mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 23:23:47 +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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@ -60,14 +60,11 @@ using namespace Assimp::MD5;
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// ------------------------------------------------------------------------------------------------
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// Parse the segment structure for an MD5 file
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MD5Parser::MD5Parser(char *_buffer, unsigned int _fileSize) {
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MD5Parser::MD5Parser(char *_buffer, unsigned int _fileSize) : buffer(_buffer), bufferEnd(nullptr), fileSize(_fileSize), lineNumber(0) {
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ai_assert(nullptr != _buffer);
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ai_assert(0 != _fileSize);
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buffer = _buffer;
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fileSize = _fileSize;
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lineNumber = 0;
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bufferEnd = buffer + fileSize;
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ASSIMP_LOG_DEBUG("MD5Parser begin");
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// parse the file header
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@ -76,7 +73,7 @@ MD5Parser::MD5Parser(char *_buffer, unsigned int _fileSize) {
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// and read all sections until we're finished
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bool running = true;
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while (running) {
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mSections.push_back(Section());
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mSections.emplace_back();
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Section &sec = mSections.back();
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if (!ParseSection(sec)) {
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break;
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@ -158,7 +155,7 @@ bool MD5Parser::ParseSection(Section &out) {
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break;
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}
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out.mElements.push_back(Element());
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out.mElements.emplace_back();
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Element &elem = out.mElements.back();
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elem.iLineNumber = lineNumber;
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@ -253,7 +250,7 @@ MD5MeshParser::MD5MeshParser(SectionList &mSections) {
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} else if ((*iter).mName == "joints") {
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// "origin" -1 ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000000 0.707107 )
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for (const auto &elem : (*iter).mElements) {
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mJoints.push_back(BoneDesc());
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mJoints.emplace_back();
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BoneDesc &desc = mJoints.back();
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const char *sz = elem.szStart;
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@ -267,7 +264,7 @@ MD5MeshParser::MD5MeshParser(SectionList &mSections) {
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AI_MD5_READ_TRIPLE(desc.mRotationQuat); // normalized quaternion, so w is not there
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}
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} else if ((*iter).mName == "mesh") {
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mMeshes.push_back(MeshDesc());
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mMeshes.emplace_back();
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MeshDesc &desc = mMeshes.back();
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for (const auto &elem : (*iter).mElements) {
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@ -364,7 +361,7 @@ MD5AnimParser::MD5AnimParser(SectionList &mSections) {
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if ((*iter).mName == "hierarchy") {
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// "sheath" 0 63 6
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for (const auto &elem : (*iter).mElements) {
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mAnimatedBones.push_back(AnimBoneDesc());
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mAnimatedBones.emplace_back();
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AnimBoneDesc &desc = mAnimatedBones.back();
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const char *sz = elem.szStart;
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@ -389,7 +386,7 @@ MD5AnimParser::MD5AnimParser(SectionList &mSections) {
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for (const auto &elem : (*iter).mElements) {
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const char *sz = elem.szStart;
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mBaseFrames.push_back(BaseFrameDesc());
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mBaseFrames.emplace_back();
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BaseFrameDesc &desc = mBaseFrames.back();
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AI_MD5_READ_TRIPLE(desc.vPositionXYZ);
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@ -401,7 +398,7 @@ MD5AnimParser::MD5AnimParser(SectionList &mSections) {
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continue;
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}
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mFrames.push_back(FrameDesc());
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mFrames.emplace_back();
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FrameDesc &desc = mFrames.back();
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desc.iIndex = strtoul10((*iter).mGlobalValue.c_str());
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@ -459,7 +456,7 @@ MD5CameraParser::MD5CameraParser(SectionList &mSections) {
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for (const auto &elem : (*iter).mElements) {
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const char *sz = elem.szStart;
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frames.push_back(CameraAnimFrameDesc());
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frames.emplace_back();
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CameraAnimFrameDesc &cur = frames.back();
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AI_MD5_READ_TRIPLE(cur.vPositionXYZ);
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AI_MD5_READ_TRIPLE(cur.vRotationQuat);
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