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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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@ -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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@ -69,16 +69,20 @@ namespace Assimp {
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*/
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class XGLImporter : public BaseImporter, public LogFunctions<XGLImporter> {
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public:
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/// @brief The class constructor.
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XGLImporter();
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/// @brief The class destructor.
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~XGLImporter() override;
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// -------------------------------------------------------------------
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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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/// @brief 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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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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void clear();
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details */
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@ -92,10 +96,7 @@ protected:
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private:
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struct TempScope {
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TempScope() :
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light() {
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// empty
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}
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TempScope() : light() {}
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~TempScope() {
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for (aiMesh *m : meshes_linear) {
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@ -145,9 +146,7 @@ private:
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};
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struct TempMaterialMesh {
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TempMaterialMesh() :
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pflags(),
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matid() {
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TempMaterialMesh() : pflags(), matid() {
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// empty
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}
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@ -160,9 +159,7 @@ private:
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};
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struct TempFace {
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TempFace() :
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has_uv(),
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has_normal() {
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TempFace() : has_uv(), has_normal() {
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// empty
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}
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@ -175,26 +172,25 @@ private:
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private:
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void Cleanup();
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std::string GetElementName();
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bool ReadElement();
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bool ReadElementUpToClosing(const char *closetag);
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bool SkipToText();
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unsigned int ReadIDAttr(XmlNode &node);
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void ReadWorld(XmlNode &node, TempScope &scope);
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void ReadLighting(XmlNode &node, TempScope &scope);
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aiLight *ReadDirectionalLight(XmlNode &node);
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aiNode *ReadObject(XmlNode &node, TempScope &scope);
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bool ReadMesh(XmlNode &node, TempScope &scope, bool &empty);
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void ReadMaterial(XmlNode &node, TempScope &scope);
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bool ReadMesh(XmlNode &node, TempScope &scope);
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void AppendOutputMeshes(std::map<unsigned int, TempMaterialMesh> bymat, TempScope &scope, const unsigned int mesh_id);
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unsigned int ReadVertices(XmlNode &child, TempMesh t, TempFace *tf, bool *has, unsigned int mid, TempScope &scope);
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unsigned int ReadMaterial(XmlNode &node, TempScope &scope);
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aiVector2D ReadVec2(XmlNode &node);
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aiVector3D ReadVec3(XmlNode &node);
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aiColor3D ReadCol3(XmlNode &node);
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aiMatrix4x4 ReadTrafo(XmlNode &node);
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unsigned int ReadIndexFromText(XmlNode &node);
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float ReadFloat(XmlNode &node);
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aiMesh *ToOutputMesh(const TempMaterialMesh &m);
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void ReadFaceVertex(XmlNode &node, const TempMesh &t, TempFace &out);
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unsigned int ResolveMaterialRef(XmlNode &node, TempScope &scope);
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