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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp to 6.0.5
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parent
2d2eb57e2e
commit
f5cf21cfeb
941 changed files with 22718 additions and 12240 deletions
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@ -4,9 +4,7 @@
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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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@ -85,11 +83,9 @@ BVHLoader::BVHLoader() :
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mLine(),
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mAnimTickDuration(),
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mAnimNumFrames(),
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noSkeletonMesh() {}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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BVHLoader::~BVHLoader() = default;
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noSkeletonMesh() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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@ -389,7 +385,7 @@ float BVHLoader::GetNextTokenAsFloat() {
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// check if the float is valid by testing if the atof() function consumed every char of the token
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const char *ctoken = token.c_str();
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float result = 0.0f;
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ctoken = fast_atoreal_move<float>(ctoken, result);
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ctoken = fast_atoreal_move(ctoken, result);
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if (ctoken != token.c_str() + token.length())
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ThrowException("Expected a floating point number, but found \"", token, "\".");
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@ -4,8 +4,7 @@
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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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@ -62,7 +61,7 @@ namespace Assimp {
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* the hierarchy. It contains no actual mesh data, but we generate a dummy mesh
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* inside the loader just to be able to see something.
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*/
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class BVHLoader : public BaseImporter {
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class BVHLoader final : public BaseImporter {
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/** Possible animation channels for which the motion data holds the values */
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enum ChannelType {
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@ -80,32 +79,27 @@ class BVHLoader : public BaseImporter {
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std::vector<ChannelType> mChannels;
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std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
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Node() :
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mNode(nullptr) {}
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explicit Node(const aiNode *pNode) :
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mNode(pNode) {}
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Node() : mNode(nullptr) {}
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explicit Node(const aiNode *pNode) :mNode(pNode) {}
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};
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public:
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BVHLoader();
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~BVHLoader();
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~BVHLoader() override = default;
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public:
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool cs) const;
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bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool cs) const override;
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void SetupProperties(const Importer *pImp);
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const aiImporterDesc *GetInfo() const;
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void SetupProperties(const Importer *pImp) override;
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const aiImporterDesc *GetInfo() const override;
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protected:
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler);
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void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override;
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protected:
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/** Reads the file */
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void ReadStructure(aiScene *pScene);
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