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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +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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@ -130,7 +130,7 @@ inline size_t Write<double>(IOStream *stream, const double &f) {
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// Serialize a vec3
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template <>
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inline size_t Write<aiVector3D>(IOStream *stream, const aiVector3D &v) {
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size_t t = Write<float>(stream, v.x);
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size_t t = Write<ai_real>(stream, v.x);
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t += Write<float>(stream, v.y);
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t += Write<float>(stream, v.z);
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@ -141,7 +141,7 @@ inline size_t Write<aiVector3D>(IOStream *stream, const aiVector3D &v) {
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// Serialize a color value
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template <>
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inline size_t Write<aiColor3D>(IOStream *stream, const aiColor3D &v) {
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size_t t = Write<float>(stream, v.r);
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size_t t = Write<ai_real>(stream, v.r);
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t += Write<float>(stream, v.g);
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t += Write<float>(stream, v.b);
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@ -152,7 +152,7 @@ inline size_t Write<aiColor3D>(IOStream *stream, const aiColor3D &v) {
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// Serialize a color value
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template <>
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inline size_t Write<aiColor4D>(IOStream *stream, const aiColor4D &v) {
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size_t t = Write<float>(stream, v.r);
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size_t t = Write<ai_real>(stream, v.r);
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t += Write<float>(stream, v.g);
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t += Write<float>(stream, v.b);
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t += Write<float>(stream, v.a);
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@ -164,7 +164,7 @@ inline size_t Write<aiColor4D>(IOStream *stream, const aiColor4D &v) {
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// Serialize a quaternion
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template <>
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inline size_t Write<aiQuaternion>(IOStream *stream, const aiQuaternion &v) {
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size_t t = Write<float>(stream, v.w);
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size_t t = Write<ai_real>(stream, v.w);
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t += Write<float>(stream, v.x);
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t += Write<float>(stream, v.y);
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t += Write<float>(stream, v.z);
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@ -190,7 +190,7 @@ template <>
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inline size_t Write<aiMatrix4x4>(IOStream *stream, const aiMatrix4x4 &m) {
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for (unsigned int i = 0; i < 4; ++i) {
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for (unsigned int i2 = 0; i2 < 4; ++i2) {
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Write<float>(stream, m[i][i2]);
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Write<ai_real>(stream, m[i][i2]);
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}
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}
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@ -642,6 +642,10 @@ protected:
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Write<aiString>(&chunk, l->mName);
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Write<unsigned int>(&chunk, l->mType);
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Write<aiVector3D>(&chunk, l->mPosition);
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Write<aiVector3D>(&chunk, l->mDirection);
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Write<aiVector3D>(&chunk, l->mUp);
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if (l->mType != aiLightSource_DIRECTIONAL) {
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Write<float>(&chunk, l->mAttenuationConstant);
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Write<float>(&chunk, l->mAttenuationLinear);
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