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1 /*
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2 Open Asset Import Library (assimp)
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3 ----------------------------------------------------------------------
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4
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5 Copyright (c) 2006-2012, assimp team
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6 All rights reserved.
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7
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8 Redistribution and use of this software in source and binary forms,
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9 with or without modification, are permitted provided that the
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10 following conditions are met:
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11
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12 * Redistributions of source code must retain the above
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13 copyright notice, this list of conditions and the
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14 following disclaimer.
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15
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16 * Redistributions in binary form must reproduce the above
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17 copyright notice, this list of conditions and the
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18 following disclaimer in the documentation and/or other
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19 materials provided with the distribution.
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20
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21 * Neither the name of the assimp team, nor the names of its
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22 contributors may be used to endorse or promote products
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23 derived from this software without specific prior
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24 written permission of the assimp team.
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25
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26 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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27 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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28 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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29 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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30 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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31 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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32 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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34 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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35 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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36 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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37
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38 ----------------------------------------------------------------------
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39 */
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40
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41 /** @file UnrealLoader.h
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42 * @brief Declaration of the .3d (UNREAL) importer class.
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43 */
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44 #ifndef INCLUDED_AI_3D_LOADER_H
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45 #define INCLUDED_AI_3D_LOADER_H
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46
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47 #include "BaseImporter.h"
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48 namespace Assimp {
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49 namespace Unreal {
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50
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51 /*
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52 0 = Normal one-sided
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53 1 = Normal two-sided
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54 2 = Translucent two-sided
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55 3 = Masked two-sided
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56 4 = Modulation blended two-sided
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57 8 = Placeholder triangle for weapon positioning (invisible)
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58 */
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59 enum MeshFlags {
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60 MF_NORMAL_OS = 0,
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61 MF_NORMAL_TS = 1,
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62 MF_NORMAL_TRANS_TS = 2,
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63 MF_NORMAL_MASKED_TS = 3,
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64 MF_NORMAL_MOD_TS = 4,
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65 MF_WEAPON_PLACEHOLDER = 8
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66 };
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67
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68 // a single triangle
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69 struct Triangle {
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70 uint16_t mVertex[3]; // Vertex indices
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71 char mType; // James' Mesh Type
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72 char mColor; // Color for flat and Gourand Shaded
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73 unsigned char mTex[3][2]; // Texture UV coordinates
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74 unsigned char mTextureNum; // Source texture offset
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75 char mFlags; // Unreal Mesh Flags (unused)
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76
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77 unsigned int matIndex;
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78 };
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79
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80 // temporary representation for a material
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81 struct TempMat {
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82 TempMat()
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83 : numFaces (0)
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84 {}
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85
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86 TempMat(const Triangle& in)
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87 : type ((Unreal::MeshFlags)in.mType)
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88 , tex (in.mTextureNum)
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89 , numFaces (0)
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90 {}
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91
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92 // type of mesh
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93 Unreal::MeshFlags type;
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94
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95 // index of texture
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96 unsigned int tex;
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97
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98 // number of faces using us
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99 unsigned int numFaces;
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100
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101 // for std::find
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102 bool operator == (const TempMat& o ) {
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103 return (tex == o.tex && type == o.type);
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104 }
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105 };
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106
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107 struct Vertex
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108 {
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109 int32_t X : 11;
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110 int32_t Y : 11;
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111 int32_t Z : 10;
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112 };
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113
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114 // UNREAL vertex compression
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115 inline void CompressVertex(const aiVector3D& v, uint32_t& out)
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116 {
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117 union {
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118 Vertex n;
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119 int32_t t;
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120 };
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121 n.X = (int32_t)v.x;
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122 n.Y = (int32_t)v.y;
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123 n.Z = (int32_t)v.z;
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124 out = t;
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125 }
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126
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127 // UNREAL vertex decompression
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128 inline void DecompressVertex(aiVector3D& v, int32_t in)
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129 {
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130 union {
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131 Vertex n;
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132 int32_t i;
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133 };
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134 i = in;
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135
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136 v.x = (float)n.X;
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137 v.y = (float)n.Y;
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138 v.z = (float)n.Z;
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139 }
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140
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141 } // end namespace Unreal
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142
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143 // ---------------------------------------------------------------------------
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144 /** @brief Importer class to load UNREAL files (*.3d)
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145 */
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146 class UnrealImporter : public BaseImporter
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147 {
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148 public:
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149 UnrealImporter();
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150 ~UnrealImporter();
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151
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152
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153 public:
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154
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155 // -------------------------------------------------------------------
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156 /** @brief Returns whether we can handle the format of the given file
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157 *
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158 * See BaseImporter::CanRead() for details.
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159 **/
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160 bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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161 bool checkSig) const;
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162
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163 protected:
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164
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165 // -------------------------------------------------------------------
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166 /** @brief Called by Importer::GetExtensionList()
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167 *
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168 * See #BaseImporter::GetInfo for the details
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169 */
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170 const aiImporterDesc* GetInfo () const;
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171
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172
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173 // -------------------------------------------------------------------
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174 /** @brief Setup properties for the importer
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175 *
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176 * See BaseImporter::SetupProperties() for details
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177 */
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178 void SetupProperties(const Importer* pImp);
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179
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180
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181 // -------------------------------------------------------------------
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182 /** @brief Imports the given file into the given scene structure.
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183 *
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184 * See BaseImporter::InternReadFile() for details
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185 */
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186 void InternReadFile( const std::string& pFile, aiScene* pScene,
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187 IOSystem* pIOHandler);
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188
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189 private:
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190
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191 //! frame to be loaded
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192 uint32_t configFrameID;
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193
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194 //! process surface flags
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195 bool configHandleFlags;
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196
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197 }; // !class UnrealImporter
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198
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199 } // end of namespace Assimp
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200 #endif // AI_UNREALIMPORTER_H_INC
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