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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp to 5.2.3 Bugfix-Release
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3f796d2a06
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1150 changed files with 165834 additions and 112019 deletions
39
Engine/lib/assimp/code/AssetLib/X3D/X3DGeoHelper.h
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39
Engine/lib/assimp/code/AssetLib/X3D/X3DGeoHelper.h
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#pragma once
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#include <assimp/vector2.h>
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#include <assimp/vector3.h>
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#include <assimp/color4.h>
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#include <assimp/types.h>
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#include <list>
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#include <vector>
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struct aiFace;
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struct aiMesh;
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namespace Assimp {
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class X3DGeoHelper {
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public:
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static aiVector3D make_point2D(float angle, float radius);
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static void make_arc2D(float pStartAngle, float pEndAngle, float pRadius, size_t numSegments, std::list<aiVector3D> &pVertices);
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static void extend_point_to_line(const std::list<aiVector3D> &pPoint, std::list<aiVector3D> &pLine);
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static void polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx);
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static void rect_parallel_epiped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices);
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static void coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes);
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static void add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
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static void add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
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static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
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const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
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static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
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const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
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static void add_normal(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pNormalIdx,
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const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex);
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static void add_normal(aiMesh &pMesh, const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex);
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static void add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pTexCoordIdx,
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const std::list<aiVector2D> &pTexCoords);
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static void add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords);
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static aiMesh *make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices);
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};
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} // namespace Assimp
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