Update Assimp from 5.2.3 to 5.2.5

This commit is contained in:
Bloodknight 2022-10-02 19:02:49 +01:00
parent ea7ca63301
commit 16f3710058
379 changed files with 14469 additions and 47175 deletions

View file

@ -130,7 +130,7 @@ inline size_t Write<double>(IOStream *stream, const double &f) {
// Serialize a vec3
template <>
inline size_t Write<aiVector3D>(IOStream *stream, const aiVector3D &v) {
size_t t = Write<float>(stream, v.x);
size_t t = Write<ai_real>(stream, v.x);
t += Write<float>(stream, v.y);
t += Write<float>(stream, v.z);
@ -141,7 +141,7 @@ inline size_t Write<aiVector3D>(IOStream *stream, const aiVector3D &v) {
// Serialize a color value
template <>
inline size_t Write<aiColor3D>(IOStream *stream, const aiColor3D &v) {
size_t t = Write<float>(stream, v.r);
size_t t = Write<ai_real>(stream, v.r);
t += Write<float>(stream, v.g);
t += Write<float>(stream, v.b);
@ -152,7 +152,7 @@ inline size_t Write<aiColor3D>(IOStream *stream, const aiColor3D &v) {
// Serialize a color value
template <>
inline size_t Write<aiColor4D>(IOStream *stream, const aiColor4D &v) {
size_t t = Write<float>(stream, v.r);
size_t t = Write<ai_real>(stream, v.r);
t += Write<float>(stream, v.g);
t += Write<float>(stream, v.b);
t += Write<float>(stream, v.a);
@ -164,7 +164,7 @@ inline size_t Write<aiColor4D>(IOStream *stream, const aiColor4D &v) {
// Serialize a quaternion
template <>
inline size_t Write<aiQuaternion>(IOStream *stream, const aiQuaternion &v) {
size_t t = Write<float>(stream, v.w);
size_t t = Write<ai_real>(stream, v.w);
t += Write<float>(stream, v.x);
t += Write<float>(stream, v.y);
t += Write<float>(stream, v.z);
@ -190,7 +190,7 @@ template <>
inline size_t Write<aiMatrix4x4>(IOStream *stream, const aiMatrix4x4 &m) {
for (unsigned int i = 0; i < 4; ++i) {
for (unsigned int i2 = 0; i2 < 4; ++i2) {
Write<float>(stream, m[i][i2]);
Write<ai_real>(stream, m[i][i2]);
}
}
@ -642,6 +642,10 @@ protected:
Write<aiString>(&chunk, l->mName);
Write<unsigned int>(&chunk, l->mType);
Write<aiVector3D>(&chunk, l->mPosition);
Write<aiVector3D>(&chunk, l->mDirection);
Write<aiVector3D>(&chunk, l->mUp);
if (l->mType != aiLightSource_DIRECTIONAL) {
Write<float>(&chunk, l->mAttenuationConstant);
Write<float>(&chunk, l->mAttenuationLinear);