mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 12:13:46 +00:00
update assimp to 5.2.3 Bugfix-Release
This commit is contained in:
parent
3f796d2a06
commit
f297476092
1150 changed files with 165834 additions and 112019 deletions
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@ -2,7 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2006-2022, assimp team
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All rights reserved.
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@ -43,22 +43,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/// @file ProcessHelper.cpp
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/** Implement shared utility functions for postprocessing steps */
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#include "ProcessHelper.h"
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#include <limits>
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namespace Assimp {
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// -------------------------------------------------------------------------------
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void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
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{
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const char* s = in.c_str();
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void ConvertListToStrings(const std::string &in, std::list<std::string> &out) {
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const char *s = in.c_str();
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while (*s) {
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SkipSpacesAndLineEnd(&s);
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if (*s == '\'') {
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const char* base = ++s;
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const char *base = ++s;
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while (*s != '\'') {
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++s;
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if (*s == '\0') {
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@ -66,43 +63,39 @@ void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
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return;
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}
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}
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out.push_back(std::string(base,(size_t)(s-base)));
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out.push_back(std::string(base, (size_t)(s - base)));
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++s;
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}
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else {
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} else {
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out.push_back(GetNextToken(s));
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}
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}
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}
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// -------------------------------------------------------------------------------
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void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
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const aiMatrix4x4& m)
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{
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min = aiVector3D ( ai_real( 10e10 ), ai_real( 10e10 ), ai_real( 10e10 ) );
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max = aiVector3D ( ai_real( -10e10 ), ai_real( -10e10 ), ai_real( -10e10 ) );
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for (unsigned int i = 0;i < mesh->mNumVertices;++i)
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{
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void FindAABBTransformed(const aiMesh *mesh, aiVector3D &min, aiVector3D &max,
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const aiMatrix4x4 &m) {
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min = aiVector3D(ai_real(10e10), ai_real(10e10), ai_real(10e10));
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max = aiVector3D(ai_real(-10e10), ai_real(-10e10), ai_real(-10e10));
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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const aiVector3D v = m * mesh->mVertices[i];
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min = std::min(v,min);
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max = std::max(v,max);
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min = std::min(v, min);
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max = std::max(v, max);
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}
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
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{
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ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
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out = min + (max-min)*(ai_real)0.5;
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void FindMeshCenter(aiMesh *mesh, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
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ArrayBounds(mesh->mVertices, mesh->mNumVertices, min, max);
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out = min + (max - min) * (ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector3D& max) {
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if ( NULL == scene ) {
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void FindSceneCenter(aiScene *scene, aiVector3D &out, aiVector3D &min, aiVector3D &max) {
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if (nullptr == scene) {
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return;
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}
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if ( 0 == scene->mNumMeshes ) {
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if (0 == scene->mNumMeshes) {
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return;
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}
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FindMeshCenter(scene->mMeshes[0], out, min, max);
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@ -116,79 +109,71 @@ void FindSceneCenter (aiScene* scene, aiVector3D& out, aiVector3D& min, aiVector
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if (max[1] < tmax[1]) max[1] = tmax[1];
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if (max[2] < tmax[2]) max[2] = tmax[2];
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}
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out = min + (max-min)*(ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
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aiVector3D& max, const aiMatrix4x4& m)
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{
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FindAABBTransformed(mesh,min,max,m);
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out = min + (max-min)*(ai_real)0.5;
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out = min + (max - min) * (ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
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{
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aiVector3D min,max;
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FindMeshCenter(mesh,out,min,max);
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void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out, aiVector3D &min,
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aiVector3D &max, const aiMatrix4x4 &m) {
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FindAABBTransformed(mesh, min, max, m);
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out = min + (max - min) * (ai_real)0.5;
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}
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// -------------------------------------------------------------------------------
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void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
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const aiMatrix4x4& m)
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{
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aiVector3D min,max;
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FindMeshCenterTransformed(mesh,out,min,max,m);
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void FindMeshCenter(aiMesh *mesh, aiVector3D &out) {
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aiVector3D min, max;
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FindMeshCenter(mesh, out, min, max);
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}
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// -------------------------------------------------------------------------------
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ai_real ComputePositionEpsilon(const aiMesh* pMesh)
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{
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const ai_real epsilon = ai_real( 1e-4 );
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void FindMeshCenterTransformed(aiMesh *mesh, aiVector3D &out,
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const aiMatrix4x4 &m) {
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aiVector3D min, max;
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FindMeshCenterTransformed(mesh, out, min, max, m);
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}
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// -------------------------------------------------------------------------------
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ai_real ComputePositionEpsilon(const aiMesh *pMesh) {
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const ai_real epsilon = ai_real(1e-4);
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec, maxVec;
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ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
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ArrayBounds(pMesh->mVertices, pMesh->mNumVertices, minVec, maxVec);
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return (maxVec - minVec).Length() * epsilon;
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}
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// -------------------------------------------------------------------------------
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ai_real ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
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{
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ai_assert( NULL != pMeshes );
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ai_real ComputePositionEpsilon(const aiMesh *const *pMeshes, size_t num) {
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ai_assert(nullptr != pMeshes);
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const ai_real epsilon = ai_real( 1e-4 );
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const ai_real epsilon = ai_real(1e-4);
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// calculate the position bounds so we have a reliable epsilon to check position differences against
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aiVector3D minVec, maxVec, mi, ma;
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MinMaxChooser<aiVector3D>()(minVec,maxVec);
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MinMaxChooser<aiVector3D>()(minVec, maxVec);
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for (size_t a = 0; a < num; ++a) {
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const aiMesh* pMesh = pMeshes[a];
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ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
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const aiMesh *pMesh = pMeshes[a];
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ArrayBounds(pMesh->mVertices, pMesh->mNumVertices, mi, ma);
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minVec = std::min(minVec,mi);
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maxVec = std::max(maxVec,ma);
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minVec = std::min(minVec, mi);
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maxVec = std::max(maxVec, ma);
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}
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return (maxVec - minVec).Length() * epsilon;
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}
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// -------------------------------------------------------------------------------
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unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
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{
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ai_assert(NULL != pcMesh);
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unsigned int GetMeshVFormatUnique(const aiMesh *pcMesh) {
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ai_assert(nullptr != pcMesh);
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// FIX: the hash may never be 0. Otherwise a comparison against
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// nullptr could be successful
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unsigned int iRet = 1;
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// normals
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if (pcMesh->HasNormals())iRet |= 0x2;
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if (pcMesh->HasNormals()) iRet |= 0x2;
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// tangents and bitangents
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if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
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if (pcMesh->HasTangentsAndBitangents()) iRet |= 0x4;
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#ifdef BOOST_STATIC_ASSERT
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BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
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@ -197,8 +182,7 @@ unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
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// texture coordinates
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unsigned int p = 0;
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while (pcMesh->HasTextureCoords(p))
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{
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while (pcMesh->HasTextureCoords(p)) {
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iRet |= (0x100 << p);
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if (3 == pcMesh->mNumUVComponents[p])
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iRet |= (0x10000 << p);
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@ -207,74 +191,32 @@ unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
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}
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// vertex colors
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p = 0;
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while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
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while (pcMesh->HasVertexColors(p))
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iRet |= (0x1000000 << p++);
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return iRet;
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}
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// -------------------------------------------------------------------------------
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VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
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{
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VertexWeightTable *ComputeVertexBoneWeightTable(const aiMesh *pMesh) {
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if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
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return NULL;
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return nullptr;
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}
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VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
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for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
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VertexWeightTable *avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
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for (unsigned int i = 0; i < pMesh->mNumBones; ++i) {
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aiBone* bone = pMesh->mBones[i];
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for (unsigned int a = 0; a < bone->mNumWeights;++a) {
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const aiVertexWeight& weight = bone->mWeights[a];
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avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) );
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aiBone *bone = pMesh->mBones[i];
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for (unsigned int a = 0; a < bone->mNumWeights; ++a) {
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const aiVertexWeight &weight = bone->mWeights[a];
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avPerVertexWeights[weight.mVertexId].push_back(std::pair<unsigned int, float>(i, weight.mWeight));
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}
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}
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return avPerVertexWeights;
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}
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// -------------------------------------------------------------------------------
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const char* TextureTypeToString(aiTextureType in)
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{
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switch (in)
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{
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case aiTextureType_NONE:
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return "n/a";
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case aiTextureType_DIFFUSE:
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return "Diffuse";
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case aiTextureType_SPECULAR:
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return "Specular";
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case aiTextureType_AMBIENT:
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return "Ambient";
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case aiTextureType_EMISSIVE:
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return "Emissive";
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case aiTextureType_OPACITY:
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return "Opacity";
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case aiTextureType_NORMALS:
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return "Normals";
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case aiTextureType_HEIGHT:
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return "Height";
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case aiTextureType_SHININESS:
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return "Shininess";
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case aiTextureType_DISPLACEMENT:
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return "Displacement";
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case aiTextureType_LIGHTMAP:
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return "Lightmap";
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case aiTextureType_REFLECTION:
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return "Reflection";
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case aiTextureType_UNKNOWN:
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return "Unknown";
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default:
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break;
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}
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ai_assert(false);
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return "BUG";
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}
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// -------------------------------------------------------------------------------
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const char* MappingTypeToString(aiTextureMapping in)
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{
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switch (in)
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{
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const char *MappingTypeToString(aiTextureMapping in) {
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switch (in) {
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case aiTextureMapping_UV:
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return "UV";
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case aiTextureMapping_BOX:
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@ -292,24 +234,22 @@ const char* MappingTypeToString(aiTextureMapping in)
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}
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ai_assert(false);
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return "BUG";
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return "BUG";
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}
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// -------------------------------------------------------------------------------
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aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags)
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{
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aiMesh *MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags) {
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aiMesh *oMesh = new aiMesh();
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std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX);
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std::vector<unsigned int> vMap(pMesh->mNumVertices, UINT_MAX);
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size_t numSubVerts = 0;
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size_t numSubFaces = subMeshFaces.size();
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for(unsigned int i=0;i<numSubFaces;i++) {
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for (unsigned int i = 0; i < numSubFaces; i++) {
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const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
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for(unsigned int j=0;j<f.mNumIndices;j++) {
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if(vMap[f.mIndices[j]]==UINT_MAX) {
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for (unsigned int j = 0; j < f.mNumIndices; j++) {
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if (vMap[f.mIndices[j]] == UINT_MAX) {
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vMap[f.mIndices[j]] = static_cast<unsigned int>(numSubVerts++);
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}
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}
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@ -325,114 +265,114 @@ aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMes
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oMesh->mNumFaces = static_cast<unsigned int>(subMeshFaces.size());
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oMesh->mNumVertices = static_cast<unsigned int>(numSubVerts);
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oMesh->mVertices = new aiVector3D[numSubVerts];
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if( pMesh->HasNormals() ) {
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if (pMesh->HasNormals()) {
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oMesh->mNormals = new aiVector3D[numSubVerts];
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}
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if( pMesh->HasTangentsAndBitangents() ) {
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if (pMesh->HasTangentsAndBitangents()) {
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oMesh->mTangents = new aiVector3D[numSubVerts];
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oMesh->mBitangents = new aiVector3D[numSubVerts];
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}
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for( size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)) ; ++a ) {
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for (size_t a = 0; pMesh->HasTextureCoords(static_cast<unsigned int>(a)); ++a) {
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oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
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oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
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}
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for( size_t a = 0; pMesh->HasVertexColors( static_cast<unsigned int>(a)); ++a ) {
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for (size_t a = 0; pMesh->HasVertexColors(static_cast<unsigned int>(a)); ++a) {
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oMesh->mColors[a] = new aiColor4D[numSubVerts];
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}
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// and copy over the data, generating faces with linear indices along the way
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oMesh->mFaces = new aiFace[numSubFaces];
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for(unsigned int a = 0; a < numSubFaces; ++a ) {
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for (unsigned int a = 0; a < numSubFaces; ++a) {
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|
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const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
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aiFace& dstFace = oMesh->mFaces[a];
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const aiFace &srcFace = pMesh->mFaces[subMeshFaces[a]];
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aiFace &dstFace = oMesh->mFaces[a];
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dstFace.mNumIndices = srcFace.mNumIndices;
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dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
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|
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// accumulate linearly all the vertices of the source face
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||||
for( size_t b = 0; b < dstFace.mNumIndices; ++b ) {
|
||||
for (size_t b = 0; b < dstFace.mNumIndices; ++b) {
|
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dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
|
||||
}
|
||||
}
|
||||
|
||||
for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) {
|
||||
for (unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex) {
|
||||
unsigned int nvi = vMap[srcIndex];
|
||||
if(nvi==UINT_MAX) {
|
||||
if (nvi == UINT_MAX) {
|
||||
continue;
|
||||
}
|
||||
|
||||
oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
|
||||
if( pMesh->HasNormals() ) {
|
||||
if (pMesh->HasNormals()) {
|
||||
oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
|
||||
}
|
||||
|
||||
if( pMesh->HasTangentsAndBitangents() ) {
|
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if (pMesh->HasTangentsAndBitangents()) {
|
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oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
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||||
oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
|
||||
}
|
||||
for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) {
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||||
oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
|
||||
for (size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c) {
|
||||
oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
|
||||
}
|
||||
for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) {
|
||||
for (size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c) {
|
||||
oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
|
||||
}
|
||||
}
|
||||
|
||||
if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) {
|
||||
std::vector<unsigned int> subBones(pMesh->mNumBones,0);
|
||||
if (~subFlags & AI_SUBMESH_FLAGS_SANS_BONES) {
|
||||
std::vector<unsigned int> subBones(pMesh->mNumBones, 0);
|
||||
|
||||
for(unsigned int a=0;a<pMesh->mNumBones;++a) {
|
||||
const aiBone* bone = pMesh->mBones[a];
|
||||
for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
|
||||
const aiBone *bone = pMesh->mBones[a];
|
||||
|
||||
for(unsigned int b=0;b<bone->mNumWeights;b++) {
|
||||
for (unsigned int b = 0; b < bone->mNumWeights; b++) {
|
||||
unsigned int v = vMap[bone->mWeights[b].mVertexId];
|
||||
|
||||
if(v!=UINT_MAX) {
|
||||
if (v != UINT_MAX) {
|
||||
subBones[a]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(unsigned int a=0;a<pMesh->mNumBones;++a) {
|
||||
if(subBones[a]>0) {
|
||||
for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
|
||||
if (subBones[a] > 0) {
|
||||
oMesh->mNumBones++;
|
||||
}
|
||||
}
|
||||
|
||||
if(oMesh->mNumBones) {
|
||||
oMesh->mBones = new aiBone*[oMesh->mNumBones]();
|
||||
if (oMesh->mNumBones) {
|
||||
oMesh->mBones = new aiBone *[oMesh->mNumBones]();
|
||||
unsigned int nbParanoia = oMesh->mNumBones;
|
||||
|
||||
oMesh->mNumBones = 0; //rewind
|
||||
|
||||
for(unsigned int a=0;a<pMesh->mNumBones;++a) {
|
||||
if(subBones[a]==0) {
|
||||
for (unsigned int a = 0; a < pMesh->mNumBones; ++a) {
|
||||
if (subBones[a] == 0) {
|
||||
continue;
|
||||
}
|
||||
aiBone *newBone = new aiBone;
|
||||
oMesh->mBones[oMesh->mNumBones++] = newBone;
|
||||
|
||||
const aiBone* bone = pMesh->mBones[a];
|
||||
const aiBone *bone = pMesh->mBones[a];
|
||||
|
||||
newBone->mName = bone->mName;
|
||||
newBone->mOffsetMatrix = bone->mOffsetMatrix;
|
||||
newBone->mWeights = new aiVertexWeight[subBones[a]];
|
||||
|
||||
for(unsigned int b=0;b<bone->mNumWeights;b++) {
|
||||
for (unsigned int b = 0; b < bone->mNumWeights; b++) {
|
||||
const unsigned int v = vMap[bone->mWeights[b].mVertexId];
|
||||
|
||||
if(v!=UINT_MAX) {
|
||||
aiVertexWeight w(v,bone->mWeights[b].mWeight);
|
||||
if (v != UINT_MAX) {
|
||||
aiVertexWeight w(v, bone->mWeights[b].mWeight);
|
||||
newBone->mWeights[newBone->mNumWeights++] = w;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_assert(nbParanoia==oMesh->mNumBones);
|
||||
ai_assert(nbParanoia == oMesh->mNumBones);
|
||||
(void)nbParanoia; // remove compiler warning on release build
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue