Merge pull request #27817 from fire/assimp_d3d98a
Update Assimp to master at d3d98a7ec0c8d38e1952b46dfe53f7e9233dc92d
This commit is contained in:
commit
1e67f214c5
2
thirdparty/README.md
vendored
2
thirdparty/README.md
vendored
@ -4,7 +4,7 @@
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## assimp
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## assimp
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- Upstream: http://github.com/assimp/assimp
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- Upstream: http://github.com/assimp/assimp
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- Version: git (d2b45377e4b09a1f43be95e45553afcc06b03f4b)
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- Version: git (d3d98a7ec0c8d38e1952b46dfe53f7e9233dc92d)
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- License: BSD-3-Clause
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- License: BSD-3-Clause
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35
thirdparty/assimp/code/FBXConverter.cpp
vendored
35
thirdparty/assimp/code/FBXConverter.cpp
vendored
@ -78,6 +78,16 @@ namespace Assimp {
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FBXConverter::FBXConverter(aiScene* out, const Document& doc)
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FBXConverter::FBXConverter(aiScene* out, const Document& doc)
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: defaultMaterialIndex()
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: defaultMaterialIndex()
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, lights()
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, cameras()
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, textures()
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, materials_converted()
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, textures_converted()
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, meshes_converted()
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, node_anim_chain_bits()
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, mNodeNameInstances()
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, mNodeNames()
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, anim_fps()
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, out(out)
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, out(out)
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, doc(doc) {
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, doc(doc) {
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// animations need to be converted first since this will
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// animations need to be converted first since this will
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@ -410,19 +420,24 @@ namespace Assimp {
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void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueName)
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void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueName)
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{
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{
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int i = 0;
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uniqueName = name;
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uniqueName = name;
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while (mNodeNames.find(uniqueName) != mNodeNames.end())
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int i = 0;
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auto it = mNodeNameInstances.find(name); // duplicate node name instance count
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if (it != mNodeNameInstances.end())
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{
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{
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++i;
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i = it->second;
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std::stringstream ext;
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while (mNodeNames.find(uniqueName) != mNodeNames.end())
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ext << name << std::setfill('0') << std::setw(3) << i;
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{
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uniqueName = ext.str();
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i++;
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std::stringstream ext;
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ext << name << std::setfill('0') << std::setw(3) << i;
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uniqueName = ext.str();
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}
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}
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}
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mNodeNameInstances[name] = i;
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mNodeNames.insert(uniqueName);
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mNodeNames.insert(uniqueName);
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}
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}
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const char* FBXConverter::NameTransformationComp(TransformationComp comp) {
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const char* FBXConverter::NameTransformationComp(TransformationComp comp) {
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switch (comp) {
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switch (comp) {
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case TransformationComp_Translation:
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case TransformationComp_Translation:
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@ -2041,6 +2056,12 @@ namespace Assimp {
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CalculatedOpacity = 1.0f - ((Transparent.r + Transparent.g + Transparent.b) / 3.0f);
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CalculatedOpacity = 1.0f - ((Transparent.r + Transparent.g + Transparent.b) / 3.0f);
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}
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}
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// try to get the transparency factor
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const float TransparencyFactor = PropertyGet<float>(props, "TransparencyFactor", ok);
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if (ok) {
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out_mat->AddProperty(&TransparencyFactor, 1, AI_MATKEY_TRANSPARENCYFACTOR);
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}
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// use of TransparencyFactor is inconsistent.
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// use of TransparencyFactor is inconsistent.
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// Maya always stores it as 1.0,
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// Maya always stores it as 1.0,
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// so we can't use it to set AI_MATKEY_OPACITY.
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// so we can't use it to set AI_MATKEY_OPACITY.
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20
thirdparty/assimp/code/FBXConverter.h
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20
thirdparty/assimp/code/FBXConverter.h
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@ -58,6 +58,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/texture.h>
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#include <assimp/texture.h>
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#include <assimp/camera.h>
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#include <assimp/camera.h>
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#include <assimp/StringComparison.h>
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#include <assimp/StringComparison.h>
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#include <unordered_map>
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#include <unordered_set>
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struct aiScene;
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struct aiScene;
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struct aiNode;
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struct aiNode;
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@ -74,8 +76,6 @@ namespace FBX {
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class Document;
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class Document;
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using NodeNameCache = std::set<std::string>;
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/**
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/**
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* Convert a FBX #Document to #aiScene
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* Convert a FBX #Document to #aiScene
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* @param out Empty scene to be populated
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* @param out Empty scene to be populated
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@ -419,7 +419,6 @@ private:
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void TransferDataToScene();
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void TransferDataToScene();
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private:
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private:
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// 0: not assigned yet, others: index is value - 1
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// 0: not assigned yet, others: index is value - 1
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unsigned int defaultMaterialIndex;
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unsigned int defaultMaterialIndex;
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@ -429,22 +428,27 @@ private:
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std::vector<aiLight*> lights;
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std::vector<aiLight*> lights;
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std::vector<aiCamera*> cameras;
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std::vector<aiCamera*> cameras;
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std::vector<aiTexture*> textures;
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std::vector<aiTexture*> textures;
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typedef std::map<const Material*, unsigned int> MaterialMap;
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using MaterialMap = std::map<const Material*, unsigned int>;
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MaterialMap materials_converted;
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MaterialMap materials_converted;
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typedef std::map<const Video*, unsigned int> VideoMap;
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using VideoMap = std::map<const Video*, unsigned int>;
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VideoMap textures_converted;
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VideoMap textures_converted;
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typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap;
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using MeshMap = std::map<const Geometry*, std::vector<unsigned int> >;
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MeshMap meshes_converted;
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MeshMap meshes_converted;
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// fixed node name -> which trafo chain components have animations?
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// fixed node name -> which trafo chain components have animations?
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typedef std::map<std::string, unsigned int> NodeAnimBitMap;
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using NodeAnimBitMap = std::map<std::string, unsigned int> ;
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NodeAnimBitMap node_anim_chain_bits;
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NodeAnimBitMap node_anim_chain_bits;
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// number of nodes with the same name
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using NodeAnimNameMap = std::unordered_map<std::string, unsigned int>;
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NodeAnimNameMap mNodeNameInstances;
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using NodeNameCache = std::unordered_set<std::string>;
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NodeNameCache mNodeNames;
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NodeNameCache mNodeNames;
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double anim_fps;
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double anim_fps;
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aiScene* const out;
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aiScene* const out;
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32
thirdparty/assimp/code/FBXMaterial.cpp
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32
thirdparty/assimp/code/FBXMaterial.cpp
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@ -55,6 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/ByteSwapper.h>
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#include <assimp/ByteSwapper.h>
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#include <algorithm> // std::transform
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#include <algorithm> // std::transform
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#include "FBXUtil.h"
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namespace Assimp {
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namespace Assimp {
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namespace FBX {
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namespace FBX {
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@ -206,6 +207,20 @@ Texture::Texture(uint64_t id, const Element& element, const Document& doc, const
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props = GetPropertyTable(doc,"Texture.FbxFileTexture",element,sc);
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props = GetPropertyTable(doc,"Texture.FbxFileTexture",element,sc);
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// 3DS Max and FBX SDK use "Scaling" and "Translation" instead of "ModelUVScaling" and "ModelUVTranslation". Use these properties if available.
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bool ok;
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const aiVector3D& scaling = PropertyGet<aiVector3D>(*props, "Scaling", ok);
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if (ok) {
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uvScaling.x = scaling.x;
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uvScaling.y = scaling.y;
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}
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const aiVector3D& trans = PropertyGet<aiVector3D>(*props, "Translation", ok);
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if (ok) {
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uvTrans.x = trans.x;
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uvTrans.y = trans.y;
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}
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// resolve video links
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// resolve video links
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if(doc.Settings().readTextures) {
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if(doc.Settings().readTextures) {
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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@ -307,7 +322,22 @@ Video::Video(uint64_t id, const Element& element, const Document& doc, const std
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const Token& token = GetRequiredToken(*Content, 0);
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const Token& token = GetRequiredToken(*Content, 0);
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const char* data = token.begin();
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const char* data = token.begin();
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if (!token.IsBinary()) {
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if (!token.IsBinary()) {
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DOMWarning("video content is not binary data, ignoring", &element);
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if (*data != '"') {
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DOMError("embedded content is not surrounded by quotation marks", &element);
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}
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else {
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const char* encodedData = data + 1;
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size_t encodedDataLen = static_cast<size_t>(token.end() - token.begin());
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// search for last quotation mark
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while (encodedDataLen > 1 && encodedData[encodedDataLen] != '"')
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encodedDataLen--;
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if (encodedDataLen % 4 != 0) {
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DOMError("embedded content is invalid, needs to be in base64", &element);
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}
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else {
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contentLength = Util::DecodeBase64(encodedData, encodedDataLen, content);
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}
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}
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}
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}
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else if (static_cast<size_t>(token.end() - data) < 5) {
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else if (static_cast<size_t>(token.end() - data) < 5) {
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DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element);
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DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element);
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44
thirdparty/assimp/code/FBXUtil.cpp
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44
thirdparty/assimp/code/FBXUtil.cpp
vendored
@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/TinyFormatter.h>
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#include <assimp/TinyFormatter.h>
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#include <string>
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#include <string>
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#include <cstring>
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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@ -113,6 +114,49 @@ std::string AddTokenText(const std::string& prefix, const std::string& text, con
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text) );
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text) );
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}
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}
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static const uint8_t base64DecodeTable[128] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 62, 0, 0, 0, 63,
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52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 64, 0, 0,
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0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
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15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0,
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0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40,
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41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 0, 0, 0, 0, 0
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};
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uint8_t DecodeBase64(char ch)
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{
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return base64DecodeTable[size_t(ch)];
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}
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size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out)
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{
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if (inLength < 4) {
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out = 0;
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return 0;
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}
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const size_t outLength = (inLength * 3) / 4;
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out = new uint8_t[outLength];
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memset(out, 0, outLength);
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size_t i = 0;
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size_t j = 0;
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for (i = 0; i < inLength - 4; i += 4)
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{
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uint8_t b0 = Util::DecodeBase64(in[i]);
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uint8_t b1 = Util::DecodeBase64(in[i + 1]);
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uint8_t b2 = Util::DecodeBase64(in[i + 2]);
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uint8_t b3 = Util::DecodeBase64(in[i + 3]);
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out[j++] = (uint8_t)((b0 << 2) | (b1 >> 4));
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out[j++] = (uint8_t)((b1 << 4) | (b2 >> 2));
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out[j++] = (uint8_t)((b2 << 6) | b3);
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}
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return outLength;
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}
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} // !Util
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} // !Util
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} // !FBX
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} // !FBX
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} // !Assimp
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} // !Assimp
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15
thirdparty/assimp/code/FBXUtil.h
vendored
15
thirdparty/assimp/code/FBXUtil.h
vendored
@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FBXCompileConfig.h"
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#include "FBXCompileConfig.h"
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#include "FBXTokenizer.h"
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#include "FBXTokenizer.h"
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#include <stdint.h>
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namespace Assimp {
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namespace Assimp {
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namespace FBX {
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namespace FBX {
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@ -98,6 +99,20 @@ std::string AddLineAndColumn(const std::string& prefix, const std::string& text,
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* @return A string of the following format: {prefix} ({token-type}, line {line}, col {column}) {text}*/
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* @return A string of the following format: {prefix} ({token-type}, line {line}, col {column}) {text}*/
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std::string AddTokenText(const std::string& prefix, const std::string& text, const Token* tok);
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std::string AddTokenText(const std::string& prefix, const std::string& text, const Token* tok);
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/** Decode a single Base64-encoded character.
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*
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* @param ch Character to decode (from base64 to binary).
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* @return decoded byte value*/
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uint8_t DecodeBase64(char ch);
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/** Decode a Base64-encoded string
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*
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* @param in Characters to decode.
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* @param inLength Number of characters to decode.
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* @param out Reference to pointer where we will store the decoded data.
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* @return size of the decoded data (number of bytes)*/
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size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out);
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}
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}
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}
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}
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}
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}
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2
thirdparty/assimp/code/Version.cpp
vendored
2
thirdparty/assimp/code/Version.cpp
vendored
@ -134,7 +134,7 @@ ASSIMP_API aiScene::aiScene()
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, mCameras(nullptr)
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, mCameras(nullptr)
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, mMetaData(nullptr)
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, mMetaData(nullptr)
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, mPrivate(new Assimp::ScenePrivateData()) {
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, mPrivate(new Assimp::ScenePrivateData()) {
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// empty
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// empty
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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1
thirdparty/assimp/include/assimp/material.h
vendored
1
thirdparty/assimp/include/assimp/material.h
vendored
@ -900,6 +900,7 @@ extern "C" {
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#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
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#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
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#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
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#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
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#define AI_MATKEY_OPACITY "$mat.opacity",0,0
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#define AI_MATKEY_OPACITY "$mat.opacity",0,0
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#define AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor",0,0
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#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
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#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
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#define AI_MATKEY_SHININESS "$mat.shininess",0,0
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#define AI_MATKEY_SHININESS "$mat.shininess",0,0
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#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0
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#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0
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