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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
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All rights reserved.
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following conditions are met:
* Redistributions of source code must retain the above
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following disclaimer.
* Redistributions in binary form must reproduce the above
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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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,
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*/
/** @file IFCUtil.cpp
* @brief Implementation of conversion routines for some common Ifc helper entities.
*/
#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
#include "IFCUtil.h"
#include "PolyTools.h"
#include "ProcessHelper.h"
#include <assimp/Defines.h>
namespace Assimp {
namespace IFC {
// ------------------------------------------------------------------------------------------------
void TempOpening::Transform(const IfcMatrix4& mat)
{
if(profileMesh) {
profileMesh->Transform(mat);
}
if(profileMesh2D) {
profileMesh2D->Transform(mat);
}
extrusionDir *= IfcMatrix3(mat);
}
// ------------------------------------------------------------------------------------------------
aiMesh* TempMesh::ToMesh()
{
ai_assert(verts.size() == std::accumulate(vertcnt.begin(),vertcnt.end(),size_t(0)));
if (verts.empty()) {
return NULL;
}
std::unique_ptr<aiMesh> mesh(new aiMesh());
// copy vertices
mesh->mNumVertices = static_cast<unsigned int>(verts.size());
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
std::copy(verts.begin(),verts.end(),mesh->mVertices);
// and build up faces
mesh->mNumFaces = static_cast<unsigned int>(vertcnt.size());
mesh->mFaces = new aiFace[mesh->mNumFaces];
for(unsigned int i = 0,n=0, acc = 0; i < mesh->mNumFaces; ++n) {
aiFace& f = mesh->mFaces[i];
if (!vertcnt[n]) {
--mesh->mNumFaces;
continue;
}
f.mNumIndices = vertcnt[n];
f.mIndices = new unsigned int[f.mNumIndices];
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
f.mIndices[a] = acc++;
}
++i;
}
return mesh.release();
}
// ------------------------------------------------------------------------------------------------
void TempMesh::Clear()
{
verts.clear();
vertcnt.clear();
}
// ------------------------------------------------------------------------------------------------
void TempMesh::Transform(const IfcMatrix4& mat)
{
for(IfcVector3& v : verts) {
v *= mat;
}
}
// ------------------------------------------------------------------------------
IfcVector3 TempMesh::Center() const
{
return (verts.size() == 0) ? IfcVector3(0.0f, 0.0f, 0.0f) : (std::accumulate(verts.begin(),verts.end(),IfcVector3()) / static_cast<IfcFloat>(verts.size()));
}
// ------------------------------------------------------------------------------------------------
void TempMesh::Append(const TempMesh& other)
{
verts.insert(verts.end(),other.verts.begin(),other.verts.end());
vertcnt.insert(vertcnt.end(),other.vertcnt.begin(),other.vertcnt.end());
}
// ------------------------------------------------------------------------------------------------
void TempMesh::RemoveDegenerates()
{
// The strategy is simple: walk the mesh and compute normals using
// Newell's algorithm. The length of the normals gives the area
// of the polygons, which is close to zero for lines.
std::vector<IfcVector3> normals;
ComputePolygonNormals(normals, false);
bool drop = false;
size_t inor = 0;
std::vector<IfcVector3>::iterator vit = verts.begin();
for (std::vector<unsigned int>::iterator it = vertcnt.begin(); it != vertcnt.end(); ++inor) {
const unsigned int pcount = *it;
if (normals[inor].SquareLength() < 1e-10f) {
it = vertcnt.erase(it);
vit = verts.erase(vit, vit + pcount);
drop = true;
continue;
}
vit += pcount;
++it;
}
if(drop) {
IFCImporter::LogDebug("removing degenerate faces");
}
}
// ------------------------------------------------------------------------------------------------
IfcVector3 TempMesh::ComputePolygonNormal(const IfcVector3* vtcs, size_t cnt, bool normalize)
{
std::vector<IfcFloat> temp((cnt+2)*3);
for( size_t vofs = 0, i = 0; vofs < cnt; ++vofs )
{
const IfcVector3& v = vtcs[vofs];
temp[i++] = v.x;
temp[i++] = v.y;
temp[i++] = v.z;
}
IfcVector3 nor;
NewellNormal<3, 3, 3>(nor, static_cast<int>(cnt), &temp[0], &temp[1], &temp[2]);
return normalize ? nor.Normalize() : nor;
}
// ------------------------------------------------------------------------------------------------
void TempMesh::ComputePolygonNormals(std::vector<IfcVector3>& normals,
bool normalize,
size_t ofs) const
{
size_t max_vcount = 0;
std::vector<unsigned int>::const_iterator begin = vertcnt.begin()+ofs, end = vertcnt.end(), iit;
for(iit = begin; iit != end; ++iit) {
max_vcount = std::max(max_vcount,static_cast<size_t>(*iit));
}
std::vector<IfcFloat> temp((max_vcount+2)*4);
normals.reserve( normals.size() + vertcnt.size()-ofs );
// `NewellNormal()` currently has a relatively strange interface and need to
// re-structure things a bit to meet them.
size_t vidx = std::accumulate(vertcnt.begin(),begin,0);
for(iit = begin; iit != end; vidx += *iit++) {
if (!*iit) {
normals.push_back(IfcVector3());
continue;
}
for(size_t vofs = 0, cnt = 0; vofs < *iit; ++vofs) {
const IfcVector3& v = verts[vidx+vofs];
temp[cnt++] = v.x;
temp[cnt++] = v.y;
temp[cnt++] = v.z;
#ifdef ASSIMP_BUILD_DEBUG
temp[cnt] = std::numeric_limits<IfcFloat>::quiet_NaN();
#endif
++cnt;
}
normals.push_back(IfcVector3());
NewellNormal<4,4,4>(normals.back(),*iit,&temp[0],&temp[1],&temp[2]);
}
if(normalize) {
for(IfcVector3& n : normals) {
n.Normalize();
}
}
}
// ------------------------------------------------------------------------------------------------
// Compute the normal of the last polygon in the given mesh
IfcVector3 TempMesh::ComputeLastPolygonNormal(bool normalize) const
{
return ComputePolygonNormal(&verts[verts.size() - vertcnt.back()], vertcnt.back(), normalize);
}
struct CompareVector
{
bool operator () (const IfcVector3& a, const IfcVector3& b) const
{
IfcVector3 d = a - b;
IfcFloat eps = 1e-6;
return d.x < -eps || (std::abs(d.x) < eps && d.y < -eps) || (std::abs(d.x) < eps && std::abs(d.y) < eps && d.z < -eps);
}
};
struct FindVector
{
IfcVector3 v;
FindVector(const IfcVector3& p) : v(p) { }
bool operator () (const IfcVector3& p) { return FuzzyVectorCompare(1e-6)(p, v); }
};
// ------------------------------------------------------------------------------------------------
void TempMesh::FixupFaceOrientation()
{
const IfcVector3 vavg = Center();
// create a list of start indices for all faces to allow random access to faces
std::vector<size_t> faceStartIndices(vertcnt.size());
for( size_t i = 0, a = 0; a < vertcnt.size(); i += vertcnt[a], ++a )
faceStartIndices[a] = i;
// list all faces on a vertex
std::map<IfcVector3, std::vector<size_t>, CompareVector> facesByVertex;
for( size_t a = 0; a < vertcnt.size(); ++a )
{
for( size_t b = 0; b < vertcnt[a]; ++b )
facesByVertex[verts[faceStartIndices[a] + b]].push_back(a);
}
// determine neighbourhood for all polys
std::vector<size_t> neighbour(verts.size(), SIZE_MAX);
std::vector<size_t> tempIntersect(10);
for( size_t a = 0; a < vertcnt.size(); ++a )
{
for( size_t b = 0; b < vertcnt[a]; ++b )
{
size_t ib = faceStartIndices[a] + b, nib = faceStartIndices[a] + (b + 1) % vertcnt[a];
const std::vector<size_t>& facesOnB = facesByVertex[verts[ib]];
const std::vector<size_t>& facesOnNB = facesByVertex[verts[nib]];
// there should be exactly one or two faces which appear in both lists. Our face and the other side
std::vector<size_t>::iterator sectstart = tempIntersect.begin();
std::vector<size_t>::iterator sectend = std::set_intersection(
facesOnB.begin(), facesOnB.end(), facesOnNB.begin(), facesOnNB.end(), sectstart);
if( std::distance(sectstart, sectend) != 2 )
continue;
if( *sectstart == a )
++sectstart;
neighbour[ib] = *sectstart;
}
}
// now we're getting started. We take the face which is the farthest away from the center. This face is most probably
// facing outwards. So we reverse this face to point outwards in relation to the center. Then we adapt neighbouring
// faces to have the same winding until all faces have been tested.
std::vector<bool> faceDone(vertcnt.size(), false);
while( std::count(faceDone.begin(), faceDone.end(), false) != 0 )
{
// find the farthest of the remaining faces
size_t farthestIndex = SIZE_MAX;
IfcFloat farthestDistance = -1.0;
for( size_t a = 0; a < vertcnt.size(); ++a )
{
if( faceDone[a] )
continue;
IfcVector3 faceCenter = std::accumulate(verts.begin() + faceStartIndices[a],
verts.begin() + faceStartIndices[a] + vertcnt[a], IfcVector3(0.0)) / IfcFloat(vertcnt[a]);
IfcFloat dst = (faceCenter - vavg).SquareLength();
if( dst > farthestDistance ) { farthestDistance = dst; farthestIndex = a; }
}
// calculate its normal and reverse the poly if its facing towards the mesh center
IfcVector3 farthestNormal = ComputePolygonNormal(verts.data() + faceStartIndices[farthestIndex], vertcnt[farthestIndex]);
IfcVector3 farthestCenter = std::accumulate(verts.begin() + faceStartIndices[farthestIndex],
verts.begin() + faceStartIndices[farthestIndex] + vertcnt[farthestIndex], IfcVector3(0.0))
/ IfcFloat(vertcnt[farthestIndex]);
// We accapt a bit of negative orientation without reversing. In case of doubt, prefer the orientation given in
// the file.
if( (farthestNormal * (farthestCenter - vavg).Normalize()) < -0.4 )
{
size_t fsi = faceStartIndices[farthestIndex], fvc = vertcnt[farthestIndex];
std::reverse(verts.begin() + fsi, verts.begin() + fsi + fvc);
std::reverse(neighbour.begin() + fsi, neighbour.begin() + fsi + fvc);
// because of the neighbour index belonging to the edge starting with the point at the same index, we need to
// cycle the neighbours through to match the edges again.
// Before: points A - B - C - D with edge neighbour p - q - r - s
// After: points D - C - B - A, reversed neighbours are s - r - q - p, but the should be
// r q p s
for( size_t a = 0; a < fvc - 1; ++a )
std::swap(neighbour[fsi + a], neighbour[fsi + a + 1]);
}
faceDone[farthestIndex] = true;
std::vector<size_t> todo;
todo.push_back(farthestIndex);
// go over its neighbour faces recursively and adapt their winding order to match the farthest face
while( !todo.empty() )
{
size_t tdf = todo.back();
size_t vsi = faceStartIndices[tdf], vc = vertcnt[tdf];
todo.pop_back();
// check its neighbours
for( size_t a = 0; a < vc; ++a )
{
// ignore neighbours if we already checked them
size_t nbi = neighbour[vsi + a];
if( nbi == SIZE_MAX || faceDone[nbi] )
continue;
const IfcVector3& vp = verts[vsi + a];
size_t nbvsi = faceStartIndices[nbi], nbvc = vertcnt[nbi];
std::vector<IfcVector3>::iterator it = std::find_if(verts.begin() + nbvsi, verts.begin() + nbvsi + nbvc, FindVector(vp));
ai_assert(it != verts.begin() + nbvsi + nbvc);
size_t nb_vidx = std::distance(verts.begin() + nbvsi, it);
// two faces winded in the same direction should have a crossed edge, where one face has p0->p1 and the other
// has p1'->p0'. If the next point on the neighbouring face is also the next on the current face, we need
// to reverse the neighbour
nb_vidx = (nb_vidx + 1) % nbvc;
size_t oursideidx = (a + 1) % vc;
if( FuzzyVectorCompare(1e-6)(verts[vsi + oursideidx], verts[nbvsi + nb_vidx]) )
{
std::reverse(verts.begin() + nbvsi, verts.begin() + nbvsi + nbvc);
std::reverse(neighbour.begin() + nbvsi, neighbour.begin() + nbvsi + nbvc);
for( size_t a = 0; a < nbvc - 1; ++a )
std::swap(neighbour[nbvsi + a], neighbour[nbvsi + a + 1]);
}
// either way we're done with the neighbour. Mark it as done and continue checking from there recursively
faceDone[nbi] = true;
todo.push_back(nbi);
}
}
// no more faces reachable from this part of the surface, start over with a disjunct part and its farthest face
}
}
// ------------------------------------------------------------------------------------------------
void TempMesh::RemoveAdjacentDuplicates()
{
bool drop = false;
std::vector<IfcVector3>::iterator base = verts.begin();
for(unsigned int& cnt : vertcnt) {
if (cnt < 2){
base += cnt;
continue;
}
IfcVector3 vmin,vmax;
ArrayBounds(&*base, cnt ,vmin,vmax);
const IfcFloat epsilon = (vmax-vmin).SquareLength() / static_cast<IfcFloat>(1e9);
//const IfcFloat dotepsilon = 1e-9;
//// look for vertices that lie directly on the line between their predecessor and their
//// successor and replace them with either of them.
//for(size_t i = 0; i < cnt; ++i) {
// IfcVector3& v1 = *(base+i), &v0 = *(base+(i?i-1:cnt-1)), &v2 = *(base+(i+1)%cnt);
// const IfcVector3& d0 = (v1-v0), &d1 = (v2-v1);
// const IfcFloat l0 = d0.SquareLength(), l1 = d1.SquareLength();
// if (!l0 || !l1) {
// continue;
// }
// const IfcFloat d = (d0/std::sqrt(l0))*(d1/std::sqrt(l1));
// if ( d >= 1.f-dotepsilon ) {
// v1 = v0;
// }
// else if ( d < -1.f+dotepsilon ) {
// v2 = v1;
// continue;
// }
//}
// drop any identical, adjacent vertices. this pass will collect the dropouts
// of the previous pass as a side-effect.
FuzzyVectorCompare fz(epsilon);
std::vector<IfcVector3>::iterator end = base+cnt, e = std::unique( base, end, fz );
if (e != end) {
cnt -= static_cast<unsigned int>(std::distance(e, end));
verts.erase(e,end);
drop = true;
}
// check front and back vertices for this polygon
if (cnt > 1 && fz(*base,*(base+cnt-1))) {
verts.erase(base+ --cnt);
drop = true;
}
// removing adjacent duplicates shouldn't erase everything :-)
ai_assert(cnt>0);
base += cnt;
}
if(drop) {
IFCImporter::LogDebug("removing duplicate vertices");
}
}
// ------------------------------------------------------------------------------------------------
void TempMesh::Swap(TempMesh& other)
{
vertcnt.swap(other.vertcnt);
verts.swap(other.verts);
}
// ------------------------------------------------------------------------------------------------
bool IsTrue(const EXPRESS::BOOLEAN& in)
{
return (std::string)in == "TRUE" || (std::string)in == "T";
}
// ------------------------------------------------------------------------------------------------
IfcFloat ConvertSIPrefix(const std::string& prefix)
{
if (prefix == "EXA") {
return 1e18f;
}
else if (prefix == "PETA") {
return 1e15f;
}
else if (prefix == "TERA") {
return 1e12f;
}
else if (prefix == "GIGA") {
return 1e9f;
}
else if (prefix == "MEGA") {
return 1e6f;
}
else if (prefix == "KILO") {
return 1e3f;
}
else if (prefix == "HECTO") {
return 1e2f;
}
else if (prefix == "DECA") {
return 1e-0f;
}
else if (prefix == "DECI") {
return 1e-1f;
}
else if (prefix == "CENTI") {
return 1e-2f;
}
else if (prefix == "MILLI") {
return 1e-3f;
}
else if (prefix == "MICRO") {
return 1e-6f;
}
else if (prefix == "NANO") {
return 1e-9f;
}
else if (prefix == "PICO") {
return 1e-12f;
}
else if (prefix == "FEMTO") {
return 1e-15f;
}
else if (prefix == "ATTO") {
return 1e-18f;
}
else {
IFCImporter::LogError("Unrecognized SI prefix: " + prefix);
return 1;
}
}
// ------------------------------------------------------------------------------------------------
void ConvertColor(aiColor4D& out, const IfcColourRgb& in)
{
out.r = static_cast<float>( in.Red );
out.g = static_cast<float>( in.Green );
out.b = static_cast<float>( in.Blue );
out.a = static_cast<float>( 1.f );
}
// ------------------------------------------------------------------------------------------------
void ConvertColor(aiColor4D& out, const IfcColourOrFactor& in,ConversionData& conv,const aiColor4D* base)
{
if (const EXPRESS::REAL* const r = in.ToPtr<EXPRESS::REAL>()) {
out.r = out.g = out.b = static_cast<float>(*r);
if(base) {
out.r *= static_cast<float>( base->r );
out.g *= static_cast<float>( base->g );
out.b *= static_cast<float>( base->b );
out.a = static_cast<float>( base->a );
}
else out.a = 1.0;
}
else if (const IfcColourRgb* const rgb = in.ResolveSelectPtr<IfcColourRgb>(conv.db)) {
ConvertColor(out,*rgb);
}
else {
IFCImporter::LogWarn("skipping unknown IfcColourOrFactor entity");
}
}
// ------------------------------------------------------------------------------------------------
void ConvertCartesianPoint(IfcVector3& out, const IfcCartesianPoint& in)
{
out = IfcVector3();
for(size_t i = 0; i < in.Coordinates.size(); ++i) {
out[static_cast<unsigned int>(i)] = in.Coordinates[i];
}
}
// ------------------------------------------------------------------------------------------------
void ConvertVector(IfcVector3& out, const IfcVector& in)
{
ConvertDirection(out,in.Orientation);
out *= in.Magnitude;
}
// ------------------------------------------------------------------------------------------------
void ConvertDirection(IfcVector3& out, const IfcDirection& in)
{
out = IfcVector3();
for(size_t i = 0; i < in.DirectionRatios.size(); ++i) {
out[static_cast<unsigned int>(i)] = in.DirectionRatios[i];
}
const IfcFloat len = out.Length();
if (len<1e-6) {
IFCImporter::LogWarn("direction vector magnitude too small, normalization would result in a division by zero");
return;
}
out /= len;
}
// ------------------------------------------------------------------------------------------------
void AssignMatrixAxes(IfcMatrix4& out, const IfcVector3& x, const IfcVector3& y, const IfcVector3& z)
{
out.a1 = x.x;
out.b1 = x.y;
out.c1 = x.z;
out.a2 = y.x;
out.b2 = y.y;
out.c2 = y.z;
out.a3 = z.x;
out.b3 = z.y;
out.c3 = z.z;
}
// ------------------------------------------------------------------------------------------------
void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement3D& in)
{
IfcVector3 loc;
ConvertCartesianPoint(loc,in.Location);
IfcVector3 z(0.f,0.f,1.f),r(1.f,0.f,0.f),x;
if (in.Axis) {
ConvertDirection(z,*in.Axis.Get());
}
if (in.RefDirection) {
ConvertDirection(r,*in.RefDirection.Get());
}
IfcVector3 v = r.Normalize();
IfcVector3 tmpx = z * (v*z);
x = (v-tmpx).Normalize();
IfcVector3 y = (z^x);
IfcMatrix4::Translation(loc,out);
AssignMatrixAxes(out,x,y,z);
}
// ------------------------------------------------------------------------------------------------
void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement2D& in)
{
IfcVector3 loc;
ConvertCartesianPoint(loc,in.Location);
IfcVector3 x(1.f,0.f,0.f);
if (in.RefDirection) {
ConvertDirection(x,*in.RefDirection.Get());
}
const IfcVector3 y = IfcVector3(x.y,-x.x,0.f);
IfcMatrix4::Translation(loc,out);
AssignMatrixAxes(out,x,y,IfcVector3(0.f,0.f,1.f));
}
// ------------------------------------------------------------------------------------------------
void ConvertAxisPlacement(IfcVector3& axis, IfcVector3& pos, const IfcAxis1Placement& in)
{
ConvertCartesianPoint(pos,in.Location);
if (in.Axis) {
ConvertDirection(axis,in.Axis.Get());
}
else {
axis = IfcVector3(0.f,0.f,1.f);
}
}
// ------------------------------------------------------------------------------------------------
void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement& in, ConversionData& conv)
{
if(const IfcAxis2Placement3D* pl3 = in.ResolveSelectPtr<IfcAxis2Placement3D>(conv.db)) {
ConvertAxisPlacement(out,*pl3);
}
else if(const IfcAxis2Placement2D* pl2 = in.ResolveSelectPtr<IfcAxis2Placement2D>(conv.db)) {
ConvertAxisPlacement(out,*pl2);
}
else {
IFCImporter::LogWarn("skipping unknown IfcAxis2Placement entity");
}
}
// ------------------------------------------------------------------------------------------------
void ConvertTransformOperator(IfcMatrix4& out, const IfcCartesianTransformationOperator& op)
{
IfcVector3 loc;
ConvertCartesianPoint(loc,op.LocalOrigin);
IfcVector3 x(1.f,0.f,0.f),y(0.f,1.f,0.f),z(0.f,0.f,1.f);
if (op.Axis1) {
ConvertDirection(x,*op.Axis1.Get());
}
if (op.Axis2) {
ConvertDirection(y,*op.Axis2.Get());
}
if (const IfcCartesianTransformationOperator3D* op2 = op.ToPtr<IfcCartesianTransformationOperator3D>()) {
if(op2->Axis3) {
ConvertDirection(z,*op2->Axis3.Get());
}
}
IfcMatrix4 locm;
IfcMatrix4::Translation(loc,locm);
AssignMatrixAxes(out,x,y,z);
IfcVector3 vscale;
if (const IfcCartesianTransformationOperator3DnonUniform* nuni = op.ToPtr<IfcCartesianTransformationOperator3DnonUniform>()) {
vscale.x = nuni->Scale?op.Scale.Get():1.f;
vscale.y = nuni->Scale2?nuni->Scale2.Get():1.f;
vscale.z = nuni->Scale3?nuni->Scale3.Get():1.f;
}
else {
const IfcFloat sc = op.Scale?op.Scale.Get():1.f;
vscale = IfcVector3(sc,sc,sc);
}
IfcMatrix4 s;
IfcMatrix4::Scaling(vscale,s);
out = locm * out * s;
}
} // ! IFC
} // ! Assimp
#endif