* Adjustment: Update Assimp version to 5.0.1.

This commit is contained in:
Robert MacGregor 2021-10-21 21:14:55 -04:00
parent 14ebeaf3eb
commit 4758f7bdaf
679 changed files with 50502 additions and 19698 deletions

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
Copyright (c) 2006-2019, assimp team
All rights reserved.
@ -211,7 +211,7 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
// create node
aiNode* node = new aiNode;
node->mName.length = (ai_uint32)pNode->mName.length();
node->mName.length = pNode->mName.length();
node->mParent = pParent;
memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
node->mName.data[node->mName.length] = 0;
@ -513,36 +513,30 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
} else {
// separate key sequences for position, rotation, scaling
nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
if (nbone->mNumPositionKeys != 0) {
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
for( unsigned int c = 0; c < nbone->mNumPositionKeys; ++c ) {
aiVector3D pos = bone->mPosKeys[c].mValue;
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
for( unsigned int c = 0; c < nbone->mNumPositionKeys; ++c ) {
aiVector3D pos = bone->mPosKeys[c].mValue;
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
nbone->mPositionKeys[c].mValue = pos;
}
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
nbone->mPositionKeys[c].mValue = pos;
}
// rotation
nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
if (nbone->mNumRotationKeys != 0) {
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
for( unsigned int c = 0; c < nbone->mNumRotationKeys; ++c ) {
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
for( unsigned int c = 0; c < nbone->mNumRotationKeys; ++c ) {
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
}
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
}
// scaling
nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
if (nbone->mNumScalingKeys != 0) {
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
nbone->mScalingKeys[c] = bone->mScaleKeys[c];
}
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
nbone->mScalingKeys[c] = bone->mScaleKeys[c];
// longest lasting key sequence determines duration
if( bone->mPosKeys.size() > 0)