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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp lib
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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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