mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
update assimp to 6.0.5
This commit is contained in:
parent
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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@ -174,7 +174,7 @@ class NodeAttribute : public Object {
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public:
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NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~NodeAttribute() = default;
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~NodeAttribute() override = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -186,11 +186,11 @@ private:
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};
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/** DOM base class for FBX camera settings attached to a node */
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class CameraSwitcher : public NodeAttribute {
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class CameraSwitcher final : public NodeAttribute {
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public:
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CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~CameraSwitcher() = default;
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~CameraSwitcher() override= default;
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int CameraID() const {
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return cameraId;
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@ -231,11 +231,11 @@ private:
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/** DOM base class for FBX cameras attached to a node */
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class Camera : public NodeAttribute {
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class Camera final : public NodeAttribute {
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public:
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Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Camera() = default;
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~Camera() override = default;
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fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0))
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fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0))
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@ -257,24 +257,24 @@ public:
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};
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/** DOM base class for FBX null markers attached to a node */
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class Null : public NodeAttribute {
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class Null final : public NodeAttribute {
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public:
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Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Null() = default;
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~Null() override = default;
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};
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/** DOM base class for FBX limb node markers attached to a node */
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class LimbNode : public NodeAttribute {
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class LimbNode final : public NodeAttribute {
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public:
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LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~LimbNode() = default;
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~LimbNode() override = default;
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};
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/** DOM base class for FBX lights attached to a node */
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class Light : public NodeAttribute {
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class Light final : public NodeAttribute {
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public:
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Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Light() = default;
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~Light() override = default;
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enum Type {
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Type_Point,
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@ -329,7 +329,7 @@ public:
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};
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/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
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class Model : public Object {
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class Model final : public Object {
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public:
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enum RotOrder {
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RotOrder_EulerXYZ = 0,
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@ -354,7 +354,7 @@ public:
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Model(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Model() = default;
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~Model() override = default;
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fbx_simple_property(QuaternionInterpolate, int, 0)
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@ -477,11 +477,11 @@ private:
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};
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/** DOM class for generic FBX textures */
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class Texture : public Object {
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class Texture final : public Object {
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public:
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Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Texture();
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~Texture() override;
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const std::string& Type() const {
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return type;
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@ -542,10 +542,10 @@ private:
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};
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/** DOM class for layered FBX textures */
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class LayeredTexture : public Object {
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class LayeredTexture final : public Object {
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public:
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LayeredTexture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~LayeredTexture();
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~LayeredTexture() override;
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// Can only be called after construction of the layered texture object due to construction flag.
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void fillTexture(const Document& doc);
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@ -608,11 +608,11 @@ using TextureMap = std::fbx_unordered_map<std::string, const Texture*>;
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using LayeredTextureMap = std::fbx_unordered_map<std::string, const LayeredTexture*>;
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/** DOM class for generic FBX videos */
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class Video : public Object {
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class Video final : public Object {
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public:
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Video(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Video();
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~Video() override;
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const std::string& Type() const {
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return type;
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@ -657,11 +657,11 @@ private:
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};
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/** DOM class for generic FBX materials */
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class Material : public Object {
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class Material final : public Object {
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public:
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Material(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Material();
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~Material() override = default;
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const std::string& GetShadingModel() const {
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return shading;
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@ -697,10 +697,10 @@ using KeyTimeList = std::vector<int64_t>;
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using KeyValueList = std::vector<float>;
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/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefore) */
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class AnimationCurve : public Object {
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class AnimationCurve final : public Object {
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public:
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AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationCurve() = default;
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~AnimationCurve() override = default;
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/** get list of keyframe positions (time).
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* Invariant: |GetKeys()| > 0 */
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@ -733,7 +733,7 @@ private:
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using AnimationCurveMap = std::map<std::string, const AnimationCurve*>;
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/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
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class AnimationCurveNode : public Object {
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class AnimationCurveNode final : public Object {
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public:
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/* the optional white list specifies a list of property names for which the caller
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wants animations for. If the curve node does not match one of these, std::range_error
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@ -741,7 +741,7 @@ public:
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AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc,
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const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
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virtual ~AnimationCurveNode() = default;
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~AnimationCurveNode() override = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -783,7 +783,7 @@ private:
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using AnimationCurveNodeList = std::vector<const AnimationCurveNode*>;
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/** Represents a FBX animation layer (i.e. a list of node animations) */
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class AnimationLayer : public Object {
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class AnimationLayer final : public Object {
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public:
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AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationLayer() = default;
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@ -806,7 +806,7 @@ private:
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using AnimationLayerList = std::vector<const AnimationLayer*>;
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/** Represents a FBX animation stack (i.e. a list of animation layers) */
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class AnimationStack : public Object {
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class AnimationStack final : public Object {
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public:
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AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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virtual ~AnimationStack() = default;
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@ -835,7 +835,7 @@ private:
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class Deformer : public Object {
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public:
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Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Deformer();
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virtual ~Deformer() = default;
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const PropertyTable& Props() const {
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ai_assert(props.get());
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@ -851,11 +851,11 @@ using WeightIndexArray = std::vector<unsigned int>;
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/** DOM class for BlendShapeChannel deformers */
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class BlendShapeChannel : public Deformer {
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class BlendShapeChannel final : public Deformer {
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public:
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BlendShapeChannel(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~BlendShapeChannel();
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virtual ~BlendShapeChannel() = default;
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float DeformPercent() const {
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return percent;
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@ -865,37 +865,37 @@ public:
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return fullWeights;
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}
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const std::unordered_set<const ShapeGeometry*>& GetShapeGeometries() const {
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const std::vector<const ShapeGeometry*>& GetShapeGeometries() const {
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return shapeGeometries;
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}
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private:
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float percent;
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WeightArray fullWeights;
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std::unordered_set<const ShapeGeometry*> shapeGeometries;
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std::vector<const ShapeGeometry*> shapeGeometries;
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};
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/** DOM class for BlendShape deformers */
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class BlendShape : public Deformer {
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class BlendShape final : public Deformer {
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public:
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BlendShape(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~BlendShape();
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virtual ~BlendShape() = default;
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const std::unordered_set<const BlendShapeChannel*>& BlendShapeChannels() const {
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const std::vector<const BlendShapeChannel*>& BlendShapeChannels() const {
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return blendShapeChannels;
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}
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private:
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std::unordered_set<const BlendShapeChannel*> blendShapeChannels;
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std::vector<const BlendShapeChannel*> blendShapeChannels;
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};
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/** DOM class for skin deformer clusters (aka sub-deformers) */
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class Cluster : public Deformer {
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class Cluster final : public Deformer {
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public:
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Cluster(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Cluster();
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virtual ~Cluster() = default;
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/** get the list of deformer weights associated with this cluster.
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* Use #GetIndices() to get the associated vertices. Both arrays
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};
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/** DOM class for skin deformers */
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class Skin : public Deformer {
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class Skin final : public Deformer {
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public:
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Skin(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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virtual ~Skin();
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virtual ~Skin() = default;
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float DeformAccuracy() const {
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return accuracy;
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