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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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@ -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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@ -60,15 +58,12 @@ GenVertexNormalsProcess::GenVertexNormalsProcess() :
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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GenVertexNormalsProcess::~GenVertexNormalsProcess() = 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 GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
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force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
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flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
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leftHanded_ = (pFlags & aiProcess_MakeLeftHanded) != 0;
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return (pFlags & aiProcess_GenSmoothNormals) != 0;
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}
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@ -108,10 +103,11 @@ void GenVertexNormalsProcess::Execute(aiScene *pScene) {
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// Executes the post processing step on the given imported data.
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bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int meshIndex) {
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if (nullptr != pMesh->mNormals) {
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if (force_)
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delete[] pMesh->mNormals;
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else
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if (!force_) {
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return false;
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}
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delete[] pMesh->mNormals;
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pMesh->mNormals = nullptr;
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}
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// If the mesh consists of lines and/or points but not of
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@ -141,8 +137,11 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int m
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const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
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if (flippedWindingOrder_)
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std::swap( pV2, pV3 );
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// Boolean XOR - if either but not both of these flags is set, then the winding order has
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// changed and the cross product to calculate the normal needs to be reversed
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if (flippedWindingOrder_ != leftHanded_) {
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std::swap(pV2, pV3);
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}
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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