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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 23:24:41 +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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@ -374,6 +374,8 @@ struct CustomExtension {
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mValues(other.mValues) {
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// empty
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}
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CustomExtension& operator=(const CustomExtension&) = default;
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};
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//! Base class for all glTF top-level objects
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@ -389,7 +391,7 @@ struct Object {
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//! Objects marked as special are not exported (used to emulate the binary body buffer)
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virtual bool IsSpecial() const { return false; }
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virtual ~Object() {}
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virtual ~Object() = default;
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//! Maps special IDs to another ID, where needed. Subclasses may override it (statically)
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static const char *TranslateId(Asset & /*r*/, const char *id) { return id; }
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@ -611,7 +613,7 @@ struct Accessor : public Object {
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return Indexer(*this);
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}
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Accessor() {}
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Accessor() = default;
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void Read(Value &obj, Asset &r);
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//sparse
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@ -679,7 +681,7 @@ struct Light : public Object {
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float innerConeAngle;
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float outerConeAngle;
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Light() {}
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Light() = default;
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void Read(Value &obj, Asset &r);
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};
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@ -875,7 +877,7 @@ struct Mesh : public Object {
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std::vector<float> weights;
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std::vector<std::string> targetNames;
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Mesh() {}
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Mesh() = default;
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/// Get mesh data from JSON-object and place them to root asset.
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/// \param [in] pJSON_Object - reference to pJSON-object from which data are read.
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@ -901,12 +903,12 @@ struct Node : public Object {
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Ref<Node> parent; //!< This is not part of the glTF specification. Used as a helper.
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Node() {}
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Node() = default;
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void Read(Value &obj, Asset &r);
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};
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struct Program : public Object {
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Program() {}
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Program() = default;
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void Read(Value &obj, Asset &r);
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};
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@ -925,12 +927,12 @@ struct Scene : public Object {
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std::string name;
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std::vector<Ref<Node>> nodes;
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Scene() {}
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Scene() = default;
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void Read(Value &obj, Asset &r);
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};
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struct Shader : public Object {
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Shader() {}
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Shader() = default;
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void Read(Value &obj, Asset &r);
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};
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@ -940,7 +942,7 @@ struct Skin : public Object {
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std::vector<Ref<Node>> jointNames; //!< Joint names of the joints (nodes with a jointName property) in this skin.
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std::string name; //!< The user-defined name of this object.
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Skin() {}
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Skin() = default;
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void Read(Value &obj, Asset &r);
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};
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@ -955,7 +957,7 @@ struct Texture : public Object {
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//TextureTarget target; //!< The target that the WebGL texture should be bound to. (default: TextureTarget_TEXTURE_2D)
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//TextureType type; //!< Texel datatype. (default: TextureType_UNSIGNED_BYTE)
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Texture() {}
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Texture() = default;
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void Read(Value &obj, Asset &r);
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};
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@ -988,14 +990,14 @@ struct Animation : public Object {
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std::vector<Sampler> samplers; //!< All the key-frame data for this animation.
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std::vector<Channel> channels; //!< Data to connect nodes to key-frames.
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Animation() {}
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Animation() = default;
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void Read(Value &obj, Asset &r);
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};
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//! Base class for LazyDict that acts as an interface
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class LazyDictBase {
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public:
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virtual ~LazyDictBase() {}
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virtual ~LazyDictBase() = default;
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virtual void AttachToDocument(Document &doc) = 0;
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virtual void DetachFromDocument() = 0;
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