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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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@ -2,8 +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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@ -52,7 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#include <utility>
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#// Forward declarations
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// Forward declarations
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class DeboneTest;
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namespace Assimp {
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@ -67,13 +66,15 @@ namespace Assimp {
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* the bone are split from the mesh. The split off (new) mesh is boneless. At any
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* point in time, bones without affect upon a given mesh are to be removed.
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*/
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class DeboneProcess : public BaseProcess {
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class DeboneProcess final : public BaseProcess {
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public:
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DeboneProcess();
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~DeboneProcess() override = default;
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// -------------------------------------------------------------------
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/** Returns whether the processing step is present in the given flag.
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/**
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* @brief Returns whether the processing step is present in the given flag.
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*
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* @param pFlags The processing flags the importer was called with.
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* A bitwise combination of #aiPostProcessSteps.
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* @return true if the process is present in this flag fields,
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@ -82,7 +83,9 @@ public:
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bool IsActive( unsigned int pFlags) const override;
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// -------------------------------------------------------------------
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/** Called prior to ExecuteOnScene().
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/**
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* @brief Called prior to ExecuteOnScene().
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*
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* The function is a request to the process to update its configuration
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* basing on the Importer's configuration property list.
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*/
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@ -90,33 +93,41 @@ public:
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protected:
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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/**
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* @brief Executes the post processing step on the given imported data.
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*
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* At the moment a process is not supposed to fail.
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* @param pScene The imported data to work at.
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*/
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void Execute( aiScene* pScene) override;
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// -------------------------------------------------------------------
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/** Counts bones total/removable in a given mesh.
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/**
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* @brief Counts bones total/removable in a given mesh.
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*
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* @param pMesh The mesh to process.
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* @return false in case of an error.
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*/
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bool ConsiderMesh( const aiMesh* pMesh);
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/// Splits the given mesh by bone count.
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/// @brief Splits the given mesh by bone count.
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/// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
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/// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
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void SplitMesh(const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const;
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/// Recursively updates the node's mesh list to account for the changed mesh list
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/// @brief Recursively updates the node's mesh list to account for the changed mesh list
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/// @param pNode The root node to update.
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void UpdateNode(aiNode* pNode) const;
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// -------------------------------------------------------------------
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// Apply transformation to a mesh
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/// @brief Apply transformation to a mesh
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/// @param mesh The mesh to apply the transformation
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/// @param mat The transformation to appy
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void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const;
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public:
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/** Number of bones present in the scene. */
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unsigned int mNumBones;
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/// Number of bones present in the scene.
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unsigned int mNumBones;
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unsigned int mNumBonesCanDoWithout;
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float mThreshold;
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