mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 06:04:37 +00:00
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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@ -2,8 +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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@ -39,9 +38,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_STL_EXPORTER)
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#include "STLExporter.h"
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@ -55,7 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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namespace Assimp {
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
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@ -78,6 +74,7 @@ void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
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outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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}
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void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties )
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{
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bool exportPointClouds = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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@ -100,13 +97,11 @@ void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene*
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} // end of namespace Assimp
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static const char *SolidToken = "solid";
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static const char *EndSolidToken = "endsolid";
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static constexpr char SolidToken[] = "solid";
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static constexpr char EndSolidToken[] = "endsolid";
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// ------------------------------------------------------------------------------------------------
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STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool exportPointClouds, bool binary)
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: filename(_filename)
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, endl("\n")
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STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool exportPointClouds, bool binary) : filename(_filename) , endl("\n")
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{
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// make sure that all formatting happens using the standard, C locale and not the user's current locale
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const std::locale& l = std::locale("C");
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@ -173,24 +168,26 @@ void STLExporter::WritePointCloud(const std::string &name, const aiScene* pScene
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}
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// ------------------------------------------------------------------------------------------------
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void STLExporter::WriteMesh(const aiMesh* m)
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{
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void STLExporter::WriteMesh(const aiMesh* m) {
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for (unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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if (f.mNumIndices < 3) {
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continue;
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}
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// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
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// but nonetheless we have to expect per-vertex normals.
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aiVector3D nor;
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if (m->mNormals) {
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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for (unsigned int a = 0; a < f.mNumIndices; ++a) {
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nor += m->mNormals[f.mIndices[a]];
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}
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nor.NormalizeSafe();
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}
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mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
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mOutput << " outer loop" << endl;
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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const aiVector3D& v = m->mVertices[f.mIndices[a]];
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for (unsigned int a = 0; a < f.mNumIndices; ++a) {
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const aiVector3D &v = m->mVertices[f.mIndices[a]];
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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}
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@ -199,10 +196,13 @@ void STLExporter::WriteMesh(const aiMesh* m)
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}
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}
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void STLExporter::WriteMeshBinary(const aiMesh* m)
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{
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void STLExporter::WriteMeshBinary(const aiMesh* m) {
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for (unsigned int i = 0; i < m->mNumFaces; ++i) {
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const aiFace& f = m->mFaces[i];
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if (f.mNumIndices < 3) {
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continue;
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}
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// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
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// but nonetheless we have to expect per-vertex normals.
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aiVector3D nor;
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@ -2,8 +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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@ -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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@ -294,11 +294,11 @@ void STLImporter::LoadASCIIFile(aiNode *root) {
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aiVector3D vn;
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sz += 7;
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn.x);
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sz = fast_atoreal_move(sz, vn.x);
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn.y);
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sz = fast_atoreal_move(sz, vn.y);
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn.z);
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sz = fast_atoreal_move(sz, vn.z);
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normalBuffer.emplace_back(vn);
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normalBuffer.emplace_back(vn);
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normalBuffer.emplace_back(vn);
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@ -315,11 +315,11 @@ void STLImporter::LoadASCIIFile(aiNode *root) {
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SkipSpaces(&sz, bufferEnd);
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positionBuffer.emplace_back();
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aiVector3D *vn = &positionBuffer.back();
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->x);
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sz = fast_atoreal_move(sz, vn->x);
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->y);
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sz = fast_atoreal_move(sz, vn->y);
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->z);
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sz = fast_atoreal_move(sz, vn->z);
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faceVertexCounter++;
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}
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} else if (!::strncmp(sz, "endsolid", 8)) {
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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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