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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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@ -4,7 +4,7 @@
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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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@ -55,10 +55,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <map>
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#include <memory>
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using namespace Assimp;
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namespace Assimp {
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using namespace Assimp::Formatter;
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static const aiImporterDesc desc = {
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static constexpr aiImporterDesc desc = {
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"BVH Importer (MoCap)",
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"",
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"",
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@ -73,8 +74,8 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Aborts the file reading with an exception
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template<typename... T>
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AI_WONT_RETURN void BVHLoader::ThrowException(T&&... args) {
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template <typename... T>
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AI_WONT_RETURN void BVHLoader::ThrowException(T &&...args) {
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throw DeadlyImportError(mFileName, ":", mLine, " - ", args...);
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}
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@ -115,7 +116,7 @@ void BVHLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IOSyst
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// read file into memory
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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if (file.get() == nullptr) {
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if (file == nullptr) {
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throw DeadlyImportError("Failed to open file ", pFile, ".");
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}
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@ -191,7 +192,7 @@ aiNode *BVHLoader::ReadNode() {
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// now read the node's contents
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std::string siteToken;
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while (1) {
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while (true) {
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std::string token = GetNextToken();
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// node offset to parent node
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@ -247,7 +248,7 @@ aiNode *BVHLoader::ReadEndSite(const std::string &pParentName) {
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// now read the node's contents. Only possible entry is "OFFSET"
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std::string token;
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while (1) {
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while (true) {
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token.clear();
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token = GetNextToken();
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@ -426,7 +427,7 @@ void BVHLoader::CreateAnimation(aiScene *pScene) {
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nodeAnim->mNodeName.Set(nodeName);
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std::map<BVHLoader::ChannelType, int> channelMap;
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//Build map of channels
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// Build map of channels
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for (unsigned int channel = 0; channel < node.mChannels.size(); ++channel) {
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channelMap[node.mChannels[channel]] = channel;
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}
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@ -441,7 +442,7 @@ void BVHLoader::CreateAnimation(aiScene *pScene) {
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// Now compute all translations
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for (BVHLoader::ChannelType channel = Channel_PositionX; channel <= Channel_PositionZ; channel = (BVHLoader::ChannelType)(channel + 1)) {
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//Find channel in node
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// Find channel in node
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std::map<BVHLoader::ChannelType, int>::iterator mapIter = channelMap.find(channel);
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if (mapIter == channelMap.end())
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@ -485,30 +486,27 @@ void BVHLoader::CreateAnimation(aiScene *pScene) {
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for (unsigned int fr = 0; fr < mAnimNumFrames; ++fr) {
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aiMatrix4x4 temp;
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aiMatrix3x3 rotMatrix;
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for (unsigned int channelIdx = 0; channelIdx < node.mChannels.size(); ++ channelIdx) {
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switch (node.mChannels[channelIdx]) {
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case Channel_RotationX:
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{
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for (unsigned int channelIdx = 0; channelIdx < node.mChannels.size(); ++channelIdx) {
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switch (node.mChannels[channelIdx]) {
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case Channel_RotationX: {
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const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
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aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp);
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}
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break;
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case Channel_RotationY:
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{
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aiMatrix4x4::RotationX(angle, temp);
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rotMatrix *= aiMatrix3x3(temp);
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} break;
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case Channel_RotationY: {
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const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
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aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp);
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}
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break;
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case Channel_RotationZ:
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{
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aiMatrix4x4::RotationY(angle, temp);
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rotMatrix *= aiMatrix3x3(temp);
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} break;
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case Channel_RotationZ: {
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const float angle = node.mChannelValues[fr * node.mChannels.size() + channelIdx] * float(AI_MATH_PI) / 180.0f;
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aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp);
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}
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break;
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aiMatrix4x4::RotationZ(angle, temp);
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rotMatrix *= aiMatrix3x3(temp);
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} break;
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default:
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break;
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}
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}
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}
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}
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rotkey->mTime = double(fr);
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rotkey->mValue = aiQuaternion(rotMatrix);
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++rotkey;
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@ -525,4 +523,6 @@ void BVHLoader::CreateAnimation(aiScene *pScene) {
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}
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}
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} // namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER
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