mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
update assimp lib
This commit is contained in:
parent
03a348deb7
commit
d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
|
|
@ -2,8 +2,7 @@
|
|||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2022, assimp team
|
||||
|
||||
Copyright (c) 2006-2024, assimp team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -59,6 +58,7 @@ struct aiMesh;
|
|||
struct aiNodeAnim;
|
||||
struct aiNode;
|
||||
struct aiMaterial;
|
||||
struct aiCamera;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
|
|
@ -72,22 +72,18 @@ namespace Assimp {
|
|||
*
|
||||
* @note RH-LH and LH-RH is the same, so this class can be used for both
|
||||
*/
|
||||
class MakeLeftHandedProcess : public BaseProcess
|
||||
{
|
||||
|
||||
|
||||
class MakeLeftHandedProcess : public BaseProcess {
|
||||
public:
|
||||
MakeLeftHandedProcess();
|
||||
~MakeLeftHandedProcess();
|
||||
MakeLeftHandedProcess() = default;
|
||||
~MakeLeftHandedProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Recursively converts a node and all of its children
|
||||
*/
|
||||
|
|
@ -114,30 +110,36 @@ protected:
|
|||
* @param pAnim The bone animation to transform
|
||||
*/
|
||||
void ProcessAnimation( aiNodeAnim* pAnim);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Converts a single camera to left handed coordinates.
|
||||
* The camera viewing direction is inverted by reflecting mLookAt
|
||||
* across mPosition.
|
||||
* @param pCam The camera to convert
|
||||
*/
|
||||
void ProcessCamera( aiCamera* pCam);
|
||||
};
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Postprocessing step to flip the face order of the imported data
|
||||
*/
|
||||
class FlipWindingOrderProcess : public BaseProcess
|
||||
{
|
||||
class FlipWindingOrderProcess : public BaseProcess {
|
||||
friend class Importer;
|
||||
|
||||
public:
|
||||
/** Constructor to be privately used by Importer */
|
||||
FlipWindingOrderProcess();
|
||||
FlipWindingOrderProcess() = default;
|
||||
|
||||
/** Destructor, private as well */
|
||||
~FlipWindingOrderProcess();
|
||||
~FlipWindingOrderProcess() override = default;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
bool IsActive( unsigned int pFlags) const override;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
void Execute( aiScene* pScene) override;
|
||||
|
||||
public:
|
||||
/** Some other types of post-processing require winding order flips */
|
||||
static void ProcessMesh( aiMesh* pMesh);
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue