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Add Assimp library in thirdparty
From https://github.com/assimp/assimp repo at d2b45377e4b09a1f43be95e45553afcc06b03f4b
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235
thirdparty/assimp/code/FBXProperties.cpp
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235
thirdparty/assimp/code/FBXProperties.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file FBXProperties.cpp
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* @brief Implementation of the FBX dynamic properties system
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*/
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXTokenizer.h"
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#include "FBXParser.h"
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#include "FBXDocument.h"
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#include "FBXDocumentUtil.h"
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#include "FBXProperties.h"
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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Property::Property()
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{
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}
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// ------------------------------------------------------------------------------------------------
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Property::~Property()
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{
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}
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namespace {
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// ------------------------------------------------------------------------------------------------
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// read a typed property out of a FBX element. The return value is NULL if the property cannot be read.
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Property* ReadTypedProperty(const Element& element)
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{
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ai_assert(element.KeyToken().StringContents() == "P");
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const TokenList& tok = element.Tokens();
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ai_assert(tok.size() >= 5);
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const std::string& s = ParseTokenAsString(*tok[1]);
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const char* const cs = s.c_str();
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if (!strcmp(cs,"KString")) {
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return new TypedProperty<std::string>(ParseTokenAsString(*tok[4]));
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}
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else if (!strcmp(cs,"bool") || !strcmp(cs,"Bool")) {
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return new TypedProperty<bool>(ParseTokenAsInt(*tok[4]) != 0);
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}
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else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum")) {
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return new TypedProperty<int>(ParseTokenAsInt(*tok[4]));
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}
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else if (!strcmp(cs, "ULongLong")) {
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return new TypedProperty<uint64_t>(ParseTokenAsID(*tok[4]));
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}
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else if (!strcmp(cs, "KTime")) {
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return new TypedProperty<int64_t>(ParseTokenAsInt64(*tok[4]));
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}
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else if (!strcmp(cs,"Vector3D") ||
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!strcmp(cs,"ColorRGB") ||
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!strcmp(cs,"Vector") ||
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!strcmp(cs,"Color") ||
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!strcmp(cs,"Lcl Translation") ||
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!strcmp(cs,"Lcl Rotation") ||
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!strcmp(cs,"Lcl Scaling")
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) {
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return new TypedProperty<aiVector3D>(aiVector3D(
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ParseTokenAsFloat(*tok[4]),
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ParseTokenAsFloat(*tok[5]),
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ParseTokenAsFloat(*tok[6]))
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);
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}
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else if (!strcmp(cs,"double") || !strcmp(cs,"Number") || !strcmp(cs,"Float") || !strcmp(cs,"FieldOfView") || !strcmp( cs, "UnitScaleFactor" ) ) {
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return new TypedProperty<float>(ParseTokenAsFloat(*tok[4]));
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}
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return NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// peek into an element and check if it contains a FBX property, if so return its name.
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std::string PeekPropertyName(const Element& element)
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{
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ai_assert(element.KeyToken().StringContents() == "P");
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const TokenList& tok = element.Tokens();
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if(tok.size() < 4) {
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return "";
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}
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return ParseTokenAsString(*tok[0]);
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}
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} //! anon
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// ------------------------------------------------------------------------------------------------
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PropertyTable::PropertyTable()
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: templateProps()
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, element()
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{
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}
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// ------------------------------------------------------------------------------------------------
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PropertyTable::PropertyTable(const Element& element, std::shared_ptr<const PropertyTable> templateProps)
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: templateProps(templateProps)
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, element(&element)
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{
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const Scope& scope = GetRequiredScope(element);
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for(const ElementMap::value_type& v : scope.Elements()) {
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if(v.first != "P") {
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DOMWarning("expected only P elements in property table",v.second);
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continue;
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}
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const std::string& name = PeekPropertyName(*v.second);
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if(!name.length()) {
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DOMWarning("could not read property name",v.second);
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continue;
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}
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LazyPropertyMap::const_iterator it = lazyProps.find(name);
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if (it != lazyProps.end()) {
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DOMWarning("duplicate property name, will hide previous value: " + name,v.second);
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continue;
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}
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lazyProps[name] = v.second;
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}
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}
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// ------------------------------------------------------------------------------------------------
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PropertyTable::~PropertyTable()
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{
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for(PropertyMap::value_type& v : props) {
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delete v.second;
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}
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}
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// ------------------------------------------------------------------------------------------------
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const Property* PropertyTable::Get(const std::string& name) const
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{
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PropertyMap::const_iterator it = props.find(name);
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if (it == props.end()) {
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// hasn't been parsed yet?
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LazyPropertyMap::const_iterator lit = lazyProps.find(name);
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if(lit != lazyProps.end()) {
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props[name] = ReadTypedProperty(*(*lit).second);
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it = props.find(name);
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ai_assert(it != props.end());
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}
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if (it == props.end()) {
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// check property template
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if(templateProps) {
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return templateProps->Get(name);
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}
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return NULL;
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}
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}
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return (*it).second;
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}
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DirectPropertyMap PropertyTable::GetUnparsedProperties() const
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{
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DirectPropertyMap result;
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// Loop through all the lazy properties (which is all the properties)
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for(const LazyPropertyMap::value_type& element : lazyProps) {
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// Skip parsed properties
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if (props.end() != props.find(element.first)) continue;
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// Read the element's value.
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// Wrap the naked pointer (since the call site is required to acquire ownership)
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// std::unique_ptr from C++11 would be preferred both as a wrapper and a return value.
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std::shared_ptr<Property> prop = std::shared_ptr<Property>(ReadTypedProperty(*element.second));
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// Element could not be read. Skip it.
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if (!prop) continue;
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// Add to result
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result[element.first] = prop;
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}
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return result;
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}
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} //! FBX
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} //! Assimp
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#endif
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