Torque3D/Engine/lib/assimp/include/assimp/vector3.h
Areloch 6ade6f08ce Updated Assimp
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
2020-03-19 09:47:38 -05:00

146 lines
4.4 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file vector3.h
* @brief 3D vector structure, including operators when compiling in C++
*/
#pragma once
#ifndef AI_VECTOR3D_H_INC
#define AI_VECTOR3D_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#ifdef __cplusplus
# include <cmath>
#else
# include <math.h>
#endif
#include <assimp/defs.h>
#ifdef __cplusplus
template<typename TReal> class aiMatrix3x3t;
template<typename TReal> class aiMatrix4x4t;
// ---------------------------------------------------------------------------
/** Represents a three-dimensional vector. */
template <typename TReal>
class aiVector3t {
public:
aiVector3t() AI_NO_EXCEPT : x(), y(), z() {}
aiVector3t(TReal _x, TReal _y, TReal _z) : x(_x), y(_y), z(_z) {}
explicit aiVector3t (TReal _xyz ) : x(_xyz), y(_xyz), z(_xyz) {}
aiVector3t( const aiVector3t& o ) = default;
// combined operators
const aiVector3t& operator += (const aiVector3t& o);
const aiVector3t& operator -= (const aiVector3t& o);
const aiVector3t& operator *= (TReal f);
const aiVector3t& operator /= (TReal f);
// transform vector by matrix
aiVector3t& operator *= (const aiMatrix3x3t<TReal>& mat);
aiVector3t& operator *= (const aiMatrix4x4t<TReal>& mat);
// access a single element
TReal operator[](unsigned int i) const;
TReal& operator[](unsigned int i);
// comparison
bool operator== (const aiVector3t& other) const;
bool operator!= (const aiVector3t& other) const;
bool operator < (const aiVector3t& other) const;
bool Equal(const aiVector3t& other, TReal epsilon = 1e-6) const;
template <typename TOther>
operator aiVector3t<TOther> () const;
/** @brief Set the components of a vector
* @param pX X component
* @param pY Y component
* @param pZ Z component */
void Set( TReal pX, TReal pY, TReal pZ);
/** @brief Get the squared length of the vector
* @return Square length */
TReal SquareLength() const;
/** @brief Get the length of the vector
* @return length */
TReal Length() const;
/** @brief Normalize the vector */
aiVector3t& Normalize();
/** @brief Normalize the vector with extra check for zero vectors */
aiVector3t& NormalizeSafe();
/** @brief Componentwise multiplication of two vectors
*
* Note that vec*vec yields the dot product.
* @param o Second factor */
const aiVector3t SymMul(const aiVector3t& o);
TReal x, y, z;
};
typedef aiVector3t<ai_real> aiVector3D;
#else
struct aiVector3D {
ai_real x, y, z;
};
#endif // __cplusplus
#ifdef __cplusplus
#endif // __cplusplus
#endif // AI_VECTOR3D_H_INC