mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +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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@ -164,7 +164,7 @@ class NodeAttribute : public Object {
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public:
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NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~NodeAttribute();
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virtual ~NodeAttribute() = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -180,7 +180,7 @@ class CameraSwitcher : public NodeAttribute {
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public:
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CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~CameraSwitcher();
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virtual ~CameraSwitcher() = default;
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int CameraID() const {
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return cameraId;
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@ -225,7 +225,7 @@ class Camera : public NodeAttribute {
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public:
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Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Camera();
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virtual ~Camera() = default;
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fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0))
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fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0))
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@ -250,21 +250,21 @@ public:
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class Null : public NodeAttribute {
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public:
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Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Null();
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virtual ~Null() = default;
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};
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/** DOM base class for FBX limb node markers attached to a node */
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class LimbNode : public NodeAttribute {
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public:
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LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~LimbNode();
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virtual ~LimbNode() = default;
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};
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/** DOM base class for FBX lights attached to a node */
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class Light : public NodeAttribute {
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public:
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Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Light();
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virtual ~Light() = default;
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enum Type {
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Type_Point,
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@ -690,7 +690,7 @@ using KeyValueList = std::vector<float>;
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class AnimationCurve : public Object {
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public:
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AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationCurve();
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virtual ~AnimationCurve() = default;
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/** get list of keyframe positions (time).
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* Invariant: |GetKeys()| > 0 */
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@ -731,7 +731,7 @@ public:
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AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc,
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const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
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virtual ~AnimationCurveNode();
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virtual ~AnimationCurveNode() = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -776,7 +776,7 @@ using AnimationCurveNodeList = std::vector<const AnimationCurveNode*>;
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class AnimationLayer : public Object {
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public:
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AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationLayer();
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virtual ~AnimationLayer() = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -799,7 +799,7 @@ using AnimationLayerList = std::vector<const AnimationLayer*>;
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class AnimationStack : public Object {
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public:
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AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationStack();
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virtual ~AnimationStack() = default;
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fbx_simple_property(LocalStart, int64_t, 0L)
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fbx_simple_property(LocalStop, int64_t, 0L)
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