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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp to 6.0.5
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2d2eb57e2e
commit
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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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@ -165,21 +165,23 @@ struct Material {
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//! Ambient color
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aiColor3D ambient;
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//! Diffuse color
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aiColor3D diffuse;
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aiColor3D diffuse = aiColor3D(0.6f, 0.6f, 0.6f);
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//! Specular color
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aiColor3D specular;
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//! Emissive color
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aiColor3D emissive;
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//! Alpha value
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ai_real alpha;
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ai_real alpha = ai_real(1.0);
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//! Shineness factor
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ai_real shineness;
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ai_real shineness = ai_real(0.0);
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//! Illumination model
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int illumination_model;
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int illumination_model = 1;
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//! Index of refraction
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ai_real ior;
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ai_real ior = ai_real(1.0);
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//! Transparency color
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aiColor3D transparent;
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aiColor3D transparent = aiColor3D(1.0f, 1.0f, 1.0f);
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//! Ambient occlusion
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Maybe<ai_real> ambient_occlusion;
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//! PBR Roughness
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Maybe<ai_real> roughness;
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@ -187,31 +189,33 @@ struct Material {
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Maybe<ai_real> metallic;
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//! PBR Metallic
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Maybe<aiColor3D> sheen;
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//! PBR Sheen: an additional grazing component, primarily intended for cloth.
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Maybe<ai_real> sheen_grazing;
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//! PBR Sheen Tint: amount to tint sheen towards base color.
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Maybe<ai_real> sheen_tint;
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//! PBR Clearcoat
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Maybe<ai_real> clearcoat;
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//! PBR Clearcoat Thickness
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Maybe<ai_real> clearcoat_thickness;
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//! PBR Clearcoat Rougness
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Maybe<ai_real> clearcoat_roughness;
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//! PBR clearcoatGloss: controls clearcoat glossiness (0 = a “satin” appearance, 1 = a “gloss” appearance).
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Maybe<ai_real> clearcoat_gloss;
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//! PBR Anisotropy
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ai_real anisotropy;
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ai_real anisotropy = ai_real(0.0);
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//! PBR Anisotropy Rotation
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Maybe<ai_real> anisotropy_rotation;
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//! PBR Subsurface Scattering
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Maybe<ai_real> subsurface_scattering;
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//! PBR Specular Tint: a concession for artistic control that tints incident specular towards the base color.
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Maybe<ai_real> specular_tint;
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// See: https://disneyanimation.com/publications/physically-based-shading-at-disney/
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//! bump map multipler (normal map scalar)(-bm)
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ai_real bump_multiplier;
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//! bump map multiplier (normal map scalar)(-bm)
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ai_real bump_multiplier = ai_real(1.0);
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//! Constructor
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Material() :
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diffuse(0.6f, 0.6f, 0.6f),
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alpha(ai_real(1.0)),
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shineness(ai_real(0.0)),
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illumination_model(1),
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ior(ai_real(1.0)),
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transparent(1.0f, 1.0, 1.0),
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roughness(),
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metallic(),
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sheen(),
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clearcoat_thickness(),
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clearcoat_roughness(),
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anisotropy(ai_real(0.0)),
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bump_multiplier(ai_real(1.0)) {
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Material() {
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std::fill_n(clamp, static_cast<unsigned int>(TextureTypeCount), false);
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}
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