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update assimp lib
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03a348deb7
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d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
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@ -3,9 +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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@ -79,14 +77,6 @@ void flipUVs(aiMeshType *pMesh) {
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MakeLeftHandedProcess::MakeLeftHandedProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MakeLeftHandedProcess::~MakeLeftHandedProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool MakeLeftHandedProcess::IsActive(unsigned int pFlags) const {
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@ -121,6 +111,12 @@ void MakeLeftHandedProcess::Execute(aiScene *pScene) {
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ProcessAnimation(nodeAnim);
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}
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}
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// process the cameras accordingly
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for( unsigned int a = 0; a < pScene->mNumCameras; ++a)
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{
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ProcessCamera(pScene->mCameras[a]);
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}
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ASSIMP_LOG_DEBUG("MakeLeftHandedProcess finished");
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}
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@ -227,18 +223,18 @@ void MakeLeftHandedProcess::ProcessAnimation(aiNodeAnim *pAnim) {
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// rotation keys
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for (unsigned int a = 0; a < pAnim->mNumRotationKeys; a++) {
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/* That's the safe version, but the float errors add up. So we try the short version instead
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aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
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rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
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rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
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aiQuaternion rotquat( rotmat);
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pAnim->mRotationKeys[a].mValue = rotquat;
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*/
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pAnim->mRotationKeys[a].mValue.x *= -1.0f;
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pAnim->mRotationKeys[a].mValue.y *= -1.0f;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts a single camera to left handed coordinates.
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void MakeLeftHandedProcess::ProcessCamera( aiCamera* pCam)
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{
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pCam->mLookAt = ai_real(2.0f) * pCam->mPosition - pCam->mLookAt;
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}
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#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
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#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
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// # FlipUVsProcess
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@ -305,14 +301,6 @@ void FlipUVsProcess::ProcessMesh(aiMesh *pMesh) {
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#ifndef ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
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// # FlipWindingOrderProcess
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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FlipWindingOrderProcess::FlipWindingOrderProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FlipWindingOrderProcess::~FlipWindingOrderProcess() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool FlipWindingOrderProcess::IsActive(unsigned int pFlags) const {
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