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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
update assimp to 6.0.5
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2d2eb57e2e
commit
f5cf21cfeb
941 changed files with 22718 additions and 12240 deletions
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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@ -731,6 +731,10 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh &mesh) {
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unsigned int iCurrent = 0, fi = 0;
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for (std::vector<ASE::Face>::iterator i = mesh.mFaces.begin(); i != mesh.mFaces.end(); ++i, ++fi) {
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for (unsigned int n = 0; n < 3; ++n, ++iCurrent) {
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const uint32_t curIndex = (*i).mIndices[n];
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if (curIndex >= mesh.mPositions.size()) {
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throw DeadlyImportError("ASE: Invalid vertex index in face ", fi, ".");
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}
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mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
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// add texture coordinates
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@ -1266,5 +1270,4 @@ bool ASEImporter::GenerateNormals(ASE::Mesh &mesh) {
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}
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#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
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#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER
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#endif // ASSIMP_BUILD_NO_ASE_IMPORTER
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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) 2006-2024, assimp team
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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@ -59,7 +59,7 @@ namespace Assimp {
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/** Importer class for the 3DS ASE ASCII format.
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*
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*/
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class ASEImporter : public BaseImporter {
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class ASEImporter final : public BaseImporter {
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public:
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ASEImporter();
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~ASEImporter() override = default;
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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@ -1406,10 +1406,13 @@ void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices, ASE::Mesh &mes
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if (TokenMatch(mFilePtr, "MESH_BONE_VERTEX", 16)) {
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// read the vertex index
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unsigned int iIndex = strtoul10(mFilePtr, &mFilePtr);
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if (iIndex >= mesh.mPositions.size()) {
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iIndex = (unsigned int)mesh.mPositions.size() - 1;
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if (mesh.mBoneVertices.empty()) {
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SkipSection();
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}
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if (iIndex >= mesh.mBoneVertices.size() ) {
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LogWarning("Bone vertex index is out of bounds. Using the largest valid "
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"bone vertex index instead");
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iIndex = (unsigned int)mesh.mBoneVertices.size() - 1;
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}
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// --- ignored
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@ -1424,7 +1427,7 @@ void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices, ASE::Mesh &mes
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// then parse the vertex weight
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if (!SkipSpaces(&mFilePtr, mEnd)) break;
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mFilePtr = fast_atoreal_move<float>(mFilePtr, pairOut.second);
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mFilePtr = fast_atoreal_move(mFilePtr, pairOut.second);
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// -1 marks unused entries
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if (-1 != pairOut.first) {
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@ -1890,7 +1893,7 @@ void Parser::ParseLV4MeshReal(ai_real &fOut) {
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return;
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}
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// parse the first float
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mFilePtr = fast_atoreal_move<ai_real>(mFilePtr, fOut);
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mFilePtr = fast_atoreal_move(mFilePtr, fOut);
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}
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// ------------------------------------------------------------------------------------------------
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void Parser::ParseLV4MeshFloat(float &fOut) {
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@ -1903,7 +1906,7 @@ void Parser::ParseLV4MeshFloat(float &fOut) {
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return;
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}
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// parse the first float
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mFilePtr = fast_atoreal_move<float>(mFilePtr, fOut);
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mFilePtr = fast_atoreal_move(mFilePtr, fOut);
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}
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// ------------------------------------------------------------------------------------------------
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void Parser::ParseLV4MeshLong(unsigned int &iOut) {
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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) 2006-2024, assimp team
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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@ -57,14 +57,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// ASE is quite similar to 3ds. We can reuse some structures
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#include "AssetLib/3DS/3DSLoader.h"
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namespace Assimp {
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namespace ASE {
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namespace Assimp::ASE {
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using namespace D3DS;
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// ---------------------------------------------------------------------------
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/** Helper structure representing an ASE material */
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struct Material : public D3DS::Material {
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struct Material final : D3DS::Material {
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//! Default constructor has been deleted
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Material() = delete;
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@ -115,7 +114,7 @@ struct Material : public D3DS::Material {
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return *this;
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}
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~Material() = default;
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~Material() override = default;
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//! Contains all sub materials of this material
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std::vector<Material> avSubMaterials;
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@ -373,8 +372,8 @@ struct Dummy : public BaseNode {
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};
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// Parameters to Parser::Parse()
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#define AI_ASE_NEW_FILE_FORMAT 200
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#define AI_ASE_OLD_FILE_FORMAT 110
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static constexpr unsigned int AI_ASE_NEW_FILE_FORMAT = 200;
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static constexpr unsigned int AI_ASE_OLD_FILE_FORMAT = 110;
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// Internally we're a little bit more tolerant
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#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
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@ -668,8 +667,7 @@ public:
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unsigned int iFileFormat;
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};
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} // Namespace ASE
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} // namespace Assimp
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} // Namespace Assimp::ASE
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#endif // ASSIMP_BUILD_NO_3DS_IMPORTER
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