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https://github.com/TorqueGameEngines/Torque3D.git
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Updated assimp to latest
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parent
25ce4477ce
commit
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461 changed files with 34662 additions and 30165 deletions
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@ -3,7 +3,8 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2017, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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@ -49,8 +50,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "ValidateDataStructure.h"
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#include "BaseImporter.h"
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#include "fast_atof.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/fast_atof.h>
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#include "ProcessHelper.h"
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#include <memory>
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@ -105,7 +106,7 @@ void ValidateDSProcess::ReportWarning(const char* msg,...)
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ai_assert(iLen > 0);
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va_end(args);
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DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
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ASSIMP_LOG_WARN("Validation warning: " + std::string(szBuffer,iLen));
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}
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// ------------------------------------------------------------------------------------------------
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@ -179,23 +180,21 @@ inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
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unsigned int size, const char* firstName,
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const char* secondName)
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{
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inline
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void ValidateDSProcess::DoValidationWithNameCheck(T** array, unsigned int size, const char* firstName, const char* secondName) {
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// validate all entries
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DoValidationEx(array,size,firstName,secondName);
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for (unsigned int i = 0; i < size;++i)
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{
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for (unsigned int i = 0; i < size;++i) {
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int res = HasNameMatch(array[i]->mName,mScene->mRootNode);
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if (!res) {
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if (0 == res) {
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const std::string name = static_cast<char*>(array[i]->mName.data);
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ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
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firstName,i,array[i]->mName.data);
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}
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else if (1 != res) {
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firstName,i, name.c_str());
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} else if (1 != res) {
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const std::string name = static_cast<char*>(array[i]->mName.data);
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ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
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firstName,i,array[i]->mName.data);
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firstName,i, name.c_str());
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}
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}
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}
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@ -205,7 +204,7 @@ inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
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void ValidateDSProcess::Execute( aiScene* pScene)
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{
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this->mScene = pScene;
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DefaultLogger::get()->debug("ValidateDataStructureProcess begin");
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ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
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// validate the node graph of the scene
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Validate(pScene->mRootNode);
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@ -272,7 +271,7 @@ void ValidateDSProcess::Execute( aiScene* pScene)
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}
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// if (!has)ReportError("The aiScene data structure is empty");
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DefaultLogger::get()->debug("ValidateDataStructureProcess end");
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ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end");
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}
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// ------------------------------------------------------------------------------------------------
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@ -368,7 +367,7 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
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// positions must always be there ...
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if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
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ReportError("The mesh contains no vertices");
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ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str());
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}
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if (pMesh->mNumVertices > AI_MAX_VERTICES) {
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@ -385,7 +384,7 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
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// faces, too
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if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
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ReportError("Mesh contains no faces");
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ReportError("Mesh %s contains no faces", pMesh->mName.C_Str());
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}
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// now check whether the face indexing layout is correct:
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@ -490,8 +489,12 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
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{
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if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
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{
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ReportError("aiMesh::mBones[%i] has the same name as "
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"aiMesh::mBones[%i]",i,a);
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const char *name = "unknown";
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if (nullptr != pMesh->mBones[ i ]->mName.C_Str()) {
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name = pMesh->mBones[ i ]->mName.C_Str();
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}
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ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as "
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"aiMesh::mBones[%i]", i, name, a );
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}
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}
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}
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@ -694,7 +697,7 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
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if (prop->mDataLength < 5 || prop->mDataLength < 4 + (*reinterpret_cast<uint32_t*>(prop->mData)) + 1) {
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ReportError("aiMaterial::mProperties[%i].mDataLength is "
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"too small to contain a string (%i, needed: %i)",
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i,prop->mDataLength,sizeof(aiString));
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i,prop->mDataLength,static_cast<int>(sizeof(aiString)));
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}
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if(prop->mData[prop->mDataLength-1]) {
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ReportError("Missing null-terminator in string material property");
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@ -705,14 +708,14 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
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if (prop->mDataLength < sizeof(float)) {
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ReportError("aiMaterial::mProperties[%i].mDataLength is "
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"too small to contain a float (%i, needed: %i)",
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i,prop->mDataLength,sizeof(float));
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i,prop->mDataLength, static_cast<int>(sizeof(float)));
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}
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}
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else if (aiPTI_Integer == prop->mType) {
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if (prop->mDataLength < sizeof(int)) {
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ReportError("aiMaterial::mProperties[%i].mDataLength is "
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"too small to contain an integer (%i, needed: %i)",
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i,prop->mDataLength,sizeof(int));
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i,prop->mDataLength, static_cast<int>(sizeof(int)));
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}
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}
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// TODO: check whether there is a key with an unknown name ...
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@ -950,7 +953,7 @@ void ValidateDSProcess::Validate( const aiString* pString)
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{
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if (pString->length > MAXLEN)
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{
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this->ReportError("aiString::length is too large (%i, maximum is %i)",
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this->ReportError("aiString::length is too large (%i, maximum is %lu)",
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pString->length,MAXLEN);
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}
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const char* sz = pString->data;
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