updated assimp
This commit is contained in:
15
third_party/libassimp/code/DeboneProcess.cpp
vendored
15
third_party/libassimp/code/DeboneProcess.cpp
vendored
@@ -2,7 +2,8 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2017, assimp team
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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@@ -90,7 +91,7 @@ void DeboneProcess::SetupProperties(const Importer* pImp)
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// Executes the post processing step on the given imported data.
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void DeboneProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("DeboneProcess begin");
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ASSIMP_LOG_DEBUG("DeboneProcess begin");
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if(!pScene->mNumMeshes) {
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return;
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@@ -147,9 +148,7 @@ void DeboneProcess::Execute( aiScene* pScene)
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}
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if(!DefaultLogger::isNullLogger()) {
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char buffer[1024];
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::ai_snprintf(buffer,1024,"Removed %u bones. Input bones: %u. Output bones: %u",in-out,in,out);
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DefaultLogger::get()->info(buffer);
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ASSIMP_LOG_INFO_F("Removed %u bones. Input bones:", in - out, ". Output bones: ", out);
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}
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// and destroy the source mesh. It should be completely contained inside the new submeshes
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@@ -172,7 +171,7 @@ void DeboneProcess::Execute( aiScene* pScene)
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UpdateNode( pScene->mRootNode);
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}
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DefaultLogger::get()->debug("DeboneProcess end");
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ASSIMP_LOG_DEBUG("DeboneProcess end");
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}
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// ------------------------------------------------------------------------------------------------
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@@ -208,7 +207,7 @@ bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
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if(vertexBones[vid]!=cUnowned) {
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if(vertexBones[vid]==i) //double entry
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{
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DefaultLogger::get()->warn("Encountered double entry in bone weights");
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ASSIMP_LOG_WARN("Encountered double entry in bone weights");
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}
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else //TODO: track attraction in order to break tie
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{
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@@ -280,7 +279,7 @@ void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMe
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if(vertexBones[vid]!=cUnowned) {
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if(vertexBones[vid]==i) //double entry
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{
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//DefaultLogger::get()->warn("Encountered double entry in bone weights");
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ASSIMP_LOG_WARN("Encountered double entry in bone weights");
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}
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else //TODO: track attraction in order to break tie
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{
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