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https://github.com/TorqueGameEngines/Torque3D.git
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Update Assimp from 5.2.3 to 5.2.5
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379 changed files with 14469 additions and 47175 deletions
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/types.h>
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#include <map>
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#include <vector>
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#include "Common/Maybe.h"
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namespace Assimp {
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namespace ObjFile {
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@ -63,7 +64,7 @@ struct Face {
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using IndexArray = std::vector<unsigned int>;
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//! Primitive type
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aiPrimitiveType m_PrimitiveType;
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aiPrimitiveType mPrimitiveType;
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//! Vertex indices
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IndexArray m_vertices;
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//! Normal indices
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@ -75,14 +76,12 @@ struct Face {
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//! \brief Default constructor
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Face(aiPrimitiveType pt = aiPrimitiveType_POLYGON) :
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m_PrimitiveType(pt), m_vertices(), m_normals(), m_texturCoords(), m_pMaterial(0L) {
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mPrimitiveType(pt), m_vertices(), m_normals(), m_texturCoords(), m_pMaterial(nullptr) {
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// empty
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}
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//! \brief Destructor
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~Face() {
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// empty
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}
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~Face() = default;
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};
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// ------------------------------------------------------------------------------------------------
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@ -183,15 +182,15 @@ struct Material {
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aiColor3D transparent;
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//! PBR Roughness
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ai_real roughness;
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Maybe<ai_real> roughness;
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//! PBR Metallic
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ai_real metallic;
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Maybe<ai_real> metallic;
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//! PBR Metallic
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aiColor3D sheen;
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Maybe<aiColor3D> sheen;
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//! PBR Clearcoat Thickness
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ai_real clearcoat_thickness;
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Maybe<ai_real> clearcoat_thickness;
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//! PBR Clearcoat Rougness
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ai_real clearcoat_roughness;
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Maybe<ai_real> clearcoat_roughness;
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//! PBR Anisotropy
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ai_real anisotropy;
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@ -206,11 +205,11 @@ struct Material {
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illumination_model(1),
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ior(ai_real(1.0)),
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transparent(ai_real(1.0), ai_real(1.0), ai_real(1.0)),
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roughness(ai_real(1.0)),
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metallic(ai_real(0.0)),
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sheen(ai_real(1.0), ai_real(1.0), ai_real(1.0)),
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clearcoat_thickness(ai_real(0.0)),
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clearcoat_roughness(ai_real(0.0)),
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roughness(),
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metallic(),
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sheen(),
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clearcoat_thickness(),
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clearcoat_roughness(),
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anisotropy(ai_real(0.0)),
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bump_multiplier(ai_real(1.0)) {
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std::fill_n(clamp, static_cast<unsigned int>(TextureTypeCount), false);
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@ -229,7 +228,7 @@ struct Mesh {
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/// The name for the mesh
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std::string m_name;
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/// Array with pointer to all stored faces
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std::vector<Face *> m_Faces;
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std::vector<Face*> m_Faces;
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/// Assigned material
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Material *m_pMaterial;
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/// Number of stored indices.
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@ -272,65 +271,65 @@ struct Model {
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using ConstGroupMapIt = std::map<std::string, std::vector<unsigned int> *>::const_iterator;
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//! Model name
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std::string m_ModelName;
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std::string mModelName;
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//! List ob assigned objects
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std::vector<Object *> m_Objects;
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std::vector<Object *> mObjects;
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//! Pointer to current object
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ObjFile::Object *m_pCurrent;
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ObjFile::Object *mCurrentObject;
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//! Pointer to current material
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ObjFile::Material *m_pCurrentMaterial;
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ObjFile::Material *mCurrentMaterial;
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//! Pointer to default material
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ObjFile::Material *m_pDefaultMaterial;
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ObjFile::Material *mDefaultMaterial;
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//! Vector with all generated materials
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std::vector<std::string> m_MaterialLib;
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std::vector<std::string> mMaterialLib;
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//! Vector with all generated vertices
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std::vector<aiVector3D> m_Vertices;
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std::vector<aiVector3D> mVertices;
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//! vector with all generated normals
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std::vector<aiVector3D> m_Normals;
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std::vector<aiVector3D> mNormals;
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//! vector with all vertex colors
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std::vector<aiVector3D> m_VertexColors;
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std::vector<aiVector3D> mVertexColors;
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//! Group map
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GroupMap m_Groups;
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GroupMap mGroups;
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//! Group to face id assignment
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std::vector<unsigned int> *m_pGroupFaceIDs;
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std::vector<unsigned int> *mGroupFaceIDs;
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//! Active group
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std::string m_strActiveGroup;
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std::string mActiveGroup;
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//! Vector with generated texture coordinates
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std::vector<aiVector3D> m_TextureCoord;
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std::vector<aiVector3D> mTextureCoord;
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//! Maximum dimension of texture coordinates
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unsigned int m_TextureCoordDim;
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unsigned int mTextureCoordDim;
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//! Current mesh instance
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Mesh *m_pCurrentMesh;
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Mesh *mCurrentMesh;
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//! Vector with stored meshes
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std::vector<Mesh *> m_Meshes;
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std::vector<Mesh *> mMeshes;
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//! Material map
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std::map<std::string, Material *> m_MaterialMap;
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std::map<std::string, Material*> mMaterialMap;
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//! \brief The default class constructor
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Model() :
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m_ModelName(),
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m_pCurrent(nullptr),
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m_pCurrentMaterial(nullptr),
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m_pDefaultMaterial(nullptr),
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m_pGroupFaceIDs(nullptr),
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m_strActiveGroup(),
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m_TextureCoordDim(0),
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m_pCurrentMesh(nullptr) {
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mModelName(),
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mCurrentObject(nullptr),
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mCurrentMaterial(nullptr),
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mDefaultMaterial(nullptr),
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mGroupFaceIDs(nullptr),
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mActiveGroup(),
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mTextureCoordDim(0),
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mCurrentMesh(nullptr) {
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// empty
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}
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//! \brief The class destructor
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~Model() {
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for (auto & it : m_Objects) {
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for (auto & it : mObjects) {
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delete it;
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}
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for (auto & Meshe : m_Meshes) {
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for (auto & Meshe : mMeshes) {
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delete Meshe;
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}
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for (auto & Group : m_Groups) {
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for (auto & Group : mGroups) {
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delete Group.second;
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}
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for (auto & it : m_MaterialMap) {
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for (auto & it : mMaterialMap) {
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delete it.second;
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}
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}
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