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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 14:44:36 +00:00
Update Assimp from 5.2.3 to 5.2.5
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parent
ea7ca63301
commit
16f3710058
379 changed files with 14469 additions and 47175 deletions
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@ -262,6 +262,7 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material &oldMat,
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unsigned int iWire = 1;
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mat.AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
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}
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[[fallthrough]];
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case D3DS::Discreet3DS::Gouraud:
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eShading = aiShadingMode_Gouraud;
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@ -209,9 +209,7 @@ Discreet3DSExporter::Discreet3DSExporter(std::shared_ptr<IOStream> &outfile, con
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}
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// ------------------------------------------------------------------------------------------------
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Discreet3DSExporter::~Discreet3DSExporter() {
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// empty
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}
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Discreet3DSExporter::~Discreet3DSExporter() = default;
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// ------------------------------------------------------------------------------------------------
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int Discreet3DSExporter::WriteHierarchy(const aiNode &node, int seq, int sibling_level) {
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@ -105,9 +105,7 @@ Discreet3DSImporter::Discreet3DSImporter() :
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Discreet3DSImporter::~Discreet3DSImporter() {
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// empty
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}
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Discreet3DSImporter::~Discreet3DSImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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@ -319,7 +317,7 @@ void Discreet3DSImporter::ParseObjectChunk() {
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case Discreet3DS::CHUNK_MAT_MATERIAL:
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// Add a new material to the list
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mScene->mMaterials.push_back(D3DS::Material(std::string("UNNAMED_" + ai_to_string(mScene->mMaterials.size()))));
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mScene->mMaterials.emplace_back(std::string("UNNAMED_" + ai_to_string(mScene->mMaterials.size())));
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ParseMaterialChunk();
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break;
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@ -370,7 +368,7 @@ void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) {
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switch (chunk.Flag) {
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case Discreet3DS::CHUNK_TRIMESH: {
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// this starts a new triangle mesh
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mScene->mMeshes.push_back(D3DS::Mesh(std::string(name, num)));
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mScene->mMeshes.emplace_back(std::string(name, num));
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// Read mesh chunks
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ParseMeshChunk();
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@ -999,7 +997,7 @@ void Discreet3DSImporter::ParseMeshChunk() {
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mMesh.mFaces.reserve(num);
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while (num-- > 0) {
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// 3DS faces are ALWAYS triangles
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mMesh.mFaces.push_back(D3DS::Face());
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mMesh.mFaces.emplace_back();
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D3DS::Face &sFace = mMesh.mFaces.back();
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sFace.mIndices[0] = (uint16_t)stream->GetI2();
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@ -1284,7 +1282,7 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D *out, bool acceptPercent) {
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switch (chunk.Flag) {
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case Discreet3DS::CHUNK_LINRGBF:
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bGamma = true;
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// fallthrough
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case Discreet3DS::CHUNK_RGBF:
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if (sizeof(float) * 3 > diff) {
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*out = clrError;
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@ -1297,6 +1295,7 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D *out, bool acceptPercent) {
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case Discreet3DS::CHUNK_LINRGBB:
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bGamma = true;
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// fallthrough
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case Discreet3DS::CHUNK_RGBB: {
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if (sizeof(char) * 3 > diff) {
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*out = clrError;
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