir;
+    result->AddProperty(&mirrorMaxDist, 1, "$mat.blend.mirror.maxDist", 0, 0);
+
+    int mirrorFadeTo = source->fadeto_mir;
+    result->AddProperty(&mirrorFadeTo, 1, "$mat.blend.mirror.fadeTo", 0, 0);
+
+    float mirrorGlossAmount = source->gloss_mir;
+    result->AddProperty(&mirrorGlossAmount, 1, "$mat.blend.mirror.glossAmount", 0, 0);
+
+    float mirrorGlossThreshold = source->adapt_thresh_mir;
+    result->AddProperty(&mirrorGlossThreshold, 1, "$mat.blend.mirror.glossThreshold", 0, 0);
+
+    int mirrorGlossSamples = source->samp_gloss_mir;
+    result->AddProperty(&mirrorGlossSamples, 1, "$mat.blend.mirror.glossSamples", 0, 0);
+
+    float mirrorGlossAnisotropic = source->aniso_gloss_mir;
+    result->AddProperty(&mirrorGlossAnisotropic, 1, "$mat.blend.mirror.glossAnisotropic", 0, 0);
+}
+
+void BlenderImporter::BuildMaterials(ConversionData& conv_data)
+{
+    conv_data.materials->reserve(conv_data.materials_raw.size());
+
+    BuildDefaultMaterial(conv_data);
+
+    for(std::shared_ptr<Material> mat : conv_data.materials_raw) {
+
+        // reset per material global counters
+        for (size_t i = 0; i < sizeof(conv_data.next_texture)/sizeof(conv_data.next_texture[0]);++i) {
+            conv_data.next_texture[i] = 0 ;
+        }
+
+        aiMaterial* mout = new aiMaterial();
+        conv_data.materials->push_back(mout);
+        // For any new material field handled here, the default material above must be updated with an appropriate default value.
+
+        // set material name
+        aiString name = aiString(mat->id.name+2); // skip over the name prefix 'MA'
+        mout->AddProperty(&name,AI_MATKEY_NAME);
+
+        // basic material colors
+        aiColor3D col(mat->r,mat->g,mat->b);
+        if (mat->r || mat->g || mat->b ) {
+
+            // Usually, zero diffuse color means no diffuse color at all in the equation.
+            // So we omit this member to express this intent.
+            mout->AddProperty(&col,1,AI_MATKEY_COLOR_DIFFUSE);
+
+            if (mat->emit) {
+                aiColor3D emit_col(mat->emit * mat->r, mat->emit * mat->g, mat->emit * mat->b) ;
+                mout->AddProperty(&emit_col, 1, AI_MATKEY_COLOR_EMISSIVE) ;
+            }
+        }
+
+        col = aiColor3D(mat->specr,mat->specg,mat->specb);
+        mout->AddProperty(&col,1,AI_MATKEY_COLOR_SPECULAR);
+
+        // is hardness/shininess set?
+        if( mat->har ) {
+            const float har = mat->har;
+            mout->AddProperty(&har,1,AI_MATKEY_SHININESS);
+        }
+
+        col = aiColor3D(mat->ambr,mat->ambg,mat->ambb);
+        mout->AddProperty(&col,1,AI_MATKEY_COLOR_AMBIENT);
+
+        // is mirror enabled?
+        if( mat->mode & MA_RAYMIRROR ) {
+            const float ray_mirror = mat->ray_mirror;
+            mout->AddProperty(&ray_mirror,1,AI_MATKEY_REFLECTIVITY);
+        }
+
+        col = aiColor3D(mat->mirr,mat->mirg,mat->mirb);
+        mout->AddProperty(&col,1,AI_MATKEY_COLOR_REFLECTIVE);
+
+        for(size_t i = 0; i < sizeof(mat->mtex) / sizeof(mat->mtex[0]); ++i) {
+            if (!mat->mtex[i]) {
+                continue;
+            }
+
+            ResolveTexture(mout,mat.get(),mat->mtex[i].get(),conv_data);
+        }
+
+        AddBlendParams(mout, mat.get());
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::CheckActualType(const ElemBase* dt, const char* check)
+{
+    ai_assert(dt);
+    if (strcmp(dt->dna_type,check)) {
+        ThrowException((format(),
+            "Expected object at ",std::hex,dt," to be of type `",check,
+            "`, but it claims to be a `",dt->dna_type,"`instead"
+        ));
+    }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::NotSupportedObjectType(const Object* obj, const char* type)
+{
+    LogWarn((format(), "Object `",obj->id.name,"` - type is unsupported: `",type, "`, skipping" ));
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, const Mesh* mesh,
+    ConversionData& conv_data, TempArray<std::vector,aiMesh>&  temp
+    )
+{
+    // TODO: Resolve various problems with BMesh triangulation before re-enabling.
+    //       See issues #400, #373, #318  #315 and #132.
+#if defined(TODO_FIX_BMESH_CONVERSION)
+    BlenderBMeshConverter BMeshConverter( mesh );
+    if ( BMeshConverter.ContainsBMesh( ) )
+    {
+        mesh = BMeshConverter.TriangulateBMesh( );
+    }
+#endif
+
+    typedef std::pair<const int,size_t> MyPair;
+    if ((!mesh->totface && !mesh->totloop) || !mesh->totvert) {
+        return;
+    }
+
+    // some sanity checks
+    if (static_cast<size_t> ( mesh->totface ) > mesh->mface.size() ){
+        ThrowException("Number of faces is larger than the corresponding array");
+    }
+
+    if (static_cast<size_t> ( mesh->totvert ) > mesh->mvert.size()) {
+        ThrowException("Number of vertices is larger than the corresponding array");
+    }
+
+    if (static_cast<size_t> ( mesh->totloop ) > mesh->mloop.size()) {
+        ThrowException("Number of vertices is larger than the corresponding array");
+    }
+
+    // collect per-submesh numbers
+    std::map<int,size_t> per_mat;
+    std::map<int,size_t> per_mat_verts;
+    for (int i = 0; i < mesh->totface; ++i) {
+
+        const MFace& mf = mesh->mface[i];
+        per_mat[ mf.mat_nr ]++;
+        per_mat_verts[ mf.mat_nr ] += mf.v4?4:3;
+    }
+
+    for (int i = 0; i < mesh->totpoly; ++i) {
+        const MPoly& mp = mesh->mpoly[i];
+        per_mat[ mp.mat_nr ]++;
+        per_mat_verts[ mp.mat_nr ] += mp.totloop;
+    }
+
+    // ... and allocate the corresponding meshes
+    const size_t old = temp->size();
+    temp->reserve(temp->size() + per_mat.size());
+
+    std::map<size_t,size_t> mat_num_to_mesh_idx;
+    for(MyPair& it : per_mat) {
+
+        mat_num_to_mesh_idx[it.first] = temp->size();
+        temp->push_back(new aiMesh());
+
+        aiMesh* out = temp->back();
+        out->mVertices = new aiVector3D[per_mat_verts[it.first]];
+        out->mNormals  = new aiVector3D[per_mat_verts[it.first]];
+
+        //out->mNumFaces = 0
+        //out->mNumVertices = 0
+        out->mFaces = new aiFace[it.second]();
+
+        // all sub-meshes created from this mesh are named equally. this allows
+        // curious users to recover the original adjacency.
+        out->mName = aiString(mesh->id.name+2);
+            // skip over the name prefix 'ME'
+
+        // resolve the material reference and add this material to the set of
+        // output materials. The (temporary) material index is the index
+        // of the material entry within the list of resolved materials.
+        if (mesh->mat) {
+
+            if (static_cast<size_t> ( it.first ) >= mesh->mat.size() ) {
+                ThrowException("Material index is out of range");
+            }
+
+            std::shared_ptr<Material> mat = mesh->mat[it.first];
+            const std::deque< std::shared_ptr<Material> >::iterator has = std::find(
+                    conv_data.materials_raw.begin(),
+                    conv_data.materials_raw.end(),mat
+            );
+
+            if (has != conv_data.materials_raw.end()) {
+                out->mMaterialIndex = static_cast<unsigned int>( std::distance(conv_data.materials_raw.begin(),has));
+            }
+            else {
+                out->mMaterialIndex = static_cast<unsigned int>( conv_data.materials_raw.size() );
+                conv_data.materials_raw.push_back(mat);
+            }
+        }
+        else out->mMaterialIndex = static_cast<unsigned int>( -1 );
+    }
+
+    for (int i = 0; i < mesh->totface; ++i) {
+
+        const MFace& mf = mesh->mface[i];
+
+        aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
+        aiFace& f = out->mFaces[out->mNumFaces++];
+
+        f.mIndices = new unsigned int[ f.mNumIndices = mf.v4?4:3 ];
+        aiVector3D* vo = out->mVertices + out->mNumVertices;
+        aiVector3D* vn = out->mNormals + out->mNumVertices;
+
+        // XXX we can't fold this easily, because we are restricted
+        // to the member names from the BLEND file (v1,v2,v3,v4)
+        // which are assigned by the genblenddna.py script and
+        // cannot be changed without breaking the entire
+        // import process.
+
+        if (mf.v1 >= mesh->totvert) {
+            ThrowException("Vertex index v1 out of range");
+        }
+        const MVert* v = &mesh->mvert[mf.v1];
+        vo->x = v->co[0];
+        vo->y = v->co[1];
+        vo->z = v->co[2];
+        vn->x = v->no[0];
+        vn->y = v->no[1];
+        vn->z = v->no[2];
+        f.mIndices[0] = out->mNumVertices++;
+        ++vo;
+        ++vn;
+
+        //  if (f.mNumIndices >= 2) {
+        if (mf.v2 >= mesh->totvert) {
+            ThrowException("Vertex index v2 out of range");
+        }
+        v = &mesh->mvert[mf.v2];
+        vo->x = v->co[0];
+        vo->y = v->co[1];
+        vo->z = v->co[2];
+        vn->x = v->no[0];
+        vn->y = v->no[1];
+        vn->z = v->no[2];
+        f.mIndices[1] = out->mNumVertices++;
+        ++vo;
+        ++vn;
+
+        if (mf.v3 >= mesh->totvert) {
+            ThrowException("Vertex index v3 out of range");
+        }
+        //  if (f.mNumIndices >= 3) {
+        v = &mesh->mvert[mf.v3];
+        vo->x = v->co[0];
+        vo->y = v->co[1];
+        vo->z = v->co[2];
+        vn->x = v->no[0];
+        vn->y = v->no[1];
+        vn->z = v->no[2];
+        f.mIndices[2] = out->mNumVertices++;
+        ++vo;
+        ++vn;
+
+        if (mf.v4 >= mesh->totvert) {
+            ThrowException("Vertex index v4 out of range");
+        }
+        //  if (f.mNumIndices >= 4) {
+        if (mf.v4) {
+            v = &mesh->mvert[mf.v4];
+            vo->x = v->co[0];
+            vo->y = v->co[1];
+            vo->z = v->co[2];
+            vn->x = v->no[0];
+            vn->y = v->no[1];
+            vn->z = v->no[2];
+            f.mIndices[3] = out->mNumVertices++;
+            ++vo;
+            ++vn;
+
+            out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+        }
+        else out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+
+        //  }
+        //  }
+        //  }
+    }
+
+    for (int i = 0; i < mesh->totpoly; ++i) {
+
+        const MPoly& mf = mesh->mpoly[i];
+
+        aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
+        aiFace& f = out->mFaces[out->mNumFaces++];
+
+        f.mIndices = new unsigned int[ f.mNumIndices = mf.totloop ];
+        aiVector3D* vo = out->mVertices + out->mNumVertices;
+        aiVector3D* vn = out->mNormals + out->mNumVertices;
+
+        // XXX we can't fold this easily, because we are restricted
+        // to the member names from the BLEND file (v1,v2,v3,v4)
+        // which are assigned by the genblenddna.py script and
+        // cannot be changed without breaking the entire
+        // import process.
+        for (int j = 0;j < mf.totloop; ++j)
+        {
+            const MLoop& loop = mesh->mloop[mf.loopstart + j];
+
+            if (loop.v >= mesh->totvert) {
+                ThrowException("Vertex index out of range");
+            }
+
+            const MVert& v = mesh->mvert[loop.v];
+
+            vo->x = v.co[0];
+            vo->y = v.co[1];
+            vo->z = v.co[2];
+            vn->x = v.no[0];
+            vn->y = v.no[1];
+            vn->z = v.no[2];
+            f.mIndices[j] = out->mNumVertices++;
+
+            ++vo;
+            ++vn;
+
+        }
+        if (mf.totloop == 3)
+        {
+            out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+        }
+        else
+        {
+            out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+        }
+    }
+
+    // collect texture coordinates, they're stored in a separate per-face buffer
+    if (mesh->mtface || mesh->mloopuv) {
+        if (mesh->totface > static_cast<int> ( mesh->mtface.size())) {
+            ThrowException("Number of UV faces is larger than the corresponding UV face array (#1)");
+        }
+        for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
+            ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
+
+            (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
+            (*it)->mNumFaces = (*it)->mNumVertices = 0;
+        }
+
+        for (int i = 0; i < mesh->totface; ++i) {
+            const MTFace* v = &mesh->mtface[i];
+
+            aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
+            const aiFace& f = out->mFaces[out->mNumFaces++];
+
+            aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
+            for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
+                vo->x = v->uv[i][0];
+                vo->y = v->uv[i][1];
+            }
+        }
+
+        for (int i = 0; i < mesh->totpoly; ++i) {
+            const MPoly& v = mesh->mpoly[i];
+            aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
+            const aiFace& f = out->mFaces[out->mNumFaces++];
+
+            aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
+            for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
+                const MLoopUV& uv = mesh->mloopuv[v.loopstart + j];
+                vo->x = uv.uv[0];
+                vo->y = uv.uv[1];
+            }
+
+        }
+    }
+
+    // collect texture coordinates, old-style (marked as deprecated in current blender sources)
+    if (mesh->tface) {
+        if (mesh->totface > static_cast<int> ( mesh->tface.size())) {
+            ThrowException("Number of faces is larger than the corresponding UV face array (#2)");
+        }
+        for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
+            ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
+
+            (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
+            (*it)->mNumFaces = (*it)->mNumVertices = 0;
+        }
+
+        for (int i = 0; i < mesh->totface; ++i) {
+            const TFace* v = &mesh->tface[i];
+
+            aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
+            const aiFace& f = out->mFaces[out->mNumFaces++];
+
+            aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
+            for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
+                vo->x = v->uv[i][0];
+                vo->y = v->uv[i][1];
+            }
+        }
+    }
+
+    // collect vertex colors, stored separately as well
+    if (mesh->mcol || mesh->mloopcol) {
+        if (mesh->totface > static_cast<int> ( (mesh->mcol.size()/4)) ) {
+            ThrowException("Number of faces is larger than the corresponding color face array");
+        }
+        for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
+            ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
+
+            (*it)->mColors[0] = new aiColor4D[(*it)->mNumVertices];
+            (*it)->mNumFaces = (*it)->mNumVertices = 0;
+        }
+
+        for (int i = 0; i < mesh->totface; ++i) {
+
+            aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
+            const aiFace& f = out->mFaces[out->mNumFaces++];
+
+            aiColor4D* vo = &out->mColors[0][out->mNumVertices];
+            for (unsigned int n = 0; n < f.mNumIndices; ++n, ++vo,++out->mNumVertices) {
+                const MCol* col = &mesh->mcol[(i<<2)+n];
+
+                vo->r = col->r;
+                vo->g = col->g;
+                vo->b = col->b;
+                vo->a = col->a;
+            }
+            for (unsigned int n = f.mNumIndices; n < 4; ++n);
+        }
+
+        for (int i = 0; i < mesh->totpoly; ++i) {
+            const MPoly& v = mesh->mpoly[i];
+            aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
+            const aiFace& f = out->mFaces[out->mNumFaces++];
+
+            aiColor4D* vo = &out->mColors[0][out->mNumVertices];
+			const ai_real scaleZeroToOne = 1.f/255.f;
+            for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
+                const MLoopCol& col = mesh->mloopcol[v.loopstart + j];
+                vo->r = ai_real(col.r) * scaleZeroToOne;
+                vo->g = ai_real(col.g) * scaleZeroToOne;
+                vo->b = ai_real(col.b) * scaleZeroToOne;
+                vo->a = ai_real(col.a) * scaleZeroToOne;
+            }
+
+        }
+
+    }
+
+    return;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj, const Camera* cam, ConversionData& /*conv_data*/)
+{
+    ScopeGuard<aiCamera> out(new aiCamera());
+    out->mName = obj->id.name+2;
+    out->mPosition = aiVector3D(0.f, 0.f, 0.f);
+    out->mUp = aiVector3D(0.f, 1.f, 0.f);
+    out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
+    if (cam->sensor_x && cam->lens) {
+        out->mHorizontalFOV = std::atan2(cam->sensor_x,  2.f * cam->lens);
+    }
+    out->mClipPlaneNear = cam->clipsta;
+    out->mClipPlaneFar = cam->clipend;
+
+    return out.dismiss();
+}
+
+// ------------------------------------------------------------------------------------------------
+aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* obj, const Lamp* lamp, ConversionData& /*conv_data*/)
+{
+    ScopeGuard<aiLight> out(new aiLight());
+    out->mName = obj->id.name+2;
+
+    switch (lamp->type)
+    {
+        case Lamp::Type_Local:
+            out->mType = aiLightSource_POINT;
+            break;
+        case Lamp::Type_Sun:
+            out->mType = aiLightSource_DIRECTIONAL;
+
+            // blender orients directional lights as facing toward -z
+            out->mDirection = aiVector3D(0.f, 0.f, -1.f);
+            out->mUp = aiVector3D(0.f, 1.f, 0.f);
+            break;
+
+        case Lamp::Type_Area:
+            out->mType = aiLightSource_AREA;
+
+            if (lamp->area_shape == 0) {
+                out->mSize = aiVector2D(lamp->area_size, lamp->area_size);
+            }
+            else {
+                out->mSize = aiVector2D(lamp->area_size, lamp->area_sizey);
+            }
+
+            // blender orients directional lights as facing toward -z
+            out->mDirection = aiVector3D(0.f, 0.f, -1.f);
+            out->mUp = aiVector3D(0.f, 1.f, 0.f);
+            break;
+
+        default:
+            break;
+    }
+
+    out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+    out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+    out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+    return out.dismiss();
+}
+
+// ------------------------------------------------------------------------------------------------
+aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, ConversionData& conv_data, const aiMatrix4x4& parentTransform)
+{
+    std::deque<const Object*> children;
+    for(ObjectSet::iterator it = conv_data.objects.begin(); it != conv_data.objects.end() ;) {
+        const Object* object = *it;
+        if (object->parent == obj) {
+            children.push_back(object);
+
+            conv_data.objects.erase(it++);
+            continue;
+        }
+        ++it;
+    }
+
+    ScopeGuard<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
+    if (obj->data) {
+        switch (obj->type)
+        {
+        case Object :: Type_EMPTY:
+            break; // do nothing
+
+
+            // supported object types
+        case Object :: Type_MESH: {
+            const size_t old = conv_data.meshes->size();
+
+            CheckActualType(obj->data.get(),"Mesh");
+            ConvertMesh(in,obj,static_cast<const Mesh*>(obj->data.get()),conv_data,conv_data.meshes);
+
+            if (conv_data.meshes->size() > old) {
+                node->mMeshes = new unsigned int[node->mNumMeshes = static_cast<unsigned int>(conv_data.meshes->size()-old)];
+                for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
+                    node->mMeshes[i] = static_cast<unsigned int>(i + old);
+                }
+            }}
+            break;
+        case Object :: Type_LAMP: {
+            CheckActualType(obj->data.get(),"Lamp");
+            aiLight* mesh = ConvertLight(in,obj,static_cast<const Lamp*>(
+                obj->data.get()),conv_data);
+
+            if (mesh) {
+                conv_data.lights->push_back(mesh);
+            }}
+            break;
+        case Object :: Type_CAMERA: {
+            CheckActualType(obj->data.get(),"Camera");
+            aiCamera* mesh = ConvertCamera(in,obj,static_cast<const Camera*>(
+                obj->data.get()),conv_data);
+
+            if (mesh) {
+                conv_data.cameras->push_back(mesh);
+            }}
+            break;
+
+
+            // unsupported object types / log, but do not break
+        case Object :: Type_CURVE:
+            NotSupportedObjectType(obj,"Curve");
+            break;
+        case Object :: Type_SURF:
+            NotSupportedObjectType(obj,"Surface");
+            break;
+        case Object :: Type_FONT:
+            NotSupportedObjectType(obj,"Font");
+            break;
+        case Object :: Type_MBALL:
+            NotSupportedObjectType(obj,"MetaBall");
+            break;
+        case Object :: Type_WAVE:
+            NotSupportedObjectType(obj,"Wave");
+            break;
+        case Object :: Type_LATTICE:
+            NotSupportedObjectType(obj,"Lattice");
+            break;
+
+            // invalid or unknown type
+        default:
+            break;
+        }
+    }
+
+    for(unsigned int x = 0; x < 4; ++x) {
+        for(unsigned int y = 0; y < 4; ++y) {
+            node->mTransformation[y][x] = obj->obmat[x][y];
+        }
+    }
+
+    aiMatrix4x4 m = parentTransform;
+    m = m.Inverse();
+
+    node->mTransformation = m*node->mTransformation;
+
+    if (children.size()) {
+        node->mNumChildren = static_cast<unsigned int>(children.size());
+        aiNode** nd = node->mChildren = new aiNode*[node->mNumChildren]();
+        for (const Object* nobj :children) {
+            *nd = ConvertNode(in,nobj,conv_data,node->mTransformation * parentTransform);
+            (*nd++)->mParent = node;
+        }
+    }
+
+    // apply modifiers
+    modifier_cache->ApplyModifiers(*node,conv_data,in,*obj);
+
+    return node.dismiss();
+}
+
+#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

+ 238 - 223
code/BlenderLoader.h

@@ -1,223 +1,238 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderLoader.h
- *  @brief Declaration of the Blender 3D (*.blend) importer class.
- */
-#ifndef INCLUDED_AI_BLEND_LOADER_H
-#define INCLUDED_AI_BLEND_LOADER_H
-
-#include "BaseImporter.h"
-#include "LogAux.h"
-
-namespace Assimp	{
-	
-	// TinyFormatter.h
-	namespace Formatter {
-		template <typename T,typename TR, typename A> class basic_formatter;
-		typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
-	}
-
-	// BlenderDNA.h
-	namespace Blender {
-		class  FileDatabase;
-		struct ElemBase;
-	}
-
-	// BlenderScene.h
-	namespace Blender {
-		struct Scene;
-		struct Object;
-		struct Mesh;
-		struct Camera;
-		struct Lamp;
-		struct MTex;
-		struct Image;
-		struct Material;
-	}
-
-	// BlenderIntermediate.h
-	namespace Blender {
-		struct ConversionData;
-		template <template <typename,typename> class TCLASS, typename T> struct TempArray;
-	}
-
-	// BlenderModifier.h
-	namespace Blender {
-		class BlenderModifierShowcase;
-		class BlenderModifier;
-	}
-
-
-
-// -------------------------------------------------------------------------------------------
-/** Load blenders official binary format. The actual file structure (the `DNA` how they
- *  call it is outsourced to BlenderDNA.cpp/BlenderDNA.h. This class only performs the
- *  conversion from intermediate format to aiScene. */
-// -------------------------------------------------------------------------------------------
-class BlenderImporter : public BaseImporter, public LogFunctions<BlenderImporter>
-{
-public:
-	BlenderImporter();
-	~BlenderImporter();
-
-
-public:
-
-	// --------------------
-	bool CanRead( const std::string& pFile, 
-		IOSystem* pIOHandler,
-		bool checkSig
-	) const;
-
-protected:
-
-	// --------------------
-	const aiImporterDesc* GetInfo () const;
-
-	// --------------------
-	void GetExtensionList(std::set<std::string>& app);
-
-	// --------------------
-	void SetupProperties(const Importer* pImp);
-
-	// --------------------
-	void InternReadFile( const std::string& pFile, 
-		aiScene* pScene, 
-		IOSystem* pIOHandler
-	);
-
-	// --------------------
-	void ParseBlendFile(Blender::FileDatabase& out, 
-		boost::shared_ptr<IOStream> stream
-	);
-
-	// --------------------
-	void ExtractScene(Blender::Scene& out, 
-		const Blender::FileDatabase& file
-	); 
-
-	// --------------------
-	void ConvertBlendFile(aiScene* out,
-		const Blender::Scene& in,
-		const Blender::FileDatabase& file
-	);
-
-private:
-
-	// --------------------
-	aiNode* ConvertNode(const Blender::Scene& in, 
-		const Blender::Object* obj, 
-		Blender::ConversionData& conv_info,
-		const aiMatrix4x4& parentTransform
-	); 
-
-	// --------------------
-	void ConvertMesh(const Blender::Scene& in, 
-		const Blender::Object* obj, 
-		const Blender::Mesh* mesh, 
-		Blender::ConversionData& conv_data,
-		Blender::TempArray<std::vector,aiMesh>& temp
-	); 
-
-	// --------------------
-	aiLight* ConvertLight(const Blender::Scene& in, 
-		const Blender::Object* obj, 
-		const Blender::Lamp* mesh, 
-		Blender::ConversionData& conv_data
-	); 
-
-	// --------------------
-	aiCamera* ConvertCamera(const Blender::Scene& in, 
-		const Blender::Object* obj, 
-		const Blender::Camera* mesh, 
-		Blender::ConversionData& conv_data
-	); 
-
-	// --------------------
-	void BuildMaterials(
-		Blender::ConversionData& conv_data
-	) ;
-
-	// --------------------
-	void ResolveTexture(
-		aiMaterial* out, 
-		const Blender::Material* mat, 
-		const Blender::MTex* tex,
-		Blender::ConversionData& conv_data
-	);
-
-	// --------------------
-	void ResolveImage(
-		aiMaterial* out, 
-		const Blender::Material* mat, 
-		const Blender::MTex* tex, 
-		const Blender::Image* img,
-		Blender::ConversionData& conv_data
-	);
-
-	void AddSentinelTexture(
-		aiMaterial* out, 
-		const Blender::Material* mat,
-		const Blender::MTex* tex, 
-		Blender::ConversionData& conv_data
-	);
-
-private: // static stuff, mostly logging and error reporting.
-
-	// --------------------
-	static void CheckActualType(const Blender::ElemBase* dt, 
-		const char* check
-	);
-
-	// --------------------
-	static void NotSupportedObjectType(const Blender::Object* obj, 
-		const char* type
-	);
-
-
-private:
-
-	Blender::BlenderModifierShowcase* modifier_cache;
-
-}; // !class BlenderImporter
-
-} // end of namespace Assimp
-#endif // AI_UNREALIMPORTER_H_INC
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderLoader.h
+ *  @brief Declaration of the Blender 3D (*.blend) importer class.
+ */
+#ifndef INCLUDED_AI_BLEND_LOADER_H
+#define INCLUDED_AI_BLEND_LOADER_H
+
+#include "BaseImporter.h"
+#include "LogAux.h"
+#include <memory>
+
+struct aiNode;
+struct aiMesh;
+struct aiLight;
+struct aiCamera;
+struct aiMaterial;
+
+namespace Assimp    {
+
+    // TinyFormatter.h
+    namespace Formatter {
+        template <typename T,typename TR, typename A> class basic_formatter;
+        typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
+    }
+
+    // BlenderDNA.h
+    namespace Blender {
+        class  FileDatabase;
+        struct ElemBase;
+    }
+
+    // BlenderScene.h
+    namespace Blender {
+        struct Scene;
+        struct Object;
+        struct Mesh;
+        struct Camera;
+        struct Lamp;
+        struct MTex;
+        struct Image;
+        struct Material;
+    }
+
+    // BlenderIntermediate.h
+    namespace Blender {
+        struct ConversionData;
+        template <template <typename,typename> class TCLASS, typename T> struct TempArray;
+    }
+
+    // BlenderModifier.h
+    namespace Blender {
+        class BlenderModifierShowcase;
+        class BlenderModifier;
+    }
+
+
+
+// -------------------------------------------------------------------------------------------
+/** Load blenders official binary format. The actual file structure (the `DNA` how they
+ *  call it is outsourced to BlenderDNA.cpp/BlenderDNA.h. This class only performs the
+ *  conversion from intermediate format to aiScene. */
+// -------------------------------------------------------------------------------------------
+class BlenderImporter : public BaseImporter, public LogFunctions<BlenderImporter>
+{
+public:
+    BlenderImporter();
+    ~BlenderImporter();
+
+public:
+
+    // --------------------
+    bool CanRead( const std::string& pFile,
+        IOSystem* pIOHandler,
+        bool checkSig
+    ) const;
+
+protected:
+
+    // --------------------
+    const aiImporterDesc* GetInfo () const;
+
+    // --------------------
+    void GetExtensionList(std::set<std::string>& app);
+
+    // --------------------
+    void SetupProperties(const Importer* pImp);
+
+    // --------------------
+    void InternReadFile( const std::string& pFile,
+        aiScene* pScene,
+        IOSystem* pIOHandler
+    );
+
+    // --------------------
+    void ParseBlendFile(Blender::FileDatabase& out,
+        std::shared_ptr<IOStream> stream
+    );
+
+    // --------------------
+    void ExtractScene(Blender::Scene& out,
+        const Blender::FileDatabase& file
+    );
+
+    // --------------------
+    void ConvertBlendFile(aiScene* out,
+        const Blender::Scene& in,
+        const Blender::FileDatabase& file
+    );
+
+private:
+
+    // --------------------
+    aiNode* ConvertNode(const Blender::Scene& in,
+        const Blender::Object* obj,
+        Blender::ConversionData& conv_info,
+        const aiMatrix4x4& parentTransform
+    );
+
+    // --------------------
+    void ConvertMesh(const Blender::Scene& in,
+        const Blender::Object* obj,
+        const Blender::Mesh* mesh,
+        Blender::ConversionData& conv_data,
+        Blender::TempArray<std::vector,aiMesh>& temp
+    );
+
+    // --------------------
+    aiLight* ConvertLight(const Blender::Scene& in,
+        const Blender::Object* obj,
+        const Blender::Lamp* mesh,
+        Blender::ConversionData& conv_data
+    );
+
+    // --------------------
+    aiCamera* ConvertCamera(const Blender::Scene& in,
+        const Blender::Object* obj,
+        const Blender::Camera* mesh,
+        Blender::ConversionData& conv_data
+    );
+
+    // --------------------
+    void BuildDefaultMaterial(
+        Blender::ConversionData& conv_data
+    );
+
+    void AddBlendParams(
+        aiMaterial* result,
+        const Blender::Material* source
+    );
+
+    void BuildMaterials(
+        Blender::ConversionData& conv_data
+    );
+
+    // --------------------
+    void ResolveTexture(
+        aiMaterial* out,
+        const Blender::Material* mat,
+        const Blender::MTex* tex,
+        Blender::ConversionData& conv_data
+    );
+
+    // --------------------
+    void ResolveImage(
+        aiMaterial* out,
+        const Blender::Material* mat,
+        const Blender::MTex* tex,
+        const Blender::Image* img,
+        Blender::ConversionData& conv_data
+    );
+
+    void AddSentinelTexture(
+        aiMaterial* out,
+        const Blender::Material* mat,
+        const Blender::MTex* tex,
+        Blender::ConversionData& conv_data
+    );
+
+private: // static stuff, mostly logging and error reporting.
+
+    // --------------------
+    static void CheckActualType(const Blender::ElemBase* dt,
+        const char* check
+    );
+
+    // --------------------
+    static void NotSupportedObjectType(const Blender::Object* obj,
+        const char* type
+    );
+
+
+private:
+
+    Blender::BlenderModifierShowcase* modifier_cache;
+
+}; // !class BlenderImporter
+
+} // end of namespace Assimp
+#endif // AI_UNREALIMPORTER_H_INC

+ 323 - 324
code/BlenderModifier.cpp

@@ -1,324 +1,323 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderModifier.cpp
- *  @brief Implementation of some blender modifiers (i.e subdivision, mirror).
- */
-#include "AssimpPCH.h"
-
-#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
-#include "BlenderModifier.h"
-#include "SceneCombiner.h"
-#include "Subdivision.h"
-
-#include <functional>
-
-using namespace Assimp;
-using namespace Assimp::Blender;
-
-template <typename T> BlenderModifier* god() {
-	return new T();
-}
-
-// add all available modifiers here
-typedef BlenderModifier* (*fpCreateModifier)();
-static const fpCreateModifier creators[] = {
-		&god<BlenderModifier_Mirror>,
-		&god<BlenderModifier_Subdivision>,
-
-		NULL // sentinel
-};
-
-// ------------------------------------------------------------------------------------------------
-// just testing out some new macros to simplify logging
-#define ASSIMP_LOG_WARN_F(string,...)\
-	DefaultLogger::get()->warn((Formatter::format(string),__VA_ARGS__))
-
-#define ASSIMP_LOG_ERROR_F(string,...)\
-	DefaultLogger::get()->error((Formatter::format(string),__VA_ARGS__))
-
-#define ASSIMP_LOG_DEBUG_F(string,...)\
-	DefaultLogger::get()->debug((Formatter::format(string),__VA_ARGS__))
-
-#define ASSIMP_LOG_INFO_F(string,...)\
-	DefaultLogger::get()->info((Formatter::format(string),__VA_ARGS__))
-
-
-#define ASSIMP_LOG_WARN(string)\
-	DefaultLogger::get()->warn(string)
-
-#define ASSIMP_LOG_ERROR(string)\
-	DefaultLogger::get()->error(string)
-
-#define ASSIMP_LOG_DEBUG(string)\
-	DefaultLogger::get()->debug(string)
-
-#define ASSIMP_LOG_INFO(string)\
-	DefaultLogger::get()->info(string)
-
-
-// ------------------------------------------------------------------------------------------------
-struct SharedModifierData : ElemBase
-{
-	ModifierData modifier;
-};
-
-// ------------------------------------------------------------------------------------------------
-void BlenderModifierShowcase::ApplyModifiers(aiNode& out, ConversionData& conv_data, const Scene& in, const Object& orig_object ) 
-{
-	size_t cnt = 0u, ful = 0u;
-
-	// NOTE: this cast is potentially unsafe by design, so we need to perform type checks before
-	// we're allowed to dereference the pointers without risking to crash. We might still be
-	// invoking UB btw - we're assuming that the ModifierData member of the respective modifier
-	// structures is at offset sizeof(vftable) with no padding.
-	const SharedModifierData* cur = boost::static_pointer_cast<const SharedModifierData> ( orig_object.modifiers.first.get() );
-	for (; cur; cur =  boost::static_pointer_cast<const SharedModifierData> ( cur->modifier.next.get() ), ++ful) {
-		ai_assert(cur->dna_type);
-
-		const Structure* s = conv_data.db.dna.Get( cur->dna_type );
-		if (!s) {
-			ASSIMP_LOG_WARN_F("BlendModifier: could not resolve DNA name: ",cur->dna_type);
-			continue;
-		}
-
-		// this is a common trait of all XXXMirrorData structures in BlenderDNA
-		const Field* f = s->Get("modifier");
-		if (!f || f->offset != 0) {
-			ASSIMP_LOG_WARN("BlendModifier: expected a `modifier` member at offset 0");
-			continue;
-		}
-
-		s = conv_data.db.dna.Get( f->type );
-		if (!s || s->name != "ModifierData") {
-			ASSIMP_LOG_WARN("BlendModifier: expected a ModifierData structure as first member");
-			continue;
-		}
-
-		// now, we can be sure that we should be fine to dereference *cur* as
-		// ModifierData (with the above note).
-		const ModifierData& dat = cur->modifier;
-
-		const fpCreateModifier* curgod = creators;
-		std::vector< BlenderModifier* >::iterator curmod = cached_modifiers->begin(), endmod = cached_modifiers->end();
-
-		for (;*curgod;++curgod,++curmod) { // allocate modifiers on the fly
-			if (curmod == endmod) {
-				cached_modifiers->push_back((*curgod)());
-
-				endmod = cached_modifiers->end();
-				curmod = endmod-1;
-			}
-
-			BlenderModifier* const modifier = *curmod;
-			if(modifier->IsActive(dat)) {
-				modifier->DoIt(out,conv_data,*boost::static_pointer_cast<const ElemBase>(cur),in,orig_object);
-				cnt++;
-
-				curgod = NULL;
-				break;
-			}
-		}
-		if (curgod) {
-			ASSIMP_LOG_WARN_F("Couldn't find a handler for modifier: ",dat.name);
-		}
-	}
-
-	// Even though we managed to resolve some or all of the modifiers on this
-	// object, we still can't say whether our modifier implementations were
-	// able to fully do their job.
-	if (ful) {
-		ASSIMP_LOG_DEBUG_F("BlendModifier: found handlers for ",cnt," of ",ful," modifiers on `",orig_object.id.name,
-			"`, check log messages above for errors");
-	}
-}
-
-
-
-// ------------------------------------------------------------------------------------------------
-bool BlenderModifier_Mirror :: IsActive (const ModifierData& modin)
-{
-	return modin.type == ModifierData::eModifierType_Mirror;
-}
-
-// ------------------------------------------------------------------------------------------------
-void  BlenderModifier_Mirror :: DoIt(aiNode& out, ConversionData& conv_data,  const ElemBase& orig_modifier, 
-	const Scene& /*in*/,
-	const Object& orig_object ) 
-{
-	// hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
-	const MirrorModifierData& mir = static_cast<const MirrorModifierData&>(orig_modifier);
-	ai_assert(mir.modifier.type == ModifierData::eModifierType_Mirror);
-
-	conv_data.meshes->reserve(conv_data.meshes->size() + out.mNumMeshes);
-
-	// XXX not entirely correct, mirroring on two axes results in 4 distinct objects in blender ...
-
-	// take all input meshes and clone them
-	for (unsigned int i = 0; i < out.mNumMeshes; ++i) {
-		aiMesh* mesh;
-		SceneCombiner::Copy(&mesh,conv_data.meshes[out.mMeshes[i]]);
-
-		const float xs = mir.flag & MirrorModifierData::Flags_AXIS_X ? -1.f : 1.f;
-		const float ys = mir.flag & MirrorModifierData::Flags_AXIS_Y ? -1.f : 1.f;
-		const float zs = mir.flag & MirrorModifierData::Flags_AXIS_Z ? -1.f : 1.f;
-
-		if (mir.mirror_ob) {
-			const aiVector3D center( mir.mirror_ob->obmat[3][0],mir.mirror_ob->obmat[3][1],mir.mirror_ob->obmat[3][2] );
-			for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
-				aiVector3D& v = mesh->mVertices[i];
-		
-				v.x = center.x + xs*(center.x - v.x);
-				v.y = center.y + ys*(center.y - v.y);
-				v.z = center.z + zs*(center.z - v.z);
-			}
-		}
-		else {
-			for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
-				aiVector3D& v = mesh->mVertices[i];
-				v.x *= xs;v.y *= ys;v.z *= zs;
-			}
-		}
-
-		if (mesh->mNormals) {
-			for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
-				aiVector3D& v = mesh->mNormals[i];
-				v.x *= xs;v.y *= ys;v.z *= zs;
-			}
-		}
-
-		if (mesh->mTangents) {
-			for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
-				aiVector3D& v = mesh->mTangents[i];
-				v.x *= xs;v.y *= ys;v.z *= zs;
-			}
-		}
-
-		if (mesh->mBitangents) {
-			for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
-				aiVector3D& v = mesh->mBitangents[i];
-				v.x *= xs;v.y *= ys;v.z *= zs;
-			}
-		}
-
-		const float us = mir.flag & MirrorModifierData::Flags_MIRROR_U ? -1.f : 1.f;
-		const float vs = mir.flag & MirrorModifierData::Flags_MIRROR_V ? -1.f : 1.f;
-
-		for (unsigned int n = 0; mesh->HasTextureCoords(n); ++n) {
-			for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
-				aiVector3D& v = mesh->mTextureCoords[n][i];
-				v.x *= us;v.y *= vs;
-			}
-		}
-
-		// Only reverse the winding order if an odd number of axes were mirrored.
-		if (xs * ys * zs < 0) {
-			for( unsigned int i = 0; i < mesh->mNumFaces; i++) {
-				aiFace& face = mesh->mFaces[i];
-				for( unsigned int fi = 0; fi < face.mNumIndices / 2; ++fi)
-					std::swap( face.mIndices[fi], face.mIndices[face.mNumIndices - 1 - fi]);
-			}
-		}
-
-		conv_data.meshes->push_back(mesh);
-	}
-	unsigned int* nind = new unsigned int[out.mNumMeshes*2];
-
-	std::copy(out.mMeshes,out.mMeshes+out.mNumMeshes,nind);
-	std::transform(out.mMeshes,out.mMeshes+out.mNumMeshes,nind+out.mNumMeshes,
-		std::bind1st(std::plus< unsigned int >(),out.mNumMeshes));
-
-	delete[] out.mMeshes;
-	out.mMeshes = nind;
-	out.mNumMeshes *= 2;
-
-	ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Mirror` modifier to `",
-		orig_object.id.name,"`");
-}
-
-
-
-
-// ------------------------------------------------------------------------------------------------
-bool BlenderModifier_Subdivision :: IsActive (const ModifierData& modin)
-{
-	return modin.type == ModifierData::eModifierType_Subsurf;
-}
-
-// ------------------------------------------------------------------------------------------------
-void  BlenderModifier_Subdivision :: DoIt(aiNode& out, ConversionData& conv_data,  const ElemBase& orig_modifier, 
-	const Scene& /*in*/,
-	const Object& orig_object ) 
-{
-	// hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
-	const SubsurfModifierData& mir = static_cast<const SubsurfModifierData&>(orig_modifier);
-	ai_assert(mir.modifier.type == ModifierData::eModifierType_Subsurf);
-
-	Subdivider::Algorithm algo;
-	switch (mir.subdivType) 
-	{
-	case SubsurfModifierData::TYPE_CatmullClarke:
-		algo = Subdivider::CATMULL_CLARKE;
-		break;
-
-	case SubsurfModifierData::TYPE_Simple:
-		ASSIMP_LOG_WARN("BlendModifier: The `SIMPLE` subdivision algorithm is not currently implemented, using Catmull-Clarke");
-		algo = Subdivider::CATMULL_CLARKE;
-		break;
-
-	default:
-		ASSIMP_LOG_WARN_F("BlendModifier: Unrecognized subdivision algorithm: ",mir.subdivType);
-		return;
-	};
-
-	boost::scoped_ptr<Subdivider> subd(Subdivider::Create(algo));
-	ai_assert(subd);
-
-	aiMesh** const meshes = &conv_data.meshes[conv_data.meshes->size() - out.mNumMeshes];
-	boost::scoped_array<aiMesh*> tempmeshes(new aiMesh*[out.mNumMeshes]());
-
-	subd->Subdivide(meshes,out.mNumMeshes,tempmeshes.get(),std::max( mir.renderLevels, mir.levels ),true);
-	std::copy(tempmeshes.get(),tempmeshes.get()+out.mNumMeshes,meshes);
-
-	ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Subdivision` modifier to `",
-		orig_object.id.name,"`");
-}
-
-#endif
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderModifier.cpp
+ *  @brief Implementation of some blender modifiers (i.e subdivision, mirror).
+ */
+
+
+#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
+#include "BlenderModifier.h"
+#include "SceneCombiner.h"
+#include "Subdivision.h"
+#include <assimp/scene.h>
+#include <memory>
+
+#include <functional>
+
+using namespace Assimp;
+using namespace Assimp::Blender;
+
+template <typename T> BlenderModifier* god() {
+    return new T();
+}
+
+// add all available modifiers here
+typedef BlenderModifier* (*fpCreateModifier)();
+static const fpCreateModifier creators[] = {
+        &god<BlenderModifier_Mirror>,
+        &god<BlenderModifier_Subdivision>,
+
+        NULL // sentinel
+};
+
+// ------------------------------------------------------------------------------------------------
+// just testing out some new macros to simplify logging
+#define ASSIMP_LOG_WARN_F(string,...)\
+    DefaultLogger::get()->warn((Formatter::format(string),__VA_ARGS__))
+
+#define ASSIMP_LOG_ERROR_F(string,...)\
+    DefaultLogger::get()->error((Formatter::format(string),__VA_ARGS__))
+
+#define ASSIMP_LOG_DEBUG_F(string,...)\
+    DefaultLogger::get()->debug((Formatter::format(string),__VA_ARGS__))
+
+#define ASSIMP_LOG_INFO_F(string,...)\
+    DefaultLogger::get()->info((Formatter::format(string),__VA_ARGS__))
+
+
+#define ASSIMP_LOG_WARN(string)\
+    DefaultLogger::get()->warn(string)
+
+#define ASSIMP_LOG_ERROR(string)\
+    DefaultLogger::get()->error(string)
+
+#define ASSIMP_LOG_DEBUG(string)\
+    DefaultLogger::get()->debug(string)
+
+#define ASSIMP_LOG_INFO(string)\
+    DefaultLogger::get()->info(string)
+
+
+// ------------------------------------------------------------------------------------------------
+struct SharedModifierData : ElemBase
+{
+    ModifierData modifier;
+};
+
+// ------------------------------------------------------------------------------------------------
+void BlenderModifierShowcase::ApplyModifiers(aiNode& out, ConversionData& conv_data, const Scene& in, const Object& orig_object )
+{
+    size_t cnt = 0u, ful = 0u;
+
+    // NOTE: this cast is potentially unsafe by design, so we need to perform type checks before
+    // we're allowed to dereference the pointers without risking to crash. We might still be
+    // invoking UB btw - we're assuming that the ModifierData member of the respective modifier
+    // structures is at offset sizeof(vftable) with no padding.
+    const SharedModifierData* cur = static_cast<const SharedModifierData *> ( orig_object.modifiers.first.get() );
+    for (; cur; cur =  static_cast<const SharedModifierData *> ( cur->modifier.next.get() ), ++ful) {
+        ai_assert(cur->dna_type);
+
+        const Structure* s = conv_data.db.dna.Get( cur->dna_type );
+        if (!s) {
+            ASSIMP_LOG_WARN_F("BlendModifier: could not resolve DNA name: ",cur->dna_type);
+            continue;
+        }
+
+        // this is a common trait of all XXXMirrorData structures in BlenderDNA
+        const Field* f = s->Get("modifier");
+        if (!f || f->offset != 0) {
+            ASSIMP_LOG_WARN("BlendModifier: expected a `modifier` member at offset 0");
+            continue;
+        }
+
+        s = conv_data.db.dna.Get( f->type );
+        if (!s || s->name != "ModifierData") {
+            ASSIMP_LOG_WARN("BlendModifier: expected a ModifierData structure as first member");
+            continue;
+        }
+
+        // now, we can be sure that we should be fine to dereference *cur* as
+        // ModifierData (with the above note).
+        const ModifierData& dat = cur->modifier;
+
+        const fpCreateModifier* curgod = creators;
+        std::vector< BlenderModifier* >::iterator curmod = cached_modifiers->begin(), endmod = cached_modifiers->end();
+
+        for (;*curgod;++curgod,++curmod) { // allocate modifiers on the fly
+            if (curmod == endmod) {
+                cached_modifiers->push_back((*curgod)());
+
+                endmod = cached_modifiers->end();
+                curmod = endmod-1;
+            }
+
+            BlenderModifier* const modifier = *curmod;
+            if(modifier->IsActive(dat)) {
+                modifier->DoIt(out,conv_data,*static_cast<const ElemBase *>(cur),in,orig_object);
+                cnt++;
+
+                curgod = NULL;
+                break;
+            }
+        }
+        if (curgod) {
+            ASSIMP_LOG_WARN_F("Couldn't find a handler for modifier: ",dat.name);
+        }
+    }
+
+    // Even though we managed to resolve some or all of the modifiers on this
+    // object, we still can't say whether our modifier implementations were
+    // able to fully do their job.
+    if (ful) {
+        ASSIMP_LOG_DEBUG_F("BlendModifier: found handlers for ",cnt," of ",ful," modifiers on `",orig_object.id.name,
+            "`, check log messages above for errors");
+    }
+}
+
+
+
+// ------------------------------------------------------------------------------------------------
+bool BlenderModifier_Mirror :: IsActive (const ModifierData& modin)
+{
+    return modin.type == ModifierData::eModifierType_Mirror;
+}
+
+// ------------------------------------------------------------------------------------------------
+void  BlenderModifier_Mirror :: DoIt(aiNode& out, ConversionData& conv_data,  const ElemBase& orig_modifier,
+    const Scene& /*in*/,
+    const Object& orig_object )
+{
+    // hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
+    const MirrorModifierData& mir = static_cast<const MirrorModifierData&>(orig_modifier);
+    ai_assert(mir.modifier.type == ModifierData::eModifierType_Mirror);
+
+    conv_data.meshes->reserve(conv_data.meshes->size() + out.mNumMeshes);
+
+    // XXX not entirely correct, mirroring on two axes results in 4 distinct objects in blender ...
+
+    // take all input meshes and clone them
+    for (unsigned int i = 0; i < out.mNumMeshes; ++i) {
+        aiMesh* mesh;
+        SceneCombiner::Copy(&mesh,conv_data.meshes[out.mMeshes[i]]);
+
+        const float xs = mir.flag & MirrorModifierData::Flags_AXIS_X ? -1.f : 1.f;
+        const float ys = mir.flag & MirrorModifierData::Flags_AXIS_Y ? -1.f : 1.f;
+        const float zs = mir.flag & MirrorModifierData::Flags_AXIS_Z ? -1.f : 1.f;
+
+        if (mir.mirror_ob) {
+            const aiVector3D center( mir.mirror_ob->obmat[3][0],mir.mirror_ob->obmat[3][1],mir.mirror_ob->obmat[3][2] );
+            for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+                aiVector3D& v = mesh->mVertices[i];
+
+                v.x = center.x + xs*(center.x - v.x);
+                v.y = center.y + ys*(center.y - v.y);
+                v.z = center.z + zs*(center.z - v.z);
+            }
+        }
+        else {
+            for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+                aiVector3D& v = mesh->mVertices[i];
+                v.x *= xs;v.y *= ys;v.z *= zs;
+            }
+        }
+
+        if (mesh->mNormals) {
+            for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+                aiVector3D& v = mesh->mNormals[i];
+                v.x *= xs;v.y *= ys;v.z *= zs;
+            }
+        }
+
+        if (mesh->mTangents) {
+            for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+                aiVector3D& v = mesh->mTangents[i];
+                v.x *= xs;v.y *= ys;v.z *= zs;
+            }
+        }
+
+        if (mesh->mBitangents) {
+            for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+                aiVector3D& v = mesh->mBitangents[i];
+                v.x *= xs;v.y *= ys;v.z *= zs;
+            }
+        }
+
+        const float us = mir.flag & MirrorModifierData::Flags_MIRROR_U ? -1.f : 1.f;
+        const float vs = mir.flag & MirrorModifierData::Flags_MIRROR_V ? -1.f : 1.f;
+
+        for (unsigned int n = 0; mesh->HasTextureCoords(n); ++n) {
+            for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+                aiVector3D& v = mesh->mTextureCoords[n][i];
+                v.x *= us;v.y *= vs;
+            }
+        }
+
+        // Only reverse the winding order if an odd number of axes were mirrored.
+        if (xs * ys * zs < 0) {
+            for( unsigned int i = 0; i < mesh->mNumFaces; i++) {
+                aiFace& face = mesh->mFaces[i];
+                for( unsigned int fi = 0; fi < face.mNumIndices / 2; ++fi)
+                    std::swap( face.mIndices[fi], face.mIndices[face.mNumIndices - 1 - fi]);
+            }
+        }
+
+        conv_data.meshes->push_back(mesh);
+    }
+    unsigned int* nind = new unsigned int[out.mNumMeshes*2];
+
+    std::copy(out.mMeshes,out.mMeshes+out.mNumMeshes,nind);
+    std::transform(out.mMeshes,out.mMeshes+out.mNumMeshes,nind+out.mNumMeshes,
+        std::bind1st(std::plus< unsigned int >(),out.mNumMeshes));
+
+    delete[] out.mMeshes;
+    out.mMeshes = nind;
+    out.mNumMeshes *= 2;
+
+    ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Mirror` modifier to `",
+        orig_object.id.name,"`");
+}
+
+// ------------------------------------------------------------------------------------------------
+bool BlenderModifier_Subdivision :: IsActive (const ModifierData& modin)
+{
+    return modin.type == ModifierData::eModifierType_Subsurf;
+}
+
+// ------------------------------------------------------------------------------------------------
+void  BlenderModifier_Subdivision :: DoIt(aiNode& out, ConversionData& conv_data,  const ElemBase& orig_modifier,
+    const Scene& /*in*/,
+    const Object& orig_object )
+{
+    // hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
+    const SubsurfModifierData& mir = static_cast<const SubsurfModifierData&>(orig_modifier);
+    ai_assert(mir.modifier.type == ModifierData::eModifierType_Subsurf);
+
+    Subdivider::Algorithm algo;
+    switch (mir.subdivType)
+    {
+    case SubsurfModifierData::TYPE_CatmullClarke:
+        algo = Subdivider::CATMULL_CLARKE;
+        break;
+
+    case SubsurfModifierData::TYPE_Simple:
+        ASSIMP_LOG_WARN("BlendModifier: The `SIMPLE` subdivision algorithm is not currently implemented, using Catmull-Clarke");
+        algo = Subdivider::CATMULL_CLARKE;
+        break;
+
+    default:
+        ASSIMP_LOG_WARN_F("BlendModifier: Unrecognized subdivision algorithm: ",mir.subdivType);
+        return;
+    };
+
+    std::unique_ptr<Subdivider> subd(Subdivider::Create(algo));
+    ai_assert(subd);
+
+    aiMesh** const meshes = &conv_data.meshes[conv_data.meshes->size() - out.mNumMeshes];
+    std::unique_ptr<aiMesh*[]> tempmeshes(new aiMesh*[out.mNumMeshes]());
+
+    subd->Subdivide(meshes,out.mNumMeshes,tempmeshes.get(),std::max( mir.renderLevels, mir.levels ),true);
+    std::copy(tempmeshes.get(),tempmeshes.get()+out.mNumMeshes,meshes);
+
+    ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Subdivision` modifier to `",
+        orig_object.id.name,"`");
+}
+
+#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER

+ 156 - 155
code/BlenderModifier.h

@@ -1,155 +1,156 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderModifier.h
- *  @brief Declare dedicated helper classes to simulate some blender modifiers (i.e. mirror)
- */
-#ifndef INCLUDED_AI_BLEND_MODIFIER_H
-#define INCLUDED_AI_BLEND_MODIFIER_H
-
-#include "BlenderIntermediate.h"
-#include "TinyFormatter.h"
-namespace Assimp {
-	namespace Blender {
-
-// -------------------------------------------------------------------------------------------
-/** Dummy base class for all blender modifiers. Modifiers are reused between imports, so
- *  they should be stateless and not try to cache model data. */
-// -------------------------------------------------------------------------------------------
-class BlenderModifier 
-{
-public:
-
-	virtual ~BlenderModifier() {
-	}
-
-public:
-
-	// --------------------
-	/** Check if *this* modifier is active, given a ModifierData& block.*/
-	virtual bool IsActive( const ModifierData& /*modin*/) {
-		return false;
-	}
-
-	// --------------------
-	/** Apply the modifier to a given output node. The original data used
-	 *  to construct the node is given as well. Not called unless IsActive()
-	 *  was called and gave positive response. */
-	virtual void DoIt(aiNode& /*out*/,
-		ConversionData& /*conv_data*/,
-		const ElemBase& orig_modifier, 
-		const Scene& /*in*/,
-		const Object& /*orig_object*/
-	) {
-		DefaultLogger::get()->warn((Formatter::format("This modifier is not supported, skipping: "),orig_modifier.dna_type));
-		return;
-	}
-};
-
-
-// -------------------------------------------------------------------------------------------
-/** Manage all known modifiers and instance and apply them if necessary */
-// -------------------------------------------------------------------------------------------
-class BlenderModifierShowcase
-{
-public:
-
-	// --------------------
-	/** Apply all requested modifiers provided we support them. */
-	void ApplyModifiers(aiNode& out,
-		ConversionData& conv_data, 
-		const Scene& in, 
-		const Object& orig_object 
-	);
-
-private:
-
-	TempArray< std::vector,BlenderModifier > cached_modifiers;
-};
-
-
-
-
-
-// MODIFIERS
-
-
-
-// -------------------------------------------------------------------------------------------
-/** Mirror modifier. Status: implemented. */
-// -------------------------------------------------------------------------------------------
-class BlenderModifier_Mirror : public BlenderModifier
-{
-public:
-
-	// --------------------
-	virtual bool IsActive( const ModifierData& modin);
-	
-	// --------------------
-	virtual void DoIt(aiNode& out, 
-		ConversionData& conv_data,  
-		const ElemBase& orig_modifier, 
-		const Scene& in, 
-		const Object& orig_object 
-	) ;
-};
-
-// -------------------------------------------------------------------------------------------
-/** Subdivision modifier. Status: dummy. */
-// -------------------------------------------------------------------------------------------
-class BlenderModifier_Subdivision : public BlenderModifier
-{
-public:
-
-	// --------------------
-	virtual bool IsActive( const ModifierData& modin);
-	
-	// --------------------
-	virtual void DoIt(aiNode& out, 
-		ConversionData& conv_data,  
-		const ElemBase& orig_modifier, 
-		const Scene& in, 
-		const Object& orig_object 
-	) ;
-};
-
-
-}}
-#endif // !INCLUDED_AI_BLEND_MODIFIER_H
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderModifier.h
+ *  @brief Declare dedicated helper classes to simulate some blender modifiers (i.e. mirror)
+ */
+#ifndef INCLUDED_AI_BLEND_MODIFIER_H
+#define INCLUDED_AI_BLEND_MODIFIER_H
+
+#include "BlenderIntermediate.h"
+#include "TinyFormatter.h"
+
+namespace Assimp {
+namespace Blender {
+
+// -------------------------------------------------------------------------------------------
+/** Dummy base class for all blender modifiers. Modifiers are reused between imports, so
+ *  they should be stateless and not try to cache model data. */
+// -------------------------------------------------------------------------------------------
+class BlenderModifier
+{
+public:
+    virtual ~BlenderModifier() {
+        // empty
+    }
+
+public:
+
+    // --------------------
+    /** Check if *this* modifier is active, given a ModifierData& block.*/
+    virtual bool IsActive( const ModifierData& /*modin*/) {
+        return false;
+    }
+
+    // --------------------
+    /** Apply the modifier to a given output node. The original data used
+     *  to construct the node is given as well. Not called unless IsActive()
+     *  was called and gave positive response. */
+    virtual void DoIt(aiNode& /*out*/,
+        ConversionData& /*conv_data*/,
+        const ElemBase& orig_modifier,
+        const Scene& /*in*/,
+        const Object& /*orig_object*/
+    ) {
+        DefaultLogger::get()->warn((Formatter::format("This modifier is not supported, skipping: "),orig_modifier.dna_type));
+        return;
+    }
+};
+
+
+// -------------------------------------------------------------------------------------------
+/** Manage all known modifiers and instance and apply them if necessary */
+// -------------------------------------------------------------------------------------------
+class BlenderModifierShowcase
+{
+public:
+
+    // --------------------
+    /** Apply all requested modifiers provided we support them. */
+    void ApplyModifiers(aiNode& out,
+        ConversionData& conv_data,
+        const Scene& in,
+        const Object& orig_object
+    );
+
+private:
+
+    TempArray< std::vector,BlenderModifier > cached_modifiers;
+};
+
+
+
+
+
+// MODIFIERS
+
+
+
+// -------------------------------------------------------------------------------------------
+/** Mirror modifier. Status: implemented. */
+// -------------------------------------------------------------------------------------------
+class BlenderModifier_Mirror : public BlenderModifier
+{
+public:
+
+    // --------------------
+    virtual bool IsActive( const ModifierData& modin);
+
+    // --------------------
+    virtual void DoIt(aiNode& out,
+        ConversionData& conv_data,
+        const ElemBase& orig_modifier,
+        const Scene& in,
+        const Object& orig_object
+    ) ;
+};
+
+// -------------------------------------------------------------------------------------------
+/** Subdivision modifier. Status: dummy. */
+// -------------------------------------------------------------------------------------------
+class BlenderModifier_Subdivision : public BlenderModifier
+{
+public:
+
+    // --------------------
+    virtual bool IsActive( const ModifierData& modin);
+
+    // --------------------
+    virtual void DoIt(aiNode& out,
+        ConversionData& conv_data,
+        const ElemBase& orig_modifier,
+        const Scene& in,
+        const Object& orig_object
+    ) ;
+};
+
+
+}}
+#endif // !INCLUDED_AI_BLEND_MODIFIER_H

+ 809 - 716
code/BlenderScene.cpp

@@ -1,716 +1,809 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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  BlenderScene.cpp
- *  @brief MACHINE GENERATED BY ./scripts/BlenderImporter/genblenddna.py
- */
-#include "AssimpPCH.h"
-#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
-
-#include "BlenderDNA.h"
-#include "BlenderScene.h"
-#include "BlenderSceneGen.h"
-
-using namespace Assimp;
-using namespace Assimp::Blender;
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Object> (
-    Object& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
-    ReadFieldArray2<ErrorPolicy_Warn>(dest.obmat,"obmat",db);
-    ReadFieldArray2<ErrorPolicy_Warn>(dest.parentinv,"parentinv",db);
-    ReadFieldArray<ErrorPolicy_Warn>(dest.parsubstr,"parsubstr",db);
-    {
-        boost::shared_ptr<Object> parent;
-        ReadFieldPtr<ErrorPolicy_Warn>(parent,"*parent",db);
-        dest.parent = parent.get();
-    }
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.track,"*track",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy,"*proxy",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy_from,"*proxy_from",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy_group,"*proxy_group",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.dup_group,"*dup_group",db);
-    ReadFieldPtr<ErrorPolicy_Fail>(dest.data,"*data",db);
-    ReadField<ErrorPolicy_Igno>(dest.modifiers,"modifiers",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Group> (
-    Group& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadField<ErrorPolicy_Igno>(dest.layer,"layer",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.gobject,"*gobject",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MTex> (
-    MTex& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Igno>((short&)dest.mapto,"mapto",db);
-    ReadField<ErrorPolicy_Igno>((int&)dest.blendtype,"blendtype",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.object,"*object",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.tex,"*tex",db);
-    ReadFieldArray<ErrorPolicy_Igno>(dest.uvname,"uvname",db);
-    ReadField<ErrorPolicy_Igno>((int&)dest.projx,"projx",db);
-    ReadField<ErrorPolicy_Igno>((int&)dest.projy,"projy",db);
-    ReadField<ErrorPolicy_Igno>((int&)dest.projz,"projz",db);
-    ReadField<ErrorPolicy_Igno>(dest.mapping,"mapping",db);
-    ReadFieldArray<ErrorPolicy_Igno>(dest.ofs,"ofs",db);
-    ReadFieldArray<ErrorPolicy_Igno>(dest.size,"size",db);
-    ReadField<ErrorPolicy_Igno>(dest.rot,"rot",db);
-    ReadField<ErrorPolicy_Igno>(dest.texflag,"texflag",db);
-    ReadField<ErrorPolicy_Igno>(dest.colormodel,"colormodel",db);
-    ReadField<ErrorPolicy_Igno>(dest.pmapto,"pmapto",db);
-    ReadField<ErrorPolicy_Igno>(dest.pmaptoneg,"pmaptoneg",db);
-    ReadField<ErrorPolicy_Warn>(dest.r,"r",db);
-    ReadField<ErrorPolicy_Warn>(dest.g,"g",db);
-    ReadField<ErrorPolicy_Warn>(dest.b,"b",db);
-    ReadField<ErrorPolicy_Warn>(dest.k,"k",db);
-    ReadField<ErrorPolicy_Igno>(dest.colspecfac,"colspecfac",db);
-    ReadField<ErrorPolicy_Igno>(dest.mirrfac,"mirrfac",db);
-    ReadField<ErrorPolicy_Igno>(dest.alphafac,"alphafac",db);
-    ReadField<ErrorPolicy_Igno>(dest.difffac,"difffac",db);
-    ReadField<ErrorPolicy_Igno>(dest.specfac,"specfac",db);
-    ReadField<ErrorPolicy_Igno>(dest.emitfac,"emitfac",db);
-    ReadField<ErrorPolicy_Igno>(dest.hardfac,"hardfac",db);
-    ReadField<ErrorPolicy_Igno>(dest.norfac,"norfac",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<TFace> (
-    TFace& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldArray2<ErrorPolicy_Fail>(dest.uv,"uv",db);
-    ReadFieldArray<ErrorPolicy_Fail>(dest.col,"col",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
-    ReadField<ErrorPolicy_Igno>(dest.tile,"tile",db);
-    ReadField<ErrorPolicy_Igno>(dest.unwrap,"unwrap",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<SubsurfModifierData> (
-    SubsurfModifierData& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.modifier,"modifier",db);
-    ReadField<ErrorPolicy_Warn>(dest.subdivType,"subdivType",db);
-    ReadField<ErrorPolicy_Fail>(dest.levels,"levels",db);
-    ReadField<ErrorPolicy_Igno>(dest.renderLevels,"renderLevels",db);
-    ReadField<ErrorPolicy_Igno>(dest.flags,"flags",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MFace> (
-    MFace& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.v1,"v1",db);
-    ReadField<ErrorPolicy_Fail>(dest.v2,"v2",db);
-    ReadField<ErrorPolicy_Fail>(dest.v3,"v3",db);
-    ReadField<ErrorPolicy_Fail>(dest.v4,"v4",db);
-    ReadField<ErrorPolicy_Fail>(dest.mat_nr,"mat_nr",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Lamp> (
-    Lamp& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
-    ReadField<ErrorPolicy_Igno>(dest.flags,"flags",db);
-    ReadField<ErrorPolicy_Igno>(dest.colormodel,"colormodel",db);
-    ReadField<ErrorPolicy_Igno>(dest.totex,"totex",db);
-    ReadField<ErrorPolicy_Warn>(dest.r,"r",db);
-    ReadField<ErrorPolicy_Warn>(dest.g,"g",db);
-    ReadField<ErrorPolicy_Warn>(dest.b,"b",db);
-    ReadField<ErrorPolicy_Warn>(dest.k,"k",db);
-    ReadField<ErrorPolicy_Igno>(dest.energy,"energy",db);
-    ReadField<ErrorPolicy_Igno>(dest.dist,"dist",db);
-    ReadField<ErrorPolicy_Igno>(dest.spotsize,"spotsize",db);
-    ReadField<ErrorPolicy_Igno>(dest.spotblend,"spotblend",db);
-    ReadField<ErrorPolicy_Igno>(dest.att1,"att1",db);
-    ReadField<ErrorPolicy_Igno>(dest.att2,"att2",db);
-    ReadField<ErrorPolicy_Igno>((int&)dest.falloff_type,"falloff_type",db);
-    ReadField<ErrorPolicy_Igno>(dest.sun_brightness,"sun_brightness",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MDeformWeight> (
-    MDeformWeight& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.def_nr,"def_nr",db);
-    ReadField<ErrorPolicy_Fail>(dest.weight,"weight",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<PackedFile> (
-    PackedFile& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Warn>(dest.size,"size",db);
-    ReadField<ErrorPolicy_Warn>(dest.seek,"seek",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.data,"*data",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Base> (
-    Base& dest,
-    const FileDatabase& db
-    ) const
-{ 
-	// note: as per https://github.com/assimp/assimp/issues/128,
-	// reading the Object linked list recursively is prone to stack overflow.
-	// This structure converter is therefore an hand-written exception that
-	// does it iteratively.
-
-	const int initial_pos = db.reader->GetCurrentPos();
-
-	std::pair<Base*, int> todo = std::make_pair(&dest, initial_pos);
-	for ( ;; ) {
-	
-		Base& cur_dest = *todo.first;
-		db.reader->SetCurrentPos(todo.second);
-
-		// we know that this is a double-linked, circular list which we never
-		// traverse backwards, so don't bother resolving the back links.
-		cur_dest.prev = NULL;
-
-		ReadFieldPtr<ErrorPolicy_Warn>(cur_dest.object,"*object",db);
-
-		// the return value of ReadFieldPtr indicates whether the object 
-		// was already cached. In this case, we don't need to resolve
-		// it again.
-		if(!ReadFieldPtr<ErrorPolicy_Warn>(cur_dest.next,"*next",db, true) && cur_dest.next) {
-			todo = std::make_pair(&*cur_dest.next, db.reader->GetCurrentPos());
-			continue;
-		}
-		break;
-	}
-	
-	db.reader->SetCurrentPos(initial_pos + size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MTFace> (
-    MTFace& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldArray2<ErrorPolicy_Fail>(dest.uv,"uv",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
-    ReadField<ErrorPolicy_Igno>(dest.tile,"tile",db);
-    ReadField<ErrorPolicy_Igno>(dest.unwrap,"unwrap",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Material> (
-    Material& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadField<ErrorPolicy_Warn>(dest.r,"r",db);
-    ReadField<ErrorPolicy_Warn>(dest.g,"g",db);
-    ReadField<ErrorPolicy_Warn>(dest.b,"b",db);
-    ReadField<ErrorPolicy_Warn>(dest.specr,"specr",db);
-    ReadField<ErrorPolicy_Warn>(dest.specg,"specg",db);
-    ReadField<ErrorPolicy_Warn>(dest.specb,"specb",db);
-    ReadField<ErrorPolicy_Igno>(dest.har,"har",db);
-    ReadField<ErrorPolicy_Warn>(dest.ambr,"ambr",db);
-    ReadField<ErrorPolicy_Warn>(dest.ambg,"ambg",db);
-    ReadField<ErrorPolicy_Warn>(dest.ambb,"ambb",db);
-    ReadField<ErrorPolicy_Igno>(dest.mirr,"mirr",db);
-    ReadField<ErrorPolicy_Igno>(dest.mirg,"mirg",db);
-    ReadField<ErrorPolicy_Igno>(dest.mirb,"mirb",db);
-    ReadField<ErrorPolicy_Warn>(dest.emit,"emit",db);
-    ReadField<ErrorPolicy_Warn>(dest.alpha,"alpha",db);
-    ReadField<ErrorPolicy_Igno>(dest.ref,"ref",db);
-    ReadField<ErrorPolicy_Igno>(dest.translucency,"translucency",db);
-    ReadField<ErrorPolicy_Igno>(dest.roughness,"roughness",db);
-    ReadField<ErrorPolicy_Igno>(dest.darkness,"darkness",db);
-    ReadField<ErrorPolicy_Igno>(dest.refrac,"refrac",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.group,"*group",db);
-    ReadField<ErrorPolicy_Warn>(dest.diff_shader,"diff_shader",db);
-    ReadField<ErrorPolicy_Warn>(dest.spec_shader,"spec_shader",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mtex,"*mtex",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MTexPoly> (
-    MTexPoly& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    {
-        boost::shared_ptr<Image> tpage;
-        ReadFieldPtr<ErrorPolicy_Igno>(tpage,"*tpage",db);
-        dest.tpage = tpage.get();
-    }
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-    ReadField<ErrorPolicy_Igno>(dest.transp,"transp",db);
-    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
-    ReadField<ErrorPolicy_Igno>(dest.tile,"tile",db);
-    ReadField<ErrorPolicy_Igno>(dest.pad,"pad",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Mesh> (
-    Mesh& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadField<ErrorPolicy_Fail>(dest.totface,"totface",db);
-    ReadField<ErrorPolicy_Fail>(dest.totedge,"totedge",db);
-    ReadField<ErrorPolicy_Fail>(dest.totvert,"totvert",db);
-    ReadField<ErrorPolicy_Igno>(dest.totloop,"totloop",db);
-    ReadField<ErrorPolicy_Igno>(dest.totpoly,"totpoly",db);
-    ReadField<ErrorPolicy_Igno>(dest.subdiv,"subdiv",db);
-    ReadField<ErrorPolicy_Igno>(dest.subdivr,"subdivr",db);
-    ReadField<ErrorPolicy_Igno>(dest.subsurftype,"subsurftype",db);
-    ReadField<ErrorPolicy_Igno>(dest.smoothresh,"smoothresh",db);
-    ReadFieldPtr<ErrorPolicy_Fail>(dest.mface,"*mface",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mtface,"*mtface",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.tface,"*tface",db);
-    ReadFieldPtr<ErrorPolicy_Fail>(dest.mvert,"*mvert",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.medge,"*medge",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mloop,"*mloop",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mloopuv,"*mloopuv",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mloopcol,"*mloopcol",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mpoly,"*mpoly",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mtpoly,"*mtpoly",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.dvert,"*dvert",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mcol,"*mcol",db);
-    ReadFieldPtr<ErrorPolicy_Fail>(dest.mat,"**mat",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MDeformVert> (
-    MDeformVert& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.dw,"*dw",db);
-    ReadField<ErrorPolicy_Igno>(dest.totweight,"totweight",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<World> (
-    World& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MLoopCol> (
-    MLoopCol& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Igno>(dest.r,"r",db);
-    ReadField<ErrorPolicy_Igno>(dest.g,"g",db);
-    ReadField<ErrorPolicy_Igno>(dest.b,"b",db);
-    ReadField<ErrorPolicy_Igno>(dest.a,"a",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MVert> (
-    MVert& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldArray<ErrorPolicy_Fail>(dest.co,"co",db);
-    ReadFieldArray<ErrorPolicy_Fail>(dest.no,"no",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-    ReadField<ErrorPolicy_Warn>(dest.mat_nr,"mat_nr",db);
-    ReadField<ErrorPolicy_Igno>(dest.bweight,"bweight",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MEdge> (
-    MEdge& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.v1,"v1",db);
-    ReadField<ErrorPolicy_Fail>(dest.v2,"v2",db);
-    ReadField<ErrorPolicy_Igno>(dest.crease,"crease",db);
-    ReadField<ErrorPolicy_Igno>(dest.bweight,"bweight",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MLoopUV> (
-    MLoopUV& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldArray<ErrorPolicy_Igno>(dest.uv,"uv",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<GroupObject> (
-    GroupObject& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldPtr<ErrorPolicy_Fail>(dest.prev,"*prev",db);
-    ReadFieldPtr<ErrorPolicy_Fail>(dest.next,"*next",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.ob,"*ob",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<ListBase> (
-    ListBase& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.first,"*first",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.last,"*last",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MLoop> (
-    MLoop& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Igno>(dest.v,"v",db);
-    ReadField<ErrorPolicy_Igno>(dest.e,"e",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<ModifierData> (
-    ModifierData& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.next,"*next",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.prev,"*prev",db);
-    ReadField<ErrorPolicy_Igno>(dest.type,"type",db);
-    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
-    ReadFieldArray<ErrorPolicy_Igno>(dest.name,"name",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<ID> (
-    ID& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MCol> (
-    MCol& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.r,"r",db);
-    ReadField<ErrorPolicy_Fail>(dest.g,"g",db);
-    ReadField<ErrorPolicy_Fail>(dest.b,"b",db);
-    ReadField<ErrorPolicy_Fail>(dest.a,"a",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MPoly> (
-    MPoly& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Igno>(dest.loopstart,"loopstart",db);
-    ReadField<ErrorPolicy_Igno>(dest.totloop,"totloop",db);
-    ReadField<ErrorPolicy_Igno>(dest.mat_nr,"mat_nr",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Scene> (
-    Scene& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.camera,"*camera",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.world,"*world",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.basact,"*basact",db);
-    ReadField<ErrorPolicy_Igno>(dest.base,"base",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Library> (
-    Library& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
-    ReadFieldArray<ErrorPolicy_Fail>(dest.filename,"filename",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.parent,"*parent",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Tex> (
-    Tex& dest,
-    const FileDatabase& db
-    ) const
-{ 
-    ReadField<ErrorPolicy_Igno>((short&)dest.imaflag,"imaflag",db);
-    ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
-    ReadFieldPtr<ErrorPolicy_Warn>(dest.ima,"*ima",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Camera> (
-    Camera& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadField<ErrorPolicy_Warn>((int&)dest.type,"type",db);
-    ReadField<ErrorPolicy_Warn>((int&)dest.flag,"flag",db);
-    ReadField<ErrorPolicy_Warn>(dest.angle,"angle",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<MirrorModifierData> (
-    MirrorModifierData& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.modifier,"modifier",db);
-    ReadField<ErrorPolicy_Igno>(dest.axis,"axis",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-    ReadField<ErrorPolicy_Igno>(dest.tolerance,"tolerance",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.mirror_ob,"*mirror_ob",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-template <> void Structure :: Convert<Image> (
-    Image& dest,
-    const FileDatabase& db
-    ) const
-{ 
-
-    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
-    ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
-    ReadField<ErrorPolicy_Igno>(dest.ok,"ok",db);
-    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
-    ReadField<ErrorPolicy_Igno>(dest.source,"source",db);
-    ReadField<ErrorPolicy_Igno>(dest.type,"type",db);
-    ReadField<ErrorPolicy_Igno>(dest.pad,"pad",db);
-    ReadField<ErrorPolicy_Igno>(dest.pad1,"pad1",db);
-    ReadField<ErrorPolicy_Igno>(dest.lastframe,"lastframe",db);
-    ReadField<ErrorPolicy_Igno>(dest.tpageflag,"tpageflag",db);
-    ReadField<ErrorPolicy_Igno>(dest.totbind,"totbind",db);
-    ReadField<ErrorPolicy_Igno>(dest.xrep,"xrep",db);
-    ReadField<ErrorPolicy_Igno>(dest.yrep,"yrep",db);
-    ReadField<ErrorPolicy_Igno>(dest.twsta,"twsta",db);
-    ReadField<ErrorPolicy_Igno>(dest.twend,"twend",db);
-    ReadFieldPtr<ErrorPolicy_Igno>(dest.packedfile,"*packedfile",db);
-    ReadField<ErrorPolicy_Igno>(dest.lastupdate,"lastupdate",db);
-    ReadField<ErrorPolicy_Igno>(dest.lastused,"lastused",db);
-    ReadField<ErrorPolicy_Igno>(dest.animspeed,"animspeed",db);
-    ReadField<ErrorPolicy_Igno>(dest.gen_x,"gen_x",db);
-    ReadField<ErrorPolicy_Igno>(dest.gen_y,"gen_y",db);
-    ReadField<ErrorPolicy_Igno>(dest.gen_type,"gen_type",db);
-
-	db.reader->IncPtr(size);
-}
-
-//--------------------------------------------------------------------------------
-void DNA::RegisterConverters() {
-
-    converters["Object"] = DNA::FactoryPair( &Structure::Allocate<Object>, &Structure::Convert<Object> );
-    converters["Group"] = DNA::FactoryPair( &Structure::Allocate<Group>, &Structure::Convert<Group> );
-    converters["MTex"] = DNA::FactoryPair( &Structure::Allocate<MTex>, &Structure::Convert<MTex> );
-    converters["TFace"] = DNA::FactoryPair( &Structure::Allocate<TFace>, &Structure::Convert<TFace> );
-    converters["SubsurfModifierData"] = DNA::FactoryPair( &Structure::Allocate<SubsurfModifierData>, &Structure::Convert<SubsurfModifierData> );
-    converters["MFace"] = DNA::FactoryPair( &Structure::Allocate<MFace>, &Structure::Convert<MFace> );
-    converters["Lamp"] = DNA::FactoryPair( &Structure::Allocate<Lamp>, &Structure::Convert<Lamp> );
-    converters["MDeformWeight"] = DNA::FactoryPair( &Structure::Allocate<MDeformWeight>, &Structure::Convert<MDeformWeight> );
-    converters["PackedFile"] = DNA::FactoryPair( &Structure::Allocate<PackedFile>, &Structure::Convert<PackedFile> );
-    converters["Base"] = DNA::FactoryPair( &Structure::Allocate<Base>, &Structure::Convert<Base> );
-    converters["MTFace"] = DNA::FactoryPair( &Structure::Allocate<MTFace>, &Structure::Convert<MTFace> );
-    converters["Material"] = DNA::FactoryPair( &Structure::Allocate<Material>, &Structure::Convert<Material> );
-    converters["MTexPoly"] = DNA::FactoryPair( &Structure::Allocate<MTexPoly>, &Structure::Convert<MTexPoly> );
-    converters["Mesh"] = DNA::FactoryPair( &Structure::Allocate<Mesh>, &Structure::Convert<Mesh> );
-    converters["MDeformVert"] = DNA::FactoryPair( &Structure::Allocate<MDeformVert>, &Structure::Convert<MDeformVert> );
-    converters["World"] = DNA::FactoryPair( &Structure::Allocate<World>, &Structure::Convert<World> );
-    converters["MLoopCol"] = DNA::FactoryPair( &Structure::Allocate<MLoopCol>, &Structure::Convert<MLoopCol> );
-    converters["MVert"] = DNA::FactoryPair( &Structure::Allocate<MVert>, &Structure::Convert<MVert> );
-    converters["MEdge"] = DNA::FactoryPair( &Structure::Allocate<MEdge>, &Structure::Convert<MEdge> );
-    converters["MLoopUV"] = DNA::FactoryPair( &Structure::Allocate<MLoopUV>, &Structure::Convert<MLoopUV> );
-    converters["GroupObject"] = DNA::FactoryPair( &Structure::Allocate<GroupObject>, &Structure::Convert<GroupObject> );
-    converters["ListBase"] = DNA::FactoryPair( &Structure::Allocate<ListBase>, &Structure::Convert<ListBase> );
-    converters["MLoop"] = DNA::FactoryPair( &Structure::Allocate<MLoop>, &Structure::Convert<MLoop> );
-    converters["ModifierData"] = DNA::FactoryPair( &Structure::Allocate<ModifierData>, &Structure::Convert<ModifierData> );
-    converters["ID"] = DNA::FactoryPair( &Structure::Allocate<ID>, &Structure::Convert<ID> );
-    converters["MCol"] = DNA::FactoryPair( &Structure::Allocate<MCol>, &Structure::Convert<MCol> );
-    converters["MPoly"] = DNA::FactoryPair( &Structure::Allocate<MPoly>, &Structure::Convert<MPoly> );
-    converters["Scene"] = DNA::FactoryPair( &Structure::Allocate<Scene>, &Structure::Convert<Scene> );
-    converters["Library"] = DNA::FactoryPair( &Structure::Allocate<Library>, &Structure::Convert<Library> );
-    converters["Tex"] = DNA::FactoryPair( &Structure::Allocate<Tex>, &Structure::Convert<Tex> );
-    converters["Camera"] = DNA::FactoryPair( &Structure::Allocate<Camera>, &Structure::Convert<Camera> );
-    converters["MirrorModifierData"] = DNA::FactoryPair( &Structure::Allocate<MirrorModifierData>, &Structure::Convert<MirrorModifierData> );
-    converters["Image"] = DNA::FactoryPair( &Structure::Allocate<Image>, &Structure::Convert<Image> );
-}
-
-
-#endif
+/*
+Open Asset Import Library (ASSIMP)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, ASSIMP Development 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 Development 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  BlenderScene.cpp
+ *  @brief MACHINE GENERATED BY ./scripts/BlenderImporter/genblenddna.py
+ */
+
+#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
+
+#include "BlenderDNA.h"
+#include "BlenderScene.h"
+#include "BlenderSceneGen.h"
+
+using namespace Assimp;
+using namespace Assimp::Blender;
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Object> (
+    Object& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
+    ReadFieldArray2<ErrorPolicy_Warn>(dest.obmat,"obmat",db);
+    ReadFieldArray2<ErrorPolicy_Warn>(dest.parentinv,"parentinv",db);
+    ReadFieldArray<ErrorPolicy_Warn>(dest.parsubstr,"parsubstr",db);
+    {
+        std::shared_ptr<Object> parent;
+        ReadFieldPtr<ErrorPolicy_Warn>(parent,"*parent",db);
+        dest.parent = parent.get();
+    }
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.track,"*track",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy,"*proxy",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy_from,"*proxy_from",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy_group,"*proxy_group",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.dup_group,"*dup_group",db);
+    ReadFieldPtr<ErrorPolicy_Fail>(dest.data,"*data",db);
+    ReadField<ErrorPolicy_Igno>(dest.modifiers,"modifiers",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Group> (
+    Group& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadField<ErrorPolicy_Igno>(dest.layer,"layer",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.gobject,"*gobject",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MTex> (
+    MTex& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Igno>((short&)dest.mapto,"mapto",db);
+    ReadField<ErrorPolicy_Igno>((int&)dest.blendtype,"blendtype",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.object,"*object",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.tex,"*tex",db);
+    ReadFieldArray<ErrorPolicy_Igno>(dest.uvname,"uvname",db);
+    ReadField<ErrorPolicy_Igno>((int&)dest.projx,"projx",db);
+    ReadField<ErrorPolicy_Igno>((int&)dest.projy,"projy",db);
+    ReadField<ErrorPolicy_Igno>((int&)dest.projz,"projz",db);
+    ReadField<ErrorPolicy_Igno>(dest.mapping,"mapping",db);
+    ReadFieldArray<ErrorPolicy_Igno>(dest.ofs,"ofs",db);
+    ReadFieldArray<ErrorPolicy_Igno>(dest.size,"size",db);
+    ReadField<ErrorPolicy_Igno>(dest.rot,"rot",db);
+    ReadField<ErrorPolicy_Igno>(dest.texflag,"texflag",db);
+    ReadField<ErrorPolicy_Igno>(dest.colormodel,"colormodel",db);
+    ReadField<ErrorPolicy_Igno>(dest.pmapto,"pmapto",db);
+    ReadField<ErrorPolicy_Igno>(dest.pmaptoneg,"pmaptoneg",db);
+    ReadField<ErrorPolicy_Warn>(dest.r,"r",db);
+    ReadField<ErrorPolicy_Warn>(dest.g,"g",db);
+    ReadField<ErrorPolicy_Warn>(dest.b,"b",db);
+    ReadField<ErrorPolicy_Warn>(dest.k,"k",db);
+    ReadField<ErrorPolicy_Igno>(dest.colspecfac,"colspecfac",db);
+    ReadField<ErrorPolicy_Igno>(dest.mirrfac,"mirrfac",db);
+    ReadField<ErrorPolicy_Igno>(dest.alphafac,"alphafac",db);
+    ReadField<ErrorPolicy_Igno>(dest.difffac,"difffac",db);
+    ReadField<ErrorPolicy_Igno>(dest.specfac,"specfac",db);
+    ReadField<ErrorPolicy_Igno>(dest.emitfac,"emitfac",db);
+    ReadField<ErrorPolicy_Igno>(dest.hardfac,"hardfac",db);
+    ReadField<ErrorPolicy_Igno>(dest.norfac,"norfac",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<TFace> (
+    TFace& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldArray2<ErrorPolicy_Fail>(dest.uv,"uv",db);
+    ReadFieldArray<ErrorPolicy_Fail>(dest.col,"col",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
+    ReadField<ErrorPolicy_Igno>(dest.tile,"tile",db);
+    ReadField<ErrorPolicy_Igno>(dest.unwrap,"unwrap",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<SubsurfModifierData> (
+    SubsurfModifierData& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.modifier,"modifier",db);
+    ReadField<ErrorPolicy_Warn>(dest.subdivType,"subdivType",db);
+    ReadField<ErrorPolicy_Fail>(dest.levels,"levels",db);
+    ReadField<ErrorPolicy_Igno>(dest.renderLevels,"renderLevels",db);
+    ReadField<ErrorPolicy_Igno>(dest.flags,"flags",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MFace> (
+    MFace& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.v1,"v1",db);
+    ReadField<ErrorPolicy_Fail>(dest.v2,"v2",db);
+    ReadField<ErrorPolicy_Fail>(dest.v3,"v3",db);
+    ReadField<ErrorPolicy_Fail>(dest.v4,"v4",db);
+    ReadField<ErrorPolicy_Fail>(dest.mat_nr,"mat_nr",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Lamp> (
+    Lamp& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
+    ReadField<ErrorPolicy_Igno>(dest.flags,"flags",db);
+    ReadField<ErrorPolicy_Igno>(dest.colormodel,"colormodel",db);
+    ReadField<ErrorPolicy_Igno>(dest.totex,"totex",db);
+    ReadField<ErrorPolicy_Warn>(dest.r,"r",db);
+    ReadField<ErrorPolicy_Warn>(dest.g,"g",db);
+    ReadField<ErrorPolicy_Warn>(dest.b,"b",db);
+    ReadField<ErrorPolicy_Warn>(dest.k,"k",db);
+    ReadField<ErrorPolicy_Igno>(dest.energy,"energy",db);
+    ReadField<ErrorPolicy_Igno>(dest.dist,"dist",db);
+    ReadField<ErrorPolicy_Igno>(dest.spotsize,"spotsize",db);
+    ReadField<ErrorPolicy_Igno>(dest.spotblend,"spotblend",db);
+    ReadField<ErrorPolicy_Igno>(dest.att1,"att1",db);
+    ReadField<ErrorPolicy_Igno>(dest.att2,"att2",db);
+    ReadField<ErrorPolicy_Igno>((int&)dest.falloff_type,"falloff_type",db);
+    ReadField<ErrorPolicy_Igno>(dest.sun_brightness,"sun_brightness",db);
+    ReadField<ErrorPolicy_Igno>(dest.area_size,"area_size",db);
+    ReadField<ErrorPolicy_Igno>(dest.area_sizey,"area_sizey",db);
+    ReadField<ErrorPolicy_Igno>(dest.area_sizez,"area_sizez",db);
+    ReadField<ErrorPolicy_Igno>(dest.area_shape,"area_shape",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MDeformWeight> (
+    MDeformWeight& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.def_nr,"def_nr",db);
+    ReadField<ErrorPolicy_Fail>(dest.weight,"weight",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<PackedFile> (
+    PackedFile& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Warn>(dest.size,"size",db);
+    ReadField<ErrorPolicy_Warn>(dest.seek,"seek",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.data,"*data",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Base> (
+    Base& dest,
+    const FileDatabase& db
+    ) const
+{
+    // note: as per https://github.com/assimp/assimp/issues/128,
+    // reading the Object linked list recursively is prone to stack overflow.
+    // This structure converter is therefore an hand-written exception that
+    // does it iteratively.
+
+    const int initial_pos = db.reader->GetCurrentPos();
+
+    std::pair<Base*, int> todo = std::make_pair(&dest, initial_pos);
+    for ( ;; ) {
+
+        Base& cur_dest = *todo.first;
+        db.reader->SetCurrentPos(todo.second);
+
+        // we know that this is a double-linked, circular list which we never
+        // traverse backwards, so don't bother resolving the back links.
+        cur_dest.prev = NULL;
+
+        ReadFieldPtr<ErrorPolicy_Warn>(cur_dest.object,"*object",db);
+
+        // the return value of ReadFieldPtr indicates whether the object
+        // was already cached. In this case, we don't need to resolve
+        // it again.
+        if(!ReadFieldPtr<ErrorPolicy_Warn>(cur_dest.next,"*next",db, true) && cur_dest.next) {
+            todo = std::make_pair(&*cur_dest.next, db.reader->GetCurrentPos());
+            continue;
+        }
+        break;
+    }
+
+    db.reader->SetCurrentPos(initial_pos + size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MTFace> (
+    MTFace& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldArray2<ErrorPolicy_Fail>(dest.uv,"uv",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
+    ReadField<ErrorPolicy_Igno>(dest.tile,"tile",db);
+    ReadField<ErrorPolicy_Igno>(dest.unwrap,"unwrap",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Material> (
+    Material& dest,
+    const FileDatabase& db
+    ) const
+{
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadField<ErrorPolicy_Warn>(dest.r,"r",db);
+    ReadField<ErrorPolicy_Warn>(dest.g,"g",db);
+    ReadField<ErrorPolicy_Warn>(dest.b,"b",db);
+    ReadField<ErrorPolicy_Warn>(dest.specr,"specr",db);
+    ReadField<ErrorPolicy_Warn>(dest.specg,"specg",db);
+    ReadField<ErrorPolicy_Warn>(dest.specb,"specb",db);
+    ReadField<ErrorPolicy_Igno>(dest.har,"har",db);
+    ReadField<ErrorPolicy_Warn>(dest.ambr,"ambr",db);
+    ReadField<ErrorPolicy_Warn>(dest.ambg,"ambg",db);
+    ReadField<ErrorPolicy_Warn>(dest.ambb,"ambb",db);
+    ReadField<ErrorPolicy_Igno>(dest.mirr,"mirr",db);
+    ReadField<ErrorPolicy_Igno>(dest.mirg,"mirg",db);
+    ReadField<ErrorPolicy_Igno>(dest.mirb,"mirb",db);
+    ReadField<ErrorPolicy_Warn>(dest.emit,"emit",db);
+    ReadField<ErrorPolicy_Igno>(dest.ray_mirror,"ray_mirror",db);
+    ReadField<ErrorPolicy_Warn>(dest.alpha,"alpha",db);
+    ReadField<ErrorPolicy_Igno>(dest.ref,"ref",db);
+    ReadField<ErrorPolicy_Igno>(dest.translucency,"translucency",db);
+    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
+    ReadField<ErrorPolicy_Igno>(dest.roughness,"roughness",db);
+    ReadField<ErrorPolicy_Igno>(dest.darkness,"darkness",db);
+    ReadField<ErrorPolicy_Igno>(dest.refrac,"refrac",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.group,"*group",db);
+    ReadField<ErrorPolicy_Warn>(dest.diff_shader,"diff_shader",db);
+    ReadField<ErrorPolicy_Warn>(dest.spec_shader,"spec_shader",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mtex,"*mtex",db);
+
+
+    ReadField<ErrorPolicy_Igno>(dest.amb, "amb", db);
+    ReadField<ErrorPolicy_Igno>(dest.ang, "ang", db);
+    ReadField<ErrorPolicy_Igno>(dest.spectra, "spectra", db);
+    ReadField<ErrorPolicy_Igno>(dest.spec, "spec", db);
+    ReadField<ErrorPolicy_Igno>(dest.zoffs, "zoffs", db);
+    ReadField<ErrorPolicy_Igno>(dest.add, "add", db);
+    ReadField<ErrorPolicy_Igno>(dest.fresnel_mir, "fresnel_mir", db);
+    ReadField<ErrorPolicy_Igno>(dest.fresnel_mir_i, "fresnel_mir_i", db);
+    ReadField<ErrorPolicy_Igno>(dest.fresnel_tra, "fresnel_tra", db);
+    ReadField<ErrorPolicy_Igno>(dest.fresnel_tra_i, "fresnel_tra_i", db);
+    ReadField<ErrorPolicy_Igno>(dest.filter, "filter", db);
+    ReadField<ErrorPolicy_Igno>(dest.tx_limit, "tx_limit", db);
+    ReadField<ErrorPolicy_Igno>(dest.tx_falloff, "tx_falloff", db);
+    ReadField<ErrorPolicy_Igno>(dest.gloss_mir, "gloss_mir", db);
+    ReadField<ErrorPolicy_Igno>(dest.gloss_tra, "gloss_tra", db);
+    ReadField<ErrorPolicy_Igno>(dest.adapt_thresh_mir, "adapt_thresh_mir", db);
+    ReadField<ErrorPolicy_Igno>(dest.adapt_thresh_tra, "adapt_thresh_tra", db);
+    ReadField<ErrorPolicy_Igno>(dest.aniso_gloss_mir, "aniso_gloss_mir", db);
+    ReadField<ErrorPolicy_Igno>(dest.dist_mir, "dist_mir", db);
+    ReadField<ErrorPolicy_Igno>(dest.hasize, "hasize", db);
+    ReadField<ErrorPolicy_Igno>(dest.flaresize, "flaresize", db);
+    ReadField<ErrorPolicy_Igno>(dest.subsize, "subsize", db);
+    ReadField<ErrorPolicy_Igno>(dest.flareboost, "flareboost", db);
+    ReadField<ErrorPolicy_Igno>(dest.strand_sta, "strand_sta", db);
+    ReadField<ErrorPolicy_Igno>(dest.strand_end, "strand_end", db);
+    ReadField<ErrorPolicy_Igno>(dest.strand_ease, "strand_ease", db);
+    ReadField<ErrorPolicy_Igno>(dest.strand_surfnor, "strand_surfnor", db);
+    ReadField<ErrorPolicy_Igno>(dest.strand_min, "strand_min", db);
+    ReadField<ErrorPolicy_Igno>(dest.strand_widthfade, "strand_widthfade", db);
+    ReadField<ErrorPolicy_Igno>(dest.sbias, "sbias", db);
+    ReadField<ErrorPolicy_Igno>(dest.lbias, "lbias", db);
+    ReadField<ErrorPolicy_Igno>(dest.shad_alpha, "shad_alpha", db);
+    ReadField<ErrorPolicy_Igno>(dest.param, "param", db);
+    ReadField<ErrorPolicy_Igno>(dest.rms, "rms", db);
+    ReadField<ErrorPolicy_Igno>(dest.rampfac_col, "rampfac_col", db);
+    ReadField<ErrorPolicy_Igno>(dest.rampfac_spec, "rampfac_spec", db);
+    ReadField<ErrorPolicy_Igno>(dest.friction, "friction", db);
+    ReadField<ErrorPolicy_Igno>(dest.fh, "fh", db);
+    ReadField<ErrorPolicy_Igno>(dest.reflect, "reflect", db);
+    ReadField<ErrorPolicy_Igno>(dest.fhdist, "fhdist", db);
+    ReadField<ErrorPolicy_Igno>(dest.xyfrict, "xyfrict", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_radius, "sss_radius", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_col, "sss_col", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_error, "sss_error", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_scale, "sss_scale", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_ior, "sss_ior", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_colfac, "sss_colfac", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_texfac, "sss_texfac", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_front, "sss_front", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_back, "sss_back", db);
+
+    ReadField<ErrorPolicy_Igno>(dest.material_type, "material_type", db);
+    ReadField<ErrorPolicy_Igno>(dest.flag, "flag", db);
+    ReadField<ErrorPolicy_Igno>(dest.ray_depth, "ray_depth", db);
+    ReadField<ErrorPolicy_Igno>(dest.ray_depth_tra, "ray_depth_tra", db);
+    ReadField<ErrorPolicy_Igno>(dest.samp_gloss_mir, "samp_gloss_mir", db);
+    ReadField<ErrorPolicy_Igno>(dest.samp_gloss_tra, "samp_gloss_tra", db);
+    ReadField<ErrorPolicy_Igno>(dest.fadeto_mir, "fadeto_mir", db);
+    ReadField<ErrorPolicy_Igno>(dest.shade_flag, "shade_flag", db);
+    ReadField<ErrorPolicy_Igno>(dest.flarec, "flarec", db);
+    ReadField<ErrorPolicy_Igno>(dest.starc, "starc", db);
+    ReadField<ErrorPolicy_Igno>(dest.linec, "linec", db);
+    ReadField<ErrorPolicy_Igno>(dest.ringc, "ringc", db);
+    ReadField<ErrorPolicy_Igno>(dest.pr_lamp, "pr_lamp", db);
+    ReadField<ErrorPolicy_Igno>(dest.pr_texture, "pr_texture", db);
+    ReadField<ErrorPolicy_Igno>(dest.ml_flag, "ml_flag", db);
+    ReadField<ErrorPolicy_Igno>(dest.diff_shader, "diff_shader", db);
+    ReadField<ErrorPolicy_Igno>(dest.spec_shader, "spec_shader", db);
+    ReadField<ErrorPolicy_Igno>(dest.texco, "texco", db);
+    ReadField<ErrorPolicy_Igno>(dest.mapto, "mapto", db);
+    ReadField<ErrorPolicy_Igno>(dest.ramp_show, "ramp_show", db);
+    ReadField<ErrorPolicy_Igno>(dest.pad3, "pad3", db);
+    ReadField<ErrorPolicy_Igno>(dest.dynamode, "dynamode", db);
+    ReadField<ErrorPolicy_Igno>(dest.pad2, "pad2", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_flag, "sss_flag", db);
+    ReadField<ErrorPolicy_Igno>(dest.sss_preset, "sss_preset", db);
+    ReadField<ErrorPolicy_Igno>(dest.shadowonly_flag, "shadowonly_flag", db);
+    ReadField<ErrorPolicy_Igno>(dest.index, "index", db);
+    ReadField<ErrorPolicy_Igno>(dest.vcol_alpha, "vcol_alpha", db);
+    ReadField<ErrorPolicy_Igno>(dest.pad4, "pad4", db);
+
+    ReadField<ErrorPolicy_Igno>(dest.seed1, "seed1", db);
+    ReadField<ErrorPolicy_Igno>(dest.seed2, "seed2", db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MTexPoly> (
+    MTexPoly& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    {
+        std::shared_ptr<Image> tpage;
+        ReadFieldPtr<ErrorPolicy_Igno>(tpage,"*tpage",db);
+        dest.tpage = tpage.get();
+    }
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+    ReadField<ErrorPolicy_Igno>(dest.transp,"transp",db);
+    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
+    ReadField<ErrorPolicy_Igno>(dest.tile,"tile",db);
+    ReadField<ErrorPolicy_Igno>(dest.pad,"pad",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Mesh> (
+    Mesh& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadField<ErrorPolicy_Fail>(dest.totface,"totface",db);
+    ReadField<ErrorPolicy_Fail>(dest.totedge,"totedge",db);
+    ReadField<ErrorPolicy_Fail>(dest.totvert,"totvert",db);
+    ReadField<ErrorPolicy_Igno>(dest.totloop,"totloop",db);
+    ReadField<ErrorPolicy_Igno>(dest.totpoly,"totpoly",db);
+    ReadField<ErrorPolicy_Igno>(dest.subdiv,"subdiv",db);
+    ReadField<ErrorPolicy_Igno>(dest.subdivr,"subdivr",db);
+    ReadField<ErrorPolicy_Igno>(dest.subsurftype,"subsurftype",db);
+    ReadField<ErrorPolicy_Igno>(dest.smoothresh,"smoothresh",db);
+    ReadFieldPtr<ErrorPolicy_Fail>(dest.mface,"*mface",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mtface,"*mtface",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.tface,"*tface",db);
+    ReadFieldPtr<ErrorPolicy_Fail>(dest.mvert,"*mvert",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.medge,"*medge",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mloop,"*mloop",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mloopuv,"*mloopuv",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mloopcol,"*mloopcol",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mpoly,"*mpoly",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mtpoly,"*mtpoly",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.dvert,"*dvert",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mcol,"*mcol",db);
+    ReadFieldPtr<ErrorPolicy_Fail>(dest.mat,"**mat",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MDeformVert> (
+    MDeformVert& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.dw,"*dw",db);
+    ReadField<ErrorPolicy_Igno>(dest.totweight,"totweight",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<World> (
+    World& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MLoopCol> (
+    MLoopCol& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Igno>(dest.r,"r",db);
+    ReadField<ErrorPolicy_Igno>(dest.g,"g",db);
+    ReadField<ErrorPolicy_Igno>(dest.b,"b",db);
+    ReadField<ErrorPolicy_Igno>(dest.a,"a",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MVert> (
+    MVert& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldArray<ErrorPolicy_Fail>(dest.co,"co",db);
+    ReadFieldArray<ErrorPolicy_Fail>(dest.no,"no",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+    ReadField<ErrorPolicy_Warn>(dest.mat_nr,"mat_nr",db);
+    ReadField<ErrorPolicy_Igno>(dest.bweight,"bweight",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MEdge> (
+    MEdge& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.v1,"v1",db);
+    ReadField<ErrorPolicy_Fail>(dest.v2,"v2",db);
+    ReadField<ErrorPolicy_Igno>(dest.crease,"crease",db);
+    ReadField<ErrorPolicy_Igno>(dest.bweight,"bweight",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MLoopUV> (
+    MLoopUV& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldArray<ErrorPolicy_Igno>(dest.uv,"uv",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<GroupObject> (
+    GroupObject& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldPtr<ErrorPolicy_Fail>(dest.prev,"*prev",db);
+    ReadFieldPtr<ErrorPolicy_Fail>(dest.next,"*next",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.ob,"*ob",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<ListBase> (
+    ListBase& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.first,"*first",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.last,"*last",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MLoop> (
+    MLoop& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Igno>(dest.v,"v",db);
+    ReadField<ErrorPolicy_Igno>(dest.e,"e",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<ModifierData> (
+    ModifierData& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.next,"*next",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.prev,"*prev",db);
+    ReadField<ErrorPolicy_Igno>(dest.type,"type",db);
+    ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
+    ReadFieldArray<ErrorPolicy_Igno>(dest.name,"name",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<ID> (
+    ID& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MCol> (
+    MCol& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.r,"r",db);
+    ReadField<ErrorPolicy_Fail>(dest.g,"g",db);
+    ReadField<ErrorPolicy_Fail>(dest.b,"b",db);
+    ReadField<ErrorPolicy_Fail>(dest.a,"a",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MPoly> (
+    MPoly& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Igno>(dest.loopstart,"loopstart",db);
+    ReadField<ErrorPolicy_Igno>(dest.totloop,"totloop",db);
+    ReadField<ErrorPolicy_Igno>(dest.mat_nr,"mat_nr",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Scene> (
+    Scene& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.camera,"*camera",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.world,"*world",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.basact,"*basact",db);
+    ReadField<ErrorPolicy_Igno>(dest.base,"base",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Library> (
+    Library& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
+    ReadFieldArray<ErrorPolicy_Fail>(dest.filename,"filename",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.parent,"*parent",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Tex> (
+    Tex& dest,
+    const FileDatabase& db
+    ) const
+{
+    ReadField<ErrorPolicy_Igno>((short&)dest.imaflag,"imaflag",db);
+    ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
+    ReadFieldPtr<ErrorPolicy_Warn>(dest.ima,"*ima",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Camera> (
+    Camera& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadField<ErrorPolicy_Warn>((int&)dest.type,"type",db);
+    ReadField<ErrorPolicy_Warn>((int&)dest.flag,"flag",db);
+    ReadField<ErrorPolicy_Warn>(dest.lens,"lens",db);
+    ReadField<ErrorPolicy_Warn>(dest.sensor_x,"sensor_x",db);
+    ReadField<ErrorPolicy_Igno>(dest.clipsta,"clipsta",db);
+    ReadField<ErrorPolicy_Igno>(dest.clipend,"clipend",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<MirrorModifierData> (
+    MirrorModifierData& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.modifier,"modifier",db);
+    ReadField<ErrorPolicy_Igno>(dest.axis,"axis",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+    ReadField<ErrorPolicy_Igno>(dest.tolerance,"tolerance",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.mirror_ob,"*mirror_ob",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+template <> void Structure :: Convert<Image> (
+    Image& dest,
+    const FileDatabase& db
+    ) const
+{
+
+    ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
+    ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
+    ReadField<ErrorPolicy_Igno>(dest.ok,"ok",db);
+    ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
+    ReadField<ErrorPolicy_Igno>(dest.source,"source",db);
+    ReadField<ErrorPolicy_Igno>(dest.type,"type",db);
+    ReadField<ErrorPolicy_Igno>(dest.pad,"pad",db);
+    ReadField<ErrorPolicy_Igno>(dest.pad1,"pad1",db);
+    ReadField<ErrorPolicy_Igno>(dest.lastframe,"lastframe",db);
+    ReadField<ErrorPolicy_Igno>(dest.tpageflag,"tpageflag",db);
+    ReadField<ErrorPolicy_Igno>(dest.totbind,"totbind",db);
+    ReadField<ErrorPolicy_Igno>(dest.xrep,"xrep",db);
+    ReadField<ErrorPolicy_Igno>(dest.yrep,"yrep",db);
+    ReadField<ErrorPolicy_Igno>(dest.twsta,"twsta",db);
+    ReadField<ErrorPolicy_Igno>(dest.twend,"twend",db);
+    ReadFieldPtr<ErrorPolicy_Igno>(dest.packedfile,"*packedfile",db);
+    ReadField<ErrorPolicy_Igno>(dest.lastupdate,"lastupdate",db);
+    ReadField<ErrorPolicy_Igno>(dest.lastused,"lastused",db);
+    ReadField<ErrorPolicy_Igno>(dest.animspeed,"animspeed",db);
+    ReadField<ErrorPolicy_Igno>(dest.gen_x,"gen_x",db);
+    ReadField<ErrorPolicy_Igno>(dest.gen_y,"gen_y",db);
+    ReadField<ErrorPolicy_Igno>(dest.gen_type,"gen_type",db);
+
+    db.reader->IncPtr(size);
+}
+
+//--------------------------------------------------------------------------------
+void DNA::RegisterConverters() {
+
+    converters["Object"] = DNA::FactoryPair( &Structure::Allocate<Object>, &Structure::Convert<Object> );
+    converters["Group"] = DNA::FactoryPair( &Structure::Allocate<Group>, &Structure::Convert<Group> );
+    converters["MTex"] = DNA::FactoryPair( &Structure::Allocate<MTex>, &Structure::Convert<MTex> );
+    converters["TFace"] = DNA::FactoryPair( &Structure::Allocate<TFace>, &Structure::Convert<TFace> );
+    converters["SubsurfModifierData"] = DNA::FactoryPair( &Structure::Allocate<SubsurfModifierData>, &Structure::Convert<SubsurfModifierData> );
+    converters["MFace"] = DNA::FactoryPair( &Structure::Allocate<MFace>, &Structure::Convert<MFace> );
+    converters["Lamp"] = DNA::FactoryPair( &Structure::Allocate<Lamp>, &Structure::Convert<Lamp> );
+    converters["MDeformWeight"] = DNA::FactoryPair( &Structure::Allocate<MDeformWeight>, &Structure::Convert<MDeformWeight> );
+    converters["PackedFile"] = DNA::FactoryPair( &Structure::Allocate<PackedFile>, &Structure::Convert<PackedFile> );
+    converters["Base"] = DNA::FactoryPair( &Structure::Allocate<Base>, &Structure::Convert<Base> );
+    converters["MTFace"] = DNA::FactoryPair( &Structure::Allocate<MTFace>, &Structure::Convert<MTFace> );
+    converters["Material"] = DNA::FactoryPair( &Structure::Allocate<Material>, &Structure::Convert<Material> );
+    converters["MTexPoly"] = DNA::FactoryPair( &Structure::Allocate<MTexPoly>, &Structure::Convert<MTexPoly> );
+    converters["Mesh"] = DNA::FactoryPair( &Structure::Allocate<Mesh>, &Structure::Convert<Mesh> );
+    converters["MDeformVert"] = DNA::FactoryPair( &Structure::Allocate<MDeformVert>, &Structure::Convert<MDeformVert> );
+    converters["World"] = DNA::FactoryPair( &Structure::Allocate<World>, &Structure::Convert<World> );
+    converters["MLoopCol"] = DNA::FactoryPair( &Structure::Allocate<MLoopCol>, &Structure::Convert<MLoopCol> );
+    converters["MVert"] = DNA::FactoryPair( &Structure::Allocate<MVert>, &Structure::Convert<MVert> );
+    converters["MEdge"] = DNA::FactoryPair( &Structure::Allocate<MEdge>, &Structure::Convert<MEdge> );
+    converters["MLoopUV"] = DNA::FactoryPair( &Structure::Allocate<MLoopUV>, &Structure::Convert<MLoopUV> );
+    converters["GroupObject"] = DNA::FactoryPair( &Structure::Allocate<GroupObject>, &Structure::Convert<GroupObject> );
+    converters["ListBase"] = DNA::FactoryPair( &Structure::Allocate<ListBase>, &Structure::Convert<ListBase> );
+    converters["MLoop"] = DNA::FactoryPair( &Structure::Allocate<MLoop>, &Structure::Convert<MLoop> );
+    converters["ModifierData"] = DNA::FactoryPair( &Structure::Allocate<ModifierData>, &Structure::Convert<ModifierData> );
+    converters["ID"] = DNA::FactoryPair( &Structure::Allocate<ID>, &Structure::Convert<ID> );
+    converters["MCol"] = DNA::FactoryPair( &Structure::Allocate<MCol>, &Structure::Convert<MCol> );
+    converters["MPoly"] = DNA::FactoryPair( &Structure::Allocate<MPoly>, &Structure::Convert<MPoly> );
+    converters["Scene"] = DNA::FactoryPair( &Structure::Allocate<Scene>, &Structure::Convert<Scene> );
+    converters["Library"] = DNA::FactoryPair( &Structure::Allocate<Library>, &Structure::Convert<Library> );
+    converters["Tex"] = DNA::FactoryPair( &Structure::Allocate<Tex>, &Structure::Convert<Tex> );
+    converters["Camera"] = DNA::FactoryPair( &Structure::Allocate<Camera>, &Structure::Convert<Camera> );
+    converters["MirrorModifierData"] = DNA::FactoryPair( &Structure::Allocate<MirrorModifierData>, &Structure::Convert<MirrorModifierData> );
+    converters["Image"] = DNA::FactoryPair( &Structure::Allocate<Image>, &Structure::Convert<Image> );
+}
+
+#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
+

+ 888 - 757
code/BlenderScene.h

@@ -1,757 +1,888 @@
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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  BlenderScene.h
- *  @brief Intermediate representation of a BLEND scene.
- */
-#ifndef INCLUDED_AI_BLEND_SCENE_H
-#define INCLUDED_AI_BLEND_SCENE_H
-
-namespace Assimp	{
-	namespace Blender {
-
-// Minor parts of this file are extracts from blender data structures,
-// declared in the ./source/blender/makesdna directory.
-// Stuff that is not used by Assimp is commented.
-
-
-// NOTE
-// this file serves as input data to the `./scripts/genblenddna.py`
-// script. This script generates the actual binding code to read a
-// blender file with a possibly different DNA into our structures.
-// Only `struct` declarations are considered and the following 
-// rules must be obeyed in order for the script to work properly:
-//
-// * C++ style comments only
-//
-// * Structures may include the primitive types char, int, short,
-//   float, double. Signedness specifiers are not allowed on 
-//	 integers. Enum types are allowed, but they must have been
-//   defined in this header.
-//
-// * Structures may aggregate other structures, unless not defined
-//   in this header.
-//
-// * Pointers to other structures or primitive types are allowed.
-//   No references or double pointers or arrays of pointers.
-//   A pointer to a T is normally written as boost::shared_ptr, while a
-//   pointer to an array of elements is written as boost::
-//   shared_array. To avoid cyclic pointers, use raw pointers in
-//   one direction.
-//
-// * Arrays can have maximally two-dimensions. Any non-pointer
-//   type can form them.
-//
-// * Multiple fields can be declare in a single line (i.e `int a,b;`)
-//   provided they are neither pointers nor arrays.
-//
-// * One of WARN, FAIL can be appended to the declaration (
-//   prior to the semiolon to specifiy the error handling policy if
-//   this field is missing in the input DNA). If none of those
-//   is specified the default policy is to subtitute a default
-//   value for the field.
-//
-
-#define WARN // warn if field is missing, substitute default value
-#define FAIL // fail the import if the field does not exist
-
-struct Object;
-struct MTex;
-struct Image;
-
-#define AI_BLEND_MESH_MAX_VERTS 2000000000L
-
-// -------------------------------------------------------------------------------
-struct ID : ElemBase {
-
-	char name[24] WARN; 
-	short flag;
-};
-
-// -------------------------------------------------------------------------------
-struct ListBase : ElemBase {
-    
-	boost::shared_ptr<ElemBase> first;
-	boost::shared_ptr<ElemBase> last;
-};
-
-
-// -------------------------------------------------------------------------------
-struct PackedFile : ElemBase {
-     int size WARN;
-     int seek WARN;
-	 boost::shared_ptr< FileOffset > data WARN;
-};
-
-// -------------------------------------------------------------------------------
-struct GroupObject : ElemBase {
-	
-	boost::shared_ptr<GroupObject> prev,next FAIL;
-	boost::shared_ptr<Object> ob;
-};
-
-// -------------------------------------------------------------------------------
-struct Group : ElemBase {
-	ID id FAIL;
-	int layer;
-
-	boost::shared_ptr<GroupObject> gobject;
-};
-
-// -------------------------------------------------------------------------------
-struct World : ElemBase {
-	ID id FAIL;
-	
-};
-
-// -------------------------------------------------------------------------------
-struct MVert : ElemBase {
-	float co[3] FAIL;
-	float no[3] FAIL;
-	char flag;
-	int mat_nr WARN;
-	int bweight;
-};
-
-// -------------------------------------------------------------------------------
-struct MEdge : ElemBase {
-      int v1, v2 FAIL;
-      char crease, bweight;
-      short flag;
-};
-
-// -------------------------------------------------------------------------------
-struct MLoop : ElemBase {
-	int v, e;
-};
-
-// -------------------------------------------------------------------------------
-struct MLoopUV : ElemBase {
-	float uv[2];
-	int flag;
-};
-
-// -------------------------------------------------------------------------------
-// Note that red and blue are not swapped, as with MCol
-struct MLoopCol : ElemBase {
-	char r, g, b, a;
-};
-
-// -------------------------------------------------------------------------------
-struct MPoly : ElemBase {
-	int loopstart;
-	int totloop;
-	short mat_nr;
-	char flag;
-};
-
-// -------------------------------------------------------------------------------
-struct MTexPoly : ElemBase {
-	Image* tpage;
-	char flag, transp;
-	short mode, tile, pad;
-};
-
-// -------------------------------------------------------------------------------
-struct MCol : ElemBase {
-	char r,g,b,a FAIL;
-};
-
-// -------------------------------------------------------------------------------
-struct MFace : ElemBase {
-	int v1,v2,v3,v4 FAIL;
-	int mat_nr FAIL;
-	char flag;
-};
-
-// -------------------------------------------------------------------------------
-struct TFace : ElemBase {
-	float uv[4][2] FAIL;
-	int col[4] FAIL;
-	char flag;
-	short mode;
-	short tile;
-	short unwrap;
-};
-
-// -------------------------------------------------------------------------------
-struct MTFace : ElemBase {
-
-	float uv[4][2] FAIL;
-	char flag;
-	short mode;
-	short tile;
-	short unwrap;
-
-	// boost::shared_ptr<Image> tpage;
-};
-
-// -------------------------------------------------------------------------------
-struct MDeformWeight : ElemBase  {
-      int    def_nr FAIL;
-      float  weight FAIL;
-};
-
-// -------------------------------------------------------------------------------
-struct MDeformVert : ElemBase  {
-
-	vector<MDeformWeight> dw WARN;
-	int totweight;
-};
-
-// -------------------------------------------------------------------------------
-struct Material : ElemBase {
-	ID id FAIL;
-
-	float r,g,b WARN;
-	float specr,specg,specb WARN;
-	short har;
-	float ambr,ambg,ambb WARN;
-	float mirr,mirg,mirb;
-	float emit WARN;
-	float alpha WARN;
-	float ref;
-	float translucency;
-	float roughness;
-	float darkness;
-	float refrac;
-
-	boost::shared_ptr<Group> group;
-
-	short diff_shader WARN;
-	short spec_shader WARN;
-
-	boost::shared_ptr<MTex> mtex[18];
-};
-
-// -------------------------------------------------------------------------------
-struct Mesh : ElemBase {
-	ID id FAIL;
-
-	int totface FAIL;
-	int totedge FAIL;
-	int totvert FAIL;
-	int totloop;
-	int totpoly;
-
-	short subdiv;
-	short subdivr;
-	short subsurftype;
-	short smoothresh;
-
-	vector<MFace> mface FAIL;
-	vector<MTFace> mtface;
-	vector<TFace> tface;
-	vector<MVert> mvert FAIL;
-	vector<MEdge> medge WARN;
-	vector<MLoop> mloop;
-	vector<MLoopUV> mloopuv;
-	vector<MLoopCol> mloopcol;
-	vector<MPoly> mpoly;
-	vector<MTexPoly> mtpoly;
-	vector<MDeformVert> dvert;
-	vector<MCol> mcol;
-
-	vector< boost::shared_ptr<Material> > mat FAIL;
-};
-
-// -------------------------------------------------------------------------------
-struct Library : ElemBase {
-	ID id FAIL;
-	
-	char name[240] WARN;
-	char filename[240] FAIL;
-	boost::shared_ptr<Library> parent WARN;
-};
-
-// -------------------------------------------------------------------------------
-struct Camera : ElemBase {
-	enum Type {
-		  Type_PERSP	=	0
-		 ,Type_ORTHO	=	1
-	};
-
-	ID id FAIL;
-
-	// struct AnimData *adt;  
-
-	Type type,flag WARN;
-	float angle WARN;
-	//float passepartalpha, angle;
-	//float clipsta, clipend;
-	//float lens, ortho_scale, drawsize;
-	//float shiftx, shifty;
-
-	//float YF_dofdist, YF_aperture;
-	//short YF_bkhtype, YF_bkhbias;
-	//float YF_bkhrot;
-};
-
-
-// -------------------------------------------------------------------------------
-struct Lamp : ElemBase {
-
-	enum FalloffType {
-		 FalloffType_Constant	= 0x0
-		,FalloffType_InvLinear	= 0x1
-		,FalloffType_InvSquare	= 0x2
-		//,FalloffType_Curve	= 0x3
-		//,FalloffType_Sliders	= 0x4
-	};
-
-	enum Type {
-		 Type_Local			= 0x0
-		,Type_Sun			= 0x1
-		,Type_Spot			= 0x2
-		,Type_Hemi			= 0x3
-		,Type_Area			= 0x4
-		//,Type_YFPhoton	= 0x5
-	};
-
-      ID id FAIL;
-      //AnimData *adt;  
-      
-      Type type FAIL;
-	  short flags;
-
-      //int mode;
-      
-      short colormodel, totex;
-      float r,g,b,k WARN;
-      //float shdwr, shdwg, shdwb;
-      
-      float energy, dist, spotsize, spotblend;
-      //float haint;
-         
-      float att1, att2; 
-      //struct CurveMapping *curfalloff;
-      FalloffType falloff_type;
-      
-      //float clipsta, clipend, shadspotsize;
-      //float bias, soft, compressthresh;
-      //short bufsize, samp, buffers, filtertype;
-      //char bufflag, buftype;
-      
-      //short ray_samp, ray_sampy, ray_sampz;
-      //short ray_samp_type;
-      //short area_shape;
-	  //float area_size, area_sizey, area_sizez;
-	  //float adapt_thresh;
-	  //short ray_samp_method;
-
-	  //short texact, shadhalostep;
-
-	  //short sun_effect_type;
-	  //short skyblendtype;
-	  //float horizon_brightness;
-	  //float spread;
-	  float sun_brightness;
-	  //float sun_size;
-	  //float backscattered_light;
-	  //float sun_intensity;
-	  //float atm_turbidity;
-	  //float atm_inscattering_factor;
-	  //float atm_extinction_factor;
-	  //float atm_distance_factor;
-	  //float skyblendfac;
-	  //float sky_exposure;
-	  //short sky_colorspace;
-
-	  // int YF_numphotons, YF_numsearch;
-	  // short YF_phdepth, YF_useqmc, YF_bufsize, YF_pad;
-	  // float YF_causticblur, YF_ltradius;
-
-	  // float YF_glowint, YF_glowofs;
-      // short YF_glowtype, YF_pad2;
-      
-      //struct Ipo *ipo;                    
-      //struct MTex *mtex[18];              
-      // short pr_texture;
-      
-      //struct PreviewImage *preview;
-};
-
-// -------------------------------------------------------------------------------
-struct ModifierData : ElemBase  {
-	enum ModifierType {
-      eModifierType_None = 0,
-      eModifierType_Subsurf,
-      eModifierType_Lattice,
-      eModifierType_Curve,
-      eModifierType_Build,
-      eModifierType_Mirror,
-      eModifierType_Decimate,
-      eModifierType_Wave,
-      eModifierType_Armature,
-      eModifierType_Hook,
-      eModifierType_Softbody,
-      eModifierType_Boolean,
-      eModifierType_Array,
-      eModifierType_EdgeSplit,
-      eModifierType_Displace,
-      eModifierType_UVProject,
-      eModifierType_Smooth,
-      eModifierType_Cast,
-      eModifierType_MeshDeform,
-      eModifierType_ParticleSystem,
-      eModifierType_ParticleInstance,
-      eModifierType_Explode,
-      eModifierType_Cloth,
-      eModifierType_Collision,
-      eModifierType_Bevel,
-      eModifierType_Shrinkwrap,
-      eModifierType_Fluidsim,
-      eModifierType_Mask,
-      eModifierType_SimpleDeform,
-      eModifierType_Multires,
-      eModifierType_Surface,
-      eModifierType_Smoke,
-      eModifierType_ShapeKey
-	};
-
-	boost::shared_ptr<ElemBase> next WARN;
-	boost::shared_ptr<ElemBase> prev WARN;
-
-	int type, mode;
-	char name[32];
-};
-
-// -------------------------------------------------------------------------------
-struct SubsurfModifierData : ElemBase  {
-
-	enum Type {
-		
-		TYPE_CatmullClarke = 0x0,
-		TYPE_Simple = 0x1
-	};
-
-	enum Flags {
-		// some omitted
-		FLAGS_SubsurfUV		=1<<3
-	};
-
-	ModifierData modifier FAIL;
-	short subdivType WARN;
-	short levels FAIL;
-	short renderLevels ;
-	short flags;
-};
-
-// -------------------------------------------------------------------------------
-struct MirrorModifierData : ElemBase {
-
-	enum Flags {
-		Flags_CLIPPING      =1<<0,
-		Flags_MIRROR_U      =1<<1,
-		Flags_MIRROR_V      =1<<2,
-		Flags_AXIS_X        =1<<3,
-		Flags_AXIS_Y        =1<<4,
-		Flags_AXIS_Z        =1<<5,
-		Flags_VGROUP        =1<<6
-	};
-
-	ModifierData modifier FAIL;
-
-	short axis, flag;
-	float tolerance;
-	boost::shared_ptr<Object> mirror_ob;
-};
-
-// -------------------------------------------------------------------------------
-struct Object : ElemBase  {
-	ID id FAIL;
-
-	enum Type {
-		 Type_EMPTY		=	0
-		,Type_MESH		=	1
-		,Type_CURVE		=	2
-		,Type_SURF		=   3
-		,Type_FONT		=   4
-		,Type_MBALL		=	5
-
-		,Type_LAMP		=	10
-		,Type_CAMERA	=   11
-
-		,Type_WAVE		=   21
-		,Type_LATTICE	=   22
-	};
-
-	Type type FAIL;
-	float obmat[4][4] WARN;
-	float parentinv[4][4] WARN;
-	char parsubstr[32] WARN;
-	
-	Object* parent WARN;
-	boost::shared_ptr<Object> track WARN;
-
-	boost::shared_ptr<Object> proxy,proxy_from,proxy_group WARN;
-	boost::shared_ptr<Group> dup_group WARN;
-	boost::shared_ptr<ElemBase> data FAIL;
-
-	ListBase modifiers;
-};
-
-
-// -------------------------------------------------------------------------------
-struct Base : ElemBase {
-	Base* prev WARN;
-	boost::shared_ptr<Base> next WARN;
-	boost::shared_ptr<Object> object WARN;
-};
-
-// -------------------------------------------------------------------------------
-struct Scene : ElemBase {
-	ID id FAIL;
-
-	boost::shared_ptr<Object> camera WARN;
-	boost::shared_ptr<World> world WARN;
-	boost::shared_ptr<Base> basact WARN;
-
-	ListBase base;
-};
-
-
-// -------------------------------------------------------------------------------
-struct Image : ElemBase {
-	ID id FAIL;
-
-	char name[240] WARN;               
-
-	//struct anim *anim;
-
-	short ok, flag;
-	short source, type, pad, pad1;
-	int lastframe;
-
-	short tpageflag, totbind;
-	short xrep, yrep;
-	short twsta, twend;
-	//unsigned int bindcode;  
-	//unsigned int *repbind; 
-
-	boost::shared_ptr<PackedFile> packedfile;
-	//struct PreviewImage * preview;
-
-	float lastupdate;
-	int lastused;
-	short animspeed;
-
-	short gen_x, gen_y, gen_type; 
-};
-
-// -------------------------------------------------------------------------------
-struct Tex : ElemBase {
-
-	// actually, the only texture type we support is Type_IMAGE
-	enum Type {
-		 Type_CLOUDS		= 1
-		,Type_WOOD			= 2
-		,Type_MARBLE		= 3
-		,Type_MAGIC			= 4
-		,Type_BLEND			= 5
-		,Type_STUCCI		= 6
-		,Type_NOISE			= 7
-		,Type_IMAGE			= 8
-		,Type_PLUGIN		= 9
-		,Type_ENVMAP		= 10
-		,Type_MUSGRAVE		= 11
-		,Type_VORONOI		= 12
-		,Type_DISTNOISE		= 13
-		,Type_POINTDENSITY	= 14
-		,Type_VOXELDATA		= 15
-	};
-
-	enum ImageFlags {
-	     ImageFlags_INTERPOL    	 = 1
-	    ,ImageFlags_USEALPHA    	 = 2
-	    ,ImageFlags_MIPMAP      	 = 4
-	    ,ImageFlags_IMAROT      	 = 16
-	    ,ImageFlags_CALCALPHA   	 = 32
-	    ,ImageFlags_NORMALMAP   	 = 2048
-	    ,ImageFlags_GAUSS_MIP   	 = 4096
-	    ,ImageFlags_FILTER_MIN  	 = 8192
-	    ,ImageFlags_DERIVATIVEMAP   = 16384
-	};
-
-	ID id FAIL;
-	// AnimData *adt; 
-
-	//float noisesize, turbul;
-	//float bright, contrast, rfac, gfac, bfac;
-	//float filtersize;
-
-	//float mg_H, mg_lacunarity, mg_octaves, mg_offset, mg_gain;
-	//float dist_amount, ns_outscale;
-
-	//float vn_w1;
-	//float vn_w2;
-	//float vn_w3;
-	//float vn_w4;
-	//float vn_mexp;
-	//short vn_distm, vn_coltype;
-
-	//short noisedepth, noisetype;
-	//short noisebasis, noisebasis2;
-
-	//short flag;
-	ImageFlags imaflag;
-	Type type FAIL;
-	//short stype;
-
-	//float cropxmin, cropymin, cropxmax, cropymax;
-	//int texfilter;
-	//int afmax;  
-	//short xrepeat, yrepeat;
-	//short extend;
-
-	//short fie_ima;
-	//int len;
-	//int frames, offset, sfra;
-
-	//float checkerdist, nabla;
-	//float norfac;
-
-	//ImageUser iuser;
-
-	//bNodeTree *nodetree;
-	//Ipo *ipo;                  
-	boost::shared_ptr<Image> ima WARN;
-	//PluginTex *plugin;
-	//ColorBand *coba;
-	//EnvMap *env;
-	//PreviewImage * preview;
-	//PointDensity *pd;
-	//VoxelData *vd;
-
-	//char use_nodes;
-};
-
-// -------------------------------------------------------------------------------
-struct MTex : ElemBase {
-
-	enum Projection {
-		 Proj_N = 0
-		,Proj_X = 1
-		,Proj_Y = 2
-		,Proj_Z = 3
-	};
-
-	enum Flag {
-		 Flag_RGBTOINT		= 0x1
-		,Flag_STENCIL		= 0x2
-		,Flag_NEGATIVE		= 0x4
-		,Flag_ALPHAMIX		= 0x8
-		,Flag_VIEWSPACE		= 0x10
-	};
-
-	enum BlendType {
-		 BlendType_BLEND			= 0
-		,BlendType_MUL				= 1
-		,BlendType_ADD				= 2
-		,BlendType_SUB				= 3
-		,BlendType_DIV				= 4
-		,BlendType_DARK				= 5
-		,BlendType_DIFF				= 6
-		,BlendType_LIGHT			= 7
-		,BlendType_SCREEN			= 8
-		,BlendType_OVERLAY			= 9
-		,BlendType_BLEND_HUE		= 10
-		,BlendType_BLEND_SAT		= 11
-		,BlendType_BLEND_VAL		= 12
-		,BlendType_BLEND_COLOR		= 13
-	};
-
-	enum MapType {
-	     MapType_COL         = 1
-	    ,MapType_NORM        = 2
-	    ,MapType_COLSPEC     = 4
-	    ,MapType_COLMIR      = 8
-	    ,MapType_REF         = 16
-	    ,MapType_SPEC        = 32
-	    ,MapType_EMIT        = 64
-	    ,MapType_ALPHA       = 128
-	    ,MapType_HAR         = 256
-	    ,MapType_RAYMIRR     = 512
-	    ,MapType_TRANSLU     = 1024
-	    ,MapType_AMB         = 2048
-	    ,MapType_DISPLACE    = 4096
-	    ,MapType_WARP        = 8192
-	};
-
-	// short texco, maptoneg;
-	MapType mapto;
-
-	BlendType blendtype;
-	boost::shared_ptr<Object> object;
-	boost::shared_ptr<Tex> tex;
-	char uvname[32];
-
-	Projection projx,projy,projz;
-	char mapping;
-	float ofs[3], size[3], rot;
-
-	int texflag;
-	short colormodel, pmapto, pmaptoneg;
-	//short normapspace, which_output;
-	//char brush_map_mode;
-	float r,g,b,k WARN;
-	//float def_var, rt;
-
-	//float colfac, varfac;
-
-	float norfac;
-	//float dispfac, warpfac;
-	float colspecfac, mirrfac, alphafac;
-	float difffac, specfac, emitfac, hardfac;
-	//float raymirrfac, translfac, ambfac;
-	//float colemitfac, colreflfac, coltransfac;
-	//float densfac, scatterfac, reflfac;
-
-	//float timefac, lengthfac, clumpfac;
-	//float kinkfac, roughfac, padensfac;
-	//float lifefac, sizefac, ivelfac, pvelfac;
-	//float shadowfac;
-	//float zenupfac, zendownfac, blendfac;
-};
-
-
-	}
-}
-#endif
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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  BlenderScene.h
+ *  @brief Intermediate representation of a BLEND scene.
+ */
+#ifndef INCLUDED_AI_BLEND_SCENE_H
+#define INCLUDED_AI_BLEND_SCENE_H
+
+#include "BlenderDNA.h"
+
+namespace Assimp    {
+namespace Blender {
+
+// Minor parts of this file are extracts from blender data structures,
+// declared in the ./source/blender/makesdna directory.
+// Stuff that is not used by Assimp is commented.
+
+
+// NOTE
+// this file serves as input data to the `./scripts/genblenddna.py`
+// script. This script generates the actual binding code to read a
+// blender file with a possibly different DNA into our structures.
+// Only `struct` declarations are considered and the following
+// rules must be obeyed in order for the script to work properly:
+//
+// * C++ style comments only
+//
+// * Structures may include the primitive types char, int, short,
+//   float, double. Signed specifiers are not allowed on
+//   integers. Enum types are allowed, but they must have been
+//   defined in this header.
+//
+// * Structures may aggregate other structures, unless not defined
+//   in this header.
+//
+// * Pointers to other structures or primitive types are allowed.
+//   No references or double pointers or arrays of pointers.
+//   A pointer to a T is normally written as std::shared_ptr, while a
+//   pointer to an array of elements is written as boost::
+//   shared_array. To avoid cyclic pointers, use raw pointers in
+//   one direction.
+//
+// * Arrays can have maximally two-dimensions. Any non-pointer
+//   type can form them.
+//
+// * Multiple fields can be declare in a single line (i.e `int a,b;`)
+//   provided they are neither pointers nor arrays.
+//
+// * One of WARN, FAIL can be appended to the declaration (
+//   prior to the semicolon to specify the error handling policy if
+//   this field is missing in the input DNA). If none of those
+//   is specified the default policy is to substitute a default
+//   value for the field.
+//
+
+// warn if field is missing, substitute default value
+#ifdef WARN
+#  undef WARN
+#endif
+#define WARN 
+
+// fail the import if the field does not exist
+#ifdef FAIL
+#  undef FAIL
+#endif
+#define FAIL 
+
+struct Object;
+struct MTex;
+struct Image;
+
+#include <memory>
+
+#define AI_BLEND_MESH_MAX_VERTS 2000000000L
+
+static const size_t MaxNameLen = 1024;
+
+// -------------------------------------------------------------------------------
+struct ID : ElemBase {
+    char name[ MaxNameLen ] WARN;
+    short flag;
+};
+
+// -------------------------------------------------------------------------------
+struct ListBase : ElemBase {
+    std::shared_ptr<ElemBase> first;
+    std::shared_ptr<ElemBase> last;
+};
+
+
+// -------------------------------------------------------------------------------
+struct PackedFile : ElemBase {
+     int size WARN;
+     int seek WARN;
+     std::shared_ptr< FileOffset > data WARN;
+};
+
+// -------------------------------------------------------------------------------
+struct GroupObject : ElemBase {
+    std::shared_ptr<GroupObject> prev,next FAIL;
+    std::shared_ptr<Object> ob;
+};
+
+// -------------------------------------------------------------------------------
+struct Group : ElemBase {
+    ID id FAIL;
+    int layer;
+
+    std::shared_ptr<GroupObject> gobject;
+};
+
+// -------------------------------------------------------------------------------
+struct World : ElemBase {
+    ID id FAIL;
+};
+
+// -------------------------------------------------------------------------------
+struct MVert : ElemBase {
+    float co[3] FAIL;
+    float no[3] FAIL;
+    char flag;
+    int mat_nr WARN;
+    int bweight;
+};
+
+// -------------------------------------------------------------------------------
+struct MEdge : ElemBase {
+      int v1, v2 FAIL;
+      char crease, bweight;
+      short flag;
+};
+
+// -------------------------------------------------------------------------------
+struct MLoop : ElemBase {
+    int v, e;
+};
+
+// -------------------------------------------------------------------------------
+struct MLoopUV : ElemBase {
+    float uv[2];
+    int flag;
+};
+
+// -------------------------------------------------------------------------------
+// Note that red and blue are not swapped, as with MCol
+struct MLoopCol : ElemBase {
+	unsigned char r, g, b, a;
+};
+
+// -------------------------------------------------------------------------------
+struct MPoly : ElemBase {
+    int loopstart;
+    int totloop;
+    short mat_nr;
+    char flag;
+};
+
+// -------------------------------------------------------------------------------
+struct MTexPoly : ElemBase {
+    Image* tpage;
+    char flag, transp;
+    short mode, tile, pad;
+};
+
+// -------------------------------------------------------------------------------
+struct MCol : ElemBase {
+    char r,g,b,a FAIL;
+};
+
+// -------------------------------------------------------------------------------
+struct MFace : ElemBase {
+    int v1,v2,v3,v4 FAIL;
+    int mat_nr FAIL;
+    char flag;
+};
+
+// -------------------------------------------------------------------------------
+struct TFace : ElemBase {
+    float uv[4][2] FAIL;
+    int col[4] FAIL;
+    char flag;
+    short mode;
+    short tile;
+    short unwrap;
+};
+
+// -------------------------------------------------------------------------------
+struct MTFace : ElemBase {
+    float uv[4][2] FAIL;
+    char flag;
+    short mode;
+    short tile;
+    short unwrap;
+
+    // std::shared_ptr<Image> tpage;
+};
+
+// -------------------------------------------------------------------------------
+struct MDeformWeight : ElemBase  {
+      int    def_nr FAIL;
+      float  weight FAIL;
+};
+
+// -------------------------------------------------------------------------------
+struct MDeformVert : ElemBase  {
+    vector<MDeformWeight> dw WARN;
+    int totweight;
+};
+
+// -------------------------------------------------------------------------------
+#define MA_RAYMIRROR    0x40000
+#define MA_TRANSPARENCY 0x10000
+#define MA_RAYTRANSP    0x20000
+#define MA_ZTRANSP      0x00040
+
+struct Material : ElemBase {
+    ID id FAIL;
+
+    float r,g,b WARN;
+    float specr,specg,specb WARN;
+    short har;
+    float ambr,ambg,ambb WARN;
+    float mirr,mirg,mirb;
+    float emit WARN;
+    float ray_mirror;
+    float alpha WARN;
+    float ref;
+    float translucency;
+    int mode;
+    float roughness;
+    float darkness;
+    float refrac;
+
+    float amb;
+    float ang;
+    float spectra;
+    float spec;
+    float zoffs;
+    float add;
+    float fresnel_mir;
+    float fresnel_mir_i;
+    float fresnel_tra;
+    float fresnel_tra_i;
+    float filter;
+    float tx_limit;
+    float tx_falloff;
+    float gloss_mir;
+    float gloss_tra;
+    float adapt_thresh_mir;
+    float adapt_thresh_tra;
+    float aniso_gloss_mir;
+    float dist_mir;
+    float hasize;
+    float flaresize;
+    float subsize;
+    float flareboost;
+    float strand_sta;
+    float strand_end;
+    float strand_ease;
+    float strand_surfnor;
+    float strand_min;
+    float strand_widthfade;
+    float sbias;
+    float lbias;
+    float shad_alpha;
+    float param;
+    float rms;
+    float rampfac_col;
+    float rampfac_spec;
+    float friction;
+    float fh;
+    float reflect;
+    float fhdist;
+    float xyfrict;
+    float sss_radius;
+    float sss_col;
+    float sss_error;
+    float sss_scale;
+    float sss_ior;
+    float sss_colfac;
+    float sss_texfac;
+    float sss_front;
+    float sss_back;
+
+    short material_type;
+    short flag;
+    short ray_depth;
+    short ray_depth_tra;
+    short samp_gloss_mir;
+    short samp_gloss_tra;
+    short fadeto_mir;
+    short shade_flag;
+    short flarec;
+    short starc;
+    short linec;
+    short ringc;
+    short pr_lamp;
+    short pr_texture;
+    short ml_flag;
+    short texco;
+    short mapto;
+    short ramp_show;
+    short pad3;
+    short dynamode;
+    short pad2;
+    short sss_flag;
+    short sss_preset;
+    short shadowonly_flag;
+    short index;
+    short vcol_alpha;
+    short pad4;
+
+    char seed1;
+    char seed2;
+
+    std::shared_ptr<Group> group;
+
+    short diff_shader WARN;
+    short spec_shader WARN;
+
+    std::shared_ptr<MTex> mtex[18];
+};
+
+// -------------------------------------------------------------------------------
+struct Mesh : ElemBase {
+    ID id FAIL;
+
+    int totface FAIL;
+    int totedge FAIL;
+    int totvert FAIL;
+    int totloop;
+    int totpoly;
+
+    short subdiv;
+    short subdivr;
+    short subsurftype;
+    short smoothresh;
+
+    vector<MFace> mface FAIL;
+    vector<MTFace> mtface;
+    vector<TFace> tface;
+    vector<MVert> mvert FAIL;
+    vector<MEdge> medge WARN;
+    vector<MLoop> mloop;
+    vector<MLoopUV> mloopuv;
+    vector<MLoopCol> mloopcol;
+    vector<MPoly> mpoly;
+    vector<MTexPoly> mtpoly;
+    vector<MDeformVert> dvert;
+    vector<MCol> mcol;
+
+    vector< std::shared_ptr<Material> > mat FAIL;
+};
+
+// -------------------------------------------------------------------------------
+struct Library : ElemBase {
+    ID id FAIL;
+
+    char name[240] WARN;
+    char filename[240] FAIL;
+    std::shared_ptr<Library> parent WARN;
+};
+
+// -------------------------------------------------------------------------------
+struct Camera : ElemBase {
+    enum Type {
+          Type_PERSP    =   0
+         ,Type_ORTHO    =   1
+    };
+
+    ID id FAIL;
+
+    Type type,flag WARN;
+    float lens WARN;
+    float sensor_x WARN;
+    float clipsta, clipend;
+};
+
+
+// -------------------------------------------------------------------------------
+struct Lamp : ElemBase {
+
+    enum FalloffType {
+         FalloffType_Constant   = 0x0
+        ,FalloffType_InvLinear  = 0x1
+        ,FalloffType_InvSquare  = 0x2
+        //,FalloffType_Curve    = 0x3
+        //,FalloffType_Sliders  = 0x4
+    };
+
+    enum Type {
+         Type_Local         = 0x0
+        ,Type_Sun           = 0x1
+        ,Type_Spot          = 0x2
+        ,Type_Hemi          = 0x3
+        ,Type_Area          = 0x4
+        //,Type_YFPhoton    = 0x5
+    };
+
+      ID id FAIL;
+      //AnimData *adt;
+
+      Type type FAIL;
+      short flags;
+
+      //int mode;
+
+      short colormodel, totex;
+      float r,g,b,k WARN;
+      //float shdwr, shdwg, shdwb;
+
+      float energy, dist, spotsize, spotblend;
+      //float haint;
+
+      float att1, att2;
+      //struct CurveMapping *curfalloff;
+      FalloffType falloff_type;
+
+      //float clipsta, clipend, shadspotsize;
+      //float bias, soft, compressthresh;
+      //short bufsize, samp, buffers, filtertype;
+      //char bufflag, buftype;
+
+      //short ray_samp, ray_sampy, ray_sampz;
+      //short ray_samp_type;
+      short area_shape;
+      float area_size, area_sizey, area_sizez;
+      //float adapt_thresh;
+      //short ray_samp_method;
+
+      //short texact, shadhalostep;
+
+      //short sun_effect_type;
+      //short skyblendtype;
+      //float horizon_brightness;
+      //float spread;
+      float sun_brightness;
+      //float sun_size;
+      //float backscattered_light;
+      //float sun_intensity;
+      //float atm_turbidity;
+      //float atm_inscattering_factor;
+      //float atm_extinction_factor;
+      //float atm_distance_factor;
+      //float skyblendfac;
+      //float sky_exposure;
+      //short sky_colorspace;
+
+      // int YF_numphotons, YF_numsearch;
+      // short YF_phdepth, YF_useqmc, YF_bufsize, YF_pad;
+      // float YF_causticblur, YF_ltradius;
+
+      // float YF_glowint, YF_glowofs;
+      // short YF_glowtype, YF_pad2;
+
+      //struct Ipo *ipo;
+      //struct MTex *mtex[18];
+      // short pr_texture;
+
+      //struct PreviewImage *preview;
+};
+
+// -------------------------------------------------------------------------------
+struct ModifierData : ElemBase  {
+    enum ModifierType {
+      eModifierType_None = 0,
+      eModifierType_Subsurf,
+      eModifierType_Lattice,
+      eModifierType_Curve,
+      eModifierType_Build,
+      eModifierType_Mirror,
+      eModifierType_Decimate,
+      eModifierType_Wave,
+      eModifierType_Armature,
+      eModifierType_Hook,
+      eModifierType_Softbody,
+      eModifierType_Boolean,
+      eModifierType_Array,
+      eModifierType_EdgeSplit,
+      eModifierType_Displace,
+      eModifierType_UVProject,
+      eModifierType_Smooth,
+      eModifierType_Cast,
+      eModifierType_MeshDeform,
+      eModifierType_ParticleSystem,
+      eModifierType_ParticleInstance,
+      eModifierType_Explode,
+      eModifierType_Cloth,
+      eModifierType_Collision,
+      eModifierType_Bevel,
+      eModifierType_Shrinkwrap,
+      eModifierType_Fluidsim,
+      eModifierType_Mask,
+      eModifierType_SimpleDeform,
+      eModifierType_Multires,
+      eModifierType_Surface,
+      eModifierType_Smoke,
+      eModifierType_ShapeKey
+    };
+
+    std::shared_ptr<ElemBase> next WARN;
+    std::shared_ptr<ElemBase> prev WARN;
+
+    int type, mode;
+    char name[32];
+};
+
+// -------------------------------------------------------------------------------
+struct SubsurfModifierData : ElemBase  {
+
+    enum Type {
+
+        TYPE_CatmullClarke = 0x0,
+        TYPE_Simple = 0x1
+    };
+
+    enum Flags {
+        // some omitted
+        FLAGS_SubsurfUV     =1<<3
+    };
+
+    ModifierData modifier FAIL;
+    short subdivType WARN;
+    short levels FAIL;
+    short renderLevels ;
+    short flags;
+};
+
+// -------------------------------------------------------------------------------
+struct MirrorModifierData : ElemBase {
+
+    enum Flags {
+        Flags_CLIPPING      =1<<0,
+        Flags_MIRROR_U      =1<<1,
+        Flags_MIRROR_V      =1<<2,
+        Flags_AXIS_X        =1<<3,
+        Flags_AXIS_Y        =1<<4,
+        Flags_AXIS_Z        =1<<5,
+        Flags_VGROUP        =1<<6
+    };
+
+    ModifierData modifier FAIL;
+
+    short axis, flag;
+    float tolerance;
+    std::shared_ptr<Object> mirror_ob;
+};
+
+// -------------------------------------------------------------------------------
+struct Object : ElemBase  {
+    ID id FAIL;
+
+    enum Type {
+         Type_EMPTY     =   0
+        ,Type_MESH      =   1
+        ,Type_CURVE     =   2
+        ,Type_SURF      =   3
+        ,Type_FONT      =   4
+        ,Type_MBALL     =   5
+
+        ,Type_LAMP      =   10
+        ,Type_CAMERA    =   11
+
+        ,Type_WAVE      =   21
+        ,Type_LATTICE   =   22
+    };
+
+    Type type FAIL;
+    float obmat[4][4] WARN;
+    float parentinv[4][4] WARN;
+    char parsubstr[32] WARN;
+
+    Object* parent WARN;
+    std::shared_ptr<Object> track WARN;
+
+    std::shared_ptr<Object> proxy,proxy_from,proxy_group WARN;
+    std::shared_ptr<Group> dup_group WARN;
+    std::shared_ptr<ElemBase> data FAIL;
+
+    ListBase modifiers;
+
+    Object()
+    : ElemBase()
+    , type( Type_EMPTY )
+    , parent( nullptr )
+    , track()
+    , proxy()
+    , proxy_from()
+    , data() {
+        // empty
+    }
+};
+
+
+// -------------------------------------------------------------------------------
+struct Base : ElemBase {
+    Base* prev WARN;
+    std::shared_ptr<Base> next WARN;
+    std::shared_ptr<Object> object WARN;
+
+    Base() 
+    : ElemBase()
+    , next()
+    , object() {
+        // empty
+        // empty
+    }
+};
+
+// -------------------------------------------------------------------------------
+struct Scene : ElemBase {
+    ID id FAIL;
+
+    std::shared_ptr<Object> camera WARN;
+    std::shared_ptr<World> world WARN;
+    std::shared_ptr<Base> basact WARN;
+
+    ListBase base;
+
+    Scene()
+    : ElemBase()
+    , camera()
+    , world()
+    , basact() {
+        // empty
+    }
+};
+
+// -------------------------------------------------------------------------------
+struct Image : ElemBase {
+    ID id FAIL;
+
+    char name[240] WARN;
+
+    //struct anim *anim;
+
+    short ok, flag;
+    short source, type, pad, pad1;
+    int lastframe;
+
+    short tpageflag, totbind;
+    short xrep, yrep;
+    short twsta, twend;
+    //unsigned int bindcode;
+    //unsigned int *repbind;
+
+    std::shared_ptr<PackedFile> packedfile;
+    //struct PreviewImage * preview;
+
+    float lastupdate;
+    int lastused;
+    short animspeed;
+
+    short gen_x, gen_y, gen_type;
+    
+    Image()
+    : ElemBase() {
+        // empty
+    }
+};
+
+// -------------------------------------------------------------------------------
+struct Tex : ElemBase {
+
+    // actually, the only texture type we support is Type_IMAGE
+    enum Type {
+         Type_CLOUDS        = 1
+        ,Type_WOOD          = 2
+        ,Type_MARBLE        = 3
+        ,Type_MAGIC         = 4
+        ,Type_BLEND         = 5
+        ,Type_STUCCI        = 6
+        ,Type_NOISE         = 7
+        ,Type_IMAGE         = 8
+        ,Type_PLUGIN        = 9
+        ,Type_ENVMAP        = 10
+        ,Type_MUSGRAVE      = 11
+        ,Type_VORONOI       = 12
+        ,Type_DISTNOISE     = 13
+        ,Type_POINTDENSITY  = 14
+        ,Type_VOXELDATA     = 15
+    };
+
+    enum ImageFlags {
+         ImageFlags_INTERPOL         = 1
+        ,ImageFlags_USEALPHA         = 2
+        ,ImageFlags_MIPMAP           = 4
+        ,ImageFlags_IMAROT           = 16
+        ,ImageFlags_CALCALPHA        = 32
+        ,ImageFlags_NORMALMAP        = 2048
+        ,ImageFlags_GAUSS_MIP        = 4096
+        ,ImageFlags_FILTER_MIN       = 8192
+        ,ImageFlags_DERIVATIVEMAP   = 16384
+    };
+
+    ID id FAIL;
+    // AnimData *adt;
+
+    //float noisesize, turbul;
+    //float bright, contrast, rfac, gfac, bfac;
+    //float filtersize;
+
+    //float mg_H, mg_lacunarity, mg_octaves, mg_offset, mg_gain;
+    //float dist_amount, ns_outscale;
+
+    //float vn_w1;
+    //float vn_w2;
+    //float vn_w3;
+    //float vn_w4;
+    //float vn_mexp;
+    //short vn_distm, vn_coltype;
+
+    //short noisedepth, noisetype;
+    //short noisebasis, noisebasis2;
+
+    //short flag;
+    ImageFlags imaflag;
+    Type type FAIL;
+    //short stype;
+
+    //float cropxmin, cropymin, cropxmax, cropymax;
+    //int texfilter;
+    //int afmax;
+    //short xrepeat, yrepeat;
+    //short extend;
+
+    //short fie_ima;
+    //int len;
+    //int frames, offset, sfra;
+
+    //float checkerdist, nabla;
+    //float norfac;
+
+    //ImageUser iuser;
+
+    //bNodeTree *nodetree;
+    //Ipo *ipo;
+    std::shared_ptr<Image> ima WARN;
+    //PluginTex *plugin;
+    //ColorBand *coba;
+    //EnvMap *env;
+    //PreviewImage * preview;
+    //PointDensity *pd;
+    //VoxelData *vd;
+
+    //char use_nodes;
+
+    Tex()
+    : ElemBase() {
+        // empty
+    }
+
+};
+
+// -------------------------------------------------------------------------------
+struct MTex : ElemBase {
+
+    enum Projection {
+         Proj_N = 0
+        ,Proj_X = 1
+        ,Proj_Y = 2
+        ,Proj_Z = 3
+    };
+
+    enum Flag {
+         Flag_RGBTOINT      = 0x1
+        ,Flag_STENCIL       = 0x2
+        ,Flag_NEGATIVE      = 0x4
+        ,Flag_ALPHAMIX      = 0x8
+        ,Flag_VIEWSPACE     = 0x10
+    };
+
+    enum BlendType {
+         BlendType_BLEND            = 0
+        ,BlendType_MUL              = 1
+        ,BlendType_ADD              = 2
+        ,BlendType_SUB              = 3
+        ,BlendType_DIV              = 4
+        ,BlendType_DARK             = 5
+        ,BlendType_DIFF             = 6
+        ,BlendType_LIGHT            = 7
+        ,BlendType_SCREEN           = 8
+        ,BlendType_OVERLAY          = 9
+        ,BlendType_BLEND_HUE        = 10
+        ,BlendType_BLEND_SAT        = 11
+        ,BlendType_BLEND_VAL        = 12
+        ,BlendType_BLEND_COLOR      = 13
+    };
+
+    enum MapType {
+         MapType_COL         = 1
+        ,MapType_NORM        = 2
+        ,MapType_COLSPEC     = 4
+        ,MapType_COLMIR      = 8
+        ,MapType_REF         = 16
+        ,MapType_SPEC        = 32
+        ,MapType_EMIT        = 64
+        ,MapType_ALPHA       = 128
+        ,MapType_HAR         = 256
+        ,MapType_RAYMIRR     = 512
+        ,MapType_TRANSLU     = 1024
+        ,MapType_AMB         = 2048
+        ,MapType_DISPLACE    = 4096
+        ,MapType_WARP        = 8192
+    };
+
+    // short texco, maptoneg;
+    MapType mapto;
+
+    BlendType blendtype;
+    std::shared_ptr<Object> object;
+    std::shared_ptr<Tex> tex;
+    char uvname[32];
+
+    Projection projx,projy,projz;
+    char mapping;
+    float ofs[3], size[3], rot;
+
+    int texflag;
+    short colormodel, pmapto, pmaptoneg;
+    //short normapspace, which_output;
+    //char brush_map_mode;
+    float r,g,b,k WARN;
+    //float def_var, rt;
+
+    //float colfac, varfac;
+
+    float norfac;
+    //float dispfac, warpfac;
+    float colspecfac, mirrfac, alphafac;
+    float difffac, specfac, emitfac, hardfac;
+    //float raymirrfac, translfac, ambfac;
+    //float colemitfac, colreflfac, coltransfac;
+    //float densfac, scatterfac, reflfac;
+
+    //float timefac, lengthfac, clumpfac;
+    //float kinkfac, roughfac, padensfac;
+    //float lifefac, sizefac, ivelfac, pvelfac;
+    //float shadowfac;
+    //float zenupfac, zendownfac, blendfac;
+
+    MTex()
+    : ElemBase() {
+        // empty
+    }
+};
+
+}
+}
+#endif

+ 255 - 253
code/BlenderSceneGen.h

@@ -1,253 +1,255 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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  BlenderSceneGen.h
- *  @brief MACHINE GENERATED BY ./scripts/BlenderImporter/genblenddna.py
- */
-#ifndef INCLUDED_AI_BLEND_SCENEGEN_H
-#define INCLUDED_AI_BLEND_SCENEGEN_H
-
-namespace Assimp	{
-	namespace Blender {
-
-
-template <> void Structure :: Convert<Object> (
-    Object& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Group> (
-    Group& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MTex> (
-    MTex& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<TFace> (
-    TFace& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<SubsurfModifierData> (
-    SubsurfModifierData& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MFace> (
-    MFace& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Lamp> (
-    Lamp& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MDeformWeight> (
-    MDeformWeight& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<PackedFile> (
-    PackedFile& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Base> (
-    Base& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MTFace> (
-    MTFace& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Material> (
-    Material& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MTexPoly> (
-    MTexPoly& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Mesh> (
-    Mesh& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MDeformVert> (
-    MDeformVert& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<World> (
-    World& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MLoopCol> (
-    MLoopCol& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MVert> (
-    MVert& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MEdge> (
-    MEdge& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MLoopUV> (
-    MLoopUV& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<GroupObject> (
-    GroupObject& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<ListBase> (
-    ListBase& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MLoop> (
-    MLoop& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<ModifierData> (
-    ModifierData& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<ID> (
-    ID& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MCol> (
-    MCol& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MPoly> (
-    MPoly& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Scene> (
-    Scene& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Library> (
-    Library& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Tex> (
-    Tex& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Camera> (
-    Camera& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<MirrorModifierData> (
-    MirrorModifierData& dest,
-    const FileDatabase& db
-    ) const
-;
-
-template <> void Structure :: Convert<Image> (
-    Image& dest,
-    const FileDatabase& db
-    ) const
-;
-
-
-	}
-}
-
-#endif
+/*
+Open Asset Import Library (ASSIMP)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, ASSIMP Development 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 Development 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  BlenderSceneGen.h
+ *  @brief MACHINE GENERATED BY ./scripts/BlenderImporter/genblenddna.py
+ */
+#ifndef INCLUDED_AI_BLEND_SCENEGEN_H
+#define INCLUDED_AI_BLEND_SCENEGEN_H
+
+#include "BlenderDNA.h"
+#include "BlenderScene.h"
+
+namespace Assimp    {
+namespace Blender {
+
+template <> void Structure :: Convert<Object> (
+    Object& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Group> (
+    Group& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MTex> (
+    MTex& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<TFace> (
+    TFace& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<SubsurfModifierData> (
+    SubsurfModifierData& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MFace> (
+    MFace& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Lamp> (
+    Lamp& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MDeformWeight> (
+    MDeformWeight& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<PackedFile> (
+    PackedFile& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Base> (
+    Base& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MTFace> (
+    MTFace& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Material> (
+    Material& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MTexPoly> (
+    MTexPoly& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Mesh> (
+    Mesh& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MDeformVert> (
+    MDeformVert& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<World> (
+    World& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MLoopCol> (
+    MLoopCol& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MVert> (
+    MVert& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MEdge> (
+    MEdge& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MLoopUV> (
+    MLoopUV& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<GroupObject> (
+    GroupObject& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<ListBase> (
+    ListBase& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MLoop> (
+    MLoop& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<ModifierData> (
+    ModifierData& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<ID> (
+    ID& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MCol> (
+    MCol& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MPoly> (
+    MPoly& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Scene> (
+    Scene& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Library> (
+    Library& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Tex> (
+    Tex& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Camera> (
+    Camera& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<MirrorModifierData> (
+    MirrorModifierData& dest,
+    const FileDatabase& db
+    ) const
+;
+
+template <> void Structure :: Convert<Image> (
+    Image& dest,
+    const FileDatabase& db
+    ) const
+;
+
+
+    }
+}
+
+#endif

+ 264 - 268
code/BlenderTessellator.cpp

@@ -2,11 +2,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2013, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
@@ -42,7 +42,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  *  @brief A simple tessellation wrapper
  */
 
-#include "AssimpPCH.h"
 
 #ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
 
@@ -51,13 +50,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "BlenderBMesh.h"
 #include "BlenderTessellator.h"
 
+#include <stddef.h>
+
 static const unsigned int BLEND_TESS_MAGIC = 0x83ed9ac3;
 
 #if ASSIMP_BLEND_WITH_GLU_TESSELLATE
 
 namspace Assimp
 {
-	template< > const std::string LogFunctions< BlenderTessellatorGL >::log_prefix = "BLEND_TESS_GL: ";
+    template< > const std::string LogFunctions< BlenderTessellatorGL >::log_prefix = "BLEND_TESS_GL: ";
 }
 
 using namespace Assimp;
@@ -69,7 +70,7 @@ using namespace Assimp::Blender;
 
 // ------------------------------------------------------------------------------------------------
 BlenderTessellatorGL::BlenderTessellatorGL( BlenderBMeshConverter& converter ):
-	converter( &converter )
+    converter( &converter )
 {
 }
 
@@ -81,167 +82,167 @@ BlenderTessellatorGL::~BlenderTessellatorGL( )
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
 {
-	AssertVertexCount( vertexCount );
+    AssertVertexCount( vertexCount );
 
-	std::vector< VertexGL > polyLoopGL;
-	GenerateLoopVerts( polyLoopGL, polyLoop, vertexCount, vertices );
+    std::vector< VertexGL > polyLoopGL;
+    GenerateLoopVerts( polyLoopGL, polyLoop, vertexCount, vertices );
 
-	TessDataGL tessData;
-	Tesssellate( polyLoopGL, tessData );
+    TessDataGL tessData;
+    Tesssellate( polyLoopGL, tessData );
 
-	TriangulateDrawCalls( tessData );
+    TriangulateDrawCalls( tessData );
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::AssertVertexCount( int vertexCount )
 {
-	if ( vertexCount <= 4 )
-	{
-		ThrowException( "Expected more than 4 vertices for tessellation" );
-	}
+    if ( vertexCount <= 4 )
+    {
+        ThrowException( "Expected more than 4 vertices for tessellation" );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::GenerateLoopVerts( std::vector< VertexGL >& polyLoopGL, const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
 {
-	for ( int i = 0; i < vertexCount; ++i )
-	{
-		const MLoop& loopItem = polyLoop[ i ];
-		const MVert& vertex = vertices[ loopItem.v ];
-		polyLoopGL.push_back( VertexGL( vertex.co[ 0 ], vertex.co[ 1 ], vertex.co[ 2 ], loopItem.v, BLEND_TESS_MAGIC ) );
-	}
+    for ( int i = 0; i < vertexCount; ++i )
+    {
+        const MLoop& loopItem = polyLoop[ i ];
+        const MVert& vertex = vertices[ loopItem.v ];
+        polyLoopGL.push_back( VertexGL( vertex.co[ 0 ], vertex.co[ 1 ], vertex.co[ 2 ], loopItem.v, BLEND_TESS_MAGIC ) );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::Tesssellate( std::vector< VertexGL >& polyLoopGL, TessDataGL& tessData )
 {
-	GLUtesselator* tessellator = gluNewTess( );
-	gluTessCallback( tessellator, GLU_TESS_BEGIN_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateBegin ) );
-	gluTessCallback( tessellator, GLU_TESS_END_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEnd ) );
-	gluTessCallback( tessellator, GLU_TESS_VERTEX_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateVertex ) );
-	gluTessCallback( tessellator, GLU_TESS_COMBINE_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateCombine ) );
-	gluTessCallback( tessellator, GLU_TESS_EDGE_FLAG_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEdgeFlag ) );
-	gluTessCallback( tessellator, GLU_TESS_ERROR_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateError ) );
-	gluTessProperty( tessellator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO );
+    GLUtesselator* tessellator = gluNewTess( );
+    gluTessCallback( tessellator, GLU_TESS_BEGIN_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateBegin ) );
+    gluTessCallback( tessellator, GLU_TESS_END_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEnd ) );
+    gluTessCallback( tessellator, GLU_TESS_VERTEX_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateVertex ) );
+    gluTessCallback( tessellator, GLU_TESS_COMBINE_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateCombine ) );
+    gluTessCallback( tessellator, GLU_TESS_EDGE_FLAG_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateEdgeFlag ) );
+    gluTessCallback( tessellator, GLU_TESS_ERROR_DATA, reinterpret_cast< void ( CALLBACK * )( ) >( TessellateError ) );
+    gluTessProperty( tessellator, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_NONZERO );
 
-	gluTessBeginPolygon( tessellator, &tessData );
-	gluTessBeginContour( tessellator );
+    gluTessBeginPolygon( tessellator, &tessData );
+    gluTessBeginContour( tessellator );
 
-	for ( unsigned int i = 0; i < polyLoopGL.size( ); ++i )
-	{
-		gluTessVertex( tessellator, reinterpret_cast< GLdouble* >( &polyLoopGL[ i ] ), &polyLoopGL[ i ] );
-	}
+    for ( unsigned int i = 0; i < polyLoopGL.size( ); ++i )
+    {
+        gluTessVertex( tessellator, reinterpret_cast< GLdouble* >( &polyLoopGL[ i ] ), &polyLoopGL[ i ] );
+    }
 
-	gluTessEndContour( tessellator );
-	gluTessEndPolygon( tessellator );
+    gluTessEndContour( tessellator );
+    gluTessEndPolygon( tessellator );
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::TriangulateDrawCalls( const TessDataGL& tessData )
 {
-	// NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically
-	//        need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case
-	//        GLU tessellate changes or tristrips and fans are wanted.
-	//        See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml
-	for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i )
-	{
-		const DrawCallGL& drawCallGL = tessData.drawCalls[ i ];
-		const VertexGL* vertices = &tessData.vertices[ drawCallGL.baseVertex ];
-		if ( drawCallGL.drawMode == GL_TRIANGLES )
-		{
-			MakeFacesFromTris( vertices, drawCallGL.vertexCount );
-		}
-		else if ( drawCallGL.drawMode == GL_TRIANGLE_STRIP )
-		{
-			MakeFacesFromTriStrip( vertices, drawCallGL.vertexCount );
-		}
-		else if ( drawCallGL.drawMode == GL_TRIANGLE_FAN )
-		{
-			MakeFacesFromTriFan( vertices, drawCallGL.vertexCount );
-		}
-	}
+    // NOTE - Because we are supplying a callback to GLU_TESS_EDGE_FLAG_DATA we don't technically
+    //        need support for GL_TRIANGLE_STRIP and GL_TRIANGLE_FAN but we'll keep it here in case
+    //        GLU tessellate changes or tri-strips and fans are wanted.
+    //        See: http://www.opengl.org/sdk/docs/man2/xhtml/gluTessCallback.xml
+    for ( unsigned int i = 0; i < tessData.drawCalls.size( ); ++i )
+    {
+        const DrawCallGL& drawCallGL = tessData.drawCalls[ i ];
+        const VertexGL* vertices = &tessData.vertices[ drawCallGL.baseVertex ];
+        if ( drawCallGL.drawMode == GL_TRIANGLES )
+        {
+            MakeFacesFromTris( vertices, drawCallGL.vertexCount );
+        }
+        else if ( drawCallGL.drawMode == GL_TRIANGLE_STRIP )
+        {
+            MakeFacesFromTriStrip( vertices, drawCallGL.vertexCount );
+        }
+        else if ( drawCallGL.drawMode == GL_TRIANGLE_FAN )
+        {
+            MakeFacesFromTriFan( vertices, drawCallGL.vertexCount );
+        }
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::MakeFacesFromTris( const VertexGL* vertices, int vertexCount )
 {
-	int triangleCount = vertexCount / 3;
-	for ( int i = 0; i < triangleCount; ++i )
-	{
-		int vertexBase = i * 3;
-		converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
-	}
+    const int triangleCount = vertexCount / 3;
+    for ( int i = 0; i < triangleCount; ++i )
+    {
+        int vertexBase = i * 3;
+        converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::MakeFacesFromTriStrip( const VertexGL* vertices, int vertexCount )
 {
-	int triangleCount = vertexCount - 2;
-	for ( int i = 0; i < triangleCount; ++i )
-	{
-		int vertexBase = i;
-		converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
-	}
+    const int triangleCount = vertexCount - 2;
+    for ( int i = 0; i < triangleCount; ++i )
+    {
+        int vertexBase = i;
+        converter->AddFace( vertices[ vertexBase + 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::MakeFacesFromTriFan( const VertexGL* vertices, int vertexCount )
 {
-	int triangleCount = vertexCount - 2;
-	for ( int i = 0; i < triangleCount; ++i )
-	{
-		int vertexBase = i;
-		converter->AddFace( vertices[ 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
-	}
+    const int triangleCount = vertexCount - 2;
+    for ( int i = 0; i < triangleCount; ++i )
+    {
+        int vertexBase = i;
+        converter->AddFace( vertices[ 0 ].index, vertices[ vertexBase + 1 ].index, vertices[ vertexBase + 2 ].index );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::TessellateBegin( GLenum drawModeGL, void* userData )
 {
-	TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
-	tessData.drawCalls.push_back( DrawCallGL( drawModeGL, tessData.vertices.size( ) ) );
+    TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
+    tessData.drawCalls.push_back( DrawCallGL( drawModeGL, tessData.vertices.size( ) ) );
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::TessellateEnd( void* )
 {
-	// Do nothing
+    // Do nothing
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::TessellateVertex( const void* vtxData, void* userData )
 {
-	TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
+    TessDataGL& tessData = *reinterpret_cast< TessDataGL* >( userData );
 
-	const VertexGL& vertex = *reinterpret_cast< const VertexGL* >( vtxData );
-	if ( vertex.magic != BLEND_TESS_MAGIC )
-	{
-		ThrowException( "Point returned by GLU Tessellate was probably not one of ours. This indicates we need a new way to store vertex information" );
-	}
-	tessData.vertices.push_back( vertex );
-	if ( tessData.drawCalls.size( ) == 0 )
-	{
-		ThrowException( "\"Vertex\" callback received before \"Begin\"" );
-	}
-	++( tessData.drawCalls.back( ).vertexCount );
+    const VertexGL& vertex = *reinterpret_cast< const VertexGL* >( vtxData );
+    if ( vertex.magic != BLEND_TESS_MAGIC )
+    {
+        ThrowException( "Point returned by GLU Tessellate was probably not one of ours. This indicates we need a new way to store vertex information" );
+    }
+    tessData.vertices.push_back( vertex );
+    if ( tessData.drawCalls.size( ) == 0 )
+    {
+        ThrowException( "\"Vertex\" callback received before \"Begin\"" );
+    }
+    ++( tessData.drawCalls.back( ).vertexCount );
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData )
 {
-	ThrowException( "Intersected polygon loops are not yet supported" );
+    ThrowException( "Intersected polygon loops are not yet supported" );
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::TessellateEdgeFlag( GLboolean, void* )
 {
-	// Do nothing
+    // Do nothing
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorGL::TessellateError( GLenum errorCode, void* )
 {
-	ThrowException( reinterpret_cast< const char* >( gluErrorString( errorCode ) ) );
+    ThrowException( reinterpret_cast< const char* >( gluErrorString( errorCode ) ) );
 }
 
 #endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
@@ -250,7 +251,7 @@ void BlenderTessellatorGL::TessellateError( GLenum errorCode, void* )
 
 namespace Assimp
 {
-	template< > const std::string LogFunctions< BlenderTessellatorP2T >::log_prefix = "BLEND_TESS_P2T: ";
+    template< > const std::string LogFunctions< BlenderTessellatorP2T >::log_prefix = "BLEND_TESS_P2T: ";
 }
 
 using namespace Assimp;
@@ -258,7 +259,7 @@ using namespace Assimp::Blender;
 
 // ------------------------------------------------------------------------------------------------
 BlenderTessellatorP2T::BlenderTessellatorP2T( BlenderBMeshConverter& converter ):
-	converter( &converter )
+    converter( &converter )
 {
 }
 
@@ -270,178 +271,173 @@ BlenderTessellatorP2T::~BlenderTessellatorP2T( )
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorP2T::Tessellate( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices )
 {
-	AssertVertexCount( vertexCount );
+    AssertVertexCount( vertexCount );
 
-	// NOTE - We have to hope that points in a Blender polygon are roughly on the same plane.
-	//        There may be some triangulation artifacts if they are wildly different.
+    // NOTE - We have to hope that points in a Blender polygon are roughly on the same plane.
+    //        There may be some triangulation artifacts if they are wildly different.
 
-	std::vector< PointP2T > points;
-	Copy3DVertices( polyLoop, vertexCount, vertices, points );
+    std::vector< PointP2T > points;
+    Copy3DVertices( polyLoop, vertexCount, vertices, points );
 
-	PlaneP2T plane = FindLLSQPlane( points );
+    PlaneP2T plane = FindLLSQPlane( points );
 
-	aiMatrix4x4 transform = GeneratePointTransformMatrix( plane );
+    aiMatrix4x4 transform = GeneratePointTransformMatrix( plane );
 
-	TransformAndFlattenVectices( transform, points );
+    TransformAndFlattenVectices( transform, points );
 
-	std::vector< p2t::Point* > pointRefs;
-	ReferencePoints( points, pointRefs );
+    std::vector< p2t::Point* > pointRefs;
+    ReferencePoints( points, pointRefs );
 
-	p2t::CDT cdt( pointRefs );
+    p2t::CDT cdt( pointRefs );
 
-	cdt.Triangulate( );
-	std::vector< p2t::Triangle* > triangles = cdt.GetTriangles( );
+    cdt.Triangulate( );
+    std::vector< p2t::Triangle* > triangles = cdt.GetTriangles( );
 
-	MakeFacesFromTriangles( triangles );
+    MakeFacesFromTriangles( triangles );
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorP2T::AssertVertexCount( int vertexCount )
 {
-	if ( vertexCount <= 4 )
-	{
-		ThrowException( "Expected more than 4 vertices for tessellation" );
-	}
+    if ( vertexCount <= 4 )
+    {
+        ThrowException( "Expected more than 4 vertices for tessellation" );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorP2T::Copy3DVertices( const MLoop* polyLoop, int vertexCount, const std::vector< MVert >& vertices, std::vector< PointP2T >& points ) const
 {
-	points.resize( vertexCount );
-	for ( int i = 0; i < vertexCount; ++i )
-	{
-		const MLoop& loop = polyLoop[ i ];
-		const MVert& vert = vertices[ loop.v ];
+    points.resize( vertexCount );
+    for ( int i = 0; i < vertexCount; ++i )
+    {
+        const MLoop& loop = polyLoop[ i ];
+        const MVert& vert = vertices[ loop.v ];
 
-		PointP2T& point = points[ i ];
-		point.point3D.Set( vert.co[ 0 ], vert.co[ 1 ], vert.co[ 2 ] );
-		point.index = loop.v;
-		point.magic = BLEND_TESS_MAGIC;
-	}
+        PointP2T& point = points[ i ];
+        point.point3D.Set( vert.co[ 0 ], vert.co[ 1 ], vert.co[ 2 ] );
+        point.index = loop.v;
+        point.magic = BLEND_TESS_MAGIC;
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 aiMatrix4x4 BlenderTessellatorP2T::GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const
 {
-	aiVector3D sideA( 1.0f, 0.0f, 0.0f );
-	if ( fabs( plane.normal * sideA ) > 0.999f )
-	{
-		sideA = aiVector3D( 0.0f, 1.0f, 0.0f );
-	}
-
-	aiVector3D sideB( plane.normal ^ sideA );
-	sideB.Normalize( );
-	sideA = sideB ^ plane.normal;
-
-	aiMatrix4x4 result;
-	result.a1 = sideA.x;
-	result.a2 = sideA.y;
-	result.a3 = sideA.z;
-	result.b1 = sideB.x;
-	result.b2 = sideB.y;
-	result.b3 = sideB.z;
-	result.c1 = plane.normal.x;
-	result.c2 = plane.normal.y;
-	result.c3 = plane.normal.z;
-	result.a4 = plane.centre.x;
-	result.b4 = plane.centre.y;
-	result.c4 = plane.centre.z;
-	result.Inverse( );
-
-	return result;
+    aiVector3D sideA( 1.0f, 0.0f, 0.0f );
+    if ( std::fabs( plane.normal * sideA ) > 0.999f )
+    {
+        sideA = aiVector3D( 0.0f, 1.0f, 0.0f );
+    }
+
+    aiVector3D sideB( plane.normal ^ sideA );
+    sideB.Normalize( );
+    sideA = sideB ^ plane.normal;
+
+    aiMatrix4x4 result;
+    result.a1 = sideA.x;
+    result.a2 = sideA.y;
+    result.a3 = sideA.z;
+    result.b1 = sideB.x;
+    result.b2 = sideB.y;
+    result.b3 = sideB.z;
+    result.c1 = plane.normal.x;
+    result.c2 = plane.normal.y;
+    result.c3 = plane.normal.z;
+    result.a4 = plane.centre.x;
+    result.b4 = plane.centre.y;
+    result.c4 = plane.centre.z;
+    result.Inverse( );
+
+    return result;
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorP2T::TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const
 {
-	for ( unsigned int i = 0; i < vertices.size( ); ++i )
-	{
-		PointP2T& point = vertices[ i ];
-		point.point3D = transform * point.point3D;
-		point.point2D.set( point.point3D.y, point.point3D.z );
-	}
+    for ( size_t i = 0; i < vertices.size( ); ++i )
+    {
+        PointP2T& point = vertices[ i ];
+        point.point3D = transform * point.point3D;
+        point.point2D.set( point.point3D.y, point.point3D.z );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorP2T::ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const
 {
-	pointRefs.resize( points.size( ) );
-	for ( unsigned int i = 0; i < points.size( ); ++i )
-	{
-		pointRefs[ i ] = &points[ i ].point2D;
-	}
+    pointRefs.resize( points.size( ) );
+    for ( size_t i = 0; i < points.size( ); ++i )
+    {
+        pointRefs[ i ] = &points[ i ].point2D;
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
-// Yes this is filthy... but we have no choice
-#define OffsetOf( Class, Member ) ( static_cast< unsigned int >( \
-	reinterpret_cast<uint8_t*>(&( reinterpret_cast< Class* >( NULL )->*( &Class::Member ) )) - \
-	static_cast<uint8_t*>(NULL) ) )
-
 inline PointP2T& BlenderTessellatorP2T::GetActualPointStructure( p2t::Point& point ) const
 {
-	unsigned int pointOffset = OffsetOf( PointP2T, point2D );
-	PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset );
-	if ( pointStruct.magic != static_cast<int>( BLEND_TESS_MAGIC ) )
-	{
-		ThrowException( "Point returned by poly2tri was probably not one of ours. This indicates we need a new way to store vertex information" );
-	}
-	return pointStruct;
+    unsigned int pointOffset = offsetof( PointP2T, point2D );
+    PointP2T& pointStruct = *reinterpret_cast< PointP2T* >( reinterpret_cast< char* >( &point ) - pointOffset );
+    if ( pointStruct.magic != static_cast<int>( BLEND_TESS_MAGIC ) )
+    {
+        ThrowException( "Point returned by poly2tri was probably not one of ours. This indicates we need a new way to store vertex information" );
+    }
+    return pointStruct;
 }
 
 // ------------------------------------------------------------------------------------------------
 void BlenderTessellatorP2T::MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const
 {
-	for ( unsigned int i = 0; i < triangles.size( ); ++i )
-	{
-		p2t::Triangle& Triangle = *triangles[ i ];
+    for ( size_t i = 0; i < triangles.size( ); ++i )
+    {
+        p2t::Triangle& Triangle = *triangles[ i ];
 
-		PointP2T& pointA = GetActualPointStructure( *Triangle.GetPoint( 0 ) );
-		PointP2T& pointB = GetActualPointStructure( *Triangle.GetPoint( 1 ) );
-		PointP2T& pointC = GetActualPointStructure( *Triangle.GetPoint( 2 ) );
+        PointP2T& pointA = GetActualPointStructure( *Triangle.GetPoint( 0 ) );
+        PointP2T& pointB = GetActualPointStructure( *Triangle.GetPoint( 1 ) );
+        PointP2T& pointC = GetActualPointStructure( *Triangle.GetPoint( 2 ) );
 
-		converter->AddFace( pointA.index, pointB.index, pointC.index );
-	}
+        converter->AddFace( pointA.index, pointB.index, pointC.index );
+    }
 }
 
 // ------------------------------------------------------------------------------------------------
 inline float p2tMax( float a, float b )
 {
-	return a > b ? a : b;
+    return a > b ? a : b;
 }
 
 // ------------------------------------------------------------------------------------------------
 // Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
 float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) const
 {
-	float result = 0.0f;
+    float result = 0.0f;
 
-	for ( int x = 0; x < 3; ++x )
-	{
-		for ( int y = 0; y < 3; ++y )
-		{
-			result = p2tMax( fabs( mtx[ x ][ y ] ), result );
-		}
-	}
+    for ( unsigned int x = 0; x < 3; ++x )
+    {
+        for ( unsigned int y = 0; y < 3; ++y )
+        {
+            result = p2tMax( std::fabs( mtx[ x ][ y ] ), result );
+        }
+    }
 
-	return result;
+    return result;
 }
 
 // ------------------------------------------------------------------------------------------------
-// Aparently Assimp doesn't have matrix scaling
+// Apparently Assimp doesn't have matrix scaling
 aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const
 {
-	aiMatrix3x3 result;
+    aiMatrix3x3 result;
 
-	for ( int x = 0; x < 3; ++x )
-	{
-		for ( int y = 0; y < 3; ++y )
-		{
-			result[ x ][ y ] = mtx[ x ][ y ] * scale;
-		}
-	}
+    for ( unsigned int x = 0; x < 3; ++x )
+    {
+        for ( unsigned int y = 0; y < 3; ++y )
+        {
+            result[ x ][ y ] = mtx[ x ][ y ] * scale;
+        }
+    }
 
-	return result;
+    return result;
 }
 
 
@@ -449,70 +445,70 @@ aiMatrix3x3 BlenderTessellatorP2T::ScaleMatrix( const aiMatrix3x3& mtx, float sc
 // Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
 aiVector3D BlenderTessellatorP2T::GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const
 {
-	float scale = FindLargestMatrixElem( mtx );
-	aiMatrix3x3 mc = ScaleMatrix( mtx, 1.0f / scale );
-	mc = mc * mc * mc;
-
-	aiVector3D v( 1.0f );
-	aiVector3D lastV = v;
-	for ( int i = 0; i < 100; ++i )
-	{
-		v = mc * v;
-		v.Normalize( );
-		if ( ( v - lastV ).SquareLength( ) < 1e-16f )
-		{
-			break;
-		}
-		lastV = v;
-	}
-	return v;
-} 
+    const float scale = FindLargestMatrixElem( mtx );
+    aiMatrix3x3 mc = ScaleMatrix( mtx, 1.0f / scale );
+    mc = mc * mc * mc;
+
+    aiVector3D v( 1.0f );
+    aiVector3D lastV = v;
+    for ( int i = 0; i < 100; ++i )
+    {
+        v = mc * v;
+        v.Normalize( );
+        if ( ( v - lastV ).SquareLength( ) < 1e-16f )
+        {
+            break;
+        }
+        lastV = v;
+    }
+    return v;
+}
 
 // ------------------------------------------------------------------------------------------------
 // Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
 PlaneP2T BlenderTessellatorP2T::FindLLSQPlane( const std::vector< PointP2T >& points ) const
 {
-	PlaneP2T result;
-
-	aiVector3D sum( 0.0f );
-	for ( unsigned int i = 0; i < points.size( ); ++i )
-	{
-		sum += points[ i ].point3D;
-	}
-	result.centre = sum * ( 1.0f / points.size( ) );
-
-	float sumXX = 0.0f;
-	float sumXY = 0.0f;
-	float sumXZ = 0.0f;
-	float sumYY = 0.0f;
-	float sumYZ = 0.0f;
-	float sumZZ = 0.0f;
-	for ( unsigned int i = 0; i < points.size( ); ++i )
-	{
-		aiVector3D offset = points[ i ].point3D - result.centre;
-		sumXX += offset.x * offset.x;
-		sumXY += offset.x * offset.y;
-		sumXZ += offset.x * offset.z;
-		sumYY += offset.y * offset.y;
-		sumYZ += offset.y * offset.z;
-		sumZZ += offset.z * offset.z;
-	}
-
-	aiMatrix3x3 mtx( sumXX, sumXY, sumXZ, sumXY, sumYY, sumYZ, sumXZ, sumYZ, sumZZ );
-
-	float det = mtx.Determinant( );
-	if ( det == 0.0f )
-	{
-		result.normal = aiVector3D( 0.0f );
-	}
-	else
-	{
-		aiMatrix3x3 invMtx = mtx;
-		invMtx.Inverse( );
-		result.normal = GetEigenVectorFromLargestEigenValue( invMtx );
-	}
-
-	return result;
+    PlaneP2T result;
+
+    aiVector3D sum( 0.0 );
+    for ( size_t i = 0; i < points.size( ); ++i )
+    {
+        sum += points[ i ].point3D;
+    }
+    result.centre = sum * (ai_real)( 1.0 / points.size( ) );
+
+    ai_real sumXX = 0.0;
+    ai_real sumXY = 0.0;
+    ai_real sumXZ = 0.0;
+    ai_real sumYY = 0.0;
+    ai_real sumYZ = 0.0;
+    ai_real sumZZ = 0.0;
+    for ( size_t i = 0; i < points.size( ); ++i )
+    {
+        aiVector3D offset = points[ i ].point3D - result.centre;
+        sumXX += offset.x * offset.x;
+        sumXY += offset.x * offset.y;
+        sumXZ += offset.x * offset.z;
+        sumYY += offset.y * offset.y;
+        sumYZ += offset.y * offset.z;
+        sumZZ += offset.z * offset.z;
+    }
+
+    aiMatrix3x3 mtx( sumXX, sumXY, sumXZ, sumXY, sumYY, sumYZ, sumXZ, sumYZ, sumZZ );
+
+    const ai_real det = mtx.Determinant( );
+    if ( det == 0.0f )
+    {
+        result.normal = aiVector3D( 0.0f );
+    }
+    else
+    {
+        aiMatrix3x3 invMtx = mtx;
+        invMtx.Inverse( );
+        result.normal = GetEigenVectorFromLargestEigenValue( invMtx );
+    }
+
+    return result;
 }
 
 #endif // ASSIMP_BLEND_WITH_POLY_2_TRI

+ 136 - 136
code/BlenderTessellator.h

@@ -2,11 +2,11 @@
 Open Asset Import Library (assimp)
 ----------------------------------------------------------------------
 
-Copyright (c) 2006-2013, assimp team
+Copyright (c) 2006-2016, 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 
+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
@@ -23,16 +23,16 @@ following conditions are met:
   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 
+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 
+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 
+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 
+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.
 
 ----------------------------------------------------------------------
@@ -46,15 +46,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 // Use these to toggle between GLU Tessellate or poly2tri
 // Note (acg) keep GLU Tesselate disabled by default - if it is turned on,
-// assimp needs to be linked against GLU, which is currently not yet 
+// assimp needs to be linked against GLU, which is currently not yet
 // made configurable in CMake and potentially not wanted by most users
 // as it requires a Gl environment.
 #ifndef ASSIMP_BLEND_WITH_GLU_TESSELLATE
-#	define ASSIMP_BLEND_WITH_GLU_TESSELLATE 0
+#   define ASSIMP_BLEND_WITH_GLU_TESSELLATE 0
 #endif
 
 #ifndef ASSIMP_BLEND_WITH_POLY_2_TRI
-#	define ASSIMP_BLEND_WITH_POLY_2_TRI 1
+#   define ASSIMP_BLEND_WITH_POLY_2_TRI 1
 #endif
 
 #include "LogAux.h"
@@ -68,74 +68,74 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
 namespace Assimp
 {
-	class BlenderBMeshConverter;
-
-	// TinyFormatter.h
-	namespace Formatter
-	{
-		template < typename T,typename TR, typename A > class basic_formatter;
-		typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
-	}
-
-	// BlenderScene.h
-	namespace Blender
-	{
-		struct MLoop;
-		struct MVert;
-
-		struct VertexGL
-		{
-			GLdouble X;
-			GLdouble Y;
-			GLdouble Z;
-			int index;
-			int magic;
-
-			VertexGL( GLdouble X, GLdouble Y, GLdouble Z, int index, int magic ): X( X ), Y( Y ), Z( Z ), index( index ), magic( magic ) { }
-		};
-
-		struct DrawCallGL
-		{
-			GLenum drawMode;
-			int baseVertex;
-			int vertexCount;
-
-			DrawCallGL( GLenum drawMode, int baseVertex ): drawMode( drawMode ), baseVertex( baseVertex ), vertexCount( 0 ) { }
-		};
-
-		struct TessDataGL
-		{
-			std::vector< DrawCallGL > drawCalls;
-			std::vector< VertexGL > vertices;
-		};
-	}
-
-	class BlenderTessellatorGL: public LogFunctions< BlenderTessellatorGL >
-	{
-	public:
-		BlenderTessellatorGL( BlenderBMeshConverter& converter );
-		~BlenderTessellatorGL( );
-
-		void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
-
-	private:
-		void AssertVertexCount( int vertexCount );
-		void GenerateLoopVerts( std::vector< Blender::VertexGL >& polyLoopGL, const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
-		void Tesssellate( std::vector< Blender::VertexGL >& polyLoopGL, Blender::TessDataGL& tessData );
-		void TriangulateDrawCalls( const Blender::TessDataGL& tessData );
-		void MakeFacesFromTris( const Blender::VertexGL* vertices, int vertexCount );
-		void MakeFacesFromTriStrip( const Blender::VertexGL* vertices, int vertexCount );
-		void MakeFacesFromTriFan( const Blender::VertexGL* vertices, int vertexCount );
-
-		static void TessellateBegin( GLenum drawModeGL, void* userData );
-		static void TessellateEnd( void* userData );
-		static void TessellateVertex( const void* vtxData, void* userData );
-		static void TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData );
-		static void TessellateEdgeFlag( GLboolean edgeFlag, void* userData );
-		static void TessellateError( GLenum errorCode, void* userData );
-
-		BlenderBMeshConverter* converter;
-	};
+    class BlenderBMeshConverter;
+
+    // TinyFormatter.h
+    namespace Formatter
+    {
+        template < typename T,typename TR, typename A > class basic_formatter;
+        typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
+    }
+
+    // BlenderScene.h
+    namespace Blender
+    {
+        struct MLoop;
+        struct MVert;
+
+        struct VertexGL
+        {
+            GLdouble X;
+            GLdouble Y;
+            GLdouble Z;
+            int index;
+            int magic;
+
+            VertexGL( GLdouble X, GLdouble Y, GLdouble Z, int index, int magic ): X( X ), Y( Y ), Z( Z ), index( index ), magic( magic ) { }
+        };
+
+        struct DrawCallGL
+        {
+            GLenum drawMode;
+            int baseVertex;
+            int vertexCount;
+
+            DrawCallGL( GLenum drawMode, int baseVertex ): drawMode( drawMode ), baseVertex( baseVertex ), vertexCount( 0 ) { }
+        };
+
+        struct TessDataGL
+        {
+            std::vector< DrawCallGL > drawCalls;
+            std::vector< VertexGL > vertices;
+        };
+    }
+
+    class BlenderTessellatorGL: public LogFunctions< BlenderTessellatorGL >
+    {
+    public:
+        BlenderTessellatorGL( BlenderBMeshConverter& converter );
+        ~BlenderTessellatorGL( );
+
+        void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
+
+    private:
+        void AssertVertexCount( int vertexCount );
+        void GenerateLoopVerts( std::vector< Blender::VertexGL >& polyLoopGL, const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
+        void Tesssellate( std::vector< Blender::VertexGL >& polyLoopGL, Blender::TessDataGL& tessData );
+        void TriangulateDrawCalls( const Blender::TessDataGL& tessData );
+        void MakeFacesFromTris( const Blender::VertexGL* vertices, int vertexCount );
+        void MakeFacesFromTriStrip( const Blender::VertexGL* vertices, int vertexCount );
+        void MakeFacesFromTriFan( const Blender::VertexGL* vertices, int vertexCount );
+
+        static void TessellateBegin( GLenum drawModeGL, void* userData );
+        static void TessellateEnd( void* userData );
+        static void TessellateVertex( const void* vtxData, void* userData );
+        static void TessellateCombine( const GLdouble intersection[ 3 ], const GLdouble* [ 4 ], const GLfloat [ 4 ], GLdouble** out, void* userData );
+        static void TessellateEdgeFlag( GLboolean edgeFlag, void* userData );
+        static void TessellateError( GLenum errorCode, void* userData );
+
+        BlenderBMeshConverter* converter;
+    };
 } // end of namespace Assimp
 
 #endif // ASSIMP_BLEND_WITH_GLU_TESSELLATE
@@ -146,61 +146,61 @@ namespace Assimp
 
 namespace Assimp
 {
-	class BlenderBMeshConverter;
-
-	// TinyFormatter.h
-	namespace Formatter
-	{
-		template < typename T,typename TR, typename A > class basic_formatter;
-		typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
-	}
-
-	// BlenderScene.h
-	namespace Blender
-	{
-		struct MLoop;
-		struct MVert;
-
-		struct PointP2T
-		{
-			aiVector3D point3D;
-			p2t::Point point2D;
-			int magic;
-			int index;
-		};
-
-		struct PlaneP2T
-		{
-			aiVector3D centre;
-			aiVector3D normal;
-		};
-	}
-
-	class BlenderTessellatorP2T: public LogFunctions< BlenderTessellatorP2T >
-	{
-	public:
-		BlenderTessellatorP2T( BlenderBMeshConverter& converter );
-		~BlenderTessellatorP2T( );
-
-		void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
-
-	private:
-		void AssertVertexCount( int vertexCount );
-		void Copy3DVertices( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices, std::vector< Blender::PointP2T >& targetVertices ) const;
-		aiMatrix4x4 GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const;
-		void TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const;
-		void ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const;
-		inline Blender::PointP2T& GetActualPointStructure( p2t::Point& point ) const;
-		void MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const;
-
-		// Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
-		float FindLargestMatrixElem( const aiMatrix3x3& mtx ) const;
-		aiMatrix3x3 ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const;
-		aiVector3D GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const;
-		Blender::PlaneP2T FindLLSQPlane( const std::vector< Blender::PointP2T >& points ) const;
-
-		BlenderBMeshConverter* converter;
-	};
+    class BlenderBMeshConverter;
+
+    // TinyFormatter.h
+    namespace Formatter
+    {
+        template < typename T,typename TR, typename A > class basic_formatter;
+        typedef class basic_formatter< char, std::char_traits< char >, std::allocator< char > > format;
+    }
+
+    // BlenderScene.h
+    namespace Blender
+    {
+        struct MLoop;
+        struct MVert;
+
+        struct PointP2T
+        {
+            aiVector3D point3D;
+            p2t::Point point2D;
+            int magic;
+            int index;
+        };
+
+        struct PlaneP2T
+        {
+            aiVector3D centre;
+            aiVector3D normal;
+        };
+    }
+
+    class BlenderTessellatorP2T: public LogFunctions< BlenderTessellatorP2T >
+    {
+    public:
+        BlenderTessellatorP2T( BlenderBMeshConverter& converter );
+        ~BlenderTessellatorP2T( );
+
+        void Tessellate( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices );
+
+    private:
+        void AssertVertexCount( int vertexCount );
+        void Copy3DVertices( const Blender::MLoop* polyLoop, int vertexCount, const std::vector< Blender::MVert >& vertices, std::vector< Blender::PointP2T >& targetVertices ) const;
+        aiMatrix4x4 GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const;
+        void TransformAndFlattenVectices( const aiMatrix4x4& transform, std::vector< Blender::PointP2T >& vertices ) const;
+        void ReferencePoints( std::vector< Blender::PointP2T >& points, std::vector< p2t::Point* >& pointRefs ) const;
+        inline Blender::PointP2T& GetActualPointStructure( p2t::Point& point ) const;
+        void MakeFacesFromTriangles( std::vector< p2t::Triangle* >& triangles ) const;
+
+        // Adapted from: http://missingbytes.blogspot.co.uk/2012/06/fitting-plane-to-point-cloud.html
+        float FindLargestMatrixElem( const aiMatrix3x3& mtx ) const;
+        aiMatrix3x3 ScaleMatrix( const aiMatrix3x3& mtx, float scale ) const;
+        aiVector3D GetEigenVectorFromLargestEigenValue( const aiMatrix3x3& mtx ) const;
+        Blender::PlaneP2T FindLLSQPlane( const std::vector< Blender::PointP2T >& points ) const;
+
+        BlenderBMeshConverter* converter;
+    };
 } // end of namespace Assimp
 
 #endif // ASSIMP_BLEND_WITH_POLY_2_TRI

+ 336 - 326
code/BlobIOSystem.h

@@ -1,326 +1,336 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (assimp)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2012, 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 Provides cheat implementations for IOSystem and IOStream to
- *  redirect exporter output to a blob chain.*/
-
-#ifndef AI_BLOBIOSYSTEM_H_INCLUDED
-#define AI_BLOBIOSYSTEM_H_INCLUDED
-
-namespace Assimp	{
-	class BlobIOSystem;
-
-// --------------------------------------------------------------------------------------------
-/** Redirect IOStream to a blob */
-// --------------------------------------------------------------------------------------------
-class BlobIOStream : public IOStream
-{
-public:
-
-	BlobIOStream(BlobIOSystem* creator, const std::string& file, size_t initial = 4096)
-		: buffer()
-		, cur_size()
-		, file_size()
-		, cursor()
-		, initial(initial)
-		, file(file)
-		, creator(creator)
-	{
-	}
-
-
-	virtual ~BlobIOStream();
-
-public:
-
-	// -------------------------------------------------------------------
-	aiExportDataBlob* GetBlob()
-	{
-		aiExportDataBlob* blob = new aiExportDataBlob();
-		blob->size = file_size;
-		blob->data = buffer;
-
-		buffer = NULL;
-
-		return blob;
-	}
-
-
-public:
-
-
-	// -------------------------------------------------------------------
-    virtual size_t Read( void *, 
-		size_t, 
-		size_t ) 
-	{
-		return 0;
-	}
-
-	// -------------------------------------------------------------------
-    virtual size_t Write(const void* pvBuffer, 
-		size_t pSize,
-		size_t pCount) 
-	{
-		pSize *= pCount;
-		if (cursor + pSize > cur_size) {
-			Grow(cursor + pSize);
-		}
-
-		memcpy(buffer+cursor, pvBuffer, pSize);
-		cursor += pSize;
-
-		file_size = std::max(file_size,cursor);
-		return pCount; 
-	}
-
-	// -------------------------------------------------------------------
-	virtual aiReturn Seek(size_t pOffset,
-		aiOrigin pOrigin)
-	{
-		switch(pOrigin) 
-		{
-		case aiOrigin_CUR:
-			cursor += pOffset;
-
-		case aiOrigin_END:
-			cursor = file_size - pOffset;
-
-		case aiOrigin_SET:
-			cursor = pOffset;
-			break;
-
-		default:
-			return AI_FAILURE;
-		}
-
-		if (cursor > file_size) {
-			Grow(cursor);
-		}
-
-		file_size = std::max(cursor,file_size);
-		return AI_SUCCESS;
-	}
-
-	// -------------------------------------------------------------------
-    virtual size_t Tell() const
-	{
-		return cursor;
-	}
-
-	// -------------------------------------------------------------------
-	virtual size_t FileSize() const
-	{
-		return file_size;
-	}
-
-	// -------------------------------------------------------------------
-	virtual void Flush() 
-	{
-		// ignore
-	}
-
-
-
-private:
-
-	// -------------------------------------------------------------------
-	void Grow(size_t need = 0) 
-	{
-		// 1.5 and phi are very heap-friendly growth factors (the first
-		// allows for frequent re-use of heap blocks, the second
-		// forms a fibonacci sequence with similar characteristics -
-		// since this heavily depends on the heap implementation 
-		// and other factors as well, i'll just go with 1.5 since
-		// it is quicker to compute).
-		size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
-
-		const uint8_t* const old = buffer;
-		buffer = new uint8_t[new_size];
-
-		if (old) {
-			memcpy(buffer,old,cur_size);
-			delete[] old;
-		}
-
-		cur_size = new_size;
-	}
-
-private:
-
-	uint8_t* buffer;
-	size_t cur_size,file_size, cursor, initial;
-
-	const std::string file;
-	BlobIOSystem* const creator;
-};
-
-
-#define AI_BLOBIO_MAGIC "$blobfile"
-
-// --------------------------------------------------------------------------------------------
-/** Redirect IOSystem to a blob */
-// --------------------------------------------------------------------------------------------
-class BlobIOSystem : public IOSystem
-{
-
-	friend class BlobIOStream;
-	typedef std::pair<std::string, aiExportDataBlob*> BlobEntry;
-
-public:
-
-	BlobIOSystem()
-	{
-	}
-
-	virtual ~BlobIOSystem()
-	{
-		BOOST_FOREACH(BlobEntry& blobby, blobs) {
-			delete blobby.second;
-		}
-	}
-
-public:
-
-	// -------------------------------------------------------------------
-	const char* GetMagicFileName() const 
-	{
-		return AI_BLOBIO_MAGIC;
-	}
-
-
-	// -------------------------------------------------------------------
-	aiExportDataBlob* GetBlobChain()
-	{
-		// one must be the master
-		aiExportDataBlob* master = NULL, *cur;
-		BOOST_FOREACH(const BlobEntry& blobby, blobs) {
-			if (blobby.first == AI_BLOBIO_MAGIC) {
-				master = blobby.second;
-				break;
-			}
-		}
-		if (!master) {
-			DefaultLogger::get()->error("BlobIOSystem: no data written or master file was not closed properly.");
-			return NULL;
-		}
-
-		master->name.Set("");
-
-		cur = master;
-		BOOST_FOREACH(const BlobEntry& blobby, blobs) {
-			if (blobby.second == master) {
-				continue;
-			}
-
-			cur->next = blobby.second;
-			cur = cur->next;
-
-			// extract the file extension from the file written
-			const std::string::size_type s = blobby.first.find_first_of('.');
-			cur->name.Set(s == std::string::npos ? blobby.first : blobby.first.substr(s+1));
-		}
-
-		// give up blob ownership
-		blobs.clear();
-		return master;
-	}
-
-public:
-
-	// -------------------------------------------------------------------
-	virtual bool Exists( const char* pFile) const {
-		return created.find(std::string(pFile)) != created.end();
-	}
-
-
-	// -------------------------------------------------------------------
-	virtual char getOsSeparator() const {
-		return '/';
-	}
-
-
-	// -------------------------------------------------------------------
-	virtual IOStream* Open(const char* pFile,
-		const char* pMode)
-	{
-		if (pMode[0] != 'w') {
-			return NULL;
-		}
-
-		created.insert(std::string(pFile));
-		return new BlobIOStream(this,std::string(pFile));
-	}
-
-	// -------------------------------------------------------------------
-	virtual void Close( IOStream* pFile) 
-	{
-		delete pFile;
-	}
-
-private:
-
-	// -------------------------------------------------------------------
-	void OnDestruct(const std::string& filename, BlobIOStream* child) 
-	{	
-		// we don't know in which the files are closed, so we
-		// can't reliably say that the first must be the master 
-		// file ...
-		blobs.push_back( BlobEntry(filename,child->GetBlob()) );
-	}
-
-private:
-	std::set<std::string> created;
-	std::vector< BlobEntry > blobs;
-};
-
-
-// --------------------------------------------------------------------------------------------
-BlobIOStream :: ~BlobIOStream() 
-{
-	creator->OnDestruct(file,this);
-	delete[] buffer;
-}
-
-	
-} // end Assimp
-
-#endif
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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 Provides cheat implementations for IOSystem and IOStream to
+ *  redirect exporter output to a blob chain.*/
+
+#ifndef AI_BLOBIOSYSTEM_H_INCLUDED
+#define AI_BLOBIOSYSTEM_H_INCLUDED
+
+#include "./../include/assimp/IOStream.hpp"
+#include "./../include/assimp/cexport.h"
+#include "./../include/assimp/IOSystem.hpp"
+#include "./../include/assimp/DefaultLogger.hpp"
+#include <stdint.h>
+#include <set>
+#include <vector>
+
+namespace Assimp    {
+    class BlobIOSystem;
+
+// --------------------------------------------------------------------------------------------
+/** Redirect IOStream to a blob */
+// --------------------------------------------------------------------------------------------
+class BlobIOStream : public IOStream
+{
+public:
+
+    BlobIOStream(BlobIOSystem* creator, const std::string& file, size_t initial = 4096)
+        : buffer()
+        , cur_size()
+        , file_size()
+        , cursor()
+        , initial(initial)
+        , file(file)
+        , creator(creator)
+    {
+    }
+
+
+    virtual ~BlobIOStream();
+
+public:
+
+    // -------------------------------------------------------------------
+    aiExportDataBlob* GetBlob()
+    {
+        aiExportDataBlob* blob = new aiExportDataBlob();
+        blob->size = file_size;
+        blob->data = buffer;
+
+        buffer = NULL;
+
+        return blob;
+    }
+
+
+public:
+
+
+    // -------------------------------------------------------------------
+    virtual size_t Read( void *,
+        size_t,
+        size_t )
+    {
+        return 0;
+    }
+
+    // -------------------------------------------------------------------
+    virtual size_t Write(const void* pvBuffer,
+        size_t pSize,
+        size_t pCount)
+    {
+        pSize *= pCount;
+        if (cursor + pSize > cur_size) {
+            Grow(cursor + pSize);
+        }
+
+        memcpy(buffer+cursor, pvBuffer, pSize);
+        cursor += pSize;
+
+        file_size = std::max(file_size,cursor);
+        return pCount;
+    }
+
+    // -------------------------------------------------------------------
+    virtual aiReturn Seek(size_t pOffset,
+        aiOrigin pOrigin)
+    {
+        switch(pOrigin)
+        {
+        case aiOrigin_CUR:
+            cursor += pOffset;
+            break;
+
+        case aiOrigin_END:
+            cursor = file_size - pOffset;
+            break;
+
+        case aiOrigin_SET:
+            cursor = pOffset;
+            break;
+
+        default:
+            return AI_FAILURE;
+        }
+
+        if (cursor > file_size) {
+            Grow(cursor);
+        }
+
+        file_size = std::max(cursor,file_size);
+        return AI_SUCCESS;
+    }
+
+    // -------------------------------------------------------------------
+    virtual size_t Tell() const
+    {
+        return cursor;
+    }
+
+    // -------------------------------------------------------------------
+    virtual size_t FileSize() const
+    {
+        return file_size;
+    }
+
+    // -------------------------------------------------------------------
+    virtual void Flush()
+    {
+        // ignore
+    }
+
+
+
+private:
+
+    // -------------------------------------------------------------------
+    void Grow(size_t need = 0)
+    {
+        // 1.5 and phi are very heap-friendly growth factors (the first
+        // allows for frequent re-use of heap blocks, the second
+        // forms a fibonacci sequence with similar characteristics -
+        // since this heavily depends on the heap implementation
+        // and other factors as well, i'll just go with 1.5 since
+        // it is quicker to compute).
+        size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
+
+        const uint8_t* const old = buffer;
+        buffer = new uint8_t[new_size];
+
+        if (old) {
+            memcpy(buffer,old,cur_size);
+            delete[] old;
+        }
+
+        cur_size = new_size;
+    }
+
+private:
+
+    uint8_t* buffer;
+    size_t cur_size,file_size, cursor, initial;
+
+    const std::string file;
+    BlobIOSystem* const creator;
+};
+
+
+#define AI_BLOBIO_MAGIC "$blobfile"
+
+// --------------------------------------------------------------------------------------------
+/** Redirect IOSystem to a blob */
+// --------------------------------------------------------------------------------------------
+class BlobIOSystem : public IOSystem
+{
+
+    friend class BlobIOStream;
+    typedef std::pair<std::string, aiExportDataBlob*> BlobEntry;
+
+public:
+
+    BlobIOSystem()
+    {
+    }
+
+    virtual ~BlobIOSystem()
+    {
+        for(BlobEntry& blobby : blobs) {
+            delete blobby.second;
+        }
+    }
+
+public:
+
+    // -------------------------------------------------------------------
+    const char* GetMagicFileName() const
+    {
+        return AI_BLOBIO_MAGIC;
+    }
+
+
+    // -------------------------------------------------------------------
+    aiExportDataBlob* GetBlobChain()
+    {
+        // one must be the master
+        aiExportDataBlob* master = NULL, *cur;
+        for(const BlobEntry& blobby : blobs) {
+            if (blobby.first == AI_BLOBIO_MAGIC) {
+                master = blobby.second;
+                break;
+            }
+        }
+        if (!master) {
+            DefaultLogger::get()->error("BlobIOSystem: no data written or master file was not closed properly.");
+            return NULL;
+        }
+
+        master->name.Set("");
+
+        cur = master;
+        for(const BlobEntry& blobby : blobs) {
+            if (blobby.second == master) {
+                continue;
+            }
+
+            cur->next = blobby.second;
+            cur = cur->next;
+
+            // extract the file extension from the file written
+            const std::string::size_type s = blobby.first.find_first_of('.');
+            cur->name.Set(s == std::string::npos ? blobby.first : blobby.first.substr(s+1));
+        }
+
+        // give up blob ownership
+        blobs.clear();
+        return master;
+    }
+
+public:
+
+    // -------------------------------------------------------------------
+    virtual bool Exists( const char* pFile) const {
+        return created.find(std::string(pFile)) != created.end();
+    }
+
+
+    // -------------------------------------------------------------------
+    virtual char getOsSeparator() const {
+        return '/';
+    }
+
+
+    // -------------------------------------------------------------------
+    virtual IOStream* Open(const char* pFile,
+        const char* pMode)
+    {
+        if (pMode[0] != 'w') {
+            return NULL;
+        }
+
+        created.insert(std::string(pFile));
+        return new BlobIOStream(this,std::string(pFile));
+    }
+
+    // -------------------------------------------------------------------
+    virtual void Close( IOStream* pFile)
+    {
+        delete pFile;
+    }
+
+private:
+
+    // -------------------------------------------------------------------
+    void OnDestruct(const std::string& filename, BlobIOStream* child)
+    {
+        // we don't know in which the files are closed, so we
+        // can't reliably say that the first must be the master
+        // file ...
+        blobs.push_back( BlobEntry(filename,child->GetBlob()) );
+    }
+
+private:
+    std::set<std::string> created;
+    std::vector< BlobEntry > blobs;
+};
+
+
+// --------------------------------------------------------------------------------------------
+BlobIOStream :: ~BlobIOStream()
+{
+    creator->OnDestruct(file,this);
+    delete[] buffer;
+}
+
+
+} // end Assimp
+
+#endif

+ 0 - 23
code/BoostWorkaround/boost/LICENSE_1_0.txt

@@ -1,23 +0,0 @@
-Boost Software License - Version 1.0 - August 17th, 2003
-
-Permission is hereby granted, free of charge, to any person or organization
-obtaining a copy of the software and accompanying documentation covered by
-this license (the "Software") to use, reproduce, display, distribute,
-execute, and transmit the Software, and to prepare derivative works of the
-Software, and to permit third-parties to whom the Software is furnished to
-do so, all subject to the following:
-
-The copyright notices in the Software and this entire statement, including
-the above license grant, this restriction and the following disclaimer,
-must be included in all copies of the Software, in whole or in part, and
-all derivative works of the Software, unless such copies or derivative
-works are solely in the form of machine-executable object code generated by
-a source language processor.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
-SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
-FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
-ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
-DEALINGS IN THE SOFTWARE.

+ 0 - 99
code/BoostWorkaround/boost/foreach.hpp

@@ -1,99 +0,0 @@
-
-#ifndef BOOST_FOREACH
-
-///////////////////////////////////////////////////////////////////////////////
-// A stripped down version of FOREACH for
-// illustration purposes. NOT FOR GENERAL USE.
-// For a complete implementation, see BOOST_FOREACH at
-// http://boost-sandbox.sourceforge.net/vault/index.php?directory=eric_niebler
-//
-// Copyright 2004 Eric Niebler.
-// Distributed under the Boost Software License, Version 1.0. (See
-// accompanying file LICENSE_1_0.txt or copy at
-// http://www.boost.org/LICENSE_1_0.txt)
-//
-// Adapted to Assimp November 29th, 2008 (Alexander Gessler).
-// Added code to handle both const and non-const iterators, simplified some
-// parts.
-///////////////////////////////////////////////////////////////////////////////
-
-namespace boost {
-namespace foreach_detail {
-
-///////////////////////////////////////////////////////////////////////////////
-// auto_any
-
-struct auto_any_base
-{
-    operator bool() const { return false; }
-};
-
-template<typename T>
-struct auto_any : auto_any_base
-{
-    auto_any(T const& t) : item(t) {}
-    mutable T item;
-};
-
-template<typename T>
-T& auto_any_cast(auto_any_base const& any)
-{
-    return static_cast<auto_any<T> const&>(any).item;
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// FOREACH helper function
-
-template<typename T>
-auto_any<typename T::const_iterator> begin(T const& t)
-{
-    return t.begin();
-}
-
-template<typename T>
-auto_any<typename T::const_iterator> end(T const& t)
-{
-    return t.end();
-}
-
-// iterator
-template<typename T>
-bool done(auto_any_base const& cur, auto_any_base const& end, T&)
-{
-    typedef typename T::iterator iter_type;
-    return auto_any_cast<iter_type>(cur) == auto_any_cast<iter_type>(end);
-}
-
-template<typename T>
-void next(auto_any_base const& cur, T&)
-{
-    ++auto_any_cast<typename T::iterator>(cur);
-}
-
-template<typename T>
-typename T::reference deref(auto_any_base const& cur, T&)
-{
-    return *auto_any_cast<typename T::iterator>(cur);
-}
-
-template<typename T>
-typename T::const_reference deref(auto_any_base const& cur, const T&)
-{
-    return *auto_any_cast<typename T::iterator>(cur);
-}
-
-} // end foreach_detail
-
-///////////////////////////////////////////////////////////////////////////////
-// FOREACH
-
-#define BOOST_FOREACH(item, container)                      \
-	if(boost::foreach_detail::auto_any_base const& foreach_magic_b = boost::foreach_detail::begin(container)) {} else       \
-    if(boost::foreach_detail::auto_any_base const& foreach_magic_e = boost::foreach_detail::end(container))   {} else       \
-    for(;!boost::foreach_detail::done(foreach_magic_b,foreach_magic_e,container);  boost::foreach_detail::next(foreach_magic_b,container))   \
-        if (bool ugly_and_unique_break = false) {} else							\
-        for(item = boost::foreach_detail::deref(foreach_magic_b,container); !ugly_and_unique_break; ugly_and_unique_break = true)
-
-} // end boost
-
-#endif

+ 0 - 81
code/BoostWorkaround/boost/format.hpp

@@ -1,81 +0,0 @@
-
-
-
-/* DEPRECATED! - use code/TinyFormatter.h instead.
- *
- *
- * */
-
-#ifndef AI_BOOST_FORMAT_DUMMY_INCLUDED
-#define AI_BOOST_FORMAT_DUMMY_INCLUDED
-
-#if (!defined BOOST_FORMAT_HPP) || (defined ASSIMP_FORCE_NOBOOST)
-
-#include <string>
-#include <vector>
-
-namespace boost
-{
-
-
-	class format
-	{
-	public:
-		format (const std::string& _d)
-			: d(_d)
-		{
-		}
-
-		template <typename T>
-		format& operator % (T in) 
-		{
-			// XXX add replacement for boost::lexical_cast?
-			
-			std::ostringstream ss;
-			ss << in; // note: ss cannot be an rvalue, or  the global operator << (const char*) is not called for T == const char*.
-			chunks.push_back( ss.str());
-			return *this;
-		}
-
-
-		operator std::string () const {
-			std::string res; // pray for NRVO to kick in
-
-			size_t start = 0, last = 0;
-
-			std::vector<std::string>::const_iterator chunkin = chunks.begin();
-
-			for ( start = d.find('%');start != std::string::npos;  start = d.find('%',last)) {
-				res += d.substr(last,start-last);
-				last = start+2;
-				if (d[start+1] == '%') {
-					res += "%";
-					continue;
-				}
-
-				if (chunkin == chunks.end()) {
-					break;
-				}
-
-				res += *chunkin++;
-			}
-			res += d.substr(last);
-			return res;
-		}
-
-	private:
-		std::string d;
-		std::vector<std::string> chunks;
-	};
-
-	inline std::string str(const std::string& s) {
-		return s;
-	} 
-}
-
-
-#else
-#	error "format.h was already included"
-#endif //
-#endif // !! AI_BOOST_FORMAT_DUMMY_INCLUDED
-

+ 0 - 26
code/BoostWorkaround/boost/lexical_cast.hpp

@@ -1,26 +0,0 @@
-/// A quick replacement for boost::lexical_cast for all the Boost haters out there
-
-#ifndef __AI_BOOST_WORKAROUND_LEXICAL_CAST
-#define __AI_BOOST_WORKAROUND_LEXICAL_CAST
-
-#include <sstream>
-
-namespace boost
-{
-
-	/// A quick replacement for boost::lexical_cast - should work for all types a stringstream can handle
-	template <typename TargetType, typename SourceType>
-	TargetType lexical_cast( const SourceType& source)
-	{
-		std::stringstream stream;
-		TargetType result;
-
-		stream << source;
-		stream >> result;
-		return result;
-	}
-
-} // namespace boost
-
-#endif // __AI_BOOST_WORKAROUND_LEXICAL_CAST
-

+ 0 - 57
code/BoostWorkaround/boost/make_shared.hpp

@@ -1,57 +0,0 @@
-
-// please note that this replacement implementation does not
-// provide the performance benefit of the original, which
-// makes only one allocation as opposed to two allocations
-// (smart pointer counter and payload) which are usually
-// required if object and smart pointer are constructed
-// independently.
-
-#ifndef INCLUDED_AI_BOOST_MAKE_SHARED
-#define INCLUDED_AI_BOOST_MAKE_SHARED
-
-
-namespace boost {
-
-	template <typename T>
-	shared_ptr<T> make_shared() {
-		return shared_ptr<T>(new T());
-	}
-
-	template <typename T, typename T0>
-	shared_ptr<T> make_shared(const T0& t0) {
-		return shared_ptr<T>(new T(t0));
-	}
-
-	template <typename T, typename T0,typename T1>
-	shared_ptr<T> make_shared(const T0& t0, const T1& t1) {
-		return shared_ptr<T>(new T(t0,t1));
-	}
-
-	template <typename T, typename T0,typename T1,typename T2>
-	shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2) {
-		return shared_ptr<T>(new T(t0,t1,t2));
-	}
-
-	template <typename T, typename T0,typename T1,typename T2,typename T3>
-	shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2, const T3& t3) {
-		return shared_ptr<T>(new T(t0,t1,t2,t3));
-	}
-
-	template <typename T, typename T0,typename T1,typename T2,typename T3, typename T4>
-	shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2, const T3& t3, const T4& t4) {
-		return shared_ptr<T>(new T(t0,t1,t2,t3,t4));
-	}
-
-	template <typename T, typename T0,typename T1,typename T2,typename T3, typename T4, typename T5>
-	shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2, const T3& t3, const T4& t4, const T5& t5) {
-		return shared_ptr<T>(new T(t0,t1,t2,t3,t4,t5));
-	}
-
-	template <typename T, typename T0,typename T1,typename T2,typename T3, typename T4, typename T5, typename T6>
-	shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2, const T3& t3, const T4& t4, const T5& t5, const T6& t6) {
-		return shared_ptr<T>(new T(t0,t1,t2,t3,t4,t5,t6));
-	}
-}
-
-
-#endif 

+ 0 - 37
code/BoostWorkaround/boost/math/common_factor_rt.hpp

@@ -1,37 +0,0 @@
-
-
-#ifndef BOOST_MATH_COMMON_FACTOR_RT_HPP
-#define BOOST_MATH_COMMON_FACTOR_RT_HPP
-
-
-namespace boost	{
-namespace math	{
-
-// TODO: use binary GCD for unsigned integers ....
-template < typename IntegerType >
-IntegerType  gcd( IntegerType a, IntegerType b )
-{
-	const IntegerType zero = (IntegerType)0;
-	while ( true )
-	{
-		if ( a == zero )
-			return b;
-		b %= a;
-
-		if ( b == zero )
-			return a;
-		a %= b;
-	}
-}
-
-template < typename IntegerType >
-IntegerType  lcm( IntegerType a, IntegerType b )
-{
-	const IntegerType t = gcd (a,b);
-	if (!t)return t;
-	return a / t * b;
-}
-
-}}
-
-#endif

+ 0 - 36
code/BoostWorkaround/boost/noncopyable.hpp

@@ -1,36 +0,0 @@
-//  Boost noncopyable.hpp header file  --------------------------------------//
-
-//  (C) Copyright Beman Dawes 1999-2003. Distributed under the Boost
-//  Software License, Version 1.0. (See accompanying file
-//  LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
-
-//  See http://www.boost.org/libs/utility for documentation.
-
-#ifndef BOOST_NONCOPYABLE_HPP_INCLUDED
-#define BOOST_NONCOPYABLE_HPP_INCLUDED
-
-namespace boost {
-
-//  Private copy constructor and copy assignment ensure classes derived from
-//  class noncopyable cannot be copied.
-
-//  Contributed by Dave Abrahams
-
-namespace noncopyable_  // protection from unintended ADL
-{
-  class noncopyable
-  {
-   protected:
-      noncopyable() {}
-      ~noncopyable() {}
-   private:  // emphasize the following members are private
-      noncopyable( const noncopyable& );
-      const noncopyable& operator=( const noncopyable& );
-  };
-}
-
-typedef noncopyable_::noncopyable noncopyable;
-
-} // namespace boost
-
-#endif  // BOOST_NONCOPYABLE_HPP_INCLUDED

+ 0 - 45
code/BoostWorkaround/boost/pointer_cast.hpp

@@ -1,45 +0,0 @@
-//////////////////////////////////////////////////////////////////////////////
-//
-// (C) Copyright Ion Gaztanaga 2005. 
-// Distributed under the Boost Software License, Version 1.0. 
-// (See accompanying file LICENSE_1_0.txt or copy at 
-//  http://www.boost.org/LICENSE_1_0.txt)
-//
-//////////////////////////////////////////////////////////////////////////////
-
-#ifndef BOOST_POINTER_CAST_HPP
-#define BOOST_POINTER_CAST_HPP
-
-namespace boost { 
-
-//static_pointer_cast overload for raw pointers
-template<class T, class U>
-inline T* static_pointer_cast(U *ptr)
-{  
-   return static_cast<T*>(ptr);
-}
-
-//dynamic_pointer_cast overload for raw pointers
-template<class T, class U>
-inline T* dynamic_pointer_cast(U *ptr)
-{  
-   return dynamic_cast<T*>(ptr);
-}
-
-//const_pointer_cast overload for raw pointers
-template<class T, class U>
-inline T* const_pointer_cast(U *ptr)
-{  
-   return const_cast<T*>(ptr);
-}
-
-//reinterpret_pointer_cast overload for raw pointers
-template<class T, class U>
-inline T* reinterpret_pointer_cast(U *ptr)
-{  
-   return reinterpret_cast<T*>(ptr);
-}
-
-} // namespace boost
-
-#endif   //BOOST_POINTER_CAST_HPP

+ 0 - 79
code/BoostWorkaround/boost/scoped_array.hpp

@@ -1,79 +0,0 @@
-
-#ifndef __AI_BOOST_SCOPED_ARRAY_INCLUDED
-#define __AI_BOOST_SCOPED_ARRAY_INCLUDED
-
-#ifndef BOOST_SCOPED_ARRAY_HPP_INCLUDED
-
-namespace boost {
-
-// small replacement for boost::scoped_array
-template <class T>
-class scoped_array
-{
-public:
-
-	// provide a default construtctor
-	scoped_array()
-		: ptr(0)
-	{
-	}
-
-	// construction from an existing heap object of type T
-	scoped_array(T* _ptr)
-		: ptr(_ptr)
-	{
-	}
-
-	// automatic destruction of the wrapped object at the
-	// end of our lifetime
-	~scoped_array()
-	{
-		delete[] ptr;
-	}
-
-	inline T* get()
-	{
-		return ptr;
-	}
-
-	inline T* operator-> ()
-	{
-		return ptr;
-	}
-
-	inline void reset (T* t = 0)
-	{
-		delete[] ptr;
-		ptr = t;
-	}
-
-	T & operator[](std::ptrdiff_t i) const
-	{
-		return ptr[i];
-	}
-
-	void swap(scoped_array & b)
-	{
-		std::swap(ptr, b.ptr);
-	}
-
-private:
-
-	// encapsulated object pointer
-	T* ptr;
-
-};
-
-template<class T>
-inline void swap(scoped_array<T> & a, scoped_array<T> & b)
-{
-	a.swap(b);
-}
-
-} // end of namespace boost
-
-#else
-#	error "scoped_array.h was already included"
-#endif
-#endif // __AI_BOOST_SCOPED_ARRAY_INCLUDED
-

+ 0 - 79
code/BoostWorkaround/boost/scoped_ptr.hpp

@@ -1,79 +0,0 @@
-
-#ifndef __AI_BOOST_SCOPED_PTR_INCLUDED
-#define __AI_BOOST_SCOPED_PTR_INCLUDED
-
-#ifndef BOOST_SCOPED_PTR_HPP_INCLUDED
-
-namespace boost {
-
-// small replacement for boost::scoped_ptr
-template <class T>
-class scoped_ptr
-{
-public:
-
-	// provide a default construtctor
-	scoped_ptr()
-		: ptr(0)
-	{
-	}
-
-	// construction from an existing heap object of type T
-	scoped_ptr(T* _ptr)
-		: ptr(_ptr)
-	{
-	}
-
-	// automatic destruction of the wrapped object at the
-	// end of our lifetime
-	~scoped_ptr()
-	{
-		delete ptr;
-	}
-
-	inline T* get() const
-	{
-		return ptr;
-	}
-
-	inline operator T*()
-	{
-		return ptr;
-	}
-
-	inline T* operator-> ()
-	{
-		return ptr;
-	}
-
-	inline void reset (T* t = 0)
-	{
-		delete ptr;
-		ptr = t;
-	}
-
-	void swap(scoped_ptr & b)
-	{
-		std::swap(ptr, b.ptr);
-	}
-
-private:
-
-	// encapsulated object pointer
-	T* ptr;
-
-};
-
-template<class T>
-inline void swap(scoped_ptr<T> & a, scoped_ptr<T> & b)
-{
-	a.swap(b);
-}
-
-} // end of namespace boost
-
-#else
-#	error "scoped_ptr.h was already included"
-#endif
-#endif // __AI_BOOST_SCOPED_PTR_INCLUDED
-

+ 0 - 228
code/BoostWorkaround/boost/shared_array.hpp

@@ -1,228 +0,0 @@
-
-#ifndef INCLUDED_AI_BOOST_SHARED_ARRAY
-#define INCLUDED_AI_BOOST_SHARED_ARRAY
-
-#ifndef BOOST_SHARED_ARRAY_HPP_INCLUDED
-
-// ------------------------------
-// Internal stub
-namespace boost {
-	namespace array_detail {
-		class controller {
-		public:
-
-			controller()
-				: cnt(1)
-			{}
-		
-		public:
-
-			template <typename T>
-			controller* decref(T* pt) {
-				if (--cnt <= 0) {
-					delete this;
-					delete[] pt;
-				}
-				return NULL;
-			}
-		
-			controller* incref() {
-				++cnt;
-				return this;
-			}
-
-			long get() const {
-				return cnt;
-			}
-
-		private:
-			long cnt;
-		};
-
-		struct empty {};
-		
-		template <typename DEST, typename SRC>
-		struct is_convertible_stub {
-			
-			struct yes {char s[1];};
-			struct no  {char s[2];};
-
-			static yes foo(DEST*);
-			static no  foo(...);
-
-			enum {result = (sizeof(foo((SRC*)0)) == sizeof(yes) ? 1 : 0)};	
-		};
-
-		template <bool> struct enable_if {};
-		template <> struct enable_if<true> {
-			typedef empty result;
-		};
-
-		template <typename DEST, typename SRC>
-		struct is_convertible : public enable_if<is_convertible_stub<DEST,SRC>::result > {
-		};
-	}
-
-// ------------------------------
-// Small replacement for boost::shared_array, not threadsafe because no
-// atomic reference counter is in use.
-// ------------------------------
-template <class T>
-class shared_array
-{
-	template <typename TT> friend class shared_array;
-
-	template<class TT> friend bool operator== (const shared_array<TT>& a, const shared_array<TT>& b);
-	template<class TT> friend bool operator!= (const shared_array<TT>& a, const shared_array<TT>& b);
-	template<class TT> friend bool operator<  (const shared_array<TT>& a, const shared_array<TT>& b);
-
-public:
-
-	typedef T element_type;
-
-public:
-
-	// provide a default constructor
-	shared_array()
-		: ptr()
-		, ctr(NULL)
-	{
-	}
-
-	// construction from an existing object of type T
-	explicit shared_array(T* ptr)
-		: ptr(ptr)
-		, ctr(ptr ? new array_detail::controller() : NULL)
-	{
-	}
-
-	shared_array(const shared_array& r)
-		: ptr(r.ptr)
-		, ctr(r.ctr ? r.ctr->incref() : NULL)
-	{
-	}
-
-	template <typename Y>
-	shared_array(const shared_array<Y>& r,typename detail::is_convertible<T,Y>::result = detail::empty())
-		: ptr(r.ptr)
-		, ctr(r.ctr ? r.ctr->incref() : NULL)
-	{
-	}
-
-	// automatic destruction of the wrapped object when all
-	// references are freed.
-	~shared_array()	{
-		if (ctr) {
-			ctr = ctr->decref(ptr);
-		}
-	}
-
-	shared_array& operator=(const shared_array& r) {
-		if (this == &r) {
-			return *this;
-		}
-		if (ctr) {
-			ctr->decref(ptr);
-		}
-		ptr = r.ptr;
-		ctr = ptr?r.ctr->incref():NULL;
-		return *this;
-	}
-
-	template <typename Y>
-	shared_array& operator=(const shared_array<Y>& r) {
-		if (this == &r) {
-			return *this;
-		}
-		if (ctr) {
-			ctr->decref(ptr);
-		}
-		ptr = r.ptr;
-		ctr = ptr?r.ctr->incref():NULL;
-		return *this;
-	}
-
-	// pointer access
-	inline operator T*()	{
-		return ptr;
-	}
-
-	inline T* operator-> () const	{
-		return ptr;
-	}
-
-	// standard semantics
-	inline T* get() {
-		return ptr;
-	}
-
-	T& operator[] (std::ptrdiff_t index) const {
-		return ptr[index];
-	}
-
-	inline const T* get() const	{
-		return ptr;
-	}
-
-	inline operator bool () const {
-		return ptr != NULL;
-	}
-
-	inline bool unique() const {
-		return use_count() == 1;
-	}
-
-	inline long use_count() const {
-		return ctr->get();
-	}
-
-	inline void reset (T* t = 0)	{
-		if (ctr) {
-			ctr->decref(ptr);
-		}
-		ptr = t;
-		ctr = ptr?new array_detail::controller():NULL;
-	}
-
-	void swap(shared_array & b)	{
-		std::swap(ptr, b.ptr);
-		std::swap(ctr, b.ctr);
-	}
-
-
-private:
-
-	// encapsulated object pointer
-	T* ptr;
-
-	// control block
-	array_detail::controller* ctr;
-};
-
-template<class T>
-inline void swap(shared_array<T> & a, shared_array<T> & b)
-{
-	a.swap(b);
-}
-
-template<class T>
-bool operator== (const shared_array<T>& a, const shared_array<T>& b) {
-	return a.ptr == b.ptr;
-}
-template<class T>
-bool operator!= (const shared_array<T>& a, const shared_array<T>& b) {
-	return a.ptr != b.ptr;
-}
-	
-template<class T>
-bool operator< (const shared_array<T>& a, const shared_array<T>& b) {
-	return a.ptr < b.ptr;
-}
-
-
-} // end of namespace boost
-
-#else
-#	error "shared_array.h was already included"
-#endif
-#endif // INCLUDED_AI_BOOST_SHARED_ARRAY

+ 0 - 257
code/BoostWorkaround/boost/shared_ptr.hpp

@@ -1,257 +0,0 @@
-
-#ifndef INCLUDED_AI_BOOST_SHARED_PTR
-#define INCLUDED_AI_BOOST_SHARED_PTR
-
-#ifndef BOOST_SHARED_PTR_HPP_INCLUDED
-
-// ------------------------------
-// Internal stub
-namespace boost {
-	namespace detail {
-		class controller {
-		public:
-
-			controller()
-				: cnt(1)
-			{}
-		
-		public:
-
-			template <typename T>
-			controller* decref(T* pt) {
-				if (--cnt <= 0) {
-					delete this;
-					delete pt;
-				}
-				return NULL;
-			}
-		
-			controller* incref() {
-				++cnt;
-				return this;
-			}
-
-			long get() const {
-				return cnt;
-			}
-
-		private:
-			long cnt;
-		};
-
-		struct empty {};
-		
-		template <typename DEST, typename SRC>
-		struct is_convertible_stub {
-			
-			struct yes {char s[1];};
-			struct no  {char s[2];};
-
-			static yes foo(DEST*);
-			static no  foo(...);
-
-			enum {result = (sizeof(foo((SRC*)0)) == sizeof(yes) ? 1 : 0)};	
-		};
-
-		template <bool> struct enable_if {};
-		template <> struct enable_if<true> {
-			typedef empty result;
-		};
-
-		template <typename DEST, typename SRC>
-		struct is_convertible : public enable_if<is_convertible_stub<DEST,SRC>::result > {
-		};
-	}
-
-// ------------------------------
-// Small replacement for boost::shared_ptr, not threadsafe because no
-// atomic reference counter is in use.
-// ------------------------------
-template <class T>
-class shared_ptr
-{
-	template <typename TT> friend class shared_ptr;
-
-	template<class TT, class U> friend shared_ptr<TT> static_pointer_cast   (shared_ptr<U> ptr);
-	template<class TT, class U> friend shared_ptr<TT> dynamic_pointer_cast  (shared_ptr<U> ptr);
-	template<class TT, class U> friend shared_ptr<TT> const_pointer_cast    (shared_ptr<U> ptr);
-
-	template<class TT> friend bool operator== (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
-	template<class TT> friend bool operator!= (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
-	template<class TT> friend bool operator<  (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
-
-public:
-
-	typedef T element_type;
-
-public:
-
-	// provide a default constructor
-	shared_ptr()
-		: ptr()
-		, ctr(NULL)
-	{
-	}
-
-	// construction from an existing object of type T
-	explicit shared_ptr(T* ptr)
-		: ptr(ptr)
-		, ctr(ptr ? new detail::controller() : NULL)
-	{
-	}
-
-	shared_ptr(const shared_ptr& r)
-		: ptr(r.ptr)
-		, ctr(r.ctr ? r.ctr->incref() : NULL)
-	{
-	}
-
-	template <typename Y>
-	shared_ptr(const shared_ptr<Y>& r,typename detail::is_convertible<T,Y>::result = detail::empty())
-		: ptr(r.ptr)
-		, ctr(r.ctr ? r.ctr->incref() : NULL)
-	{
-	}
-
-	// automatic destruction of the wrapped object when all
-	// references are freed.
-	~shared_ptr()	{
-		if (ctr) {
-			ctr = ctr->decref(ptr);
-		}
-	}
-
-	shared_ptr& operator=(const shared_ptr& r) {
-		if (this == &r) {
-			return *this;
-		}
-		if (ctr) {
-			ctr->decref(ptr);
-		}
-		ptr = r.ptr;
-		ctr = ptr?r.ctr->incref():NULL;
-		return *this;
-	}
-
-	template <typename Y>
-	shared_ptr& operator=(const shared_ptr<Y>& r) {
-		if (this == &r) {
-			return *this;
-		}
-		if (ctr) {
-			ctr->decref(ptr);
-		}
-		ptr = r.ptr;
-		ctr = ptr?r.ctr->incref():NULL;
-		return *this;
-	}
-
-	// pointer access
-	inline operator T*() const {
-		return ptr;
-	}
-
-	inline T* operator-> () const	{
-		return ptr;
-	}
-
-	// standard semantics
-	inline T* get() {
-		return ptr;
-	}
-
-	inline const T* get() const	{
-		return ptr;
-	}
-
-	inline operator bool () const {
-		return ptr != NULL;
-	}
-
-	inline bool unique() const {
-		return use_count() == 1;
-	}
-
-	inline long use_count() const {
-		return ctr->get();
-	}
-
-	inline void reset (T* t = 0)	{
-		if (ctr) {
-			ctr->decref(ptr);
-		}
-		ptr = t;
-		ctr = ptr?new detail::controller():NULL;
-	}
-
-	void swap(shared_ptr & b)	{
-		std::swap(ptr, b.ptr);
-		std::swap(ctr, b.ctr);
-	}
-
-private:
-
-
-	// for use by the various xxx_pointer_cast helper templates
-	explicit shared_ptr(T* ptr, detail::controller* ctr)
-		: ptr(ptr)
-		, ctr(ctr->incref())
-	{
-	}
-
-private:
-
-	// encapsulated object pointer
-	T* ptr;
-
-	// control block
-	detail::controller* ctr;
-};
-
-template<class T>
-inline void swap(shared_ptr<T> & a, shared_ptr<T> & b)
-{
-	a.swap(b);
-}
-
-template<class T>
-bool operator== (const shared_ptr<T>& a, const shared_ptr<T>& b) {
-	return a.ptr == b.ptr;
-}
-template<class T>
-bool operator!= (const shared_ptr<T>& a, const shared_ptr<T>& b) {
-	return a.ptr != b.ptr;
-}
-	
-template<class T>
-bool operator< (const shared_ptr<T>& a, const shared_ptr<T>& b) {
-	return a.ptr < b.ptr;
-}
-
-
-template<class T, class U>
-inline shared_ptr<T> static_pointer_cast( shared_ptr<U> ptr)
-{  
-   return shared_ptr<T>(static_cast<T*>(ptr.ptr),ptr.ctr);
-}
-
-template<class T, class U>
-inline shared_ptr<T> dynamic_pointer_cast( shared_ptr<U> ptr)
-{  
-   return shared_ptr<T>(dynamic_cast<T*>(ptr.ptr),ptr.ctr);
-}
-
-template<class T, class U>
-inline shared_ptr<T> const_pointer_cast( shared_ptr<U> ptr)
-{  
-   return shared_ptr<T>(const_cast<T*>(ptr.ptr),ptr.ctr);
-}
-
-
-
-} // end of namespace boost
-
-#else
-#	error "shared_ptr.h was already included"
-#endif
-#endif // INCLUDED_AI_BOOST_SHARED_PTR

+ 0 - 20
code/BoostWorkaround/boost/static_assert.hpp

@@ -1,20 +0,0 @@
-
-#ifndef AI_BOOST_STATIC_ASSERT_INCLUDED
-#define AI_BOOST_STATIC_ASSERT_INCLUDED
-
-#ifndef BOOST_STATIC_ASSERT
-
-namespace boost {
-	namespace detail {
-
-		template <bool b>  class static_assertion_failure;
-		template <>        class static_assertion_failure<true> {};
-	}
-}
-
-
-#define BOOST_STATIC_ASSERT(eval) \
-{boost::detail::static_assertion_failure<(eval)> assert_dummy;(void)assert_dummy;}
-
-#endif
-#endif // !! AI_BOOST_STATIC_ASSERT_INCLUDED

+ 0 - 72
code/BoostWorkaround/boost/timer.hpp

@@ -1,72 +0,0 @@
-//  boost timer.hpp header file  ---------------------------------------------//
-
-//  Copyright Beman Dawes 1994-99.  Distributed under the Boost
-//  Software License, Version 1.0. (See accompanying file
-//  LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
-
-//  See http://www.boost.org/libs/timer for documentation.
-
-//  Revision History
-//  01 Apr 01  Modified to use new <boost/limits.hpp> header. (JMaddock)
-//  12 Jan 01  Change to inline implementation to allow use without library
-//             builds. See docs for more rationale. (Beman Dawes) 
-//  25 Sep 99  elapsed_max() and elapsed_min() added (John Maddock)
-//  16 Jul 99  Second beta
-//   6 Jul 99  Initial boost version
-
-#ifndef BOOST_TIMER_HPP
-#define BOOST_TIMER_HPP
-
-//#include <boost/config.hpp>
-#include <ctime>
-//#include <boost/limits.hpp>
-
-# ifdef BOOST_NO_STDC_NAMESPACE
-    namespace std { using ::clock_t; using ::clock; }
-# endif
-
-
-namespace boost {
-
-//  timer  -------------------------------------------------------------------//
-
-//  A timer object measures elapsed time.
-
-//  It is recommended that implementations measure wall clock rather than CPU
-//  time since the intended use is performance measurement on systems where
-//  total elapsed time is more important than just process or CPU time.
-
-//  Warnings: The maximum measurable elapsed time may well be only 596.5+ hours
-//  due to implementation limitations.  The accuracy of timings depends on the
-//  accuracy of timing information provided by the underlying platform, and
-//  this varies a great deal from platform to platform.
-
-class timer
-{
- public:
-         timer() { _start_time = std::clock(); } // postcondition: elapsed()==0
-//         timer( const timer& src );      // post: elapsed()==src.elapsed()
-//        ~timer(){}
-//  timer& operator=( const timer& src );  // post: elapsed()==src.elapsed()
-  void   restart() { _start_time = std::clock(); } // post: elapsed()==0
-  double elapsed() const                  // return elapsed time in seconds
-    { return  double(std::clock() - _start_time) / CLOCKS_PER_SEC; }
-
-  double elapsed_max() const   // return estimated maximum value for elapsed()
-  // Portability warning: elapsed_max() may return too high a value on systems
-  // where std::clock_t overflows or resets at surprising values.
-  {
-    return (double((std::numeric_limits<std::clock_t>::max)())
-       - double(_start_time)) / double(CLOCKS_PER_SEC); 
-  }
-
-  double elapsed_min() const            // return minimum value for elapsed()
-   { return double(1)/double(CLOCKS_PER_SEC); }
-
- private:
-  std::clock_t _start_time;
-}; // timer
-
-} // namespace boost
-
-#endif  // BOOST_TIMER_HPP

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