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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-17 05:33:47 +00:00
Just the functional assimp lib rather than the entire assimp repository unnecessarily.
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0f7641a282
commit
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1747 changed files with 9012 additions and 925008 deletions
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@ -2,8 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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@ -47,12 +46,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "PlyExporter.h"
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#include <memory>
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#include <cmath>
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#include <assimp/Exceptional.h>
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#include "Exceptional.h"
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#include <assimp/scene.h>
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#include <assimp/version.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/qnan.h>
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#include "qnan.h"
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//using namespace Assimp;
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@ -148,17 +147,6 @@ PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool bina
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<< aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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<< aiGetVersionRevision() << ")" << endl;
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// Look through materials for a diffuse texture, and add it if found
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for ( unsigned int i = 0; i < pScene->mNumMaterials; ++i )
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{
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const aiMaterial* const mat = pScene->mMaterials[i];
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aiString s;
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if ( AI_SUCCESS == mat->Get( AI_MATKEY_TEXTURE_DIFFUSE( 0 ), s ) )
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{
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mOutput << "comment TextureFile " << s.data << endl;
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}
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}
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// TODO: probably want to check here rather than just assume something
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// definitely not good to always write float even if we might have double precision
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@ -194,16 +182,16 @@ PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool bina
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (!c) {
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mOutput << "property " << "uchar" << " red" << endl;
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mOutput << "property " << "uchar" << " green" << endl;
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mOutput << "property " << "uchar" << " blue" << endl;
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mOutput << "property " << "uchar" << " alpha" << endl;
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mOutput << "property " << typeName << " r" << endl;
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mOutput << "property " << typeName << " g" << endl;
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mOutput << "property " << typeName << " b" << endl;
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mOutput << "property " << typeName << " a" << endl;
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}
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else {
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mOutput << "property " << "uchar" << " red" << c << endl;
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mOutput << "property " << "uchar" << " green" << c << endl;
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mOutput << "property " << "uchar" << " blue" << c << endl;
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mOutput << "property " << "uchar" << " alpha" << c << endl;
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mOutput << "property " << typeName << " r" << c << endl;
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mOutput << "property " << typeName << " g" << c << endl;
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mOutput << "property " << typeName << " b" << c << endl;
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mOutput << "property " << typeName << " a" << c << endl;
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}
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}
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@ -288,13 +276,13 @@ void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components)
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (m->HasVertexColors(c)) {
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mOutput <<
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" " << (int)(m->mColors[c][i].r * 255) <<
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" " << (int)(m->mColors[c][i].g * 255) <<
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" " << (int)(m->mColors[c][i].b * 255) <<
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" " << (int)(m->mColors[c][i].a * 255);
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" " << m->mColors[c][i].r <<
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" " << m->mColors[c][i].g <<
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" " << m->mColors[c][i].b <<
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" " << m->mColors[c][i].a;
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}
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else {
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mOutput << " 0 0 0";
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mOutput << " -1.0 -1.0 -1.0 -1.0";
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}
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}
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