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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp lib
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03a348deb7
commit
d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
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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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@ -53,7 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/StringUtils.h>
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#include <assimp/anim.h>
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namespace Assimp {
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** Irr importer class.
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@ -71,13 +71,13 @@ public:
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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*/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const override;
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bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
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bool checkSig) const override;
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protected:
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const aiImporterDesc* GetInfo () const override;
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
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void SetupProperties(const Importer* pImp) override;
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const aiImporterDesc *GetInfo() const override;
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void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
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void SetupProperties(const Importer *pImp) override;
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private:
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/** Data structure for a scene-graph node animator
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@ -85,27 +85,19 @@ private:
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struct Animator {
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// Type of the animator
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enum AT {
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UNKNOWN = 0x0,
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ROTATION = 0x1,
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FLY_CIRCLE = 0x2,
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FLY_STRAIGHT = 0x3,
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UNKNOWN = 0x0,
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ROTATION = 0x1,
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FLY_CIRCLE = 0x2,
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FLY_STRAIGHT = 0x3,
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FOLLOW_SPLINE = 0x4,
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OTHER = 0x5
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OTHER = 0x5
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} type;
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explicit Animator(AT t = UNKNOWN)
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: type (t)
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, speed ( ai_real( 0.001 ) )
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, direction ( ai_real( 0.0 ), ai_real( 1.0 ), ai_real( 0.0 ) )
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, circleRadius ( ai_real( 1.0) )
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, tightness ( ai_real( 0.5 ) )
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, loop (true)
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, timeForWay (100)
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{
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explicit Animator(AT t = UNKNOWN) :
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type(t), speed(ai_real(0.001)), direction(ai_real(0.0), ai_real(1.0), ai_real(0.0)), circleRadius(ai_real(1.0)), tightness(ai_real(0.5)), loop(true), timeForWay(100) {
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}
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// common parameters
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ai_real speed;
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aiVector3D direction;
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@ -128,11 +120,9 @@ private:
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/** Data structure for a scene-graph node in an IRR file
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*/
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struct Node
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{
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struct Node {
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// Type of the node
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enum ET
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{
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enum ET {
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LIGHT,
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CUBE,
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MESH,
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@ -144,21 +134,20 @@ private:
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ANIMMESH
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} type;
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explicit Node(ET t)
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: type (t)
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, scaling (1.0,1.0,1.0) // assume uniform scaling by default
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, parent()
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, framesPerSecond (0.0)
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, id()
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, sphereRadius (1.0)
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, spherePolyCountX (100)
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, spherePolyCountY (100)
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{
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explicit Node(ET t) :
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type(t), scaling(1.0, 1.0, 1.0) // assume uniform scaling by default
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,
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parent(),
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framesPerSecond(0.0),
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id(),
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sphereRadius(1.0),
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spherePolyCountX(100),
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spherePolyCountY(100) {
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// Generate a default name for the node
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char buffer[128];
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static int cnt;
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ai_snprintf(buffer, 128, "IrrNode_%i",cnt++);
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ai_snprintf(buffer, 128, "IrrNode_%i", cnt++);
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name = std::string(buffer);
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// reserve space for up to 5 materials
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@ -175,10 +164,10 @@ private:
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std::string name;
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// List of all child nodes
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std::vector<Node*> children;
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std::vector<Node *> children;
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// Parent node
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Node* parent;
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Node *parent;
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// Animated meshes: frames per second
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// 0.f if not specified
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@ -190,13 +179,13 @@ private:
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// Meshes: List of materials to be assigned
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// along with their corresponding material flags
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std::vector< std::pair<aiMaterial*, unsigned int> > materials;
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std::vector<std::pair<aiMaterial *, unsigned int>> materials;
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// Spheres: radius of the sphere to be generates
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ai_real sphereRadius;
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// Spheres: Number of polygons in the x,y direction
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unsigned int spherePolyCountX,spherePolyCountY;
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unsigned int spherePolyCountX, spherePolyCountY;
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// List of all animators assigned to the node
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std::list<Animator> animators;
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@ -204,40 +193,54 @@ private:
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/** Data structure for a vertex in an IRR skybox
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*/
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struct SkyboxVertex
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{
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struct SkyboxVertex {
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SkyboxVertex() = default;
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//! Construction from single vertex components
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SkyboxVertex(ai_real px, ai_real py, ai_real pz,
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ai_real nx, ai_real ny, ai_real nz,
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ai_real uvx, ai_real uvy)
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ai_real nx, ai_real ny, ai_real nz,
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ai_real uvx, ai_real uvy)
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: position (px,py,pz)
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, normal (nx,ny,nz)
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, uv (uvx,uvy,0.0)
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{}
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:
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position(px, py, pz), normal(nx, ny, nz), uv(uvx, uvy, 0.0) {}
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aiVector3D position, normal, uv;
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};
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// -------------------------------------------------------------------
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// Parse <node> tag from XML file and extract child node
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// @param node XML node
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// @param guessedMeshesContained number of extra guessed meshes
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IRRImporter::Node *ParseNode(pugi::xml_node &node, BatchLoader& batch);
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// -------------------------------------------------------------------
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// Parse <attributes> tags within <node> tags and apply to scene node
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// @param attributeNode XML child node
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// @param nd Attributed scene node
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void ParseNodeAttributes(pugi::xml_node &attributeNode, IRRImporter::Node *nd, BatchLoader& batch);
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// -------------------------------------------------------------------
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// Parse an <animator> node and attach an animator to a node
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// @param animatorNode XML animator node
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// @param nd Animated scene node
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void ParseAnimators(pugi::xml_node &animatorNode, IRRImporter::Node *nd);
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// -------------------------------------------------------------------
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/// Fill the scene-graph recursively
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void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
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BatchLoader& batch,
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std::vector<aiMesh*>& meshes,
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std::vector<aiNodeAnim*>& anims,
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std::vector<AttachmentInfo>& attach,
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std::vector<aiMaterial*>& materials,
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unsigned int& defaultMatIdx);
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void GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
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BatchLoader &batch,
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std::vector<aiMesh *> &meshes,
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std::vector<aiNodeAnim *> &anims,
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std::vector<AttachmentInfo> &attach,
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std::vector<aiMaterial *> &materials,
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unsigned int &defaultMatIdx);
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// -------------------------------------------------------------------
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/// Generate a mesh that consists of just a single quad
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aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
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const SkyboxVertex& v2,
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const SkyboxVertex& v3,
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const SkyboxVertex& v4);
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aiMesh *BuildSingleQuadMesh(const SkyboxVertex &v1,
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const SkyboxVertex &v2,
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const SkyboxVertex &v3,
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const SkyboxVertex &v4);
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// -------------------------------------------------------------------
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/// Build a sky-box
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@ -245,8 +248,8 @@ private:
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/// @param meshes Receives 6 output meshes
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/// @param materials The last 6 materials are assigned to the newly
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/// created meshes. The names of the materials are adjusted.
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void BuildSkybox(std::vector<aiMesh*>& meshes,
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std::vector<aiMaterial*> materials);
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void BuildSkybox(std::vector<aiMesh *> &meshes,
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std::vector<aiMaterial *> materials);
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// -------------------------------------------------------------------
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/** Copy a material for a mesh to the output material list
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@ -256,10 +259,10 @@ private:
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* @param defMatIdx Default material index - UINT_MAX if not present
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* @param mesh Mesh to work on
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*/
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void CopyMaterial(std::vector<aiMaterial*>& materials,
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std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
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unsigned int& defMatIdx,
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aiMesh* mesh);
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void CopyMaterial(std::vector<aiMaterial *> &materials,
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std::vector<std::pair<aiMaterial *, unsigned int>> &inmaterials,
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unsigned int &defMatIdx,
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aiMesh *mesh);
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// -------------------------------------------------------------------
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/** Compute animations for a specific node
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@ -267,8 +270,8 @@ private:
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* @param root Node to be processed
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* @param anims The list of output animations
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*/
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void ComputeAnimations(Node* root, aiNode* real,
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std::vector<aiNodeAnim*>& anims);
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void ComputeAnimations(Node *root, aiNode *real,
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std::vector<aiNodeAnim *> &anims);
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private:
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/// Configuration option: desired output FPS
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@ -276,6 +279,12 @@ private:
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/// Configuration option: speed flag was set?
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bool configSpeedFlag;
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std::vector<aiCamera*> cameras;
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std::vector<aiLight*> lights;
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unsigned int guessedMeshCnt;
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unsigned int guessedMatCnt;
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unsigned int guessedAnimCnt;
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};
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} // end of namespace Assimp
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