mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +00:00
update assimp lib
This commit is contained in:
parent
03a348deb7
commit
d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -52,9 +52,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <cctype>
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#include <memory>
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using namespace Assimp;
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namespace Assimp {
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static const unsigned int NotSet = 0xcdcdcdcd;
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static constexpr unsigned int NotSet = 0xcdcdcdcd;
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// ------------------------------------------------------------------------------------------------
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// Setup final material indices, generae a default material if necessary
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@ -68,7 +68,7 @@ void Discreet3DSImporter::ReplaceDefaultMaterial() {
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unsigned int idx(NotSet);
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for (unsigned int i = 0; i < mScene->mMaterials.size(); ++i) {
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std::string s = mScene->mMaterials[i].mName;
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for (char & it : s) {
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for (char &it : s) {
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it = static_cast<char>(::tolower(static_cast<unsigned char>(it)));
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}
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@ -262,7 +262,7 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material &oldMat,
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unsigned int iWire = 1;
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mat.AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
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}
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[[fallthrough]];
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[[fallthrough]];
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case D3DS::Discreet3DS::Gouraud:
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eShading = aiShadingMode_Gouraud;
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@ -593,7 +593,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// to be able to return valid cameras/lights even if no scenegraph is given.
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for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
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if (pcSOut->mCameras[n]->mName == pcOut->mName) {
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pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);
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@ -643,11 +643,17 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
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}
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// Allocate storage for children
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pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
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const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
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pcOut->mNumChildren = size;
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if (size == 0) {
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return;
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}
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pcOut->mChildren = new aiNode *[pcIn->mChildren.size()];
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// Recursively process all children
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const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
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for (unsigned int i = 0; i < size; ++i) {
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pcOut->mChildren[i] = new aiNode();
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pcOut->mChildren[i]->mParent = pcOut;
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@ -709,7 +715,7 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene *pcOut) {
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pcNode->mNumMeshes = 1;
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// Build a name for the node
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pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "3DSMesh_%u", i);
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pcNode->mName.length = ai_snprintf(pcNode->mName.data, AI_MAXLEN, "3DSMesh_%u", i);
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}
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// Build dummy nodes for all cameras
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@ -805,4 +811,6 @@ void Discreet3DSImporter::ConvertScene(aiScene *pcOut) {
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}
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}
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} // namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
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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) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/StringComparison.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/Exceptional.h>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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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) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -57,8 +56,7 @@ struct aiNode;
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struct aiMaterial;
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struct aiMesh;
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namespace Assimp
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{
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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/**
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@ -88,7 +86,7 @@ private:
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std::map<const aiNode*, aiMatrix4x4> trafos;
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typedef std::multimap<const aiNode*, unsigned int> MeshesByNodeMap;
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using MeshesByNodeMap = std::multimap<const aiNode*, unsigned int>;
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MeshesByNodeMap meshes;
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};
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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) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -322,7 +322,6 @@ struct Texture {
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//! Default constructor
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Texture() AI_NO_EXCEPT
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: mTextureBlend(0.0f),
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mMapName(),
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mOffsetU(0.0),
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mOffsetV(0.0),
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mScaleU(1.0),
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@ -334,51 +333,11 @@ struct Texture {
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mTextureBlend = get_qnan();
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}
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Texture(const Texture &other) :
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mTextureBlend(other.mTextureBlend),
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mMapName(other.mMapName),
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mOffsetU(other.mOffsetU),
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mOffsetV(other.mOffsetV),
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mScaleU(other.mScaleU),
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mScaleV(other.mScaleV),
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mRotation(other.mRotation),
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mMapMode(other.mMapMode),
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bPrivate(other.bPrivate),
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iUVSrc(other.iUVSrc) {
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// empty
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}
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Texture(const Texture &other) = default;
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Texture(Texture &&other) AI_NO_EXCEPT : mTextureBlend(other.mTextureBlend),
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mMapName(std::move(other.mMapName)),
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mOffsetU(other.mOffsetU),
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mOffsetV(other.mOffsetV),
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mScaleU(other.mScaleU),
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mScaleV(other.mScaleV),
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mRotation(other.mRotation),
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mMapMode(other.mMapMode),
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bPrivate(other.bPrivate),
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iUVSrc(other.iUVSrc) {
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// empty
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}
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Texture(Texture &&other) AI_NO_EXCEPT = default;
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Texture &operator=(Texture &&other) AI_NO_EXCEPT {
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if (this == &other) {
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return *this;
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}
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mTextureBlend = other.mTextureBlend;
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mMapName = std::move(other.mMapName);
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mOffsetU = other.mOffsetU;
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mOffsetV = other.mOffsetV;
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mScaleU = other.mScaleU;
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mScaleV = other.mScaleV;
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mRotation = other.mRotation;
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mMapMode = other.mMapMode;
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bPrivate = other.bPrivate;
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iUVSrc = other.iUVSrc;
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return *this;
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}
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Texture &operator=(Texture &&other) AI_NO_EXCEPT = default;
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//! Specifies the blend factor for the texture
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ai_real mTextureBlend;
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@ -406,14 +365,13 @@ struct Texture {
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#ifdef _MSC_VER
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#pragma warning(pop)
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#endif // _MSC_VER
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// ---------------------------------------------------------------------------
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/** Helper structure representing a 3ds material */
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struct Material {
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//! Default constructor has been deleted
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Material() :
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mName(),
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mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
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mDiffuse(0.6f, 0.6f, 0.6f),
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mSpecularExponent(ai_real(0.0)),
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mShininessStrength(ai_real(1.0)),
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mShading(Discreet3DS::Gouraud),
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@ -426,7 +384,7 @@ struct Material {
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//! Constructor with explicit name
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explicit Material(const std::string &name) :
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mName(name),
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mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)),
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mDiffuse(0.6f, 0.6f, 0.6f),
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mSpecularExponent(ai_real(0.0)),
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mShininessStrength(ai_real(1.0)),
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mShading(Discreet3DS::Gouraud),
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@ -436,83 +394,9 @@ struct Material {
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// empty
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}
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Material(const Material &other) :
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mName(other.mName),
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mDiffuse(other.mDiffuse),
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mSpecularExponent(other.mSpecularExponent),
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mShininessStrength(other.mShininessStrength),
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mSpecular(other.mSpecular),
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mAmbient(other.mAmbient),
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mShading(other.mShading),
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mTransparency(other.mTransparency),
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sTexDiffuse(other.sTexDiffuse),
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sTexOpacity(other.sTexOpacity),
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sTexSpecular(other.sTexSpecular),
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sTexReflective(other.sTexReflective),
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sTexBump(other.sTexBump),
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sTexEmissive(other.sTexEmissive),
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sTexShininess(other.sTexShininess),
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mBumpHeight(other.mBumpHeight),
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mEmissive(other.mEmissive),
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sTexAmbient(other.sTexAmbient),
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mTwoSided(other.mTwoSided) {
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// empty
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}
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Material(const Material &other) = default;
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//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
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Material(Material &&other) AI_NO_EXCEPT : mName(std::move(other.mName)),
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mDiffuse(other.mDiffuse),
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mSpecularExponent(other.mSpecularExponent),
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mShininessStrength(other.mShininessStrength),
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mSpecular(other.mSpecular),
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mAmbient(other.mAmbient),
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mShading(other.mShading),
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mTransparency(other.mTransparency),
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sTexDiffuse(std::move(other.sTexDiffuse)),
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sTexOpacity(std::move(other.sTexOpacity)),
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sTexSpecular(std::move(other.sTexSpecular)),
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sTexReflective(std::move(other.sTexReflective)),
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sTexBump(std::move(other.sTexBump)),
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sTexEmissive(std::move(other.sTexEmissive)),
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sTexShininess(std::move(other.sTexShininess)),
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mBumpHeight(other.mBumpHeight),
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mEmissive(other.mEmissive),
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sTexAmbient(std::move(other.sTexAmbient)),
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mTwoSided(other.mTwoSided) {
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// empty
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}
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Material &operator=(Material &&other) AI_NO_EXCEPT {
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if (this == &other) {
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return *this;
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}
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mName = std::move(other.mName);
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mDiffuse = other.mDiffuse;
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mSpecularExponent = other.mSpecularExponent;
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mShininessStrength = other.mShininessStrength,
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mSpecular = other.mSpecular;
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mAmbient = other.mAmbient;
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mShading = other.mShading;
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mTransparency = other.mTransparency;
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sTexDiffuse = std::move(other.sTexDiffuse);
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sTexOpacity = std::move(other.sTexOpacity);
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sTexSpecular = std::move(other.sTexSpecular);
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sTexReflective = std::move(other.sTexReflective);
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sTexBump = std::move(other.sTexBump);
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sTexEmissive = std::move(other.sTexEmissive);
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sTexShininess = std::move(other.sTexShininess);
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mBumpHeight = other.mBumpHeight;
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mEmissive = other.mEmissive;
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sTexAmbient = std::move(other.sTexAmbient);
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mTwoSided = other.mTwoSided;
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return *this;
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}
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virtual ~Material() {
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// empty
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}
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virtual ~Material() = default;
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//! Name of the material
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std::string mName;
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -54,9 +54,9 @@ 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 <assimp/IOSystem.hpp>
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using namespace Assimp;
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namespace Assimp {
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static const aiImporterDesc desc = {
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static constexpr aiImporterDesc desc = {
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"Discreet 3DS Importer",
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"",
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"",
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@ -103,10 +103,6 @@ Discreet3DSImporter::Discreet3DSImporter() :
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Discreet3DSImporter::~Discreet3DSImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool Discreet3DSImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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@ -266,8 +262,15 @@ void Discreet3DSImporter::ParseMainChunk() {
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};
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ASSIMP_3DS_END_CHUNK();
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunreachable-code-return"
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#endif
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// recursively continue processing this hierarchy level
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return ParseMainChunk();
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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}
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// ------------------------------------------------------------------------------------------------
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@ -362,7 +365,7 @@ void Discreet3DSImporter::ParseChunk(const char *name, unsigned int num) {
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// IMPLEMENTATION NOTE;
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// Cameras or lights define their transformation in their parent node and in the
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// corresponding light or camera chunks. However, we read and process the latter
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// to to be able to return valid cameras/lights even if no scenegraph is given.
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// to be able to return valid cameras/lights even if no scenegraph is given.
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// get chunk type
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switch (chunk.Flag) {
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@ -1332,4 +1335,6 @@ void Discreet3DSImporter::ParseColorChunk(aiColor3D *out, bool acceptPercent) {
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(void)bGamma;
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}
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} // namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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|
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All rights reserved.
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@ -59,7 +59,6 @@ struct aiNode;
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namespace Assimp {
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using namespace D3DS;
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// ---------------------------------------------------------------------------------
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@ -68,7 +67,7 @@ using namespace D3DS;
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class Discreet3DSImporter : public BaseImporter {
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public:
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Discreet3DSImporter();
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~Discreet3DSImporter();
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~Discreet3DSImporter() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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