Just the functional assimp lib rather than the entire assimp repository unnecessarily.

This commit is contained in:
Areloch 2019-02-28 16:37:15 -06:00
parent 0f7641a282
commit e9ea38eda3
1747 changed files with 9012 additions and 925008 deletions

View file

@ -2,8 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2017, assimp team
All rights reserved.
@ -45,10 +44,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC
#include <assimp/SpatialSort.h>
#include <assimp/SmoothingGroups.h>
#include <assimp/StringUtils.h>
#include <assimp/qnan.h>
#include "SpatialSort.h"
#include "SmoothingGroups.h"
#include "StringUtils.h"
#include "qnan.h"
#include <assimp/material.h>
#include <assimp/camera.h>
#include <assimp/light.h>
@ -58,7 +57,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
namespace D3DS {
#include <assimp/Compiler/pushpack1.h>
#include "./../include/assimp/Compiler/pushpack1.h"
// ---------------------------------------------------------------------------
/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
@ -66,7 +65,7 @@ namespace D3DS {
*/
class Discreet3DS {
private:
Discreet3DS() AI_NO_EXCEPT {
Discreet3DS() {
// empty
}
@ -328,17 +327,19 @@ struct Face : public FaceWithSmoothingGroup
// ---------------------------------------------------------------------------
/** Helper structure representing a texture */
struct Texture {
struct Texture
{
//! Default constructor
Texture() AI_NO_EXCEPT
: mOffsetU (0.0)
, mOffsetV (0.0)
, mScaleU (1.0)
, mScaleV (1.0)
, mRotation (0.0)
, mMapMode (aiTextureMapMode_Wrap)
, bPrivate()
, iUVSrc (0) {
Texture()
: mOffsetU (0.0)
, mOffsetV (0.0)
, mScaleU (1.0)
, mScaleV (1.0)
, mRotation (0.0)
, mMapMode (aiTextureMapMode_Wrap)
, bPrivate()
, iUVSrc (0)
{
mTextureBlend = get_qnan();
}
@ -363,20 +364,15 @@ struct Texture {
int iUVSrc;
};
#include <assimp/Compiler/poppack1.h>
#include "./../include/assimp/Compiler/poppack1.h"
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material
{
//! Default constructor has been deleted
Material() = delete;
//! Constructor with explicit name
explicit Material(const std::string &name)
: mName(name)
, mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
//! Default constructor. Builds a default name for the material
Material()
: mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
, mSpecularExponent ( ai_real( 0.0 ) )
, mShininessStrength ( ai_real( 1.0 ) )
, mShading(Discreet3DS::Gouraud)
@ -384,70 +380,13 @@ struct Material
, mBumpHeight ( ai_real( 1.0 ) )
, mTwoSided (false)
{
static int iCnt = 0;
char szTemp[128];
ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
mName = szTemp;
}
Material(const Material &other) = default;
Material &operator=(const Material &other) = default;
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
Material(Material &&other) AI_NO_EXCEPT
: mName(std::move(other.mName))
, mDiffuse(std::move(other.mDiffuse))
, mSpecularExponent(std::move(other.mSpecularExponent))
, mShininessStrength(std::move(other.mShininessStrength))
, mSpecular(std::move(other.mSpecular))
, mAmbient(std::move(other.mAmbient))
, mShading(std::move(other.mShading))
, mTransparency(std::move(other.mTransparency))
, sTexDiffuse(std::move(other.sTexDiffuse))
, sTexOpacity(std::move(other.sTexOpacity))
, sTexSpecular(std::move(other.sTexSpecular))
, sTexReflective(std::move(other.sTexReflective))
, sTexBump(std::move(other.sTexBump))
, sTexEmissive(std::move(other.sTexEmissive))
, sTexShininess(std::move(other.sTexShininess))
, mBumpHeight(std::move(other.mBumpHeight))
, mEmissive(std::move(other.mEmissive))
, sTexAmbient(std::move(other.sTexAmbient))
, mTwoSided(std::move(other.mTwoSided))
{
}
Material &operator=(Material &&other) AI_NO_EXCEPT {
if (this == &other) {
return *this;
}
mName = std::move(other.mName);
mDiffuse = std::move(other.mDiffuse);
mSpecularExponent = std::move(other.mSpecularExponent);
mShininessStrength = std::move(other.mShininessStrength),
mSpecular = std::move(other.mSpecular);
mAmbient = std::move(other.mAmbient);
mShading = std::move(other.mShading);
mTransparency = std::move(other.mTransparency);
sTexDiffuse = std::move(other.sTexDiffuse);
sTexOpacity = std::move(other.sTexOpacity);
sTexSpecular = std::move(other.sTexSpecular);
sTexReflective = std::move(other.sTexReflective);
sTexBump = std::move(other.sTexBump);
sTexEmissive = std::move(other.sTexEmissive);
sTexShininess = std::move(other.sTexShininess);
mBumpHeight = std::move(other.mBumpHeight);
mEmissive = std::move(other.mEmissive);
sTexAmbient = std::move(other.sTexAmbient);
mTwoSided = std::move(other.mTwoSided);
return *this;
}
virtual ~Material() {}
//! Name of the material
std::string mName;
//! Diffuse color of the material
@ -493,15 +432,16 @@ struct Material
/** Helper structure to represent a 3ds file mesh */
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
{
//! Default constructor has been deleted
Mesh() = delete;
//! Constructor with explicit name
explicit Mesh(const std::string &name)
: mName(name)
//! Default constructor
Mesh()
{
}
static int iCnt = 0;
// Generate a default name for the mesh
char szTemp[128];
ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
mName = szTemp;
}
//! Name of the mesh
std::string mName;
@ -548,22 +488,25 @@ struct aiFloatKey
/** Helper structure to represent a 3ds file node */
struct Node
{
Node() = delete;
explicit Node(const std::string &name)
: mParent(NULL)
, mName(name)
, mInstanceNumber(0)
, mHierarchyPos (0)
, mHierarchyIndex (0)
, mInstanceCount (1)
Node():
mParent(NULL)
, mInstanceNumber(0)
, mHierarchyPos (0)
, mHierarchyIndex (0)
, mInstanceCount (1)
{
static int iCnt = 0;
// Generate a default name for the node
char szTemp[128];
::ai_snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
mName = szTemp;
aRotationKeys.reserve (20);
aPositionKeys.reserve (20);
aScalingKeys.reserve (20);
}
~Node()
{
for (unsigned int i = 0; i < mChildren.size();++i)