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https://github.com/TorqueGameEngines/Torque3D.git
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Just the functional assimp lib rather than the entire assimp repository unnecessarily.
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1747 changed files with 9012 additions and 925008 deletions
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@ -2,8 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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@ -50,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/DefaultLogger.hpp>
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#include <limits>
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#include <assimp/TinyFormatter.h>
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#include "TinyFormatter.h"
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using namespace Assimp;
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using namespace Assimp::Formatter;
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@ -88,7 +87,7 @@ void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
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// Executes the post processing step on the given imported data.
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void SplitByBoneCountProcess::Execute( aiScene* pScene)
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{
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ASSIMP_LOG_DEBUG("SplitByBoneCountProcess begin");
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DefaultLogger::get()->debug("SplitByBoneCountProcess begin");
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// early out
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bool isNecessary = false;
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@ -98,7 +97,7 @@ void SplitByBoneCountProcess::Execute( aiScene* pScene)
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if( !isNecessary )
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{
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ASSIMP_LOG_DEBUG( format() << "SplitByBoneCountProcess early-out: no meshes with more than " << mMaxBoneCount << " bones." );
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DefaultLogger::get()->debug( format() << "SplitByBoneCountProcess early-out: no meshes with more than " << mMaxBoneCount << " bones." );
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return;
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}
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@ -146,7 +145,7 @@ void SplitByBoneCountProcess::Execute( aiScene* pScene)
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// recurse through all nodes and translate the node's mesh indices to fit the new mesh array
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UpdateNode( pScene->mRootNode);
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ASSIMP_LOG_DEBUG( format() << "SplitByBoneCountProcess end: split " << mSubMeshIndices.size() << " meshes into " << meshes.size() << " submeshes." );
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DefaultLogger::get()->debug( format() << "SplitByBoneCountProcess end: split " << mSubMeshIndices.size() << " meshes into " << meshes.size() << " submeshes." );
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}
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// ------------------------------------------------------------------------------------------------
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@ -393,7 +392,7 @@ void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
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newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
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}
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delete [] pNode->mMeshes;
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delete pNode->mMeshes;
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pNode->mNumMeshes = static_cast<unsigned int>(newMeshList.size());
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
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