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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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@ -64,7 +64,7 @@ namespace Assimp {
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using namespace Assimp::Formatter;
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using namespace Assimp::Collada;
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static const aiImporterDesc desc = {
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static constexpr aiImporterDesc desc = {
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"Collada Importer",
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"",
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"",
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@ -92,27 +92,15 @@ inline void AddNodeMetaData(aiNode *node, const std::string &key, const T &value
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader() :
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mFileName(),
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mMeshIndexByID(),
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mMaterialIndexByName(),
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mMeshes(),
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newMats(),
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mCameras(),
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mLights(),
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mTextures(),
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mAnims(),
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noSkeletonMesh(false),
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removeEmptyBones(false),
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ignoreUpDirection(false),
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ignoreUnitSize(false),
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useColladaName(false),
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mNodeNameCounter(0) {
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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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ColladaLoader::~ColladaLoader() = 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 ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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@ -131,6 +119,7 @@ void ColladaLoader::SetupProperties(const Importer *pImp) {
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
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removeEmptyBones = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true) != 0;
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ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
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ignoreUnitSize = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UNIT_SIZE, 0) != 0;
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useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
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}
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@ -179,12 +168,15 @@ void ColladaLoader::InternReadFile(const std::string &pFile, aiScene *pScene, IO
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// ... then fill the materials with the now adjusted settings
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FillMaterials(parser, pScene);
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// Apply unit-size scale calculation
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pScene->mRootNode->mTransformation *= aiMatrix4x4(parser.mUnitSize, 0, 0, 0,
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0, parser.mUnitSize, 0, 0,
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0, 0, parser.mUnitSize, 0,
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0, 0, 0, 1);
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if (!ignoreUnitSize) {
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// Apply unit-size scale calculation
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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parser.mUnitSize, 0, 0, 0,
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0, parser.mUnitSize, 0, 0,
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0, 0, parser.mUnitSize, 0,
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0, 0, 0, 1);
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}
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if (!ignoreUpDirection) {
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// Convert to Y_UP, if different orientation
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if (parser.mUpDirection == ColladaParser::UP_X) {
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@ -255,7 +247,9 @@ aiNode *ColladaLoader::BuildHierarchy(const ColladaParser &pParser, const Collad
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// add children. first the *real* ones
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node->mNumChildren = static_cast<unsigned int>(pNode->mChildren.size() + instances.size());
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node->mChildren = new aiNode *[node->mNumChildren];
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if (node->mNumChildren != 0) {
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node->mChildren = new aiNode * [node->mNumChildren];
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}
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for (size_t a = 0; a < pNode->mChildren.size(); ++a) {
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node->mChildren[a] = BuildHierarchy(pParser, pNode->mChildren[a]);
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@ -631,16 +625,14 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
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}
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// same for texture coords, as many as we have
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// empty slots are not allowed, need to pack and adjust UV indexes accordingly
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for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
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for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
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if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
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dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
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dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
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for (size_t b = 0; b < numVertices; ++b) {
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dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
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dstMesh->mTextureCoords[a][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
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}
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dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
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++real;
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dstMesh->mNumUVComponents[a] = pSrcMesh->mNumUVComponents[a];
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}
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}
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@ -1264,12 +1256,12 @@ void ColladaLoader::CreateAnimation(aiScene *pScene, const ColladaParser &pParse
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// now for every unique point in time, find or interpolate the key values for that time
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// and apply them to the transform chain. Then the node's present transformation can be calculated.
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ai_real time = startTime;
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while (1) {
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while (true) {
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for (ChannelEntry & e : entries) {
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// find the keyframe behind the current point in time
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size_t pos = 0;
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ai_real postTime = 0.0;
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while (1) {
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while (true) {
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if (pos >= e.mTimeAccessor->mCount) {
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break;
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}
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@ -1523,7 +1515,7 @@ void ColladaLoader::AddTexture(aiMaterial &mat,
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map = -1;
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for (std::string::const_iterator it = sampler.mUVChannel.begin(); it != sampler.mUVChannel.end(); ++it) {
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if (IsNumeric(*it)) {
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map = strtoul10(&(*it));
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map = strtoul10(&(*it));
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break;
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}
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}
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@ -1680,7 +1672,7 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser &pParse
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// recurse through the param references until we end up at an image
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std::string name = pName;
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while (1) {
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while (true) {
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// the given string is a param entry. Find it
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Effect::ParamLibrary::const_iterator it = pEffect.mParams.find(name);
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// if not found, we're at the end of the recursion. The resulting string should be the image ID
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