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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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@ -3,7 +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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@ -60,10 +60,6 @@ FindInvalidDataProcess::FindInvalidDataProcess() :
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FindInvalidDataProcess::~FindInvalidDataProcess() = 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 FindInvalidDataProcess::IsActive(unsigned int pFlags) const {
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@ -86,6 +82,9 @@ void UpdateMeshReferences(aiNode *node, const std::vector<unsigned int> &meshMap
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for (unsigned int a = 0; a < node->mNumMeshes; ++a) {
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unsigned int ref = node->mMeshes[a];
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if (ref >= meshMapping.size())
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throw DeadlyImportError("Invalid mesh ref");
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if (UINT_MAX != (ref = meshMapping[ref])) {
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node->mMeshes[out++] = ref;
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}
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@ -147,7 +146,13 @@ void FindInvalidDataProcess::Execute(aiScene *pScene) {
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// we need to remove some meshes.
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// therefore we'll also need to remove all references
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// to them from the scenegraph
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UpdateMeshReferences(pScene->mRootNode, meshMapping);
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try {
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UpdateMeshReferences(pScene->mRootNode, meshMapping);
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} catch (const std::exception&) {
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// fix the real number of meshes otherwise we'll get double free in the scene destructor
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pScene->mNumMeshes = real;
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throw;
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}
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pScene->mNumMeshes = real;
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}
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@ -268,7 +273,8 @@ void FindInvalidDataProcess::ProcessAnimation(aiAnimation *anim) {
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void FindInvalidDataProcess::ProcessAnimationChannel(aiNodeAnim *anim) {
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ai_assert(nullptr != anim);
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if (anim->mNumPositionKeys == 0 && anim->mNumRotationKeys == 0 && anim->mNumScalingKeys == 0) {
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ai_assert_entry();
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ASSIMP_LOG_ERROR("Invalid node anuimation instance detected.");
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return;
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}
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