netradiant-custom/plugins/assmodel/model.cpp
Garux df02774ff5 tweak StringOutputStream use
auto str = StringOutputStream()(bla) use form was not doing copy elision or move, but copy
2024-01-29 16:54:08 +06:00

699 lines
22 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "model.h"
#include "iarchive.h"
#include "idatastream.h"
#include "imodel.h"
#include "modelskin.h"
#include "cullable.h"
#include "renderable.h"
#include "selectable.h"
#include "math/frustum.h"
#include "string/string.h"
#include "generic/static.h"
#include "shaderlib.h"
#include "scenelib.h"
#include "instancelib.h"
#include "transformlib.h"
#include "traverselib.h"
#include "render.h"
#include "assimp/Importer.hpp"
#include "assimp/postprocess.h"
#include "assimp/scene.h"
#include "assimp/mesh.h"
#include "os/path.h"
#include "stream/stringstream.h"
class VectorLightList : public LightList
{
typedef std::vector<const RendererLight*> Lights;
Lights m_lights;
public:
void addLight( const RendererLight& light ){
m_lights.push_back( &light );
}
void clear(){
m_lights.clear();
}
void evaluateLights() const {
}
void lightsChanged() const {
}
void forEachLight( const RendererLightCallback& callback ) const {
for ( Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i )
{
callback( *( *i ) );
}
}
};
struct AssScene
{
const aiScene* m_scene;
const char* m_rootPath;
const char* m_matName; // forced global mat name, if not null
};
class PicoSurface final :
public OpenGLRenderable
{
AABB m_aabb_local;
CopiedString m_shader;
Shader* m_state;
Array<ArbitraryMeshVertex> m_vertices;
Array<RenderIndex> m_indices;
public:
PicoSurface(){
constructNull();
CaptureShader();
}
PicoSurface( const AssScene scene, const aiMesh* mesh ){
CopyPicoSurface( scene, mesh );
CaptureShader();
}
~PicoSurface(){
ReleaseShader();
}
void render( RenderStateFlags state ) const {
if ( ( state & RENDER_BUMP ) != 0 ) {
gl().glNormalPointer( GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal );
gl().glVertexAttribPointer( c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord );
gl().glVertexAttribPointer( c_attr_Tangent, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->tangent );
gl().glVertexAttribPointer( c_attr_Binormal, 3, GL_FLOAT, 0, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->bitangent );
}
else
{
gl().glNormalPointer( GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->normal );
gl().glTexCoordPointer( 2, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->texcoord );
}
gl().glVertexPointer( 3, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->vertex );
gl().glDrawElements( GL_TRIANGLES, GLsizei( m_indices.size() ), RenderIndexTypeID, m_indices.data() );
#if defined( _DEBUG ) && !defined( _DEBUG_QUICKER )
GLfloat modelview[16];
gl().glGetFloatv( GL_MODELVIEW_MATRIX, modelview ); // I know this is slow as hell, but hey - we're in _DEBUG
Matrix4 modelview_inv(
modelview[0], modelview[1], modelview[2], modelview[3],
modelview[4], modelview[5], modelview[6], modelview[7],
modelview[8], modelview[9], modelview[10], modelview[11],
modelview[12], modelview[13], modelview[14], modelview[15] );
matrix4_full_invert( modelview_inv );
Matrix4 modelview_inv_transposed = matrix4_transposed( modelview_inv );
gl().glBegin( GL_LINES );
for ( Array<ArbitraryMeshVertex>::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i )
{
Vector3 normal = normal3f_to_vector3( ( *i ).normal );
normal = matrix4_transformed_direction( modelview_inv, vector3_normalised( matrix4_transformed_direction( modelview_inv_transposed, normal ) ) ); // do some magic
Vector3 normalTransformed = vector3_added( vertex3f_to_vector3( ( *i ).vertex ), vector3_scaled( normal, 8 ) );
gl().glVertex3fv( vertex3f_to_array( ( *i ).vertex ) );
gl().glVertex3fv( vector3_to_array( normalTransformed ) );
}
gl().glEnd();
#endif
}
VolumeIntersectionValue intersectVolume( const VolumeTest& test, const Matrix4& localToWorld ) const {
return test.TestAABB( m_aabb_local, localToWorld );
}
const AABB& localAABB() const {
return m_aabb_local;
}
void render( Renderer& renderer, const Matrix4& localToWorld, Shader* state ) const {
renderer.SetState( state, Renderer::eFullMaterials );
renderer.addRenderable( *this, localToWorld );
}
void render( Renderer& renderer, const Matrix4& localToWorld ) const {
render( renderer, localToWorld, m_state );
}
void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
test.BeginMesh( localToWorld, true );
SelectionIntersection best;
testSelect( test, best );
if ( best.valid() ) {
selector.addIntersection( best );
}
}
const char* getShader() const {
return m_shader.c_str();
}
Shader* getState() const {
return m_state;
}
private:
void CaptureShader(){
m_state = GlobalShaderCache().capture( m_shader.c_str() );
}
void ReleaseShader(){
GlobalShaderCache().release( m_shader.c_str() );
}
void UpdateAABB(){
m_aabb_local = AABB();
for ( std::size_t i = 0; i < m_vertices.size(); ++i )
aabb_extend_by_point_safe( m_aabb_local, reinterpret_cast<const Vector3&>( m_vertices[i].vertex ) );
for ( Array<RenderIndex>::iterator i = m_indices.begin(); i != m_indices.end(); i += 3 )
{
ArbitraryMeshVertex& a = m_vertices[*( i + 0 )];
ArbitraryMeshVertex& b = m_vertices[*( i + 1 )];
ArbitraryMeshVertex& c = m_vertices[*( i + 2 )];
ArbitraryMeshTriangle_sumTangents( a, b, c );
}
for ( Array<ArbitraryMeshVertex>::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i )
{
vector3_normalise( reinterpret_cast<Vector3&>( ( *i ).tangent ) );
vector3_normalise( reinterpret_cast<Vector3&>( ( *i ).bitangent ) );
}
}
void testSelect( SelectionTest& test, SelectionIntersection& best ){
test.TestTriangles(
VertexPointer( VertexPointer::pointer( &m_vertices.data()->vertex ), sizeof( ArbitraryMeshVertex ) ),
IndexPointer( m_indices.data(), IndexPointer::index_type( m_indices.size() ) ),
best
);
}
void CopyPicoSurface( const AssScene scene, const aiMesh* mesh ){
if( scene.m_matName != nullptr ){
m_shader = scene.m_matName;
}
else{
aiMaterial *material = scene.m_scene->mMaterials[mesh->mMaterialIndex];
aiString matname = material->GetName();
#ifdef _DEBUG
globalOutputStream() << "matname: " << matname.C_Str() << '\n';
#endif
if( aiString texname;
aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE(0), texname )
&& texname.length != 0
&& !string_equal_prefix_nocase( matname.C_Str(), "textures/" ) /* matname looks intentionally named as ingame shader */
&& !string_equal_prefix_nocase( matname.C_Str(), "textures\\" )
&& !string_equal_prefix_nocase( matname.C_Str(), "models/" )
&& !string_equal_prefix_nocase( matname.C_Str(), "models\\" ) ){
#ifdef _DEBUG
globalOutputStream() << "texname: " << texname.C_Str() << '\n';
#endif
m_shader = StringStream<64>( PathCleaned( PathExtensionless( texname.C_Str() ) ) );
}
else{
m_shader = StringStream<64>( PathCleaned( PathExtensionless( matname.C_Str() ) ) );
}
const CopiedString oldShader( m_shader );
if( strchr( m_shader.c_str(), '/' ) == nullptr ){ /* texture is likely in the folder, where model is */
m_shader = StringStream<64>( scene.m_rootPath, m_shader );
}
else{
const char *name = m_shader.c_str();
if( name[0] == '/' || ( name[0] != '\0' && name[1] == ':' ) || strstr( name, ".." ) ){ /* absolute path or with .. */
const char* p;
if( ( p = string_in_string_nocase( name, "/models/" ) )
|| ( p = string_in_string_nocase( name, "/textures/" ) ) ){
m_shader = p + 1;
}
else{
m_shader = StringStream<64>( scene.m_rootPath, path_get_filename_start( name ) );
}
}
}
if( oldShader != m_shader )
globalOutputStream() << "substituting: " << oldShader << " -> " << m_shader << '\n';
}
m_vertices.resize( mesh->mNumVertices );
m_indices.resize( mesh->mNumFaces * 3 );
for ( std::size_t i = 0; i < m_vertices.size(); ++i )
{
m_vertices[i].vertex = { mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z };
if( mesh->HasNormals() )
m_vertices[i].normal = { mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z };
if( mesh->HasTextureCoords( 0 ) )
m_vertices[i].texcoord = { mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y };
#if 0
if( mesh->HasTangentsAndBitangents() ){
m_vertices[i].tangent = { mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z };
m_vertices[i].bitangent = { mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z };
}
#endif
#if 0
picoVec_t* color = PicoGetSurfaceColor( surface, 0, int(i) );
m_vertices[i].colour = Colour4b( color[0], color[1], color[2], color[3] );
#endif
}
size_t idCopied = 0;
for ( size_t t = 0; t < mesh->mNumFaces; ++t ){
const aiFace& face = mesh->mFaces[t];
// if( face.mNumIndices == 3 )
for ( size_t i = 0; i < 3; i++ ){
m_indices[idCopied++] = face.mIndices[i];
}
}
UpdateAABB();
}
void constructQuad( std::size_t index, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal ){
m_vertices[index * 4 + 0] = ArbitraryMeshVertex(
vertex3f_for_vector3( a ),
normal3f_for_vector3( normal ),
texcoord2f_from_array( aabb_texcoord_topleft )
);
m_vertices[index * 4 + 1] = ArbitraryMeshVertex(
vertex3f_for_vector3( b ),
normal3f_for_vector3( normal ),
texcoord2f_from_array( aabb_texcoord_topright )
);
m_vertices[index * 4 + 2] = ArbitraryMeshVertex(
vertex3f_for_vector3( c ),
normal3f_for_vector3( normal ),
texcoord2f_from_array( aabb_texcoord_botright )
);
m_vertices[index * 4 + 3] = ArbitraryMeshVertex(
vertex3f_for_vector3( d ),
normal3f_for_vector3( normal ),
texcoord2f_from_array( aabb_texcoord_botleft )
);
}
void constructNull(){
AABB aabb( Vector3( 0, 0, 0 ), Vector3( 8, 8, 8 ) );
Vector3 points[8];
aabb_corners( aabb, points );
m_vertices.resize( 24 );
constructQuad( 0, points[2], points[1], points[5], points[6], aabb_normals[0] );
constructQuad( 1, points[1], points[0], points[4], points[5], aabb_normals[1] );
constructQuad( 2, points[0], points[1], points[2], points[3], aabb_normals[2] );
constructQuad( 3, points[0], points[3], points[7], points[4], aabb_normals[3] );
constructQuad( 4, points[3], points[2], points[6], points[7], aabb_normals[4] );
constructQuad( 5, points[7], points[6], points[5], points[4], aabb_normals[5] );
m_indices.resize( 36 );
RenderIndex indices[36] = {
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23,
};
Array<RenderIndex>::iterator j = m_indices.begin();
for ( RenderIndex* i = indices; i != indices + ( sizeof( indices ) / sizeof( RenderIndex ) ); ++i )
{
*j++ = *i;
}
m_shader = "";
UpdateAABB();
}
};
class PicoModel :
public Cullable,
public Bounded
{
typedef std::vector<PicoSurface*> surfaces_t;
surfaces_t m_surfaces;
AABB m_aabb_local;
public:
Callback m_lightsChanged;
PicoModel(){
constructNull();
}
PicoModel( const AssScene scene ){
m_aabb_local = AABB();
CopyPicoModel( scene, scene.m_scene->mRootNode );
}
~PicoModel(){
for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
delete *i;
}
typedef surfaces_t::const_iterator const_iterator;
const_iterator begin() const {
return m_surfaces.begin();
}
const_iterator end() const {
return m_surfaces.end();
}
std::size_t size() const {
return m_surfaces.size();
}
VolumeIntersectionValue intersectVolume( const VolumeTest& test, const Matrix4& localToWorld ) const {
return test.TestAABB( m_aabb_local, localToWorld );
}
virtual const AABB& localAABB() const {
return m_aabb_local;
}
void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, std::vector<Shader*> states ) const {
for ( surfaces_t::const_iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
{
if ( ( *i )->intersectVolume( volume, localToWorld ) != c_volumeOutside ) {
( *i )->render( renderer, localToWorld, states[i - m_surfaces.begin()] );
}
}
}
void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
{
if ( ( *i )->intersectVolume( test.getVolume(), localToWorld ) != c_volumeOutside ) {
( *i )->testSelect( selector, test, localToWorld );
}
}
}
private:
void CopyPicoModel( const AssScene scene, const aiNode* node ){
for( size_t n = 0; n < node->mNumMeshes; ++n ){
const aiMesh *mesh = scene.m_scene->mMeshes[node->mMeshes[n]];
if( mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ){
PicoSurface* picosurface = new PicoSurface( scene, mesh );
aabb_extend_by_aabb_safe( m_aabb_local, picosurface->localAABB() );
m_surfaces.push_back( picosurface );
}
}
// traverse all children
for ( size_t n = 0; n < node->mNumChildren; ++n ){
CopyPicoModel( scene, node->mChildren[n] );
}
}
void constructNull(){
PicoSurface* picosurface = new PicoSurface();
m_aabb_local = picosurface->localAABB();
m_surfaces.push_back( picosurface );
}
};
inline void Surface_addLight( PicoSurface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light ){
if ( light.testAABB( aabb_for_oriented_aabb( surface.localAABB(), localToWorld ) ) ) {
lights.addLight( light );
}
}
class PicoModelInstance :
public scene::Instance,
public Renderable,
public SelectionTestable,
public LightCullable,
public SkinnedModel
{
class TypeCasts
{
InstanceTypeCastTable m_casts;
public:
TypeCasts(){
InstanceContainedCast<PicoModelInstance, Bounded>::install( m_casts );
InstanceContainedCast<PicoModelInstance, Cullable>::install( m_casts );
InstanceStaticCast<PicoModelInstance, Renderable>::install( m_casts );
InstanceStaticCast<PicoModelInstance, SelectionTestable>::install( m_casts );
InstanceStaticCast<PicoModelInstance, SkinnedModel>::install( m_casts );
}
InstanceTypeCastTable& get(){
return m_casts;
}
};
PicoModel& m_picomodel;
const LightList* m_lightList;
typedef Array<VectorLightList> SurfaceLightLists;
SurfaceLightLists m_surfaceLightLists;
class Remap
{
public:
CopiedString first;
Shader* second;
Remap() : second( 0 ){
}
};
typedef Array<Remap> SurfaceRemaps;
SurfaceRemaps m_skins;
public:
typedef LazyStatic<TypeCasts> StaticTypeCasts;
void* m_test;
Bounded& get( NullType<Bounded>){
return m_picomodel;
}
Cullable& get( NullType<Cullable>){
return m_picomodel;
}
void lightsChanged(){
m_lightList->lightsChanged();
}
typedef MemberCaller<PicoModelInstance, &PicoModelInstance::lightsChanged> LightsChangedCaller;
void constructRemaps(){
ASSERT_MESSAGE( m_skins.size() == m_picomodel.size(), "ERROR" );
ModelSkin* skin = NodeTypeCast<ModelSkin>::cast( path().parent() );
if ( skin != 0 && skin->realised() ) {
SurfaceRemaps::iterator j = m_skins.begin();
for ( PicoModel::const_iterator i = m_picomodel.begin(); i != m_picomodel.end(); ++i, ++j )
{
const char* remap = skin->getRemap( ( *i )->getShader() );
if ( !string_empty( remap ) ) {
( *j ).first = remap;
( *j ).second = GlobalShaderCache().capture( remap );
}
else
{
( *j ).second = 0;
}
}
SceneChangeNotify();
}
}
void destroyRemaps(){
ASSERT_MESSAGE( m_skins.size() == m_picomodel.size(), "ERROR" );
for ( SurfaceRemaps::iterator i = m_skins.begin(); i != m_skins.end(); ++i )
{
if ( ( *i ).second != 0 ) {
GlobalShaderCache().release( ( *i ).first.c_str() );
( *i ).second = 0;
}
}
}
void skinChanged(){
destroyRemaps();
constructRemaps();
}
PicoModelInstance( const PicoModelInstance& ) = delete; // not copyable
PicoModelInstance operator=( const PicoModelInstance& ) = delete; // not assignable
PicoModelInstance( const scene::Path& path, scene::Instance* parent, PicoModel& picomodel ) :
Instance( path, parent, this, StaticTypeCasts::instance().get() ),
m_picomodel( picomodel ),
m_surfaceLightLists( m_picomodel.size() ),
m_skins( m_picomodel.size() ){
m_lightList = &GlobalShaderCache().attach( *this );
m_picomodel.m_lightsChanged = LightsChangedCaller( *this );
Instance::setTransformChangedCallback( LightsChangedCaller( *this ) );
constructRemaps();
}
~PicoModelInstance(){
destroyRemaps();
Instance::setTransformChangedCallback( Callback() );
m_picomodel.m_lightsChanged = Callback();
GlobalShaderCache().detach( *this );
}
void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld ) const {
SurfaceLightLists::const_iterator j = m_surfaceLightLists.begin();
SurfaceRemaps::const_iterator k = m_skins.begin();
for ( PicoModel::const_iterator i = m_picomodel.begin(); i != m_picomodel.end(); ++i, ++j, ++k )
{
if ( ( *i )->intersectVolume( volume, localToWorld ) != c_volumeOutside ) {
renderer.setLights( *j );
( *i )->render( renderer, localToWorld, ( *k ).second != 0 ? ( *k ).second : ( *i )->getState() );
}
}
}
void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
m_lightList->evaluateLights();
render( renderer, volume, Instance::localToWorld() );
}
void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
renderSolid( renderer, volume );
}
void testSelect( Selector& selector, SelectionTest& test ){
m_picomodel.testSelect( selector, test, Instance::localToWorld() );
}
bool testLight( const RendererLight& light ) const {
return light.testAABB( worldAABB() );
}
void insertLight( const RendererLight& light ){
const Matrix4& localToWorld = Instance::localToWorld();
SurfaceLightLists::iterator j = m_surfaceLightLists.begin();
for ( PicoModel::const_iterator i = m_picomodel.begin(); i != m_picomodel.end(); ++i )
{
Surface_addLight( *( *i ), *j++, localToWorld, light );
}
}
void clearLights(){
for ( SurfaceLightLists::iterator i = m_surfaceLightLists.begin(); i != m_surfaceLightLists.end(); ++i )
{
( *i ).clear();
}
}
};
class PicoModelNode : public scene::Node::Symbiot, public scene::Instantiable
{
class TypeCasts
{
NodeTypeCastTable m_casts;
public:
TypeCasts(){
NodeStaticCast<PicoModelNode, scene::Instantiable>::install( m_casts );
}
NodeTypeCastTable& get(){
return m_casts;
}
};
scene::Node m_node;
InstanceSet m_instances;
PicoModel m_picomodel;
public:
typedef LazyStatic<TypeCasts> StaticTypeCasts;
PicoModelNode() : m_node( this, this, StaticTypeCasts::instance().get() ){
}
PicoModelNode( const AssScene scene ) : m_node( this, this, StaticTypeCasts::instance().get() ), m_picomodel( scene ){
}
void release(){
delete this;
}
scene::Node& node(){
return m_node;
}
scene::Instance* create( const scene::Path& path, scene::Instance* parent ){
return new PicoModelInstance( path, parent, m_picomodel );
}
void forEachInstance( const scene::Instantiable::Visitor& visitor ){
m_instances.forEachInstance( visitor );
}
void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){
m_instances.insert( observer, path, instance );
}
scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){
return m_instances.erase( observer, path );
}
};
scene::Node& loadPicoModel( Assimp::Importer& importer, ArchiveFile& file ){
unsigned flags = //aiProcessPreset_TargetRealtime_Fast
// | aiProcess_FixInfacingNormals
aiProcess_GenNormals
| aiProcess_JoinIdenticalVertices
| aiProcess_Triangulate
| aiProcess_GenUVCoords
| aiProcess_SortByPType
| aiProcess_FindDegenerates
| aiProcess_FindInvalidData
| aiProcess_ValidateDataStructure
| aiProcess_FlipUVs
| aiProcess_FlipWindingOrder
| aiProcess_PreTransformVertices;
// rotate the whole scene 90 degrees around the x axis to convert assimp's Y = UP to Quakes's Z = UP
importer.SetPropertyMatrix( AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4( 1, 0, 0, 0,
0, 0, -1, 0,
0, 1, 0, 0,
0, 0, 0, 1 ) ); // aiMatrix4x4::RotationX( c_half_pi )
const aiScene *scene = importer.ReadFile( file.getName(), flags );
if( scene != nullptr ){
if( scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE )
globalWarningStream() << "AI_SCENE_FLAGS_INCOMPLETE\n";
const auto rootPath = StringStream<64>( PathFilenameless( file.getName() ) );
const auto matName = StringStream<64>( PathExtensionless( file.getName() ) );
return ( new PicoModelNode( AssScene{ scene, rootPath, path_extension_is( file.getName(), "mdl" )? matName.c_str() : nullptr } ) )->node();
}
else{
return ( new PicoModelNode() )->node();
}
}