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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 22:24:33 +00:00
Just the functional assimp lib rather than the entire assimp repository unnecessarily.
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0f7641a282
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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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@ -48,8 +47,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define AI_SMDLOADER_H_INCLUDED
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// internal headers
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#include <assimp/BaseImporter.h>
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#include <assimp/ParsingUtils.h>
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#include "BaseImporter.h"
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#include "ParsingUtils.h"
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// public Assimp headers
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#include <assimp/types.h>
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@ -62,17 +61,17 @@ struct aiNode;
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// STL headers
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#include <vector>
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namespace Assimp {
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namespace SMD {
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namespace Assimp {
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namespace SMD {
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// ---------------------------------------------------------------------------
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/** Data structure for a vertex in a SMD file
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*/
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struct Vertex {
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Vertex() AI_NO_EXCEPT
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: iParentNode(UINT_MAX) {
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// empty
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}
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struct Vertex
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{
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Vertex() : iParentNode(UINT_MAX)
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{}
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//! Vertex position, normal and texture coordinate
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aiVector3D pos,nor,uv;
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@ -90,12 +89,10 @@ struct Vertex {
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// ---------------------------------------------------------------------------
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/** Data structure for a face in a SMD file
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*/
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struct Face {
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Face() AI_NO_EXCEPT
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: iTexture(0x0)
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, avVertices{} {
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// empty
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}
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struct Face
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{
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Face() : iTexture(0x0)
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{}
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//! Texture index for the face
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unsigned int iTexture;
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@ -107,12 +104,11 @@ struct Face {
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// ---------------------------------------------------------------------------
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/** Data structure for a bone in a SMD file
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*/
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struct Bone {
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struct Bone
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{
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//! Default constructor
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Bone() AI_NO_EXCEPT
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: iParent(UINT_MAX)
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, bIsUsed(false) {
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// empty
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Bone() : iParent(UINT_MAX), bIsUsed(false)
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{
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}
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//! Destructor
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@ -127,10 +123,12 @@ struct Bone {
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uint32_t iParent;
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//! Animation of the bone
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struct Animation {
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struct Animation
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{
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//! Public default constructor
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Animation() AI_NO_EXCEPT
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: iFirstTimeKey() {
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Animation()
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: iFirstTimeKey()
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{
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asKeys.reserve(20);
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}
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