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nuclear@19
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1 #include "goat3d_impl.h"
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2 #include "mesh.h"
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3 #include "openctm.h"
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4 #include "log.h"
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5
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6 Int4::Int4()
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7 {
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8 x = y = z = w = 0;
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9 }
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10
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11 Int4::Int4(int x, int y, int z, int w)
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12 {
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13 this->x = x;
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14 this->y = y;
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15 this->z = z;
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16 this->w = w;
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17 }
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18
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19 Mesh::Mesh()
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20 {
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21 material = 0;
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22 }
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23
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24 bool Mesh::load(const char *fname)
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25 {
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26 CTMcontext ctm = ctmNewContext(CTM_IMPORT);
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27
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28 ctmLoad(ctm, fname);
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29 if(ctmGetError(ctm) != CTM_NONE) {
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30 logmsg(LOG_ERROR, "failed to load ctm mesh: %s\n", fname);
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31 ctmFreeContext(ctm);
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32 return false;
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33 }
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34
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35 int vnum = ctmGetInteger(ctm, CTM_VERTEX_COUNT);
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36 int fnum = ctmGetInteger(ctm, CTM_TRIANGLE_COUNT);
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37
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38 const CTMfloat *vertices = ctmGetFloatArray(ctm, CTM_VERTICES);
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39 if(!vertices) {
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40 logmsg(LOG_ERROR, "failed to load ctm mesh: %s: no vertices found!\n", fname);
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41 ctmFreeContext(ctm);
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42 return false;
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43 }
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44
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45 const CTMuint *indices = ctmGetIntegerArray(ctm, CTM_INDICES);
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46 if(!indices) {
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47 logmsg(LOG_ERROR, "failed to load ctm mesh: %s: no faces found!\n", fname);
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48 ctmFreeContext(ctm);
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49 return false;
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50 }
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51
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52 const CTMfloat *normals = ctmGetFloatArray(ctm, CTM_NORMALS);
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53 const CTMfloat *texcoords = ctmGetFloatArray(ctm, CTM_UV_MAP_1);
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54
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55 CTMenum tangent_id = ctmGetNamedAttribMap(ctm, "tangent");
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56 const CTMfloat *tangents = tangent_id ? ctmGetFloatArray(ctm, tangent_id) : 0;
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57
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58 CTMenum skinweight_id = ctmGetNamedAttribMap(ctm, "skin_weight");
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59 const CTMfloat *skinweights = skinweight_id ? ctmGetFloatArray(ctm, skinweight_id) : 0;
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60
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61 CTMenum skinmat_id = ctmGetNamedAttribMap(ctm, "skin_matrix");
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62 const CTMuint *skinmats = skinmat_id ? ctmGetIntegerArray(ctm, skinmat_id) : 0;
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63
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64 CTMenum color_id = ctmGetNamedAttribMap(ctm, "color");
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65 const CTMfloat *colors = color_id ? ctmGetFloatArray(ctm, color_id) : 0;
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66
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67 // now put everything we found into our vectors
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68 this->vertices = VECDATA(Vector3, vertices, vnum);
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69
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70 if(texcoords) {
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71 this->texcoords = VECDATA(Vector2, texcoords, vnum);
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72 }
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73 if(normals) {
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74 this->normals = VECDATA(Vector3, normals, vnum);
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75 }
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76 if(skinweights) {
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77 this->skin_weights = VECDATA(Vector4, skinweights, vnum);
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78 }
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79 if(colors) {
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80 this->colors = VECDATA(Vector4, colors, vnum);
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81 }
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82
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83 // the rest need converting
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84 if(tangents) {
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85 this->tangents.clear();
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86 this->tangents.resize(vnum);
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87
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88 for(int i=0; i<vnum; i++) {
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89 for(int j=0; j<3; j++) {
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90 this->tangents[i][j] = tangents[j];
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91 }
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92 tangents += 4;
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93 }
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94 }
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95 if(skinmats) {
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96 this->skin_matrices.clear();
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97 this->skin_matrices.resize(vnum);
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98
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99 for(int i=0; i<vnum; i++) {
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100 this->skin_matrices[i].x = skinmats[0];
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101 this->skin_matrices[i].y = skinmats[1];
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102 this->skin_matrices[i].z = skinmats[2];
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103 this->skin_matrices[i].w = skinmats[3];
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104 }
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105 }
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106
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107 // grab the face data
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108 this->faces.clear();
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109 this->faces.resize(fnum);
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110
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111 for(int i=0; i<fnum; i++) {
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112 for(int j=0; j<3; j++) {
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113 this->faces[i].v[j] = indices[j];
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114 }
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115 indices += 3;
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116 }
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117
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118
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119 ctmFreeContext(ctm);
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120 return true;
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121 }
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122
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123 bool Mesh::save(const char *fname) const
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124 {
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125 int vnum = (int)vertices.size();
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126 int fnum = (int)faces.size();
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127
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128 if(!vnum || !fnum) {
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129 return false;
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130 }
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131
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132 CTMcontext ctm = ctmNewContext(CTM_EXPORT);
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133
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134 // vertices, normals, and face-vertex indices
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135 ctmDefineMesh(ctm, &vertices[0].x, vnum, (CTMuint*)faces[0].v, fnum,
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136 normals.empty() ? 0 : &normals[0].x);
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137
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138 // texture coordinates
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139 if(!texcoords.empty()) {
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140 ctmAddUVMap(ctm, &texcoords[0].x, "texcoord", 0);
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141 }
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142
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143 // vertex colors
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144 if(!colors.empty()) {
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145 ctmAddAttribMap(ctm, &colors[0].x, "color");
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146 }
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147
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148 // skin weights
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149 if(!skin_weights.empty()) {
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150 ctmAddAttribMap(ctm, &skin_weights[0].x, "skin_weight");
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151 }
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152
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153 // if either of the non-float4 attributes are present we need to make a tmp array
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154 CTMfloat *attr_array = 0;
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155 if(!tangents.empty() || !skin_matrices.empty()) {
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156 attr_array = new CTMfloat[vnum * 4 * sizeof *attr_array];
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157 }
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158
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159 // tangents
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160 if(!tangents.empty()) {
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161 CTMfloat *ptr = attr_array;
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162
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163 for(int i=0; i<vnum; i++) {
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164 *ptr++ = tangents[i].x;
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165 *ptr++ = tangents[i].y;
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166 *ptr++ = tangents[i].z;
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167 *ptr++ = 1.0;
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168 }
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169 ctmAddAttribMap(ctm, attr_array, "tangent");
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170 }
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171
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172 // skin matrix indices (4 per vertex)
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173 if(!skin_matrices.empty()) {
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174 CTMfloat *ptr = attr_array;
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175
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176 for(int i=0; i<vnum; i++) {
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177 *ptr++ = (float)skin_matrices[i].x;
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178 *ptr++ = (float)skin_matrices[i].y;
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179 *ptr++ = (float)skin_matrices[i].z;
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180 *ptr++ = (float)skin_matrices[i].w;
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181 }
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182 ctmAddAttribMap(ctm, attr_array, "skin_matrix");
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183 }
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184
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185 delete [] attr_array;
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186
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187 /* TODO find a way to specify the nodes participating in the skinning of this mesh
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188 * probably in the comment field?
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189 */
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190
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191 logmsg(LOG_INFO, "saving CTM mesh file: %s\n", fname);
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192 ctmSave(ctm, fname);
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193
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194 ctmFreeContext(ctm);
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195 return true;
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196 }
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197
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198 void Mesh::set_material(Material *mat)
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199 {
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200 material = mat;
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201 }
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202
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203 Material *Mesh::get_material()
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204 {
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205 return material;
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206 }
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207
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208 const Material *Mesh::get_material() const
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209 {
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210 return material;
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211 }
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