mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +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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@ -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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@ -237,7 +237,7 @@ std::string FBXConverter::MakeUniqueNodeName(const Model *const model, const aiN
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/// When a node becomes a child of another node, that node becomes its owner and mOwnership should be released.
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struct FBXConverter::PotentialNode {
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PotentialNode() : mOwnership(new aiNode), mNode(mOwnership.get()) {}
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PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
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explicit PotentialNode(const std::string& name) : mOwnership(new aiNode(name)), mNode(mOwnership.get()) {}
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aiNode* operator->() { return mNode; }
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std::unique_ptr<aiNode> mOwnership;
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aiNode* mNode;
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@ -438,7 +438,8 @@ void FBXConverter::ConvertLight(const Light &light, const std::string &orig_name
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out_light->mType = aiLightSource_UNDEFINED;
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break;
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default:
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ai_assert(false);
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FBXImporter::LogError("Not handled light type: ", light.LightType());
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break;
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}
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float decay = light.DecayStart();
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@ -463,7 +464,7 @@ void FBXConverter::ConvertLight(const Light &light, const std::string &orig_name
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out_light->mAttenuationQuadratic = 1.0f;
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break;
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default:
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ai_assert(false);
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FBXImporter::LogError("Not handled light decay type: ", light.DecayType());
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break;
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}
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}
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@ -601,7 +602,7 @@ const char *FBXConverter::NameTransformationCompProperty(TransformationComp comp
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return "GeometricRotationInverse";
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case TransformationComp_GeometricTranslationInverse:
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return "GeometricTranslationInverse";
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case TransformationComp_MAXIMUM: // this is to silence compiler warnings
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case TransformationComp_MAXIMUM:
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break;
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}
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@ -2957,7 +2958,7 @@ void FBXConverter::GenerateNodeAnimations(std::vector<aiNodeAnim *> &node_anims,
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// be invoked _later_ (animations come first). If this node has only rotation,
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// scaling and translation _and_ there are no animated other components either,
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// we can use a single node and also a single node animation channel.
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if( !has_complex && !NeedsComplexTransformationChain(target)) {
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if (!doc.Settings().preservePivots || (!has_complex && !NeedsComplexTransformationChain(target))) {
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aiNodeAnim* const nd = GenerateSimpleNodeAnim(fixed_name, target, chain,
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node_property_map.end(),
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start, stop,
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@ -3415,7 +3416,7 @@ FBXConverter::KeyFrameListList FBXConverter::GetRotationKeyframeList(const std::
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KeyFrameListList inputs;
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inputs.reserve(nodes.size() * 3);
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//give some breathing room for rounding errors
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// give some breathing room for rounding errors
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const int64_t adj_start = start - 10000;
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const int64_t adj_stop = stop + 10000;
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@ -3441,7 +3442,7 @@ FBXConverter::KeyFrameListList FBXConverter::GetRotationKeyframeList(const std::
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ai_assert(curve->GetKeys().size() == curve->GetValues().size());
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ai_assert(curve->GetKeys().size());
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//get values within the start/stop time window
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// get values within the start/stop time window
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std::shared_ptr<KeyTimeList> Keys(new KeyTimeList());
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std::shared_ptr<KeyValueList> Values(new KeyValueList());
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const size_t count = curve->GetKeys().size();
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@ -3461,8 +3462,7 @@ FBXConverter::KeyFrameListList FBXConverter::GetRotationKeyframeList(const std::
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if (tnew >= adj_start && tnew <= adj_stop) {
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Keys->push_back(tnew);
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Values->push_back(vnew);
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}
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else {
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} else {
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// Something broke
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break;
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}
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