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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
Just the functional assimp lib rather than the entire assimp repository unnecessarily.
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parent
0f7641a282
commit
e9ea38eda3
1747 changed files with 9012 additions and 925008 deletions
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@ -2,7 +2,8 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -94,15 +95,15 @@ class Vertex
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friend Vertex operator + (const Vertex&,const Vertex&);
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friend Vertex operator - (const Vertex&,const Vertex&);
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// friend Vertex operator + (const Vertex&,float);
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// friend Vertex operator - (const Vertex&,float);
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friend Vertex operator * (const Vertex&,float);
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friend Vertex operator / (const Vertex&,float);
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// friend Vertex operator + (const Vertex&,ai_real);
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// friend Vertex operator - (const Vertex&,ai_real);
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friend Vertex operator * (const Vertex&,ai_real);
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friend Vertex operator / (const Vertex&,ai_real);
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// friend Vertex operator + (float, const Vertex&);
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// friend Vertex operator - (float, const Vertex&);
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friend Vertex operator * (float, const Vertex&);
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// friend Vertex operator / (float, const Vertex&);
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// friend Vertex operator + (ai_real, const Vertex&);
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// friend Vertex operator - (ai_real, const Vertex&);
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friend Vertex operator * (ai_real, const Vertex&);
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// friend Vertex operator / (ai_real, const Vertex&);
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public:
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@ -146,22 +147,22 @@ public:
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/*
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Vertex& operator += (float v) {
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Vertex& operator += (ai_real v) {
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*this = *this+v;
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return *this;
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}
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Vertex& operator -= (float v) {
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Vertex& operator -= (ai_real v) {
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*this = *this-v;
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return *this;
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}
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*/
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Vertex& operator *= (float v) {
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Vertex& operator *= (ai_real v) {
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*this = *this*v;
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return *this;
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}
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Vertex& operator /= (float v) {
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Vertex& operator /= (ai_real v) {
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*this = *this/v;
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return *this;
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}
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@ -217,40 +218,40 @@ private:
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// ----------------------------------------------------------------------------
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/** This time binary arithmetics of v0 with a floating-point number */
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template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, float f) {
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template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
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// this is a heavy task for the compiler to optimize ... *pray*
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Vertex res;
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res.position = op<aiVector3D,float,aiVector3D>()(v0.position,f);
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res.normal = op<aiVector3D,float,aiVector3D>()(v0.normal,f);
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res.tangent = op<aiVector3D,float,aiVector3D>()(v0.tangent,f);
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res.bitangent = op<aiVector3D,float,aiVector3D>()(v0.bitangent,f);
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res.position = op<aiVector3D,ai_real,aiVector3D>()(v0.position,f);
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res.normal = op<aiVector3D,ai_real,aiVector3D>()(v0.normal,f);
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res.tangent = op<aiVector3D,ai_real,aiVector3D>()(v0.tangent,f);
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res.bitangent = op<aiVector3D,ai_real,aiVector3D>()(v0.bitangent,f);
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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res.texcoords[i] = op<aiVector3D,float,aiVector3D>()(v0.texcoords[i],f);
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res.texcoords[i] = op<aiVector3D,ai_real,aiVector3D>()(v0.texcoords[i],f);
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}
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
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res.colors[i] = op<aiColor4D,float,aiColor4D>()(v0.colors[i],f);
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res.colors[i] = op<aiColor4D,ai_real,aiColor4D>()(v0.colors[i],f);
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}
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return res;
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}
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// ----------------------------------------------------------------------------
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/** This time binary arithmetics of v0 with a floating-point number */
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template <template <typename, typename, typename> class op> static Vertex BinaryOp(float f, const Vertex& v0) {
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template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
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// this is a heavy task for the compiler to optimize ... *pray*
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Vertex res;
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res.position = op<float,aiVector3D,aiVector3D>()(f,v0.position);
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res.normal = op<float,aiVector3D,aiVector3D>()(f,v0.normal);
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res.tangent = op<float,aiVector3D,aiVector3D>()(f,v0.tangent);
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res.bitangent = op<float,aiVector3D,aiVector3D>()(f,v0.bitangent);
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res.position = op<ai_real,aiVector3D,aiVector3D>()(f,v0.position);
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res.normal = op<ai_real,aiVector3D,aiVector3D>()(f,v0.normal);
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res.tangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.tangent);
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res.bitangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.bitangent);
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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res.texcoords[i] = op<float,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
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res.texcoords[i] = op<ai_real,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
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}
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
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res.colors[i] = op<float,aiColor4D,aiColor4D>()(f,v0.colors[i]);
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res.colors[i] = op<ai_real,aiColor4D,aiColor4D>()(f,v0.colors[i]);
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}
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return res;
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}
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@ -279,41 +280,41 @@ AI_FORCE_INLINE Vertex operator - (const Vertex& v0,const Vertex& v1) {
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// ------------------------------------------------------------------------------------------------
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/*
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AI_FORCE_INLINE Vertex operator + (const Vertex& v0,float f) {
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AI_FORCE_INLINE Vertex operator + (const Vertex& v0,ai_real f) {
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return Vertex::BinaryOp<Intern::plus>(v0,f);
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}
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AI_FORCE_INLINE Vertex operator - (const Vertex& v0,float f) {
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AI_FORCE_INLINE Vertex operator - (const Vertex& v0,ai_real f) {
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return Vertex::BinaryOp<Intern::minus>(v0,f);
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}
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*/
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AI_FORCE_INLINE Vertex operator * (const Vertex& v0,float f) {
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AI_FORCE_INLINE Vertex operator * (const Vertex& v0,ai_real f) {
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return Vertex::BinaryOp<Intern::multiplies>(v0,f);
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}
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AI_FORCE_INLINE Vertex operator / (const Vertex& v0,float f) {
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AI_FORCE_INLINE Vertex operator / (const Vertex& v0,ai_real f) {
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return Vertex::BinaryOp<Intern::multiplies>(v0,1.f/f);
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}
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// ------------------------------------------------------------------------------------------------
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/*
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AI_FORCE_INLINE Vertex operator + (float f,const Vertex& v0) {
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AI_FORCE_INLINE Vertex operator + (ai_real f,const Vertex& v0) {
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return Vertex::BinaryOp<Intern::plus>(f,v0);
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}
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AI_FORCE_INLINE Vertex operator - (float f,const Vertex& v0) {
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AI_FORCE_INLINE Vertex operator - (ai_real f,const Vertex& v0) {
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return Vertex::BinaryOp<Intern::minus>(f,v0);
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}
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*/
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AI_FORCE_INLINE Vertex operator * (float f,const Vertex& v0) {
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AI_FORCE_INLINE Vertex operator * (ai_real f,const Vertex& v0) {
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return Vertex::BinaryOp<Intern::multiplies>(f,v0);
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}
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/*
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AI_FORCE_INLINE Vertex operator / (float f,const Vertex& v0) {
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AI_FORCE_INLINE Vertex operator / (ai_real f,const Vertex& v0) {
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return Vertex::BinaryOp<Intern::divides>(f,v0);
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}
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*/
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