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-rw-r--r--3rdparty/assimp/include/Compiler/poppack1.h22
-rw-r--r--3rdparty/assimp/include/Compiler/pushpack1.h42
-rw-r--r--3rdparty/assimp/include/DefaultLogger.h190
-rw-r--r--3rdparty/assimp/include/IOStream.h135
-rw-r--r--3rdparty/assimp/include/IOSystem.h222
-rw-r--r--3rdparty/assimp/include/LogStream.h93
-rw-r--r--3rdparty/assimp/include/Logger.h234
-rw-r--r--3rdparty/assimp/include/NullLogger.h95
-rw-r--r--3rdparty/assimp/include/ProgressHandler.h93
-rw-r--r--3rdparty/assimp/include/aiAnim.h484
-rw-r--r--3rdparty/assimp/include/aiAssert.h30
-rw-r--r--3rdparty/assimp/include/aiCamera.h223
-rw-r--r--3rdparty/assimp/include/aiColor4D.h94
-rw-r--r--3rdparty/assimp/include/aiColor4D.inl140
-rw-r--r--3rdparty/assimp/include/aiConfig.h634
-rw-r--r--3rdparty/assimp/include/aiDefines.h279
-rw-r--r--3rdparty/assimp/include/aiFileIO.h135
-rw-r--r--3rdparty/assimp/include/aiLight.h233
-rw-r--r--3rdparty/assimp/include/aiMaterial.h1422
-rw-r--r--3rdparty/assimp/include/aiMaterial.inl191
-rw-r--r--3rdparty/assimp/include/aiMatrix3x3.h166
-rw-r--r--3rdparty/assimp/include/aiMatrix3x3.inl250
-rw-r--r--3rdparty/assimp/include/aiMatrix4x4.h240
-rw-r--r--3rdparty/assimp/include/aiMatrix4x4.inl419
-rw-r--r--3rdparty/assimp/include/aiMesh.h733
-rw-r--r--3rdparty/assimp/include/aiPostProcess.h604
-rw-r--r--3rdparty/assimp/include/aiQuaternion.h311
-rw-r--r--3rdparty/assimp/include/aiScene.h417
-rw-r--r--3rdparty/assimp/include/aiTexture.h198
-rw-r--r--3rdparty/assimp/include/aiTypes.h492
-rw-r--r--3rdparty/assimp/include/aiVector2D.h187
-rw-r--r--3rdparty/assimp/include/aiVector3D.h129
-rw-r--r--3rdparty/assimp/include/aiVector3D.inl180
-rw-r--r--3rdparty/assimp/include/aiVersion.h104
-rw-r--r--3rdparty/assimp/include/assimp.h434
-rw-r--r--3rdparty/assimp/include/assimp.hpp609
36 files changed, 0 insertions, 10464 deletions
diff --git a/3rdparty/assimp/include/Compiler/poppack1.h b/3rdparty/assimp/include/Compiler/poppack1.h
deleted file mode 100644
index 8944b2b6..00000000
--- a/3rdparty/assimp/include/Compiler/poppack1.h
+++ /dev/null
@@ -1,22 +0,0 @@
-
-// ===============================================================================
-// May be included multiple times - resets structure packing to the defaults
-// for all supported compilers. Reverts the changes made by #include <pushpack1.h>
-//
-// Currently this works on the following compilers:
-// MSVC 7,8,9
-// GCC
-// BORLAND (complains about 'pack state changed but not reverted', but works)
-// ===============================================================================
-
-#ifndef AI_PUSHPACK_IS_DEFINED
-# error pushpack1.h must be included after poppack1.h
-#endif
-
-// reset packing to the original value
-#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
-# pragma pack( pop )
-#endif
-#undef PACK_STRUCT
-
-#undef AI_PUSHPACK_IS_DEFINED
diff --git a/3rdparty/assimp/include/Compiler/pushpack1.h b/3rdparty/assimp/include/Compiler/pushpack1.h
deleted file mode 100644
index b89a8ff7..00000000
--- a/3rdparty/assimp/include/Compiler/pushpack1.h
+++ /dev/null
@@ -1,42 +0,0 @@
-
-
-// ===============================================================================
-// May be included multiple times - sets structure packing to 1
-// for all supported compilers. #include <poppack1.h> reverts the changes.
-//
-// Currently this works on the following compilers:
-// MSVC 7,8,9
-// GCC
-// BORLAND (complains about 'pack state changed but not reverted', but works)
-//
-//
-// USAGE:
-//
-// struct StructToBePacked {
-// } PACK_STRUCT;
-//
-// ===============================================================================
-
-#ifdef AI_PUSHPACK_IS_DEFINED
-# error poppack1.h must be included after pushpack1.h
-#endif
-
-#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
-# pragma pack(push,1)
-# define PACK_STRUCT
-#elif defined( __GNUC__ )
-# define PACK_STRUCT __attribute__((packed))
-#else
-# define PACK_STRUCT
-//# error Compiler not supported
-#endif
-
-#if defined(_MSC_VER)
-
-// C4103: Packing was changed after the inclusion of the header, propably missing #pragma pop
-# pragma warning (disable : 4103)
-#endif
-
-#define AI_PUSHPACK_IS_DEFINED
-
-
diff --git a/3rdparty/assimp/include/DefaultLogger.h b/3rdparty/assimp/include/DefaultLogger.h
deleted file mode 100644
index 6d939d6a..00000000
--- a/3rdparty/assimp/include/DefaultLogger.h
+++ /dev/null
@@ -1,190 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 DefaultLogger.h
-*/
-
-#ifndef INCLUDED_AI_DEFAULTLOGGER
-#define INCLUDED_AI_DEFAULTLOGGER
-
-#include "Logger.h"
-#include "LogStream.h"
-#include "NullLogger.h"
-#include <vector>
-
-namespace Assimp {
-// ------------------------------------------------------------------------------------
-class IOStream;
-struct LogStreamInfo;
-
-/** default name of logfile */
-#define ASSIMP_DEFAULT_LOG_NAME "AssimpLog.txt"
-
-// ------------------------------------------------------------------------------------
-/** @brief CPP-API: Primary logging facility of Assimp.
- *
- * The library stores its primary #Logger as a static member of this class.
- * #get() returns this primary logger. By default the underlying implementation is
- * just a #NullLogger which rejects all log messages. By calling #create(), logging
- * is turned on. To capture the log output multiple log streams (#LogStream) can be
- * attach to the logger. Some default streams for common streaming locations (such as
- * a file, std::cout, OutputDebugString()) are also provided.
- *
- * If you wish to customize the logging at an even deeper level supply your own
- * implementation of #Logger to #set().
- * @note The whole logging stuff causes a small extra overhead for all imports. */
-class ASSIMP_API DefaultLogger :
- public Logger {
-
-public:
-
- // ----------------------------------------------------------------------
- /** @brief Creates a logging instance.
- * @param name Name for log file. Only valid in combination
- * with the aiDefaultLogStream_FILE flag.
- * @param severity Log severity, VERBOSE turns on debug messages
- * @param defStreams Default log streams to be attached. Any bitwise
- * combination of the aiDefaultLogStream enumerated values.
- * If #aiDefaultLogStream_FILE is specified but an empty string is
- * passed for 'name', no log file is created at all.
- * @param io IOSystem to be used to open external files (such as the
- * log file). Pass NULL to rely on the default implementation.
- * This replaces the default #NullLogger with a #DefaultLogger instance. */
- static Logger *create(const char* name = ASSIMP_DEFAULT_LOG_NAME,
- LogSeverity severity = NORMAL,
- unsigned int defStreams = aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE,
- IOSystem* io = NULL);
-
- // ----------------------------------------------------------------------
- /** @brief Setup a custom #Logger implementation.
- *
- * Use this if the provided #DefaultLogger class doesn't fit into
- * your needs. If the provided message formatting is OK for you,
- * it's much easier to use #create() and to attach your own custom
- * output streams to it.
- * @param logger Pass NULL to setup a default NullLogger*/
- static void set (Logger *logger);
-
- // ----------------------------------------------------------------------
- /** @brief Getter for singleton instance
- * @return Only instance. This is never null, but it could be a
- * NullLogger. Use isNullLogger to check this.*/
- static Logger *get();
-
- // ----------------------------------------------------------------------
- /** @brief Return whether a #NullLogger is currently active
- * @return true if the current logger is a #NullLogger.
- * Use create() or set() to setup a logger that does actually do
- * something else than just rejecting all log messages. */
- static bool isNullLogger();
-
- // ----------------------------------------------------------------------
- /** @brief Kills the current singleton logger and replaces it with a
- * #NullLogger instance. */
- static void kill();
-
- // ----------------------------------------------------------------------
- /** @copydoc Logger::attachStream */
- bool attachStream(LogStream *pStream,
- unsigned int severity);
-
- // ----------------------------------------------------------------------
- /** @copydoc Logger::detatchStream */
- bool detatchStream(LogStream *pStream,
- unsigned int severity);
-
-
-private:
-
- // ----------------------------------------------------------------------
- /** @briefPrivate construction for internal use by create().
- * @param severity Logging granularity */
- DefaultLogger(LogSeverity severity);
-
- // ----------------------------------------------------------------------
- /** @briefDestructor */
- ~DefaultLogger();
-
-private:
-
- /** @brief Logs debug infos, only been written when severity level VERBOSE is set */
- void OnDebug(const char* message);
-
- /** @brief Logs an info message */
- void OnInfo(const char* message);
-
- /** @brief Logs a warning message */
- void OnWarn(const char* message);
-
- /** @brief Logs an error message */
- void OnError(const char* message);
-
- // ----------------------------------------------------------------------
- /** @brief Writes a message to all streams */
- void WriteToStreams(const char* message, ErrorSeverity ErrorSev );
-
- // ----------------------------------------------------------------------
- /** @brief Returns the thread id.
- * @note This is an OS specific feature, if not supported, a
- * zero will be returned.
- */
- unsigned int GetThreadID();
-
-private:
- // Aliases for stream container
- typedef std::vector<LogStreamInfo*> StreamArray;
- typedef std::vector<LogStreamInfo*>::iterator StreamIt;
- typedef std::vector<LogStreamInfo*>::const_iterator ConstStreamIt;
-
- //! only logging instance
- static Logger *m_pLogger;
- static NullLogger s_pNullLogger;
-
- //! Attached streams
- StreamArray m_StreamArray;
-
- bool noRepeatMsg;
- char lastMsg[MAX_LOG_MESSAGE_LENGTH*2];
- size_t lastLen;
-};
-// ------------------------------------------------------------------------------------
-
-} // Namespace Assimp
-
-#endif // !! INCLUDED_AI_DEFAULTLOGGER
diff --git a/3rdparty/assimp/include/IOStream.h b/3rdparty/assimp/include/IOStream.h
deleted file mode 100644
index 22fdbde9..00000000
--- a/3rdparty/assimp/include/IOStream.h
+++ /dev/null
@@ -1,135 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 IOStream.h
- * @brief File I/O wrappers for C++.
- */
-
-#ifndef AI_IOSTREAM_H_INC
-#define AI_IOSTREAM_H_INC
-
-#include "aiTypes.h"
-
-#ifndef __cplusplus
-# error This header requires C++ to be used. aiFileIO.h is the \
- corresponding C interface.
-#endif
-
-namespace Assimp {
-
-// ----------------------------------------------------------------------------------
-/** @brief CPP-API: Class to handle file I/O for C++
- *
- * Derive an own implementation from this interface to provide custom IO handling
- * to the Importer. If you implement this interface, be sure to also provide an
- * implementation for IOSystem that creates instances of your custom IO class.
-*/
-class ASSIMP_API IOStream : public Intern::AllocateFromAssimpHeap
-{
-protected:
- /** Constructor protected, use IOSystem::Open() to create an instance. */
- IOStream(void);
-
-public:
- // -------------------------------------------------------------------
- /** @brief Destructor. Deleting the object closes the underlying file,
- * alternatively you may use IOSystem::Close() to release the file.
- */
- virtual ~IOStream();
-
- // -------------------------------------------------------------------
- /** @brief Read from the file
- *
- * See fread() for more details
- * This fails for write-only files */
- virtual size_t Read(void* pvBuffer,
- size_t pSize,
- size_t pCount) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Write to the file
- *
- * See fwrite() for more details
- * This fails for read-only files */
- virtual size_t Write(const void* pvBuffer,
- size_t pSize,
- size_t pCount) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Set the read/write cursor of the file
- *
- * Note that the offset is _negative_ for aiOrigin_END.
- * See fseek() for more details */
- virtual aiReturn Seek(size_t pOffset,
- aiOrigin pOrigin) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Get the current position of the read/write cursor
- *
- * See ftell() for more details */
- virtual size_t Tell() const = 0;
-
- // -------------------------------------------------------------------
- /** @brief Returns filesize
- * Returns the filesize. */
- virtual size_t FileSize() const = 0;
-
- // -------------------------------------------------------------------
- /** @brief Flush the contents of the file buffer (for writers)
- * See fflush() for more details.
- */
- virtual void Flush() = 0;
-}; //! class IOStream
-
-// ----------------------------------------------------------------------------------
-inline IOStream::IOStream()
-{
- // empty
-}
-
-// ----------------------------------------------------------------------------------
-inline IOStream::~IOStream()
-{
- // empty
-}
-// ----------------------------------------------------------------------------------
-} //!namespace Assimp
-
-#endif //!!AI_IOSTREAM_H_INC
diff --git a/3rdparty/assimp/include/IOSystem.h b/3rdparty/assimp/include/IOSystem.h
deleted file mode 100644
index f41dda90..00000000
--- a/3rdparty/assimp/include/IOSystem.h
+++ /dev/null
@@ -1,222 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 IOSystem.h
- * @brief File system wrapper for C++. Inherit this class to supply
- * custom file handling logic to the Import library.
-*/
-
-#ifndef AI_IOSYSTEM_H_INC
-#define AI_IOSYSTEM_H_INC
-
-#ifndef __cplusplus
-# error This header requires C++ to be used. aiFileIO.h is the \
- corresponding C interface.
-#endif
-
-#include "aiTypes.h"
-namespace Assimp {
-class IOStream;
-
-// ---------------------------------------------------------------------------
-/** @brief CPP-API: Interface to the file system.
- *
- * Derive an own implementation from this interface to supply custom file handling
- * to the importer library. If you implement this interface, you also want to
- * supply a custom implementation for IOStream.
- *
- * @see Importer::SetIOHandler() */
-class ASSIMP_API IOSystem : public Intern::AllocateFromAssimpHeap
-{
-public:
-
- // -------------------------------------------------------------------
- /** @brief Default constructor.
- *
- * Create an instance of your derived class and assign it to an
- * #Assimp::Importer instance by calling Importer::SetIOHandler().
- */
- IOSystem();
-
- // -------------------------------------------------------------------
- /** @brief Virtual destructor.
- *
- * It is safe to be called from within DLL Assimp, we're constructed
- * on Assimp's heap.
- */
- virtual ~IOSystem();
-
-
-public:
-
- // -------------------------------------------------------------------
- /** @brief For backward compatibility
- * @see Exists(const char*)
- */
- AI_FORCE_INLINE bool Exists( const std::string& pFile) const;
-
- // -------------------------------------------------------------------
- /** @brief Tests for the existence of a file at the given path.
- *
- * @param pFile Path to the file
- * @return true if there is a file with this path, else false.
- */
-
- virtual bool Exists( const char* pFile) const = 0;
-
-
-
- // -------------------------------------------------------------------
- /** @brief Returns the system specific directory separator
- * @return System specific directory separator
- */
- virtual char getOsSeparator() const = 0;
-
-
- // -------------------------------------------------------------------
- /** @brief Open a new file with a given path.
- *
- * When the access to the file is finished, call Close() to release
- * all associated resources (or the virtual dtor of the IOStream).
- *
- * @param pFile Path to the file
- * @param pMode Desired file I/O mode. Required are: "wb", "w", "wt",
- * "rb", "r", "rt".
- *
- * @return New IOStream interface allowing the lib to access
- * the underlying file.
- * @note When implementing this class to provide custom IO handling,
- * you probably have to supply an own implementation of IOStream as well.
- */
- virtual IOStream* Open(const char* pFile,
- const char* pMode = "rb") = 0;
-
- // -------------------------------------------------------------------
- /** @brief For backward compatibility
- * @see Open(const char*, const char*)
- */
- inline IOStream* Open(const std::string& pFile,
- const std::string& pMode = std::string("rb"));
-
-
-
- // -------------------------------------------------------------------
- /** @brief Closes the given file and releases all resources
- * associated with it.
- * @param pFile The file instance previously created by Open().
- */
- virtual void Close( IOStream* pFile) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Compares two paths and check whether the point to
- * identical files.
- *
- * The dummy implementation of this virtual performs a
- * case-insensitive comparison of the given strings. The default IO
- * system implementation uses OS mechanisms to convert relative into
- * absolute paths, so the result can be trusted.
- * @param one First file
- * @param second Second file
- * @return true if the paths point to the same file. The file needn't
- * be existing, however.
- */
- virtual bool ComparePaths (const char* one,
- const char* second) const;
-
- // -------------------------------------------------------------------
- /** @brief For backward compatibility
- * @see ComparePaths(const char*, const char*)
- */
- inline bool ComparePaths (const std::string& one,
- const std::string& second) const;
-};
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE IOSystem::IOSystem()
-{
- // empty
-}
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE IOSystem::~IOSystem()
-{
- // empty
-}
-
-// ----------------------------------------------------------------------------
-// For compatibility, the interface of some functions taking a std::string was
-// changed to const char* to avoid crashes between binary incompatible STL
-// versions. This code her is inlined, so it shouldn't cause any problems.
-// ----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE IOStream* IOSystem::Open(const std::string& pFile,
- const std::string& pMode)
-{
- // NOTE:
- // For compatibility, interface was changed to const char* to
- // avoid crashes between binary incompatible STL versions
- return Open(pFile.c_str(),pMode.c_str());
-}
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE bool IOSystem::Exists( const std::string& pFile) const
-{
- // NOTE:
- // For compatibility, interface was changed to const char* to
- // avoid crashes between binary incompatible STL versions
- return Exists(pFile.c_str());
-}
-
-// ----------------------------------------------------------------------------
-inline bool IOSystem::ComparePaths (const std::string& one,
- const std::string& second) const
-{
- // NOTE:
- // For compatibility, interface was changed to const char* to
- // avoid crashes between binary incompatible STL versions
- return ComparePaths(one.c_str(),second.c_str());
-}
-
-// ----------------------------------------------------------------------------
-} //!ns Assimp
-
-#endif //AI_IOSYSTEM_H_INC
diff --git a/3rdparty/assimp/include/LogStream.h b/3rdparty/assimp/include/LogStream.h
deleted file mode 100644
index 760a9f65..00000000
--- a/3rdparty/assimp/include/LogStream.h
+++ /dev/null
@@ -1,93 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 LogStream.h
- * @brief Abstract base class 'LogStream', representing an output log stream.
- */
-#ifndef INCLUDED_AI_LOGSTREAM_H
-#define INCLUDED_AI_LOGSTREAM_H
-#include "aiTypes.h"
-namespace Assimp {
-class IOSystem;
-
-// ------------------------------------------------------------------------------------
-/** @brief CPP-API: Abstract interface for log stream implementations.
- *
- * Several default implementations are provided, see #aiDefaultLogStream for more
- * details. Writing your own implementation of LogStream is just necessary if these
- * are not enough for your purpose. */
-class ASSIMP_API LogStream
- : public Intern::AllocateFromAssimpHeap {
-protected:
- /** @brief Default constructor */
- LogStream() {
- }
-public:
- /** @brief Virtual destructor */
- virtual ~LogStream() {
- }
-
- // -------------------------------------------------------------------
- /** @brief Overwrite this for your own output methods
- *
- * Log messages *may* consist of multiple lines and you shouldn't
- * expect a consistent formatting. If you want custom formatting
- * (e.g. generate HTML), supply a custom instance of Logger to
- * #DefaultLogger:set(). Usually you can *expect* that a log message
- * is exactly one line and terminated with a single \n character.
- * @param message Message to be written */
- virtual void write(const char* message) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Creates a default log stream
- * @param streams Type of the default stream
- * @param name For aiDefaultLogStream_FILE: name of the output file
- * @param io For aiDefaultLogStream_FILE: IOSystem to be used to open the output
- * file. Pass NULL for the default implementation.
- * @return New LogStream instance. */
- static LogStream* createDefaultStream(aiDefaultLogStream stream,
- const char* name = "AssimpLog.txt",
- IOSystem* io = NULL);
-
-}; // !class LogStream
-// ------------------------------------------------------------------------------------
-} // Namespace Assimp
-
-#endif
diff --git a/3rdparty/assimp/include/Logger.h b/3rdparty/assimp/include/Logger.h
deleted file mode 100644
index 94a42141..00000000
--- a/3rdparty/assimp/include/Logger.h
+++ /dev/null
@@ -1,234 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 Logger.h
- * @brief Abstract base class 'Logger', base of the logging system.
- */
-#ifndef INCLUDED_AI_LOGGER_H
-#define INCLUDED_AI_LOGGER_H
-
-#include "aiTypes.h"
-namespace Assimp {
-class LogStream;
-
-// Maximum length of a log message. Longer messages are rejected.
-#define MAX_LOG_MESSAGE_LENGTH 1024u
-
-// ----------------------------------------------------------------------------------
-/** @brief CPP-API: Abstract interface for logger implementations.
- * Assimp provides a default implementation and uses it for almost all
- * logging stuff ('DefaultLogger'). This class defines just basic logging
- * behaviour and is not of interest for you. Instead, take a look at #DefaultLogger. */
-class ASSIMP_API Logger
- : public Intern::AllocateFromAssimpHeap {
-public:
-
- // ----------------------------------------------------------------------
- /** @enum LogSeverity
- * @brief Log severity to describe the granularity of logging.
- */
- enum LogSeverity
- {
- NORMAL, //!< Normal granularity of logging
- VERBOSE //!< Debug infos will be logged, too
- };
-
- // ----------------------------------------------------------------------
- /** @enum ErrorSeverity
- * @brief Description for severity of a log message.
- *
- * Every LogStream has a bitwise combination of these flags.
- * A LogStream doesn't receive any messages of a specific type
- * if it doesn't specify the corresponding ErrorSeverity flag.
- */
- enum ErrorSeverity
- {
- DEBUGGING = 1, //!< Debug log message
- INFO = 2, //!< Info log message
- WARN = 4, //!< Warn log message
- ERR = 8 //!< Error log message
- };
-
-public:
-
- /** @brief Virtual destructor */
- virtual ~Logger();
-
- // ----------------------------------------------------------------------
- /** @brief Writes a debug message
- * @param message Debug message*/
- void debug(const std::string &message);
-
- // ----------------------------------------------------------------------
- /** @brief Writes a info message
- * @param message Info message*/
- void info(const std::string &message);
-
- // ----------------------------------------------------------------------
- /** @brief Writes a warning message
- * @param message Warn message*/
- void warn(const std::string &message);
-
- // ----------------------------------------------------------------------
- /** @brief Writes an error message
- * @param message Error message*/
- void error(const std::string &message);
-
- // ----------------------------------------------------------------------
- /** @brief Set a new log severity.
- * @param log_severity New severity for logging*/
- void setLogSeverity(LogSeverity log_severity);
-
- // ----------------------------------------------------------------------
- /** @brief Get the current log severity*/
- LogSeverity getLogSeverity() const;
-
- // ----------------------------------------------------------------------
- /** @brief Attach a new logstream
- *
- * The logger takes ownership of the stream and is responsible
- * for its destruction (which is done using ::delete when the logger
- * itself is destroyed). Call detachStream to detach a stream and to
- * gain ownership of it again.
- * @param pStream Logstream to attach
- * @param severity Message filter, specified which types of log
- * messages are dispatched to the stream. Provide a bitwise
- * combination of the ErrorSeverity flags.
- * @return true if the stream has been attached, false otherwise.*/
- virtual bool attachStream(LogStream *pStream,
- unsigned int severity = DEBUGGING | ERR | WARN | INFO) = 0;
-
- // ----------------------------------------------------------------------
- /** @brief Detach a still attached stream from the logger (or
- * modify the filter flags bits)
- * @param pStream Logstream instance for detaching
- * @param severity Provide a bitwise combination of the ErrorSeverity
- * flags. This value is &~ed with the current flags of the stream,
- * if the result is 0 the stream is detached from the Logger and
- * the caller retakes the possession of the stream.
- * @return true if the stream has been dettached, false otherwise.*/
- virtual bool detatchStream(LogStream *pStream,
- unsigned int severity = DEBUGGING | ERR | WARN | INFO) = 0;
-
-protected:
-
- /** Default constructor */
- Logger();
-
- /** Construction with a given log severity */
- Logger(LogSeverity severity);
-
- // ----------------------------------------------------------------------
- /** @brief Called as a request to write a specific debug message
- * @param message Debug message. Never longer than
- * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
- * @note The message string is only valid until the scope of
- * the function is left.
- */
- virtual void OnDebug(const char* message)= 0;
-
- // ----------------------------------------------------------------------
- /** @brief Called as a request to write a specific info message
- * @param message Info message. Never longer than
- * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
- * @note The message string is only valid until the scope of
- * the function is left.
- */
- virtual void OnInfo(const char* message) = 0;
-
- // ----------------------------------------------------------------------
- /** @brief Called as a request to write a specific warn message
- * @param message Warn message. Never longer than
- * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
- * @note The message string is only valid until the scope of
- * the function is left.
- */
- virtual void OnWarn(const char* essage) = 0;
-
- // ----------------------------------------------------------------------
- /** @brief Called as a request to write a specific error message
- * @param message Error message. Never longer than
- * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
- * @note The message string is only valid until the scope of
- * the function is left.
- */
- virtual void OnError(const char* message) = 0;
-
-protected:
-
- //! Logger severity
- LogSeverity m_Severity;
-};
-
-// ----------------------------------------------------------------------------------
-// Default constructor
-inline Logger::Logger() {
- setLogSeverity(NORMAL);
-}
-
-// ----------------------------------------------------------------------------------
-// Virtual destructor
-inline Logger::~Logger()
-{
-}
-
-// ----------------------------------------------------------------------------------
-// Construction with given logging severity
-inline Logger::Logger(LogSeverity severity) {
- setLogSeverity(severity);
-}
-
-// ----------------------------------------------------------------------------------
-// Log severity setter
-inline void Logger::setLogSeverity(LogSeverity log_severity){
- m_Severity = log_severity;
-}
-
-// ----------------------------------------------------------------------------------
-// Log severity getter
-inline Logger::LogSeverity Logger::getLogSeverity() const {
- return m_Severity;
-}
-
-// ----------------------------------------------------------------------------------
-
-} // Namespace Assimp
-
-#endif // !! INCLUDED_AI_LOGGER_H
diff --git a/3rdparty/assimp/include/NullLogger.h b/3rdparty/assimp/include/NullLogger.h
deleted file mode 100644
index 152abafa..00000000
--- a/3rdparty/assimp/include/NullLogger.h
+++ /dev/null
@@ -1,95 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 NullLogger.h
- * @brief Dummy logger
-*/
-
-#ifndef INCLUDED_AI_NULLLOGGER_H
-#define INCLUDED_AI_NULLLOGGER_H
-
-#include "Logger.h"
-namespace Assimp {
-// ---------------------------------------------------------------------------
-/** @brief CPP-API: Empty logging implementation.
- *
- * Does nothing! Used by default if the application hasn't requested a
- * custom logger via #DefaultLogger::set() or #DefaultLogger::create(); */
-class ASSIMP_API NullLogger
- : public Logger {
-
-public:
-
- /** @brief Logs a debug message */
- void OnDebug(const char* message) {
- (void)message; //this avoids compiler warnings
- }
-
- /** @brief Logs an info message */
- void OnInfo(const char* message) {
- (void)message; //this avoids compiler warnings
- }
-
- /** @brief Logs a warning message */
- void OnWarn(const char* message) {
- (void)message; //this avoids compiler warnings
- }
-
- /** @brief Logs an error message */
- void OnError(const char* message) {
- (void)message; //this avoids compiler warnings
- }
-
- /** @brief Detach a still attached stream from logger */
- bool attachStream(LogStream *pStream, unsigned int severity) {
- (void)pStream; (void)severity; //this avoids compiler warnings
- return false;
- }
-
- /** @brief Detach a still attached stream from logger */
- bool detatchStream(LogStream *pStream, unsigned int severity) {
- (void)pStream; (void)severity; //this avoids compiler warnings
- return false;
- }
-
-private:
-};
-}
-#endif // !! AI_NULLLOGGER_H_INCLUDED
diff --git a/3rdparty/assimp/include/ProgressHandler.h b/3rdparty/assimp/include/ProgressHandler.h
deleted file mode 100644
index 24c393d3..00000000
--- a/3rdparty/assimp/include/ProgressHandler.h
+++ /dev/null
@@ -1,93 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 ProgressHandler.h
- * @brief Abstract base class 'ProgressHandler'.
- */
-#ifndef INCLUDED_AI_PROGRESSHANDLER_H
-#define INCLUDED_AI_PROGRESSHANDLER_H
-#include "aiTypes.h"
-namespace Assimp {
-
-// ------------------------------------------------------------------------------------
-/** @brief CPP-API: Abstract interface for custom progress report receivers.
- *
- * Each #Importer instance maintains its own #ProgressHandler. The default
- * implementation provided by Assimp doesn't do anything at all. */
-class ASSIMP_API ProgressHandler
- : public Intern::AllocateFromAssimpHeap {
-protected:
- /** @brief Default constructor */
- ProgressHandler () {
- }
-public:
- /** @brief Virtual destructor */
- virtual ~ProgressHandler () {
- }
-
- // -------------------------------------------------------------------
- /** @brief Progress callback.
- * @param percentage An estimate of the current loading progress,
- * in percent. Or -1.f if such an estimate is not available.
- *
- * There are restriction on what you may do from within your
- * implementation of this method: no exceptions may be thrown and no
- * non-const #Importer methods may be called. It is
- * not generally possible to predict the number of callbacks
- * fired during a single import.
- *
- * @return Return false to abort loading at the next possible
- * occasion (loaders and Assimp are generally allowed to perform
- * all needed cleanup tasks prior to returning control to the
- * caller). If the loading is aborted, #Importer::ReadFile()
- * returns always NULL.
- *
- * @note Currently, percentage is always -1.f because there is
- * no reliable way to compute it.
- * */
- virtual bool Update(float percentage = -1.f) = 0;
-
-
-
-}; // !class ProgressHandler
-// ------------------------------------------------------------------------------------
-} // Namespace Assimp
-
-#endif
diff --git a/3rdparty/assimp/include/aiAnim.h b/3rdparty/assimp/include/aiAnim.h
deleted file mode 100644
index a9e9a491..00000000
--- a/3rdparty/assimp/include/aiAnim.h
+++ /dev/null
@@ -1,484 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiAnim.h
- * @brief Defines the data structures in which the imported animations
- * are returned.
- */
-#ifndef AI_ANIM_H_INC
-#define AI_ANIM_H_INC
-
-#include "aiTypes.h"
-#include "aiQuaternion.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** A time-value pair specifying a certain 3D vector for the given time. */
-struct aiVectorKey
-{
- /** The time of this key */
- double mTime;
-
- /** The value of this key */
- C_STRUCT aiVector3D mValue;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiVectorKey(){}
-
- //! Construction from a given time and key value
- aiVectorKey(double time, const aiVector3D& value)
- : mTime (time)
- , mValue (value)
- {}
-
-
- typedef aiVector3D elem_type;
-
- // Comparison operators. For use with std::find();
- bool operator == (const aiVectorKey& o) const {
- return o.mValue == this->mValue;
- }
- bool operator != (const aiVectorKey& o) const {
- return o.mValue != this->mValue;
- }
-
- // Relational operators. For use with std::sort();
- bool operator < (const aiVectorKey& o) const {
- return mTime < o.mTime;
- }
- bool operator > (const aiVectorKey& o) const {
- return mTime > o.mTime;
- }
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** A time-value pair specifying a rotation for the given time.
- * Rotations are expressed with quaternions. */
-struct aiQuatKey
-{
- /** The time of this key */
- double mTime;
-
- /** The value of this key */
- C_STRUCT aiQuaternion mValue;
-
-#ifdef __cplusplus
- aiQuatKey(){
- }
-
- /** Construction from a given time and key value */
- aiQuatKey(double time, const aiQuaternion& value)
- : mTime (time)
- , mValue (value)
- {}
-
- typedef aiQuaternion elem_type;
-
- // Comparison operators. For use with std::find();
- bool operator == (const aiQuatKey& o) const {
- return o.mValue == this->mValue;
- }
- bool operator != (const aiQuatKey& o) const {
- return o.mValue != this->mValue;
- }
-
- // Relational operators. For use with std::sort();
- bool operator < (const aiQuatKey& o) const {
- return mTime < o.mTime;
- }
- bool operator > (const aiQuatKey& o) const {
- return mTime > o.mTime;
- }
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Binds a anim mesh to a specific point in time. */
-struct aiMeshKey
-{
- /** The time of this key */
- double mTime;
-
- /** Index into the aiMesh::mAnimMeshes array of the
- * mesh coresponding to the #aiMeshAnim hosting this
- * key frame. The referenced anim mesh is evaluated
- * according to the rules defined in the docs for #aiAnimMesh.*/
- unsigned int mValue;
-
-#ifdef __cplusplus
-
- aiMeshKey() {
- }
-
- /** Construction from a given time and key value */
- aiMeshKey(double time, const unsigned int value)
- : mTime (time)
- , mValue (value)
- {}
-
- typedef unsigned int elem_type;
-
- // Comparison operators. For use with std::find();
- bool operator == (const aiMeshKey& o) const {
- return o.mValue == this->mValue;
- }
- bool operator != (const aiMeshKey& o) const {
- return o.mValue != this->mValue;
- }
-
- // Relational operators. For use with std::sort();
- bool operator < (const aiMeshKey& o) const {
- return mTime < o.mTime;
- }
- bool operator > (const aiMeshKey& o) const {
- return mTime > o.mTime;
- }
-
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Defines how an animation channel behaves outside the defined time
- * range. This corresponds to aiNodeAnim::mPreState and
- * aiNodeAnim::mPostState.*/
-enum aiAnimBehaviour
-{
- /** The value from the default node transformation is taken*/
- aiAnimBehaviour_DEFAULT = 0x0,
-
- /** The nearest key value is used without interpolation */
- aiAnimBehaviour_CONSTANT = 0x1,
-
- /** The value of the nearest two keys is linearly
- * extrapolated for the current time value.*/
- aiAnimBehaviour_LINEAR = 0x2,
-
- /** The animation is repeated.
- *
- * If the animation key go from n to m and the current
- * time is t, use the value at (t-n) % (|m-n|).*/
- aiAnimBehaviour_REPEAT = 0x3,
-
-
-
- /** This value is not used, it is just here to force the
- * the compiler to map this enum to a 32 Bit integer */
-#ifndef SWIG
- _aiAnimBehaviour_Force32Bit = 0x8fffffff
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Describes the animation of a single node. The name specifies the
- * bone/node which is affected by this animation channel. The keyframes
- * are given in three separate series of values, one each for position,
- * rotation and scaling. The transformation matrix computed from these
- * values replaces the node's original transformation matrix at a
- * specific time.
- * This means all keys are absolute and not relative to the bone default pose.
- * The order in which the transformations are applied is
- * - as usual - scaling, rotation, translation.
- *
- * @note All keys are returned in their correct, chronological order.
- * Duplicate keys don't pass the validation step. Most likely there
- * will be no negative time values, but they are not forbidden also ( so
- * implementations need to cope with them! ) */
-struct aiNodeAnim
-{
- /** The name of the node affected by this animation. The node
- * must exist and it must be unique.*/
- C_STRUCT aiString mNodeName;
-
- /** The number of position keys */
- unsigned int mNumPositionKeys;
-
- /** The position keys of this animation channel. Positions are
- * specified as 3D vector. The array is mNumPositionKeys in size.
- *
- * If there are position keys, there will also be at least one
- * scaling and one rotation key.*/
- C_STRUCT aiVectorKey* mPositionKeys;
-
- /** The number of rotation keys */
- unsigned int mNumRotationKeys;
-
- /** The rotation keys of this animation channel. Rotations are
- * given as quaternions, which are 4D vectors. The array is
- * mNumRotationKeys in size.
- *
- * If there are rotation keys, there will also be at least one
- * scaling and one position key. */
- C_STRUCT aiQuatKey* mRotationKeys;
-
-
- /** The number of scaling keys */
- unsigned int mNumScalingKeys;
-
- /** The scaling keys of this animation channel. Scalings are
- * specified as 3D vector. The array is mNumScalingKeys in size.
- *
- * If there are scaling keys, there will also be at least one
- * position and one rotation key.*/
- C_STRUCT aiVectorKey* mScalingKeys;
-
-
- /** Defines how the animation behaves before the first
- * key is encountered.
- *
- * The default value is aiAnimBehaviour_DEFAULT (the original
- * transformation matrix of the affected node is used).*/
- C_ENUM aiAnimBehaviour mPreState;
-
- /** Defines how the animation behaves after the last
- * key was processed.
- *
- * The default value is aiAnimBehaviour_DEFAULT (the original
- * transformation matrix of the affected node is taken).*/
- C_ENUM aiAnimBehaviour mPostState;
-
-#ifdef __cplusplus
- aiNodeAnim()
- {
- mNumPositionKeys = 0; mPositionKeys = NULL;
- mNumRotationKeys = 0; mRotationKeys = NULL;
- mNumScalingKeys = 0; mScalingKeys = NULL;
-
- mPreState = mPostState = aiAnimBehaviour_DEFAULT;
- }
-
- ~aiNodeAnim()
- {
- delete [] mPositionKeys;
- delete [] mRotationKeys;
- delete [] mScalingKeys;
- }
-#endif // __cplusplus
-};
-
-// ---------------------------------------------------------------------------
-/** Describes vertex-based animations for a single mesh or a group of
- * meshes. Meshes carry the animation data for each frame in their
- * aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
- * define keyframes linking each mesh attachment to a particular
- * point in time. */
-struct aiMeshAnim
-{
- /** Name of the mesh to be animated. An empty string is not allowed,
- * animated meshes need to be named (not necessarily uniquely,
- * the name can basically serve as wildcard to select a group
- * of meshes with similar animation setup)*/
- C_STRUCT aiString mName;
-
- /** Size of the #mKeys array. Must be 1, at least. */
- unsigned int mNumKeys;
-
- /** Key frames of the animation. May not be NULL. */
- C_STRUCT aiMeshKey* mKeys;
-
-#ifdef __cplusplus
-
- aiMeshAnim()
- : mNumKeys()
- , mKeys()
- {}
-
- ~aiMeshAnim()
- {
- delete[] mKeys;
- }
-
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** An animation consists of keyframe data for a number of nodes. For
- * each node affected by the animation a separate series of data is given.*/
-struct aiAnimation
-{
- /** The name of the animation. If the modeling package this data was
- * exported from does support only a single animation channel, this
- * name is usually empty (length is zero). */
- C_STRUCT aiString mName;
-
- /** Duration of the animation in ticks. */
- double mDuration;
-
- /** Ticks per second. 0 if not specified in the imported file */
- double mTicksPerSecond;
-
- /** The number of bone animation channels. Each channel affects
- * a single node. */
- unsigned int mNumChannels;
-
- /** The node animation channels. Each channel affects a single node.
- * The array is mNumChannels in size. */
- C_STRUCT aiNodeAnim** mChannels;
-
-
- /** The number of mesh animation channels. Each channel affects
- * a single mesh and defines vertex-based animation. */
- unsigned int mNumMeshChannels;
-
- /** The mesh animation channels. Each channel affects a single mesh.
- * The array is mNumMeshChannels in size. */
- C_STRUCT aiMeshAnim** mMeshChannels;
-
-#ifdef __cplusplus
- aiAnimation()
- : mDuration(-1.)
- , mTicksPerSecond()
- , mNumChannels()
- , mChannels()
- , mNumMeshChannels()
- , mMeshChannels()
- {
- }
-
- ~aiAnimation()
- {
- // DO NOT REMOVE THIS ADDITIONAL CHECK
- if (mNumChannels && mChannels) {
- for ( unsigned int a = 0; a < mNumChannels; a++) {
- delete mChannels[a];
- }
-
- delete [] mChannels;
- }
- if (mNumMeshChannels && mMeshChannels) {
- for ( unsigned int a = 0; a < mNumMeshChannels; a++) {
- delete mMeshChannels[a];
- }
-
- delete [] mMeshChannels;
- }
- }
-#endif // __cplusplus
-};
-
-#ifdef __cplusplus
-}
-
-
-// some C++ utilities for inter- and extrapolation
-namespace Assimp {
-
-// ---------------------------------------------------------------------------
-/** @brief CPP-API: Utility class to simplify interpolations of various data types.
- *
- * The type of interpolation is choosen automatically depending on the
- * types of the arguments. */
-template <typename T>
-struct Interpolator
-{
- // ------------------------------------------------------------------
- /** @brief Get the result of the interpolation between a,b.
- *
- * The interpolation algorithm depends on the type of the operands.
- * aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
- * linear interpolation. */
- void operator () (T& out,const T& a, const T& b, float d) const {
- out = a + (b-a)*d;
- }
-}; // ! Interpolator <T>
-
-//! @cond Never
-
-template <>
-struct Interpolator <aiQuaternion> {
- void operator () (aiQuaternion& out,const aiQuaternion& a,
- const aiQuaternion& b, float d) const
- {
- aiQuaternion::Interpolate(out,a,b,d);
- }
-}; // ! Interpolator <aiQuaternion>
-
-template <>
-struct Interpolator <unsigned int> {
- void operator () (unsigned int& out,unsigned int a,
- unsigned int b, float d) const
- {
- out = d>0.5f ? b : a;
- }
-}; // ! Interpolator <aiQuaternion>
-
-template <>
-struct Interpolator <aiVectorKey> {
- void operator () (aiVector3D& out,const aiVectorKey& a,
- const aiVectorKey& b, float d) const
- {
- Interpolator<aiVector3D> ipl;
- ipl(out,a.mValue,b.mValue,d);
- }
-}; // ! Interpolator <aiVectorKey>
-
-template <>
-struct Interpolator <aiQuatKey> {
- void operator () (aiQuaternion& out, const aiQuatKey a,
- const aiQuatKey& b, float d) const
- {
- Interpolator<aiQuaternion> ipl;
- ipl(out,a.mValue,b.mValue,d);
- }
-}; // ! Interpolator <aiQuatKey>
-
-template <>
-struct Interpolator <aiMeshKey> {
- void operator () (unsigned int& out, const aiMeshKey a,
- const aiMeshKey& b, float d) const
- {
- Interpolator<unsigned int> ipl;
- ipl(out,a.mValue,b.mValue,d);
- }
-}; // ! Interpolator <aiQuatKey>
-
-//! @endcond
-} // ! end namespace Assimp
-
-
-
-#endif // __cplusplus
-#endif // AI_ANIM_H_INC
diff --git a/3rdparty/assimp/include/aiAssert.h b/3rdparty/assimp/include/aiAssert.h
deleted file mode 100644
index 5e00d846..00000000
--- a/3rdparty/assimp/include/aiAssert.h
+++ /dev/null
@@ -1,30 +0,0 @@
-/** @file aiAssert.h
- */
-#ifndef AI_DEBUG_H_INC
-#define AI_DEBUG_H_INC
-
-#include <string>
-
-#ifndef __cplusplus
-#error This header requires C++ to be used.
-#endif
-
-namespace Assimp {
-
-//! \brief ASSIMP specific assertion test, only works in debug mode
-//! \param uiLine Line in file
-//! \param file Source file
-AI_WONT_RETURN void aiAssert(const std::string &message, unsigned int uiLine, const std::string &file);
-
-
-//! \def ai_assert
-//! \brief ASSIMP specific assertion test
-#ifdef DEBUG
-# define ai_assert(expression) if ( !(expression)) Assimp::aiAssert( #expression, __LINE__, __FILE__);
-#else
-# define ai_assert(expression)
-#endif
-
-} // Namespace Assimp
-
-#endif
diff --git a/3rdparty/assimp/include/aiCamera.h b/3rdparty/assimp/include/aiCamera.h
deleted file mode 100644
index 8f3d0a71..00000000
--- a/3rdparty/assimp/include/aiCamera.h
+++ /dev/null
@@ -1,223 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiCamera.h
- * @brief Defines the aiCamera data structure
- */
-
-#ifndef AI_CAMERA_H_INC
-#define AI_CAMERA_H_INC
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** Helper structure to describe a virtual camera.
- *
- * Cameras have a representation in the node graph and can be animated.
- * An important aspect is that the camera itself is also part of the
- * scenegraph. This means, any values such as the look-at vector are not
- * *absolute*, they're <b>relative</b> to the coordinate system defined
- * by the node which corresponds to the camera. This allows for camera
- * animations. For static cameras parameters like the 'look-at' or 'up' vectors
- * are usually specified directly in aiCamera, but beware, they could also
- * be encoded in the node transformation. The following (pseudo)code sample
- * shows how to do it: <br><br>
- * @code
- * // Get the camera matrix for a camera at a specific time
- * // if the node hierarchy for the camera does not contain
- * // at least one animated node this is a static computation
- * get-camera-matrix (node sceneRoot, camera cam) : matrix
- * {
- * node cnd = find-node-for-camera(cam)
- * matrix cmt = identity()
- *
- * // as usual - get the absolute camera transformation for this frame
- * for each node nd in hierarchy from sceneRoot to cnd
- * matrix cur
- * if (is-animated(nd))
- * cur = eval-animation(nd)
- * else cur = nd->mTransformation;
- * cmt = mult-matrices( cmt, cur )
- * end for
- *
- * // now multiply with the camera's own local transform
- * cam = mult-matrices (cam, get-camera-matrix(cmt) )
- * }
- * @endcode
- *
- * @note some file formats (such as 3DS, ASE) export a "target point" -
- * the point the camera is looking at (it can even be animated). Assimp
- * writes the target point as a subnode of the camera's main node,
- * called "<camName>.Target". However this is just additional information
- * then the transformation tracks of the camera main node make the
- * camera already look in the right direction.
- *
-*/
-struct aiCamera
-{
- /** The name of the camera.
- *
- * There must be a node in the scenegraph with the same name.
- * This node specifies the position of the camera in the scene
- * hierarchy and can be animated.
- */
- C_STRUCT aiString mName;
-
- /** Position of the camera relative to the coordinate space
- * defined by the corresponding node.
- *
- * The default value is 0|0|0.
- */
- C_STRUCT aiVector3D mPosition;
-
-
- /** 'Up' - vector of the camera coordinate system relative to
- * the coordinate space defined by the corresponding node.
- *
- * The 'right' vector of the camera coordinate system is
- * the cross product of the up and lookAt vectors.
- * The default value is 0|1|0. The vector
- * may be normalized, but it needn't.
- */
- C_STRUCT aiVector3D mUp;
-
-
- /** 'LookAt' - vector of the camera coordinate system relative to
- * the coordinate space defined by the corresponding node.
- *
- * This is the viewing direction of the user.
- * The default value is 0|0|1. The vector
- * may be normalized, but it needn't.
- */
- C_STRUCT aiVector3D mLookAt;
-
-
- /** Half horizontal field of view angle, in radians.
- *
- * The field of view angle is the angle between the center
- * line of the screen and the left or right border.
- * The default value is 1/4PI.
- */
- float mHorizontalFOV;
-
- /** Distance of the near clipping plane from the camera.
- *
- * The value may not be 0.f (for arithmetic reasons to prevent
- * a division through zero). The default value is 0.1f.
- */
- float mClipPlaneNear;
-
- /** Distance of the far clipping plane from the camera.
- *
- * The far clipping plane must, of course, be further away than the
- * near clipping plane. The default value is 1000.f. The ratio
- * between the near and the far plane should not be too
- * large (between 1000-10000 should be ok) to avoid floating-point
- * inaccuracies which could lead to z-fighting.
- */
- float mClipPlaneFar;
-
-
- /** Screen aspect ratio.
- *
- * This is the ration between the width and the height of the
- * screen. Typical values are 4/3, 1/2 or 1/1. This value is
- * 0 if the aspect ratio is not defined in the source file.
- * 0 is also the default value.
- */
- float mAspect;
-
-#ifdef __cplusplus
-
- aiCamera()
- : mUp (0.f,1.f,0.f)
- , mLookAt (0.f,0.f,1.f)
- , mHorizontalFOV (0.25f * (float)AI_MATH_PI)
- , mClipPlaneNear (0.1f)
- , mClipPlaneFar (1000.f)
- , mAspect (0.f)
- {}
-
- /** @brief Get a *right-handed* camera matrix from me
- * @param out Camera matrix to be filled
- */
- void GetCameraMatrix (aiMatrix4x4& out) const
- {
- /** todo: test ... should work, but i'm not absolutely sure */
-
- /** We don't know whether these vectors are already normalized ...*/
- aiVector3D zaxis = mLookAt; zaxis.Normalize();
- aiVector3D yaxis = mUp; yaxis.Normalize();
- aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
-
- out.a4 = -(xaxis * mPosition);
- out.b4 = -(yaxis * mPosition);
- out.c4 = -(zaxis * mPosition);
-
- out.a1 = xaxis.x;
- out.a2 = xaxis.y;
- out.a3 = xaxis.z;
-
- out.b1 = yaxis.x;
- out.b2 = yaxis.y;
- out.b3 = yaxis.z;
-
- out.c1 = zaxis.x;
- out.c2 = zaxis.y;
- out.c3 = zaxis.z;
-
- out.d1 = out.d2 = out.d3 = 0.f;
- out.d4 = 1.f;
- }
-
-#endif
-};
-
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // AI_CAMERA_H_INC
diff --git a/3rdparty/assimp/include/aiColor4D.h b/3rdparty/assimp/include/aiColor4D.h
deleted file mode 100644
index ce7e9dfe..00000000
--- a/3rdparty/assimp/include/aiColor4D.h
+++ /dev/null
@@ -1,94 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiColor4D.h
- * @brief RGBA color structure, including operators when compiling in C++
- */
-#ifndef AI_COLOR4D_H_INC
-#define AI_COLOR4D_H_INC
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#include "./Compiler/pushpack1.h"
-// ----------------------------------------------------------------------------------
-/** Represents a color in Red-Green-Blue space including an
-* alpha component. Color values range from 0 to 1. */
-// ----------------------------------------------------------------------------------
-struct aiColor4D
-{
-#ifdef __cplusplus
- aiColor4D () : r(0.0f), g(0.0f), b(0.0f), a(0.0f) {}
- aiColor4D (float _r, float _g, float _b, float _a)
- : r(_r), g(_g), b(_b), a(_a) {}
- aiColor4D (float _r) : r(_r), g(_r), b(_r), a(_r) {}
- aiColor4D (const aiColor4D& o)
- : r(o.r), g(o.g), b(o.b), a(o.a) {}
-
- // combined operators
- const aiColor4D& operator += (const aiColor4D& o);
- const aiColor4D& operator -= (const aiColor4D& o);
- const aiColor4D& operator *= (float f);
- const aiColor4D& operator /= (float f);
-
- // comparison
- bool operator == (const aiColor4D& other) const;
- bool operator != (const aiColor4D& other) const;
-
- // color tuple access, rgba order
- inline float operator[](unsigned int i) const;
- inline float& operator[](unsigned int i);
-
- /** check whether a color is (close to) black */
- inline bool IsBlack() const;
-
-#endif // !__cplusplus
-
- // Red, green, blue and alpha color values
- float r, g, b, a;
-} PACK_STRUCT; // !struct aiColor4D
-
-#include "./Compiler/poppack1.h"
-#ifdef __cplusplus
-} // end extern "C"
-
-#endif // __cplusplus
-#endif // AI_VECTOR3D_H_INC
diff --git a/3rdparty/assimp/include/aiColor4D.inl b/3rdparty/assimp/include/aiColor4D.inl
deleted file mode 100644
index a4985ead..00000000
--- a/3rdparty/assimp/include/aiColor4D.inl
+++ /dev/null
@@ -1,140 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiColor4D.inl
- * @brief Inline implementation of aiColor4D operators
- */
-#ifndef AI_COLOR4D_INL_INC
-#define AI_COLOR4D_INL_INC
-
-#include "aiColor4D.h"
-#ifdef __cplusplus
-
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiColor4D& aiColor4D::operator += (const aiColor4D& o) {
- r += o.r; g += o.g; b += o.b; a += o.a; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiColor4D& aiColor4D::operator -= (const aiColor4D& o) {
- r -= o.r; g -= o.g; b -= o.b; a -= o.a; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiColor4D& aiColor4D::operator *= (float f) {
- r *= f; g *= f; b *= f; a *= f; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiColor4D& aiColor4D::operator /= (float f) {
- r /= f; g /= f; b /= f; a /= f; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float aiColor4D::operator[](unsigned int i) const {
- return *(&r + i);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float& aiColor4D::operator[](unsigned int i) {
- return *(&r + i);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool aiColor4D::operator== (const aiColor4D& other) const {
- return r == other.r && g == other.g && b == other.b && a == other.a;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool aiColor4D::operator!= (const aiColor4D& other) const {
- return r != other.r || g != other.g || b != other.b || a != other.a;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator + (const aiColor4D& v1, const aiColor4D& v2) {
- return aiColor4D( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator - (const aiColor4D& v1, const aiColor4D& v2) {
- return aiColor4D( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator * (const aiColor4D& v1, const aiColor4D& v2) {
- return aiColor4D( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator / (const aiColor4D& v1, const aiColor4D& v2) {
- return aiColor4D( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator * ( float f, const aiColor4D& v) {
- return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator * ( const aiColor4D& v, float f) {
- return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator / ( const aiColor4D& v, float f) {
- return v * (1/f);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator / ( float f,const aiColor4D& v) {
- return aiColor4D(f,f,f,f)/v;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator + ( const aiColor4D& v, float f) {
- return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator - ( const aiColor4D& v, float f) {
- return aiColor4D( v.r-f, v.g-f, v.b-f, v.a-f);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator + ( float f, const aiColor4D& v) {
- return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator - ( float f, const aiColor4D& v) {
- return aiColor4D( f-v.r, f-v.g, f-v.b, f-v.a);
-}
-
-// ------------------------------------------------------------------------------------------------
-inline bool aiColor4D :: IsBlack() const {
- // The alpha component doesn't care here. black is black.
- static const float epsilon = 10e-3f;
- return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
-}
-
-#endif // __cplusplus
-#endif // AI_VECTOR3D_INL_INC
diff --git a/3rdparty/assimp/include/aiConfig.h b/3rdparty/assimp/include/aiConfig.h
deleted file mode 100644
index e53a2870..00000000
--- a/3rdparty/assimp/include/aiConfig.h
+++ /dev/null
@@ -1,634 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiConfig.h
- * @brief Defines constants for configurable properties for the library
- *
- * Typically these properties are set via
- * #Assimp::Importer::SetPropertyFloat,
- * #Assimp::Importer::SetPropertyInteger or
- * #Assimp::Importer::SetPropertyString,
- * depending on the data type of a property. All properties have a
- * default value. See the doc for the mentioned methods for more details.
- *
- * <br><br>
- * The corresponding functions for use with the plain-c API are:
- * #aiSetImportPropertyInteger,
- * #aiSetImportPropertyFloat,
- * #aiSetImportPropertyString
- */
-#ifndef INCLUDED_AI_CONFIG_H
-#define INCLUDED_AI_CONFIG_H
-
-
-// ###########################################################################
-// LIBRARY SETTINGS
-// General, global settings
-// ###########################################################################
-
-// ---------------------------------------------------------------------------
-/** @brief Enables time measurements.
- *
- * If enabled, measures the time needed for each part of the loading
- * process (i.e. IO time, importing, postprocessing, ..) and dumps
- * these timings to the DefaultLogger. See the @link perf Performance
- * Page@endlink for more information on this topic.
- *
- * Property type: bool. Default value: false.
- */
-#define AI_CONFIG_GLOB_MEASURE_TIME \
- "GLOB_MEASURE_TIME"
-
-# if 0 // not implemented yet
-// ---------------------------------------------------------------------------
-/** @brief Set Assimp's multithreading policy.
- *
- * This setting is ignored if Assimp was built without boost.thread
- * support (ASSIMP_BUILD_NO_THREADING, which is implied by ASSIMP_BUILD_BOOST_WORKAROUND).
- * Possible values are: -1 to let Assimp decide what to do, 0 to disable
- * multithreading entirely and any number larger than 0 to force a specific
- * number of threads. Assimp is always free to ignore this settings, which is
- * merely a hint. Usually, the default value (-1) will be fine. However, if
- * Assimp is used concurrently from multiple user threads, it might be useful
- * to limit each Importer instance to a specific number of cores.
- *
- * For more information, see the @link threading Threading page@endlink.
- * Property type: int, default value: -1.
- */
-#define AI_CONFIG_GLOB_MULTITHREADING \
- "GLOB_MULTITHREADING"
-#endif
-
-// ###########################################################################
-// POST PROCESSING SETTINGS
-// Various stuff to fine-tune the behavior of a specific post processing step.
-// ###########################################################################
-
-// ---------------------------------------------------------------------------
-/** @brief Specifies the maximum angle that may be between two vertex tangents
- * that their tangents and bitangents are smoothed.
- *
- * This applies to the CalcTangentSpace-Step. The angle is specified
- * in degrees, so 180 is PI. The default value is
- * 45 degrees. The maximum value is 175.
- * Property type: float.
- */
-#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
- "PP_CT_MAX_SMOOTHING_ANGLE"
-
-// ---------------------------------------------------------------------------
-/** @brief Specifies the maximum angle that may be between two face normals
- * at the same vertex position that their are smoothed together.
- *
- * Sometimes referred to as 'crease angle'.
- * This applies to the GenSmoothNormals-Step. The angle is specified
- * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
- * normals are smoothed). The maximum value is 175, too. Property type: float.
- * Warning: setting this option may cause a severe loss of performance. The
- * performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
- * the output quality may be reduced.
- */
-#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
- "PP_GSN_MAX_SMOOTHING_ANGLE"
-
-// ---------------------------------------------------------------------------
-/** @brief Sets the colormap (= palette) to be used to decode embedded
- * textures in MDL (Quake or 3DGS) files.
- *
- * This must be a valid path to a file. The file is 768 (256*3) bytes
- * large and contains RGB triplets for each of the 256 palette entries.
- * The default value is colormap.lmp. If the file is not found,
- * a default palette (from Quake 1) is used.
- * Property type: string.
- */
-#define AI_CONFIG_IMPORT_MDL_COLORMAP \
- "IMPORT_MDL_COLORMAP"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
- * keep materials matching a name in a given list.
- *
- * This is a list of 1 to n strings, ' ' serves as delimiter character.
- * Identifiers containing whitespaces must be enclosed in *single*
- * quotation marks. For example:<tt>
- * "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
- * If a material matches on of these names, it will not be modified or
- * removed by the postprocessing step nor will other materials be replaced
- * by a reference to it. <br>
- * This option might be useful if you are using some magic material names
- * to pass additional semantics through the content pipeline. This ensures
- * they won't be optimized away, but a general optimization is still
- * performed for materials not contained in the list.
- * Property type: String. Default value: n/a
- * @note Linefeeds, tabs or carriage returns are treated as whitespace.
- * Material names are case sensitive.
- */
-#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
- "PP_RRM_EXCLUDE_LIST"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_PretransformVertices step to
- * keep the scene hierarchy. Meshes are moved to worldspace, but
- * no optimization is performed (read: meshes with equal materials are not
- * joined. The total number of meshes won't change).
- *
- * This option could be of use for you if the scene hierarchy contains
- * important additional information which you intend to parse.
- * For rendering, you can still render all meshes in the scene without
- * any transformations.
- * Property type: bool. Default value: false.
- */
-#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
- "PP_PTV_KEEP_HIERARCHY"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_PretransformVertices step to normalize
- * all vertex components into the -1...1 range. That is, a bounding box
- * for the whole scene is computed, the maximum component is taken and all
- * meshes are scaled appropriately (uniformly of course!).
- * This might be useful if you don't know the spatial dimension of the input
- * data*/
-#define AI_CONFIG_PP_PTV_NORMALIZE \
- "PP_PTV_NORMALIZE"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_FindDegenerates step to
- * remove degenerated primitives from the import - immediately.
- *
- * The default behaviour converts degenerated triangles to lines and
- * degenerated lines to points. See the documentation to the
- * #aiProcess_FindDegenerates step for a detailed example of the various ways
- * to get rid of these lines and points if you don't want them.
- * Property type: bool. Default value: false.
- */
-#define AI_CONFIG_PP_FD_REMOVE \
- "PP_FD_REMOVE"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
- * matching a name in a given list.
- *
- * This is a list of 1 to n strings, ' ' serves as delimiter character.
- * Identifiers containing whitespaces must be enclosed in *single*
- * quotation marks. For example:<tt>
- * "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
- * If a node matches on of these names, it will not be modified or
- * removed by the postprocessing step.<br>
- * This option might be useful if you are using some magic node names
- * to pass additional semantics through the content pipeline. This ensures
- * they won't be optimized away, but a general optimization is still
- * performed for nodes not contained in the list.
- * Property type: String. Default value: n/a
- * @note Linefeeds, tabs or carriage returns are treated as whitespace.
- * Node names are case sensitive.
- */
-#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
- "PP_OG_EXCLUDE_LIST"
-
-// ---------------------------------------------------------------------------
-/** @brief Set the maximum number of triangles in a mesh.
- *
- * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
- * whether a mesh must be split or not.
- * @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
- * Property type: integer.
- */
-#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
- "PP_SLM_TRIANGLE_LIMIT"
-
-// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
-#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
-# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
-#endif
-
-// ---------------------------------------------------------------------------
-/** @brief Set the maximum number of vertices in a mesh.
- *
- * This is used by the "SplitLargeMeshes" PostProcess-Step to determine
- * whether a mesh must be split or not.
- * @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
- * Property type: integer.
- */
-#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
- "PP_SLM_VERTEX_LIMIT"
-
-// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
-#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
-# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
-#endif
-
-// ---------------------------------------------------------------------------
-/** @brief Set the maximum number of bones affecting a single vertex
- *
- * This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
- * @note The default value is AI_LBW_MAX_WEIGHTS
- * Property type: integer.*/
-#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
- "PP_LBW_MAX_WEIGHTS"
-
-// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
-#if (!defined AI_LMW_MAX_WEIGHTS)
-# define AI_LMW_MAX_WEIGHTS 0x4
-#endif // !! AI_LMW_MAX_WEIGHTS
-
-/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
- */
-#ifndef PP_ICL_PTCACHE_SIZE
-# define PP_ICL_PTCACHE_SIZE 12
-#endif
-
-// ---------------------------------------------------------------------------
-/** @brief Set the size of the post-transform vertex cache to optimize the
- * vertices for. This configures the #aiProcess_ImproveCacheLocality step.
- *
- * The size is given in vertices. Of course you can't know how the vertex
- * format will exactly look like after the import returns, but you can still
- * guess what your meshes will probably have.
- * @note The default value is #PP_ICL_PTCACHE_SIZE. That results in slight
- * performance improvements for most nVidia/AMD cards since 2002.
- * Property type: integer.
- */
-#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
-
-// ---------------------------------------------------------------------------
-/** @brief Enumerates components of the aiScene and aiMesh data structures
- * that can be excluded from the import using the #aiPrpcess_RemoveComponent step.
- *
- * See the documentation to #aiProcess_RemoveComponent for more details.
- */
-enum aiComponent
-{
- /** Normal vectors */
-#ifdef SWIG
- aiComponent_NORMALS = 0x2,
-#else
- aiComponent_NORMALS = 0x2u,
-#endif
-
- /** Tangents and bitangents go always together ... */
-#ifdef SWIG
- aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
-#else
- aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
-#endif
-
- /** ALL color sets
- * Use aiComponent_COLORn(N) to specify the N'th set */
- aiComponent_COLORS = 0x8,
-
- /** ALL texture UV sets
- * aiComponent_TEXCOORDn(N) to specify the N'th set */
- aiComponent_TEXCOORDS = 0x10,
-
- /** Removes all bone weights from all meshes.
- * The scenegraph nodes corresponding to the bones are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_BONEWEIGHTS = 0x20,
-
- /** Removes all node animations (aiScene::mAnimations).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_ANIMATIONS = 0x40,
-
- /** Removes all embedded textures (aiScene::mTextures) */
- aiComponent_TEXTURES = 0x80,
-
- /** Removes all light sources (aiScene::mLights).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_LIGHTS = 0x100,
-
- /** Removes all light sources (aiScene::mCameras).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_CAMERAS = 0x200,
-
- /** Removes all meshes (aiScene::mMeshes). */
- aiComponent_MESHES = 0x400,
-
- /** Removes all materials. One default material will
- * be generated, so aiScene::mNumMaterials will be 1. */
- aiComponent_MATERIALS = 0x800,
-
-
- /** This value is not used. It is just there to force the
- * compiler to map this enum to a 32 Bit integer. */
-#ifndef SWIG
- _aiComponent_Force32Bit = 0x9fffffff
-#endif
-};
-
-// Remove a specific color channel 'n'
-#define aiComponent_COLORSn(n) (1u << (n+20u))
-
-// Remove a specific UV channel 'n'
-#define aiComponent_TEXCOORDSn(n) (1u << (n+25u))
-
-// ---------------------------------------------------------------------------
-/** @brief Input parameter to the #aiProcess_RemoveComponent step:
- * Specifies the parts of the data structure to be removed.
- *
- * See the documentation to this step for further details. The property
- * is expected to be an integer, a bitwise combination of the
- * #aiComponent flags defined above in this header. The default
- * value is 0. Important: if no valid mesh is remaining after the
- * step has been executed (e.g you thought it was funny to specify ALL
- * of the flags defined above) the import FAILS. Mainly because there is
- * no data to work on anymore ...
- */
-#define AI_CONFIG_PP_RVC_FLAGS \
- "PP_RVC_FLAGS"
-
-// ---------------------------------------------------------------------------
-/** @brief Input parameter to the #aiProcess_SortByPType step:
- * Specifies which primitive types are removed by the step.
- *
- * This is a bitwise combination of the aiPrimitiveType flags.
- * Specifying all of them is illegal, of course. A typical use would
- * be to exclude all line and point meshes from the import. This
- * is an integer property, its default value is 0.
- */
-#define AI_CONFIG_PP_SBP_REMOVE \
- "PP_SBP_REMOVE"
-
-// ---------------------------------------------------------------------------
-/** @brief Input parameter to the #aiProcess_FindInvalidData step:
- * Specifies the floating-point accuracy for animation values. The step
- * checks for animation tracks where all frame values are absolutely equal
- * and removes them. This tweakable controls the epsilon for floating-point
- * comparisons - two keys are considered equal if the invariant
- * abs(n0-n1)>epsilon holds true for all vector respectively quaternion
- * components. The default value is 0.f - comparisons are exact then.
- */
-#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
- "PP_FID_ANIM_ACCURACY"
-
-
-// TransformUVCoords evaluates UV scalings
-#define AI_UVTRAFO_SCALING 0x1
-
-// TransformUVCoords evaluates UV rotations
-#define AI_UVTRAFO_ROTATION 0x2
-
-// TransformUVCoords evaluates UV translation
-#define AI_UVTRAFO_TRANSLATION 0x4
-
-// Everything baked together -> default value
-#define AI_UVTRAFO_ALL (AI_UVTRAFO_SCALING | AI_UVTRAFO_ROTATION | AI_UVTRAFO_TRANSLATION)
-
-// ---------------------------------------------------------------------------
-/** @brief Input parameter to the #aiProcess_TransformUVCoords step:
- * Specifies which UV transformations are evaluated.
- *
- * This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
- * property, of course). By default all transformations are enabled
- * (AI_UVTRAFO_ALL).
- */
-#define AI_CONFIG_PP_TUV_EVALUATE \
- "PP_TUV_EVALUATE"
-
-// ---------------------------------------------------------------------------
-/** @brief A hint to assimp to favour speed against import quality.
- *
- * Enabling this option may result in faster loading, but it needn't.
- * It represents just a hint to loaders and post-processing steps to use
- * faster code paths, if possible.
- * This property is expected to be an integer, != 0 stands for true.
- * The default value is 0.
- */
-#define AI_CONFIG_FAVOUR_SPEED \
- "FAVOUR_SPEED"
-
-
-// ###########################################################################
-// IMPORTER SETTINGS
-// Various stuff to fine-tune the behaviour of specific importer plugins.
-// ###########################################################################
-
-
-// ---------------------------------------------------------------------------
-/** @brief Set the vertex animation keyframe to be imported
- *
- * ASSIMP does not support vertex keyframes (only bone animation is supported).
- * The library reads only one frame of models with vertex animations.
- * By default this is the first frame.
- * \note The default value is 0. This option applies to all importers.
- * However, it is also possible to override the global setting
- * for a specific loader. You can use the AI_CONFIG_IMPORT_XXX_KEYFRAME
- * options (where XXX is a placeholder for the file format for which you
- * want to override the global setting).
- * Property type: integer.
- */
-#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
-
-#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
-#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
-#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
-#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
-#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
-#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
-
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the AC loader to collect all surfaces which have the
- * "Backface cull" flag set in separate meshes.
- *
- * Property type: bool. Default value: true.
- */
-#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
- "IMPORT_AC_SEPARATE_BFCULL"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures whether the AC loader evaluates subdivision surfaces (
- * indicated by the presence of the 'subdiv' attribute in the file). By
- * default, Assimp performs the subdivision using the standard
- * Catmull-Clark algorithm
- *
- * * Property type: bool. Default value: true.
- */
-#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
- "IMPORT_AC_EVAL_SUBDIVISION"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the UNREAL 3D loader to separate faces with different
- * surface flags (e.g. two-sided vs. single-sided).
- *
- * * Property type: bool. Default value: true.
- */
-#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
- "UNREAL_HANDLE_FLAGS"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the terragen import plugin to compute uv's for
- * terrains, if not given. Furthermore a default texture is assigned.
- *
- * UV coordinates for terrains are so simple to compute that you'll usually
- * want to compute them on your own, if you need them. This option is intended
- * for model viewers which want to offer an easy way to apply textures to
- * terrains.
- * * Property type: bool. Default value: false.
- */
-#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
- "IMPORT_TER_MAKE_UVS"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the ASE loader to always reconstruct normal vectors
- * basing on the smoothing groups loaded from the file.
- *
- * Some ASE files have carry invalid normals, other don't.
- * * Property type: bool. Default value: true.
- */
-#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
- "IMPORT_ASE_RECONSTRUCT_NORMALS"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the M3D loader to detect and process multi-part
- * Quake player models.
- *
- * These models usually consist of 3 files, lower.md3, upper.md3 and
- * head.md3. If this property is set to true, Assimp will try to load and
- * combine all three files if one of them is loaded.
- * Property type: bool. Default value: true.
- */
-#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
- "IMPORT_MD3_HANDLE_MULTIPART"
-
-// ---------------------------------------------------------------------------
-/** @brief Tells the MD3 loader which skin files to load.
- *
- * When loading MD3 files, Assimp checks whether a file
- * <md3_file_name>_<skin_name>.skin is existing. These files are used by
- * Quake III to be able to assign different skins (e.g. red and blue team)
- * to models. 'default', 'red', 'blue' are typical skin names.
- * Property type: String. Default value: "default".
- */
-#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
- "IMPORT_MD3_SKIN_NAME"
-
-// ---------------------------------------------------------------------------
-/** @brief Specify the Quake 3 shader file to be used for a particular
- * MD3 file. This can also be a search path.
- *
- * By default Assimp's behaviour is as follows: If a MD3 file
- * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
- * loaded, the library tries to locate the corresponding shader file in
- * <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this
- * behaviour. It can either specify a full path to the shader to be loaded
- * or alternatively the path (relative or absolute) to the directory where
- * the shaders for all MD3s to be loaded reside. Assimp attempts to open
- * <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
- * is the fallback file. Note that <dir> should have a terminal (back)slash.
- * Property type: String. Default value: n/a.
- */
-#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
- "IMPORT_MD3_SHADER_SRC"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the LWO loader to load just one layer from the model.
- *
- * LWO files consist of layers and in some cases it could be useful to load
- * only one of them. This property can be either a string - which specifies
- * the name of the layer - or an integer - the index of the layer. If the
- * property is not set the whole LWO model is loaded. Loading fails if the
- * requested layer is not available. The layer index is zero-based and the
- * layer name may not be empty.<br>
- * Property type: Integer. Default value: all layers are loaded.
- */
-#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
- "IMPORT_LWO_ONE_LAYER_ONLY"
-
-// ---------------------------------------------------------------------------
-/** @brief Configures the MD5 loader to not load the MD5ANIM file for
- * a MD5MESH file automatically.
- *
- * The default strategy is to look for a file with the same name but the
- * MD5ANIM extension in the same directory. If it is found, it is loaded
- * and combined with the MD5MESH file. This configuration option can be
- * used to disable this behaviour.
- *
- * * Property type: bool. Default value: false.
- */
-#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
- "IMPORT_MD5_NO_ANIM_AUTOLOAD"
-
-// ---------------------------------------------------------------------------
-/** @brief Defines the begin of the time range for which the LWS loader
- * evaluates animations and computes aiNodeAnim's.
- *
- * Assimp provides full conversion of LightWave's envelope system, including
- * pre and post conditions. The loader computes linearly subsampled animation
- * chanels with the frame rate given in the LWS file. This property defines
- * the start time. Note: animation channels are only generated if a node
- * has at least one envelope with more tan one key assigned. This property.
- * is given in frames, '0' is the first frame. By default, if this property
- * is not set, the importer takes the animation start from the input LWS
- * file ('FirstFrame' line)<br>
- * Property type: Integer. Default value: taken from file.
- *
- * @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
- */
-#define AI_CONFIG_IMPORT_LWS_ANIM_START \
- "IMPORT_LWS_ANIM_START"
-#define AI_CONFIG_IMPORT_LWS_ANIM_END \
- "IMPORT_LWS_ANIM_END"
-
-// ---------------------------------------------------------------------------
-/** @brief Defines the output frame rate of the IRR loader.
- *
- * IRR animations are difficult to convert for Assimp and there will
- * always be a loss of quality. This setting defines how many keys per second
- * are returned by the converter.<br>
- * Property type: integer. Default value: 100
- */
-#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
- "IMPORT_IRR_ANIM_FPS"
-
-
-// ---------------------------------------------------------------------------
-/** Ogre Importer will try to load this Materialfile
- * Ogre Mehs contain only the MaterialName, not the MaterialFile. If there
- * is no material file with the same name as the material, Ogre Importer will
- * try to load this file and search the material in it.
- */
-#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"
-
-
-#endif // !! AI_CONFIG_H_INC
diff --git a/3rdparty/assimp/include/aiDefines.h b/3rdparty/assimp/include/aiDefines.h
deleted file mode 100644
index b6c5ff9c..00000000
--- a/3rdparty/assimp/include/aiDefines.h
+++ /dev/null
@@ -1,279 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiDefines.h
- * @brief Assimp build configuration setup. See the notes in the comment
- * blocks to find out how to customize _your_ Assimp build.
- */
-
-#ifndef INCLUDED_AI_DEFINES_H
-#define INCLUDED_AI_DEFINES_H
-
- //////////////////////////////////////////////////////////////////////////
- /* Define ASSIMP_BUILD_NO_XX_IMPORTER to disable a specific
- * file format loader. The loader is be excluded from the
- * build in this case. 'XX' stands for the most common file
- * extension of the file format. E.g.:
- * ASSIMP_BUILD_NO_X_IMPORTER disables the X loader.
- *
- * If you're unsure about that, take a look at the implementation of the
- * import plugin you wish to disable. You'll find the right define in the
- * first lines of the corresponding unit.
- *
- * Other (mixed) configuration switches are listed here:
- * ASSIMP_BUILD_NO_COMPRESSED_X
- * - Disable support for compressed X files
- * ASSIMP_BUILD_NO_COMPRESSED_BLEND
- * - Disable support for compressed Blender files*/
- //////////////////////////////////////////////////////////////////////////
-
-#ifndef ASSIMP_BUILD_NO_COMPRESSED_X
-# define ASSIMP_BUILD_NEED_Z_INFLATE
-#endif
-
-#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
-# define ASSIMP_BUILD_NEED_Z_INFLATE
-#endif
-
- //////////////////////////////////////////////////////////////////////////
- /* Define ASSIMP_BUILD_NO_XX_PROCESS to disable a specific
- * post processing step. This is the current list of process names ('XX'):
- * CALCTANGENTS
- * JOINVERTICES
- * TRIANGULATE
- * GENFACENORMALS
- * GENVERTEXNORMALS
- * REMOVEVC
- * SPLITLARGEMESHES
- * PRETRANSFORMVERTICES
- * LIMITBONEWEIGHTS
- * VALIDATEDS
- * IMPROVECACHELOCALITY
- * FIXINFACINGNORMALS
- * REMOVE_REDUNDANTMATERIALS
- * OPTIMIZEGRAPH
- * SORTBYPTYPE
- * FINDINVALIDDATA
- * TRANSFORMTEXCOORDS
- * GENUVCOORDS
- * ENTITYMESHBUILDER
- * MAKELEFTHANDED
- * FLIPUVS
- * FLIPWINDINGORDER
- * OPTIMIZEMESHES
- * OPTIMIZEANIMS
- * OPTIMIZEGRAPH
- * GENENTITYMESHES
- * FIXTEXTUREPATHS */
- //////////////////////////////////////////////////////////////////////////
-
-#ifdef _MSC_VER
-# undef ASSIMP_API
-
- //////////////////////////////////////////////////////////////////////////
- /* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
- //////////////////////////////////////////////////////////////////////////
-# ifdef ASSIMP_BUILD_DLL_EXPORT
-# define ASSIMP_API __declspec(dllexport)
-# pragma warning (disable : 4251)
-
- //////////////////////////////////////////////////////////////////////////
- /* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
- * an external DLL under Windows. Default is static linkage. */
- //////////////////////////////////////////////////////////////////////////
-# elif (defined ASSIMP_DLL)
-# define ASSIMP_API __declspec(dllimport)
-# else
-# define ASSIMP_API
-# endif
-
- /* Force the compiler to inline a function, if possible
- */
-# define AI_FORCE_INLINE __forceinline
-
- /* Tells the compiler that a function never returns. Used in code analysis
- * to skip dead paths (e.g. after an assertion evaluated to false). */
-# define AI_WONT_RETURN __declspec(noreturn)
-#else
-
-# define AI_WONT_RETURN
-
-# define ASSIMP_API
-# define AI_FORCE_INLINE inline
-#endif // (defined _MSC_VER)
-
-#ifdef __cplusplus
- /* No explicit 'struct' and 'enum' tags for C++, we don't want to
- * confuse the _AI_ of our IDE.
- */
-# define C_STRUCT
-# define C_ENUM
-#else
- //////////////////////////////////////////////////////////////////////////
- /* To build the documentation, make sure ASSIMP_DOXYGEN_BUILD
- * is defined by Doxygen's preprocessor. The corresponding
- * entries in the DOXYFILE are: */
- //////////////////////////////////////////////////////////////////////////
-#if 0
- ENABLE_PREPROCESSING = YES
- MACRO_EXPANSION = YES
- EXPAND_ONLY_PREDEF = YES
- SEARCH_INCLUDES = YES
- INCLUDE_PATH =
- INCLUDE_FILE_PATTERNS =
- PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
- EXPAND_AS_DEFINED = C_STRUCT C_ENUM
- SKIP_FUNCTION_MACROS = YES
-#endif
- //////////////////////////////////////////////////////////////////////////
- /* Doxygen gets confused if we use c-struct typedefs to avoid
- * the explicit 'struct' notation. This trick here has the same
- * effect as the TYPEDEF_HIDES_STRUCT option, but we don't need
- * to typedef all structs/enums. */
- //////////////////////////////////////////////////////////////////////////
-# if (defined ASSIMP_DOXYGEN_BUILD)
-# define C_STRUCT
-# define C_ENUM
-# else
-# define C_STRUCT struct
-# define C_ENUM enum
-# endif
-#endif
-
-#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
-#error Currently, Borland is unsupported. Feel free to port Assimp.
-
-// "W8059 Packgre der Struktur gendert"
-
-#endif
- //////////////////////////////////////////////////////////////////////////
- /* Define 'ASSIMP_BUILD_BOOST_WORKAROUND' to compile assimp
- * without boost. This is done by using a few workaround
- * classes and brings some limitations (e.g. some logging won't be done,
- * the library won't utilize threads or be threadsafe at all).
- * This implies the 'ASSIMP_BUILD_SINGLETHREADED' setting. */
- //////////////////////////////////////////////////////////////////////////
-#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
-
- // threading support requires boost
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-# define ASSIMP_BUILD_SINGLETHREADED
-#endif
-
-#endif // !! ASSIMP_BUILD_BOOST_WORKAROUND
-
- //////////////////////////////////////////////////////////////////////////
- /* Define ASSIMP_BUILD_SINGLETHREADED to compile assimp
- * without threading support. The library doesn't utilize
- * threads then and is itself not threadsafe.
- * If this flag is specified boost::threads is *not* required. */
- //////////////////////////////////////////////////////////////////////////
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-# define ASSIMP_BUILD_SINGLETHREADED
-#endif
-
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-# define AI_C_THREADSAFE
-#endif // !! ASSIMP_BUILD_SINGLETHREADED
-
-#if (defined _DEBUG || defined DEBUG) // one of the two should be defined ..
-# define ASSIMP_BUILD_DEBUG
-#endif
-
- //////////////////////////////////////////////////////////////////////////
- /* ASSIMP_BUILD_XXXX_NNBIT_ARCHITECTURE */
- //////////////////////////////////////////////////////////////////////////
-#if defined(_MSC_VER)
- // See http://msdn.microsoft.com/en-us/library/b0084kay.
-# if defined(_M_IX86)
-# define ASSIMP_BUILD_X86_32BIT_ARCHITECTURE
-# elif defined(_M_X64)
-# define ASSIMP_BUILD_X86_64BIT_ARCHITECTURE
-# elif defined(_M_IA64)
-# define ASSIMP_BUILD_IA_64BIT_ARCHITECTURE
-# else
-# error unknown architecture
-# endif
-#elif defined(__GNUC__)
- // See http://gcc.gnu.org/onlinedocs/cpp/Predefined-Macros.html.
-# if defined(__x86_32__) || defined(__i386__)
-# define ASSIMP_BUILD_X86_32BIT_ARCHITECTURE
-# elif defined(__x86_64__)
-# define ASSIMP_BUILD_X86_64BIT_ARCHITECTURE
-# elif defined(__ppc__)
-# define ASSIMP_BUILD_PPC_32BIT_ARCHITECTURE
-# elif defined(__arm__)
-# define ASSIMP_BUILD_ARM_32BIT_ARCHITECTURE
-# else
-# error unknown architecture
-# endif
-#elif defined (__GCCE__)
-#define ASSIMP_BUILD_ARM_32BIT_ARCHITECTURE
-#elif defined (__arm__)
-#define ASSIMP_BUILD_ARM_32BIT_ARCHITECTURE
-#else //assume
-# error unknown compiler
-#endif
-
- //////////////////////////////////////////////////////////////////////////
- /* Useful constants */
- //////////////////////////////////////////////////////////////////////////
-
-/* This is PI. Hi PI. */
-#define AI_MATH_PI (3.141592653589793238462643383279 )
-#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
-#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
-
-/* And this is to avoid endless casts to float */
-#define AI_MATH_PI_F (3.1415926538f)
-#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
-#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
-
-/* Tiny macro to convert from radians to degrees and back */
-#define AI_DEG_TO_RAD(x) (x*0.0174532925f)
-#define AI_RAD_TO_DEG(x) (x*57.2957795f)
-
-/* Support for big-endian builds on Mac OS X. */
-#if defined(__APPLE__) && defined(__BIG_ENDIAN__)
-#define AI_BUILD_BIG_ENDIAN
-#endif
-
-#endif // !! INCLUDED_AI_DEFINES_H
diff --git a/3rdparty/assimp/include/aiFileIO.h b/3rdparty/assimp/include/aiFileIO.h
deleted file mode 100644
index bc012fde..00000000
--- a/3rdparty/assimp/include/aiFileIO.h
+++ /dev/null
@@ -1,135 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiFileIO.h
- * @brief Defines generic C routines to access memory-mapped files
- */
-#ifndef AI_FILEIO_H_INC
-#define AI_FILEIO_H_INC
-
-#include "aiTypes.h"
-#ifdef __cplusplus
-extern "C" {
-#endif
-struct aiFileIO;
-struct aiFile;
-
-// aiFile callbacks
-typedef size_t (*aiFileWriteProc) (C_STRUCT aiFile*, const char*, size_t, size_t);
-typedef size_t (*aiFileReadProc) (C_STRUCT aiFile*, char*, size_t,size_t);
-typedef size_t (*aiFileTellProc) (C_STRUCT aiFile*);
-typedef void (*aiFileFlushProc) (C_STRUCT aiFile*);
-typedef aiReturn (*aiFileSeek)(C_STRUCT aiFile*, size_t, aiOrigin);
-
-// aiFileIO callbacks
-typedef aiFile* (*aiFileOpenProc) (C_STRUCT aiFileIO*, const char*, const char*);
-typedef void (*aiFileCloseProc) (C_STRUCT aiFileIO*, C_STRUCT aiFile*);
-
-// Represents user-defined data
-typedef char* aiUserData;
-
-// ----------------------------------------------------------------------------------
-/** @brief C-API: File system callbacks
- *
- * Provided are functions to open and close files. Supply a custom structure to
- * the import function. If you don't, a default implementation is used. Use custom
- * file systems to enable reading from other sources, such as ZIPs
- * or memory locations. */
-struct aiFileIO
-{
- /** Function used to open a new file
- */
- aiFileOpenProc OpenProc;
-
- /** Function used to close an existing file
- */
- aiFileCloseProc CloseProc;
-
- /** User-defined, opaque data */
- aiUserData UserData;
-};
-
-// ----------------------------------------------------------------------------------
-/** @brief C-API: File callbacks
- *
- * Actually, it's a data structure to wrap a set of fXXXX (e.g fopen)
- * replacement functions.
- *
- * The default implementation of the functions utilizes the fXXX functions from
- * the CRT. However, you can supply a custom implementation to Assimp by
- * delivering a custom aiFileIO. Use this to enable reading from other sources,
- * such as ZIP archives or memory locations. */
-struct aiFile
-{
- /** Callback to read from a file */
- aiFileReadProc ReadProc;
-
- /** Callback to write to a file */
- aiFileWriteProc WriteProc;
-
- /** Callback to retrieve the current position of
- * the file cursor (ftell())
- */
- aiFileTellProc TellProc;
-
- /** Callback to retrieve the size of the file,
- * in bytes
- */
- aiFileTellProc FileSizeProc;
-
- /** Callback to set the current position
- * of the file cursor (fseek())
- */
- aiFileSeek SeekProc;
-
- /** Callback to flush the file contents
- */
- aiFileFlushProc FlushProc;
-
- /** User-defined, opaque data
- */
- aiUserData UserData;
-};
-
-#ifdef __cplusplus
-}
-#endif
-#endif // AI_FILEIO_H_INC
diff --git a/3rdparty/assimp/include/aiLight.h b/3rdparty/assimp/include/aiLight.h
deleted file mode 100644
index 9d1ab10e..00000000
--- a/3rdparty/assimp/include/aiLight.h
+++ /dev/null
@@ -1,233 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiLight.h
- * @brief Defines the aiLight data structure
- */
-
-#ifndef __AI_LIGHT_H_INC__
-#define __AI_LIGHT_H_INC__
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** Enumerates all supported types of light sources.
- */
-enum aiLightSourceType
-{
- aiLightSource_UNDEFINED = 0x0,
-
- //! A directional light source has a well-defined direction
- //! but is infinitely far away. That's quite a good
- //! approximation for sun light.
- aiLightSource_DIRECTIONAL = 0x1,
-
- //! A point light source has a well-defined position
- //! in space but no direction - it emits light in all
- //! directions. A normal bulb is a point light.
- aiLightSource_POINT = 0x2,
-
- //! A spot light source emits light in a specific
- //! angle. It has a position and a direction it is pointing to.
- //! A good example for a spot light is a light spot in
- //! sport arenas.
- aiLightSource_SPOT = 0x3,
-
-
- /** This value is not used. It is just there to force the
- * compiler to map this enum to a 32 Bit integer.
- */
-#ifndef SWIG
- _aiLightSource_Force32Bit = 0x9fffffff
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to describe a light source.
- *
- * Assimp supports multiple sorts of light sources, including
- * directional, point and spot lights. All of them are defined with just
- * a single structure and distinguished by their parameters.
- * Note - some file formats (such as 3DS, ASE) export a "target point" -
- * the point a spot light is looking at (it can even be animated). Assimp
- * writes the target point as a subnode of a spotlights's main node,
- * called "<spotName>.Target". However, this is just additional information
- * then, the transformation tracks of the main node make the
- * spot light already point in the right direction.
-*/
-struct aiLight
-{
- /** The name of the light source.
- *
- * There must be a node in the scenegraph with the same name.
- * This node specifies the position of the light in the scene
- * hierarchy and can be animated.
- */
- C_STRUCT aiString mName;
-
- /** The type of the light source.
- *
- * aiLightSource_UNDEFINED is not a valid value for this member.
- */
- C_ENUM aiLightSourceType mType;
-
- /** Position of the light source in space. Relative to the
- * transformation of the node corresponding to the light.
- *
- * The position is undefined for directional lights.
- */
- C_STRUCT aiVector3D mPosition;
-
- /** Direction of the light source in space. Relative to the
- * transformation of the node corresponding to the light.
- *
- * The direction is undefined for point lights. The vector
- * may be normalized, but it needn't.
- */
- C_STRUCT aiVector3D mDirection;
-
- /** Constant light attenuation factor.
- *
- * The intensity of the light source at a given distance 'd' from
- * the light's position is
- * @code
- * Atten = 1/( att0 + att1 * d + att2 * d*d)
- * @endcode
- * This member corresponds to the att0 variable in the equation.
- * Naturally undefined for directional lights.
- */
- float mAttenuationConstant;
-
- /** Linear light attenuation factor.
- *
- * The intensity of the light source at a given distance 'd' from
- * the light's position is
- * @code
- * Atten = 1/( att0 + att1 * d + att2 * d*d)
- * @endcode
- * This member corresponds to the att1 variable in the equation.
- * Naturally undefined for directional lights.
- */
- float mAttenuationLinear;
-
- /** Quadratic light attenuation factor.
- *
- * The intensity of the light source at a given distance 'd' from
- * the light's position is
- * @code
- * Atten = 1/( att0 + att1 * d + att2 * d*d)
- * @endcode
- * This member corresponds to the att2 variable in the equation.
- * Naturally undefined for directional lights.
- */
- float mAttenuationQuadratic;
-
- /** Diffuse color of the light source
- *
- * The diffuse light color is multiplied with the diffuse
- * material color to obtain the final color that contributes
- * to the diffuse shading term.
- */
- C_STRUCT aiColor3D mColorDiffuse;
-
- /** Specular color of the light source
- *
- * The specular light color is multiplied with the specular
- * material color to obtain the final color that contributes
- * to the specular shading term.
- */
- C_STRUCT aiColor3D mColorSpecular;
-
- /** Ambient color of the light source
- *
- * The ambient light color is multiplied with the ambient
- * material color to obtain the final color that contributes
- * to the ambient shading term. Most renderers will ignore
- * this value it, is just a remaining of the fixed-function pipeline
- * that is still supported by quite many file formats.
- */
- C_STRUCT aiColor3D mColorAmbient;
-
- /** Inner angle of a spot light's light cone.
- *
- * The spot light has maximum influence on objects inside this
- * angle. The angle is given in radians. It is 2PI for point
- * lights and undefined for directional lights.
- */
- float mAngleInnerCone;
-
- /** Outer angle of a spot light's light cone.
- *
- * The spot light does not affect objects outside this angle.
- * The angle is given in radians. It is 2PI for point lights and
- * undefined for directional lights. The outer angle must be
- * greater than or equal to the inner angle.
- * It is assumed that the application uses a smooth
- * interpolation between the inner and the outer cone of the
- * spot light.
- */
- float mAngleOuterCone;
-
-#ifdef __cplusplus
-
- aiLight()
- : mType (aiLightSource_UNDEFINED)
- , mAttenuationConstant (0.f)
- , mAttenuationLinear (1.f)
- , mAttenuationQuadratic (0.f)
- , mAngleInnerCone ((float)AI_MATH_TWO_PI)
- , mAngleOuterCone ((float)AI_MATH_TWO_PI)
- {
- }
-
-#endif
-};
-
-#ifdef __cplusplus
-}
-#endif
-
-
-#endif // !! __AI_LIGHT_H_INC__
diff --git a/3rdparty/assimp/include/aiMaterial.h b/3rdparty/assimp/include/aiMaterial.h
deleted file mode 100644
index 34914d23..00000000
--- a/3rdparty/assimp/include/aiMaterial.h
+++ /dev/null
@@ -1,1422 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiMaterial.h
- * @brief Defines the material system of the library
- */
-
-#ifndef AI_MATERIAL_H_INC
-#define AI_MATERIAL_H_INC
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// Name for default materials (2nd is used if meshes have UV coords)
-#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial"
-#define AI_DEFAULT_TEXTURED_MATERIAL_NAME "TexturedDefaultMaterial"
-
-// ---------------------------------------------------------------------------
-/** @brief Defines how the Nth texture of a specific type is combined with
- * the result of all previous layers.
- *
- * Example (left: key, right: value): <br>
- * @code
- * DiffColor0 - gray
- * DiffTextureOp0 - aiTextureOpMultiply
- * DiffTexture0 - tex1.png
- * DiffTextureOp0 - aiTextureOpAdd
- * DiffTexture1 - tex2.png
- * @endcode
- * Written as equation, the final diffuse term for a specific pixel would be:
- * @code
- * diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
- * sampleTex(DiffTexture1,UV0) * diffContrib;
- * @endcode
- * where 'diffContrib' is the intensity of the incoming light for that pixel.
- */
-enum aiTextureOp
-{
- /** T = T1 * T2 */
- aiTextureOp_Multiply = 0x0,
-
- /** T = T1 + T2 */
- aiTextureOp_Add = 0x1,
-
- /** T = T1 - T2 */
- aiTextureOp_Subtract = 0x2,
-
- /** T = T1 / T2 */
- aiTextureOp_Divide = 0x3,
-
- /** T = (T1 + T2) - (T1 * T2) */
- aiTextureOp_SmoothAdd = 0x4,
-
- /** T = T1 + (T2-0.5) */
- aiTextureOp_SignedAdd = 0x5,
-
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureOp_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Defines how UV coordinates outside the [0...1] range are handled.
- *
- * Commonly refered to as 'wrapping mode'.
- */
-enum aiTextureMapMode
-{
- /** A texture coordinate u|v is translated to u%1|v%1
- */
- aiTextureMapMode_Wrap = 0x0,
-
- /** Texture coordinates outside [0...1]
- * are clamped to the nearest valid value.
- */
- aiTextureMapMode_Clamp = 0x1,
-
- /** If the texture coordinates for a pixel are outside [0...1]
- * the texture is not applied to that pixel
- */
- aiTextureMapMode_Decal = 0x3,
-
- /** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
- * 1-(u%1)|1-(v%1) otherwise
- */
- aiTextureMapMode_Mirror = 0x2,
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureMapMode_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Defines how the mapping coords for a texture are generated.
- *
- * Real-time applications typically require full UV coordinates, so the use of
- * the aiProcess_GenUVCoords step is highly recommended. It generates proper
- * UV channels for non-UV mapped objects, as long as an accurate description
- * how the mapping should look like (e.g spherical) is given.
- * See the #AI_MATKEY_MAPPING property for more details.
- */
-enum aiTextureMapping
-{
- /** The mapping coordinates are taken from an UV channel.
- *
- * The #AI_MATKEY_UVWSRC key specifies from which UV channel
- * the texture coordinates are to be taken from (remember,
- * meshes can have more than one UV channel).
- */
- aiTextureMapping_UV = 0x0,
-
- /** Spherical mapping */
- aiTextureMapping_SPHERE = 0x1,
-
- /** Cylindrical mapping */
- aiTextureMapping_CYLINDER = 0x2,
-
- /** Cubic mapping */
- aiTextureMapping_BOX = 0x3,
-
- /** Planar mapping */
- aiTextureMapping_PLANE = 0x4,
-
- /** Undefined mapping. Have fun. */
- aiTextureMapping_OTHER = 0x5,
-
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureMapping_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Defines the purpose of a texture
- *
- * This is a very difficult topic. Different 3D packages support different
- * kinds of textures. For very common texture types, such as bumpmaps, the
- * rendering results depend on implementation details in the rendering
- * pipelines of these applications. Assimp loads all texture references from
- * the model file and tries to determine which of the predefined texture
- * types below is the best choice to match the original use of the texture
- * as closely as possible.<br>
- *
- * In content pipelines you'll usually define how textures have to be handled,
- * and the artists working on models have to conform to this specification,
- * regardless which 3D tool they're using.
- */
-enum aiTextureType
-{
- /** Dummy value.
- *
- * No texture, but the value to be used as 'texture semantic'
- * (#aiMaterialProperty::mSemantic) for all material properties
- * *not* related to textures.
- */
- aiTextureType_NONE = 0x0,
-
-
-
- /** The texture is combined with the result of the diffuse
- * lighting equation.
- */
- aiTextureType_DIFFUSE = 0x1,
-
- /** The texture is combined with the result of the specular
- * lighting equation.
- */
- aiTextureType_SPECULAR = 0x2,
-
- /** The texture is combined with the result of the ambient
- * lighting equation.
- */
- aiTextureType_AMBIENT = 0x3,
-
- /** The texture is added to the result of the lighting
- * calculation. It isn't influenced by incoming light.
- */
- aiTextureType_EMISSIVE = 0x4,
-
- /** The texture is a height map.
- *
- * By convention, higher gray-scale values stand for
- * higher elevations from the base height.
- */
- aiTextureType_HEIGHT = 0x5,
-
- /** The texture is a (tangent space) normal-map.
- *
- * Again, there are several conventions for tangent-space
- * normal maps. Assimp does (intentionally) not
- * distinguish here.
- */
- aiTextureType_NORMALS = 0x6,
-
- /** The texture defines the glossiness of the material.
- *
- * The glossiness is in fact the exponent of the specular
- * (phong) lighting equation. Usually there is a conversion
- * function defined to map the linear color values in the
- * texture to a suitable exponent. Have fun.
- */
- aiTextureType_SHININESS = 0x7,
-
- /** The texture defines per-pixel opacity.
- *
- * Usually 'white' means opaque and 'black' means
- * 'transparency'. Or quite the opposite. Have fun.
- */
- aiTextureType_OPACITY = 0x8,
-
- /** Displacement texture
- *
- * The exact purpose and format is application-dependent.
- * Higher color values stand for higher vertex displacements.
- */
- aiTextureType_DISPLACEMENT = 0x9,
-
- /** Lightmap texture (aka Ambient Occlusion)
- *
- * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
- * covered by this material property. The texture contains a
- * scaling value for the final color value of a pixel. Its
- * intensity is not affected by incoming light.
- */
- aiTextureType_LIGHTMAP = 0xA,
-
- /** Reflection texture
- *
- * Contains the color of a perfect mirror reflection.
- * Rarely used, almost never for real-time applications.
- */
- aiTextureType_REFLECTION = 0xB,
-
- /** Unknown texture
- *
- * A texture reference that does not match any of the definitions
- * above is considered to be 'unknown'. It is still imported,
- * but is excluded from any further postprocessing.
- */
- aiTextureType_UNKNOWN = 0xC,
-
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureType_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
-
-// ---------------------------------------------------------------------------
-/** @brief Defines all shading models supported by the library
- *
- * The list of shading modes has been taken from Blender.
- * See Blender documentation for more information. The API does
- * not distinguish between "specular" and "diffuse" shaders (thus the
- * specular term for diffuse shading models like Oren-Nayar remains
- * undefined). <br>
- * Again, this value is just a hint. Assimp tries to select the shader whose
- * most common implementation matches the original rendering results of the
- * 3D modeller which wrote a particular model as closely as possible.
- */
-enum aiShadingMode
-{
- /** Flat shading. Shading is done on per-face base,
- * diffuse only. Also known as 'faceted shading'.
- */
- aiShadingMode_Flat = 0x1,
-
- /** Simple Gouraud shading.
- */
- aiShadingMode_Gouraud = 0x2,
-
- /** Phong-Shading -
- */
- aiShadingMode_Phong = 0x3,
-
- /** Phong-Blinn-Shading
- */
- aiShadingMode_Blinn = 0x4,
-
- /** Toon-Shading per pixel
- *
- * Also known as 'comic' shader.
- */
- aiShadingMode_Toon = 0x5,
-
- /** OrenNayar-Shading per pixel
- *
- * Extension to standard Lambertian shading, taking the
- * roughness of the material into account
- */
- aiShadingMode_OrenNayar = 0x6,
-
- /** Minnaert-Shading per pixel
- *
- * Extension to standard Lambertian shading, taking the
- * "darkness" of the material into account
- */
- aiShadingMode_Minnaert = 0x7,
-
- /** CookTorrance-Shading per pixel
- *
- * Special shader for metallic surfaces.
- */
- aiShadingMode_CookTorrance = 0x8,
-
- /** No shading at all. Constant light influence of 1.0.
- */
- aiShadingMode_NoShading = 0x9,
-
- /** Fresnel shading
- */
- aiShadingMode_Fresnel = 0xa,
-
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiShadingMode_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief Defines some mixed flags for a particular texture.
- *
- * Usually you'll instruct your cg artists how textures have to look like ...
- * and how they will be processed in your application. However, if you use
- * Assimp for completely generic loading purposes you might also need to
- * process these flags in order to display as many 'unknown' 3D models as
- * possible correctly.
- *
- * This corresponds to the #AI_MATKEY_TEXFLAGS property.
-*/
-enum aiTextureFlags
-{
- /** The texture's color values have to be inverted (componentwise 1-n)
- */
- aiTextureFlags_Invert = 0x1,
-
- /** Explicit request to the application to process the alpha channel
- * of the texture.
- *
- * Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These
- * flags are set if the library can say for sure that the alpha
- * channel is used/is not used. If the model format does not
- * define this, it is left to the application to decide whether
- * the texture alpha channel - if any - is evaluated or not.
- */
- aiTextureFlags_UseAlpha = 0x2,
-
- /** Explicit request to the application to ignore the alpha channel
- * of the texture.
- *
- * Mutually exclusive with #aiTextureFlags_UseAlpha.
- */
- aiTextureFlags_IgnoreAlpha = 0x4,
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureFlags_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief Defines alpha-blend flags.
- *
- * If you're familiar with OpenGL or D3D, these flags aren't new to you.
- * They define *how* the final color value of a pixel is computed, basing
- * on the previous color at that pixel and the new color value from the
- * material.
- * The blend formula is:
- * @code
- * SourceColor * SourceBlend + DestColor * DestBlend
- * @endcode
- * where <DestColor> is the previous color in the framebuffer at this
- * position and <SourceColor> is the material colro before the transparency
- * calculation.<br>
- * This corresponds to the #AI_MATKEY_BLEND_FUNC property.
-*/
-enum aiBlendMode
-{
- /**
- * Formula:
- * @code
- * SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
- * @endcode
- */
- aiBlendMode_Default = 0x0,
-
- /** Additive blending
- *
- * Formula:
- * @code
- * SourceColor*1 + DestColor*1
- * @endcode
- */
- aiBlendMode_Additive = 0x1,
-
- // we don't need more for the moment, but we might need them
- // in future versions ...
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiBlendMode_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-
-#include "./Compiler/pushpack1.h"
-
-// ---------------------------------------------------------------------------
-/** @brief Defines how an UV channel is transformed.
- *
- * This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
- * See its documentation for more details.
- *
- * Typically you'll want to build a matrix of this information. However,
- * we keep separate scaling/translation/rotation values to make it
- * easier to process and optimize UV transformations internally.
- */
-struct aiUVTransform
-{
- /** Translation on the u and v axes.
- *
- * The default value is (0|0).
- */
- C_STRUCT aiVector2D mTranslation;
-
- /** Scaling on the u and v axes.
- *
- * The default value is (1|1).
- */
- C_STRUCT aiVector2D mScaling;
-
- /** Rotation - in counter-clockwise direction.
- *
- * The rotation angle is specified in radians. The
- * rotation center is 0.5f|0.5f. The default value
- * 0.f.
- */
- float mRotation;
-
-
-#ifdef __cplusplus
- aiUVTransform()
- : mScaling (1.f,1.f)
- , mRotation (0.f)
- {
- // nothing to be done here ...
- }
-#endif
-
-} PACK_STRUCT;
-
-#include "./Compiler/poppack1.h"
-
-//! @cond AI_DOX_INCLUDE_INTERNAL
-// ---------------------------------------------------------------------------
-/** @brief A very primitive RTTI system for the contents of material
- * properties.
- */
-enum aiPropertyTypeInfo
-{
- /** Array of single-precision (32 Bit) floats
- *
- * It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
- * aiMaterial::Get()) to query properties stored in floating-point format.
- * The material system performs the type conversion automatically.
- */
- aiPTI_Float = 0x1,
-
- /** The material property is an aiString.
- *
- * Arrays of strings aren't possible, aiGetMaterialString() (or the
- * C++-API aiMaterial::Get()) *must* be used to query a string property.
- */
- aiPTI_String = 0x3,
-
- /** Array of (32 Bit) integers
- *
- * It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
- * aiMaterial::Get()) to query properties stored in integer format.
- * The material system performs the type conversion automatically.
- */
- aiPTI_Integer = 0x4,
-
-
- /** Simple binary buffer, content undefined. Not convertible to anything.
- */
- aiPTI_Buffer = 0x5,
-
-
- /** This value is not used. It is just there to force the
- * compiler to map this enum to a 32 Bit integer.
- */
-#ifndef SWIG
- _aiPTI_Force32Bit = 0x9fffffff
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Data structure for a single material property
- *
- * As an user, you'll probably never need to deal with this data structure.
- * Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
- * of functions to query material properties easily. Processing them
- * manually is faster, but it is not the recommended way. It isn't worth
- * the effort. <br>
- * Material property names follow a simple scheme:
- * @code
- * $<name>
- * ?<name>
- * A public property, there must be corresponding AI_MATKEY_XXX define
- * 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
- * post-processing step.
- * ~<name>
- * A temporary property for internal use.
- * @endcode
- * @see aiMaterial
- */
-struct aiMaterialProperty
-{
- /** Specifies the name of the property (key)
- * Keys are generally case insensitive.
- */
- C_STRUCT aiString mKey;
-
- /** Textures: Specifies their exact usage semantic.
- * For non-texture properties, this member is always 0
- * (or, better-said, #aiTextureType_NONE).
- */
- unsigned int mSemantic;
-
- /** Textures: Specifies the index of the texture.
- * For non-texture properties, this member is always 0.
- */
- unsigned int mIndex;
-
- /** Size of the buffer mData is pointing to, in bytes.
- * This value may not be 0.
- */
- unsigned int mDataLength;
-
- /** Type information for the property.
- *
- * Defines the data layout inside the data buffer. This is used
- * by the library internally to perform debug checks and to
- * utilize proper type conversions.
- * (It's probably a hacky solution, but it works.)
- */
- C_ENUM aiPropertyTypeInfo mType;
-
- /** Binary buffer to hold the property's value.
- * The size of the buffer is always mDataLength.
- */
- char* mData;
-
-#ifdef __cplusplus
-
- aiMaterialProperty() {
- mData = NULL;
- mIndex = mSemantic = 0;
- }
-
- ~aiMaterialProperty() {
- delete[] mData;
- }
-
-#endif
-};
-//! @endcond
-
-#ifdef __cplusplus
-} // We need to leave the "C" block here to allow template member functions
-#endif
-
-// ---------------------------------------------------------------------------
-/** @brief Data structure for a material
-*
-* Material data is stored using a key-value structure. A single key-value
-* pair is called a 'material property'. C++ users should use the provided
-* member functions of aiMaterial to process material properties, C users
-* have to stick with the aiMaterialGetXXX family of unbound functions.
-* The library defines a set of standard keys (AI_MATKEY_XXX).
-*/
-struct ASSIMP_API aiMaterial
-{
-
-#ifdef __cplusplus
-
- /// NOTE: no initialization, instance Assimp::MaterialHelper instead
- aiMaterial() {}
-
-public:
-
- ~aiMaterial();
-
- // -------------------------------------------------------------------
- /** @brief Retrieve an array of Type values with a specific key
- * from the material
- *
- * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
- * @param type .. set by AI_MATKEY_XXX
- * @param idx .. set by AI_MATKEY_XXX
- * @param pOut Pointer to a buffer to receive the result.
- * @param pMax Specifies the size of the given buffer, in Type's.
- * Receives the number of values (not bytes!) read.
- * NULL is a valid value for this parameter.
- */
- template <typename Type>
- aiReturn Get(const char* pKey,unsigned int type,
- unsigned int idx, Type* pOut, unsigned int* pMax) const;
-
- // -------------------------------------------------------------------
- /** @brief Retrieve a Type value with a specific key
- * from the material
- *
- * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
- * @param type Specifies the type of the texture to be retrieved (
- * e.g. diffuse, specular, height map ...)
- * @param idx Index of the texture to be retrieved.
- * @param pOut Reference to receive the output value
- */
- template <typename Type>
- aiReturn Get(const char* pKey,unsigned int type,
- unsigned int idx,Type& pOut) const;
-
- // -------------------------------------------------------------------
- /** Get the number of textures for a particular texture type.
- * @param type Texture type to check for
- * @return Number of textures for this type.
- * @note A texture can be easily queried using #GetTexture() */
- unsigned int GetTextureCount(aiTextureType type) const;
-
- // -------------------------------------------------------------------
- /** Helper function to get all parameters pertaining to a
- * particular texture slot from a material.
- *
- * This function is provided just for convenience, you could also
- * read the single material properties manually.
- * @param type Specifies the type of the texture to be retrieved (
- * e.g. diffuse, specular, height map ...)
- * @param index Index of the texture to be retrieved. The function fails
- * if there is no texture of that type with this index.
- * #GetTextureCount() can be used to determine the number of textures
- * per texture type.
- * @param path Receives the path to the texture.
- * NULL is a valid value.
- * @param mapping The texture mapping.
- * NULL is allowed as value.
- * @param uvindex Receives the UV index of the texture.
- * NULL is a valid value.
- * @param blend Receives the blend factor for the texture
- * NULL is a valid value.
- * @param op Receives the texture operation to be performed between
- * this texture and the previous texture. NULL is allowed as value.
- * @param mapmode Receives the mapping modes to be used for the texture.
- * The parameter may be NULL but if it is a valid pointer it MUST
- * point to an array of 3 aiTextureMapMode's (one for each
- * axis: UVW order (=XYZ)).
- */
- // -------------------------------------------------------------------
- aiReturn GetTexture(aiTextureType type,
- unsigned int index,
- C_STRUCT aiString* path,
- aiTextureMapping* mapping = NULL,
- unsigned int* uvindex = NULL,
- float* blend = NULL,
- aiTextureOp* op = NULL,
- aiTextureMapMode* mapmode = NULL) const;
-
-#endif
-
- /** List of all material properties loaded. */
- C_STRUCT aiMaterialProperty** mProperties;
-
- /** Number of properties in the data base */
- unsigned int mNumProperties;
-
- /** Storage allocated */
- unsigned int mNumAllocated;
-};
-
-// Go back to extern "C" again
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_NAME "?mat.name",0,0
-#define AI_MATKEY_TWOSIDED "$mat.twosided",0,0
-#define AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0
-#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
-#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
-#define AI_MATKEY_OPACITY "$mat.opacity",0,0
-#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
-#define AI_MATKEY_SHININESS "$mat.shininess",0,0
-#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0
-#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0
-#define AI_MATKEY_REFRACTI "$mat.refracti",0,0
-#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0
-#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0
-#define AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0
-#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0
-#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
-#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
-#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
-
-// ---------------------------------------------------------------------------
-// Pure key names for all texture-related properties
-//! @cond MATS_DOC_FULL
-#define _AI_MATKEY_TEXTURE_BASE "$tex.file"
-#define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
-#define _AI_MATKEY_TEXOP_BASE "$tex.op"
-#define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
-#define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
-#define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
-#define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
-#define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
-#define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
-#define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
-//! @endcond
-
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXTURE_DIFFUSE(N) \
- AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXTURE_SPECULAR(N) \
- AI_MATKEY_TEXTURE(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXTURE_AMBIENT(N) \
- AI_MATKEY_TEXTURE(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXTURE_EMISSIVE(N) \
- AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXTURE_NORMALS(N) \
- AI_MATKEY_TEXTURE(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXTURE_HEIGHT(N) \
- AI_MATKEY_TEXTURE(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXTURE_SHININESS(N) \
- AI_MATKEY_TEXTURE(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXTURE_OPACITY(N) \
- AI_MATKEY_TEXTURE(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXTURE_DISPLACEMENT(N) \
- AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXTURE_LIGHTMAP(N) \
- AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXTURE_REFLECTION(N) \
- AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,N)
-
-//! @endcond
-
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_UVWSRC_DIFFUSE(N) \
- AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_UVWSRC_SPECULAR(N) \
- AI_MATKEY_UVWSRC(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_UVWSRC_AMBIENT(N) \
- AI_MATKEY_UVWSRC(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_UVWSRC_EMISSIVE(N) \
- AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_UVWSRC_NORMALS(N) \
- AI_MATKEY_UVWSRC(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_UVWSRC_HEIGHT(N) \
- AI_MATKEY_UVWSRC(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_UVWSRC_SHININESS(N) \
- AI_MATKEY_UVWSRC(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_UVWSRC_OPACITY(N) \
- AI_MATKEY_UVWSRC(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_UVWSRC_DISPLACEMENT(N) \
- AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_UVWSRC_LIGHTMAP(N) \
- AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_UVWSRC_REFLECTION(N) \
- AI_MATKEY_UVWSRC(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXOP_DIFFUSE(N) \
- AI_MATKEY_TEXOP(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXOP_SPECULAR(N) \
- AI_MATKEY_TEXOP(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXOP_AMBIENT(N) \
- AI_MATKEY_TEXOP(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXOP_EMISSIVE(N) \
- AI_MATKEY_TEXOP(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXOP_NORMALS(N) \
- AI_MATKEY_TEXOP(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXOP_HEIGHT(N) \
- AI_MATKEY_TEXOP(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXOP_SHININESS(N) \
- AI_MATKEY_TEXOP(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXOP_OPACITY(N) \
- AI_MATKEY_TEXOP(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXOP_DISPLACEMENT(N) \
- AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXOP_LIGHTMAP(N) \
- AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXOP_REFLECTION(N) \
- AI_MATKEY_TEXOP(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_MAPPING_DIFFUSE(N) \
- AI_MATKEY_MAPPING(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_MAPPING_SPECULAR(N) \
- AI_MATKEY_MAPPING(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_MAPPING_AMBIENT(N) \
- AI_MATKEY_MAPPING(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_MAPPING_EMISSIVE(N) \
- AI_MATKEY_MAPPING(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_MAPPING_NORMALS(N) \
- AI_MATKEY_MAPPING(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_MAPPING_HEIGHT(N) \
- AI_MATKEY_MAPPING(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_MAPPING_SHININESS(N) \
- AI_MATKEY_MAPPING(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_MAPPING_OPACITY(N) \
- AI_MATKEY_MAPPING(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_MAPPING_DISPLACEMENT(N) \
- AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_MAPPING_LIGHTMAP(N) \
- AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_MAPPING_REFLECTION(N) \
- AI_MATKEY_MAPPING(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXBLEND_SPECULAR(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXBLEND_AMBIENT(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXBLEND_EMISSIVE(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXBLEND_NORMALS(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXBLEND_HEIGHT(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXBLEND_SHININESS(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXBLEND_OPACITY(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXBLEND_DISPLACEMENT(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXBLEND_LIGHTMAP(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXBLEND_REFLECTION(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_NORMALS(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_SHININESS(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_OPACITY(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_UVTRANSFORM_SPECULAR(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_UVTRANSFORM_AMBIENT(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_UVTRANSFORM_EMISSIVE(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_UVTRANSFORM_NORMALS(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_UVTRANSFORM_HEIGHT(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_UVTRANSFORM_SHININESS(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_UVTRANSFORM_OPACITY(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_UVTRANSFORM_REFLECTION(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION,N)
-
-#define AI_MATKEY_UVTRANSFORM_UNKNOWN(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXFLAGS_DIFFUSE(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXFLAGS_SPECULAR(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXFLAGS_AMBIENT(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXFLAGS_EMISSIVE(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXFLAGS_NORMALS(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXFLAGS_HEIGHT(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXFLAGS_SHININESS(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXFLAGS_OPACITY(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXFLAGS_LIGHTMAP(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXFLAGS_REFLECTION(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION,N)
-
-#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve a material property with a specific key from the material
- *
- * @param pMat Pointer to the input material. May not be NULL
- * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
- * @param type Specifies the type of the texture to be retrieved (
- * e.g. diffuse, specular, height map ...)
- * @param index Index of the texture to be retrieved.
- * @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
- * structure or NULL if the key has not been found. */
-// ---------------------------------------------------------------------------
-ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
- const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- const C_STRUCT aiMaterialProperty** pPropOut);
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve an array of float values with a specific key
- * from the material
- *
- * Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
- * example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
- * @code
- * aiUVTransform trafo;
- * unsigned int max = sizeof(aiUVTransform);
- * if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
- * (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
- * {
- * // error handling
- * }
- * @endcode
- *
- * @param pMat Pointer to the input material. May not be NULL
- * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
- * @param pOut Pointer to a buffer to receive the result.
- * @param pMax Specifies the size of the given buffer, in float's.
- * Receives the number of values (not bytes!) read.
- * @param type (see the code sample above)
- * @param index (see the code sample above)
- * @return Specifies whether the key has been found. If not, the output
- * arrays remains unmodified and pMax is set to 0.*/
-// ---------------------------------------------------------------------------
-ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
- const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- float* pOut,
- unsigned int* pMax);
-
-
-#ifdef __cplusplus
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve a single float property with a specific key from the material.
-*
-* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
-* example reads the #AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
-* @code
-* float specStrength = 1.f; // default value, remains unmodified if we fail.
-* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
-* (float*)&specStrength);
-* @endcode
-*
-* @param pMat Pointer to the input material. May not be NULL
-* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
-* @param pOut Receives the output float.
-* @param type (see the code sample above)
-* @param index (see the code sample above)
-* @return Specifies whether the key has been found. If not, the output
-* float remains unmodified.*/
-// ---------------------------------------------------------------------------
-inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- float* pOut)
-{
- return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
-}
-
-#else
-
-// Use our friend, the C preprocessor
-#define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
- aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)
-
-#endif //!__cplusplus
-
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve an array of integer values with a specific key
- * from a material
- *
- * See the sample for aiGetMaterialFloatArray for more information.*/
-ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- int* pOut,
- unsigned int* pMax);
-
-
-#ifdef __cplusplus
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve an integer property with a specific key from a material
- *
- * See the sample for aiGetMaterialFloat for more information.*/
-// ---------------------------------------------------------------------------
-inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- int* pOut)
-{
- return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
-}
-
-#else
-
-// use our friend, the C preprocessor
-#define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
- aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)
-
-#endif //!__cplusplus
-
-
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve a color value from the material property table
-*
-* See the sample for aiGetMaterialFloat for more information*/
-// ---------------------------------------------------------------------------
-ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- C_STRUCT aiColor4D* pOut);
-
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve a string from the material property table
-*
-* See the sample for aiGetMaterialFloat for more information.*/
-// ---------------------------------------------------------------------------
-ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- C_STRUCT aiString* pOut);
-
-// ---------------------------------------------------------------------------
-/** Get the number of textures for a particular texture type.
- * @param[in] pMat Pointer to the input material. May not be NULL
- * @param type Texture type to check for
- * @return Number of textures for this type.
- * @note A texture can be easily queried using #aiGetMaterialTexture() */
-// ---------------------------------------------------------------------------
-ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
- C_ENUM aiTextureType type);
-
-// ---------------------------------------------------------------------------
-/** @brief Helper function to get all values pertaining to a particular
- * texture slot from a material structure.
- *
- * This function is provided just for convenience. You could also read the
- * texture by parsing all of its properties manually. This function bundles
- * all of them in a huge function monster.
- *
- * @param[in] mat Pointer to the input material. May not be NULL
- * @param[in] type Specifies the texture stack to read from (e.g. diffuse,
- * specular, height map ...).
- * @param[in] index Index of the texture. The function fails if the
- * requested index is not available for this texture type.
- * #aiGetMaterialTextureCount() can be used to determine the number of
- * textures in a particular texture stack.
- * @param[out] path Receives the output path
- * This parameter must be non-null.
- * @param mapping The texture mapping mode to be used.
- * Pass NULL if you're not interested in this information.
- * @param[out] uvindex For UV-mapped textures: receives the index of the UV
- * source channel. Unmodified otherwise.
- * Pass NULL if you're not interested in this information.
- * @param[out] blend Receives the blend factor for the texture
- * Pass NULL if you're not interested in this information.
- * @param[out] op Receives the texture blend operation to be perform between
- * this texture and the previous texture.
- * Pass NULL if you're not interested in this information.
- * @param[out] mapmode Receives the mapping modes to be used for the texture.
- * Pass NULL if you're not interested in this information. Otherwise,
- * pass a pointer to an array of two aiTextureMapMode's (one for each
- * axis, UV order).
- * @return AI_SUCCESS on success, otherwise something else. Have fun.*/
-// ---------------------------------------------------------------------------
-#ifdef __cplusplus
-ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
- aiTextureType type,
- unsigned int index,
- aiString* path,
- aiTextureMapping* mapping = NULL,
- unsigned int* uvindex = NULL,
- float* blend = NULL,
- aiTextureOp* op = NULL,
- aiTextureMapMode* mapmode = NULL,
- unsigned int* flags = NULL);
-#else
-C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
- C_ENUM aiTextureType type,
- unsigned int index,
- C_STRUCT aiString* path,
- C_ENUM aiTextureMapping* mapping /*= NULL*/,
- unsigned int* uvindex /*= NULL*/,
- float* blend /*= NULL*/,
- C_ENUM aiTextureOp* op /*= NULL*/,
- C_ENUM aiTextureMapMode* mapmode /*= NULL*/,
- unsigned int* flags /*= NULL*/);
-#endif // !#ifdef __cplusplus
-
-#ifdef __cplusplus
-}
-
-#include "aiMaterial.inl"
-
-#endif //!__cplusplus
-#endif //!!AI_MATERIAL_H_INC
diff --git a/3rdparty/assimp/include/aiMaterial.inl b/3rdparty/assimp/include/aiMaterial.inl
deleted file mode 100644
index 6be16ff6..00000000
--- a/3rdparty/assimp/include/aiMaterial.inl
+++ /dev/null
@@ -1,191 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiMaterial.inl
- * @brief Defines the C++ getters for the material system
- */
-
-#ifndef AI_MATERIAL_INL_INC
-#define AI_MATERIAL_INL_INC
-
-//! @cond never
-
-// ---------------------------------------------------------------------------
-inline aiReturn aiMaterial::GetTexture( aiTextureType type,
- unsigned int index,
- C_STRUCT aiString* path,
- aiTextureMapping* mapping /*= NULL*/,
- unsigned int* uvindex /*= NULL*/,
- float* blend /*= NULL*/,
- aiTextureOp* op /*= NULL*/,
- aiTextureMapMode* mapmode /*= NULL*/) const
-{
- return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
-}
-
-// ---------------------------------------------------------------------------
-inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
-{
- return ::aiGetMaterialTextureCount(this,type);
-}
-
-// ---------------------------------------------------------------------------
-template <typename Type>
-inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx, Type* pOut,
- unsigned int* pMax) const
-{
- unsigned int iNum = pMax ? *pMax : 1;
-
- const aiMaterialProperty* prop;
- const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
- (const aiMaterialProperty**)&prop);
- if ( AI_SUCCESS == ret ) {
-
- if (prop->mDataLength < sizeof(Type)*iNum) {
- return AI_FAILURE;
- }
-
- // if (::strcmp(prop->mData,(char*)aiPTI_Buffer)!=0)
- // return AI_FAILURE;
-
- iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
- memcpy(pOut,prop->mData,iNum * sizeof(Type));
- if (pMax) {
- *pMax = iNum;
- }
- }
- return ret;
-}
-
-// ---------------------------------------------------------------------------
-template <typename Type>
-inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,Type& pOut) const
-{
- const aiMaterialProperty* prop;
- const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
- (const aiMaterialProperty**)&prop);
- if ( AI_SUCCESS == ret ) {
-
- /*
- if (prop->mDataLength < sizeof(Type)) {
- return AI_FAILURE;
- }
-
- if (strcmp(prop->mData,(char*)aiPTI_Buffer)!=0) {
- return AI_FAILURE;
- }
-
- memcpy(&pOut,prop->mData,sizeof(Type));
- */
-
- if (prop->mType == aiPTI_Buffer) {
- return AI_FAILURE;
- } else {
- if (prop->mDataLength < sizeof(Type)) {
- return AI_FAILURE;
- } else {
- memcpy(&pOut,prop->mData,sizeof(Type));
- }
- }
- }
- return ret;
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<float>(const char* pKey,unsigned int type,
- unsigned int idx,float* pOut,
- unsigned int* pMax) const
-{
- return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<int>(const char* pKey,unsigned int type,
- unsigned int idx,int* pOut,
- unsigned int* pMax) const
-{
- return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
-}
-
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<float>(const char* pKey,unsigned int type,
- unsigned int idx,float& pOut) const
-{
- return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<int>(const char* pKey,unsigned int type,
- unsigned int idx,int& pOut) const
-{
- return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<aiColor4D>(const char* pKey,unsigned int type,
- unsigned int idx,aiColor4D& pOut) const
-{
- return aiGetMaterialColor(this,pKey,type,idx,&pOut);
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<aiColor3D>(const char* pKey,unsigned int type,
- unsigned int idx,aiColor3D& pOut) const
-{
- aiColor4D c;
- const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
- pOut = aiColor3D(c.r,c.g,c.b);
- return ret;
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<aiString>(const char* pKey,unsigned int type,
- unsigned int idx,aiString& pOut) const
-{
- return aiGetMaterialString(this,pKey,type,idx,&pOut);
-}
-
-//! @endcond
-
-#endif //! AI_MATERIAL_INL_INC
diff --git a/3rdparty/assimp/include/aiMatrix3x3.h b/3rdparty/assimp/include/aiMatrix3x3.h
deleted file mode 100644
index dc3d6314..00000000
--- a/3rdparty/assimp/include/aiMatrix3x3.h
+++ /dev/null
@@ -1,166 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiMatrix3x3.h
- * @brief Definition of a 3x3 matrix, including operators when compiling in C++
- */
-#ifndef AI_MATRIX3x3_H_INC
-#define AI_MATRIX3x3_H_INC
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-struct aiMatrix4x4;
-struct aiVector2D;
-
-// ---------------------------------------------------------------------------
-/** @brief Represents a row-major 3x3 matrix
- *
- * There's much confusion about matrix layouts (colum vs. row order).
- * This is *always* a row-major matrix. Even with the
- * aiProcess_ConvertToLeftHanded flag.
- */
-struct aiMatrix3x3
-{
-#ifdef __cplusplus
-
- aiMatrix3x3 () :
- a1(1.0f), a2(0.0f), a3(0.0f),
- b1(0.0f), b2(1.0f), b3(0.0f),
- c1(0.0f), c2(0.0f), c3(1.0f) {}
-
- aiMatrix3x3 ( float _a1, float _a2, float _a3,
- float _b1, float _b2, float _b3,
- float _c1, float _c2, float _c3) :
- a1(_a1), a2(_a2), a3(_a3),
- b1(_b1), b2(_b2), b3(_b3),
- c1(_c1), c2(_c2), c3(_c3)
- {}
-
-public:
-
- // matrix multiplication. beware, not commutative
- aiMatrix3x3& operator *= (const aiMatrix3x3& m);
- aiMatrix3x3 operator * (const aiMatrix3x3& m) const;
-
- // array access operators
- float* operator[] (unsigned int p_iIndex);
- const float* operator[] (unsigned int p_iIndex) const;
-
- // comparison operators
- bool operator== (const aiMatrix4x4 m) const;
- bool operator!= (const aiMatrix4x4 m) const;
-
-public:
-
- // -------------------------------------------------------------------
- /** @brief Construction from a 4x4 matrix. The remaining parts
- * of the matrix are ignored.
- */
- explicit aiMatrix3x3( const aiMatrix4x4& pMatrix);
-
- // -------------------------------------------------------------------
- /** @brief Transpose the matrix
- */
- aiMatrix3x3& Transpose();
-
- // -------------------------------------------------------------------
- /** @brief Invert the matrix.
- * If the matrix is not invertible all elements are set to qnan.
- * Beware, use (f != f) to check whether a float f is qnan.
- */
- aiMatrix3x3& Inverse();
- float Determinant() const;
-
-public:
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around z
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix3x3& RotationZ(float a, aiMatrix3x3& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around
- * an arbitrary axis.
- *
- * @param a Rotation angle, in radians
- * @param axis Axis to rotate around
- * @param out To be filled
- */
- static aiMatrix3x3& Rotation( float a,
- const aiVector3D& axis, aiMatrix3x3& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a translation matrix
- * @param v Translation vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix3x3& Translation( const aiVector2D& v, aiMatrix3x3& out);
-
- // -------------------------------------------------------------------
- /** @brief A function for creating a rotation matrix that rotates a
- * vector called "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas M�ller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
- static aiMatrix3x3& FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix3x3& out);
-
-#endif // __cplusplus
-
-
- float a1, a2, a3;
- float b1, b2, b3;
- float c1, c2, c3;
-};
-
-#ifdef __cplusplus
-} // end of extern C
-#endif
-
-#endif // AI_MATRIX3x3_H_INC
diff --git a/3rdparty/assimp/include/aiMatrix3x3.inl b/3rdparty/assimp/include/aiMatrix3x3.inl
deleted file mode 100644
index 3a9e6162..00000000
--- a/3rdparty/assimp/include/aiMatrix3x3.inl
+++ /dev/null
@@ -1,250 +0,0 @@
-/** @file aiMatrix3x3.inl
- * @brief Inline implementation of the 3x3 matrix operators
- */
-#ifndef AI_MATRIX3x3_INL_INC
-#define AI_MATRIX3x3_INL_INC
-
-#include "aiMatrix3x3.h"
-
-#ifdef __cplusplus
-#include "aiMatrix4x4.h"
-#include <algorithm>
-#include <limits>
-
-// ------------------------------------------------------------------------------------------------
-// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
-inline aiMatrix3x3::aiMatrix3x3( const aiMatrix4x4& pMatrix)
-{
- a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
- b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
- c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::operator *= (const aiMatrix3x3& m)
-{
- *this = aiMatrix3x3(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
- m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
- m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
- m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
- m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
- m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
- m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
- m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
- m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
- return *this;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3 aiMatrix3x3::operator* (const aiMatrix3x3& m) const
-{
- aiMatrix3x3 temp( *this);
- temp *= m;
- return temp;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline float* aiMatrix3x3::operator[] (unsigned int p_iIndex)
-{
- return &this->a1 + p_iIndex * 3;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline const float* aiMatrix3x3::operator[] (unsigned int p_iIndex) const
-{
- return &this->a1 + p_iIndex * 3;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline bool aiMatrix3x3::operator== (const aiMatrix4x4 m) const
-{
- return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
- b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
- c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline bool aiMatrix3x3::operator!= (const aiMatrix4x4 m) const
-{
- return !(*this == m);
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::Transpose()
-{
- // (float&) don't remove, GCC complains cause of packed fields
- std::swap( (float&)a2, (float&)b1);
- std::swap( (float&)a3, (float&)c1);
- std::swap( (float&)b3, (float&)c2);
- return *this;
-}
-
-// ----------------------------------------------------------------------------------------
-inline float aiMatrix3x3::Determinant() const
-{
- return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::Inverse()
-{
- // Compute the reciprocal determinant
- float det = Determinant();
- if(det == 0.0f)
- {
- // Matrix not invertible. Setting all elements to nan is not really
- // correct in a mathematical sense but it is easy to debug for the
- // programmer.
- const float nan = std::numeric_limits<float>::quiet_NaN();
- *this = aiMatrix3x3( nan,nan,nan,nan,nan,nan,nan,nan,nan);
-
- return *this;
- }
-
- float invdet = 1.0f / det;
-
- aiMatrix3x3 res;
- res.a1 = invdet * (b2 * c3 - b3 * c2);
- res.a2 = -invdet * (a2 * c3 - a3 * c2);
- res.a3 = invdet * (a2 * b3 - a3 * b2);
- res.b1 = -invdet * (b1 * c3 - b3 * c1);
- res.b2 = invdet * (a1 * c3 - a3 * c1);
- res.b3 = -invdet * (a1 * b3 - a3 * b1);
- res.c1 = invdet * (b1 * c2 - b2 * c1);
- res.c2 = -invdet * (a1 * c2 - a2 * c1);
- res.c3 = invdet * (a1 * b2 - a2 * b1);
- *this = res;
-
- return *this;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::RotationZ(float a, aiMatrix3x3& out)
-{
- out.a1 = out.b2 = ::cos(a);
- out.b1 = ::sin(a);
- out.a2 = - out.b1;
-
- out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
- out.c3 = 1.f;
-
- return out;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns a rotation matrix for a rotation around an arbitrary axis.
-inline aiMatrix3x3& aiMatrix3x3::Rotation( float a, const aiVector3D& axis, aiMatrix3x3& out)
-{
- float c = cos( a), s = sin( a), t = 1 - c;
- float x = axis.x, y = axis.y, z = axis.z;
-
- // Many thanks to MathWorld and Wikipedia
- out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
- out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
- out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
-
- return out;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::Translation( const aiVector2D& v, aiMatrix3x3& out)
-{
- out = aiMatrix3x3();
- out.a3 = v.x;
- out.b3 = v.y;
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-/** A function for creating a rotation matrix that rotates a vector called
- * "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas M�ller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
-// ----------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix3x3& mtx)
-{
- const float e = from * to;
- const float f = (e < 0)? -e:e;
-
- if (f > 1.0 - 0.00001f) /* "from" and "to"-vector almost parallel */
- {
- aiVector3D u,v; /* temporary storage vectors */
- aiVector3D x; /* vector most nearly orthogonal to "from" */
-
- x.x = (from.x > 0.0)? from.x : -from.x;
- x.y = (from.y > 0.0)? from.y : -from.y;
- x.z = (from.z > 0.0)? from.z : -from.z;
-
- if (x.x < x.y)
- {
- if (x.x < x.z)
- {
- x.x = 1.0; x.y = x.z = 0.0;
- }
- else
- {
- x.z = 1.0; x.y = x.z = 0.0;
- }
- }
- else
- {
- if (x.y < x.z)
- {
- x.y = 1.0; x.x = x.z = 0.0;
- }
- else
- {
- x.z = 1.0; x.x = x.y = 0.0;
- }
- }
-
- u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
- v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
-
- const float c1 = 2.0f / (u * u);
- const float c2 = 2.0f / (v * v);
- const float c3 = c1 * c2 * (u * v);
-
- for (unsigned int i = 0; i < 3; i++)
- {
- for (unsigned int j = 0; j < 3; j++)
- {
- mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
- + c3 * v[i] * u[j];
- }
- mtx[i][i] += 1.0;
- }
- }
- else /* the most common case, unless "from"="to", or "from"=-"to" */
- {
- const aiVector3D v = from ^ to;
- /* ... use this hand optimized version (9 mults less) */
- const float h = 1.0f/(1.0f + e); /* optimization by Gottfried Chen */
- const float hvx = h * v.x;
- const float hvz = h * v.z;
- const float hvxy = hvx * v.y;
- const float hvxz = hvx * v.z;
- const float hvyz = hvz * v.y;
- mtx[0][0] = e + hvx * v.x;
- mtx[0][1] = hvxy - v.z;
- mtx[0][2] = hvxz + v.y;
-
- mtx[1][0] = hvxy + v.z;
- mtx[1][1] = e + h * v.y * v.y;
- mtx[1][2] = hvyz - v.x;
-
- mtx[2][0] = hvxz - v.y;
- mtx[2][1] = hvyz + v.x;
- mtx[2][2] = e + hvz * v.z;
- }
- return mtx;
-}
-
-
-#endif // __cplusplus
-#endif // AI_MATRIX3x3_INL_INC
diff --git a/3rdparty/assimp/include/aiMatrix4x4.h b/3rdparty/assimp/include/aiMatrix4x4.h
deleted file mode 100644
index 625c9b9a..00000000
--- a/3rdparty/assimp/include/aiMatrix4x4.h
+++ /dev/null
@@ -1,240 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiMatrix4x4.h
- * @brief 4x4 matrix structure, including operators when compiling in C++
- */
-#ifndef AI_MATRIX4X4_H_INC
-#define AI_MATRIX4X4_H_INC
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-struct aiMatrix3x3;
-struct aiQuaternion;
-
-#include "./Compiler/pushpack1.h"
-
-// ---------------------------------------------------------------------------
-/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
- * coordinates.
- *
- * There's much confusion about matrix layouts (colum vs. row order).
- * This is *always* a row-major matrix. Even with the
- * aiProcess_ConvertToLeftHanded flag.
- */
-struct aiMatrix4x4
-{
-#ifdef __cplusplus
-
- // default c'tor, init to zero
- aiMatrix4x4 () :
- a1(1.0f), a2(0.0f), a3(0.0f), a4(0.0f),
- b1(0.0f), b2(1.0f), b3(0.0f), b4(0.0f),
- c1(0.0f), c2(0.0f), c3(1.0f), c4(0.0f),
- d1(0.0f), d2(0.0f), d3(0.0f), d4(1.0f)
- {}
-
- // from single values
- aiMatrix4x4 ( float _a1, float _a2, float _a3, float _a4,
- float _b1, float _b2, float _b3, float _b4,
- float _c1, float _c2, float _c3, float _c4,
- float _d1, float _d2, float _d3, float _d4) :
- a1(_a1), a2(_a2), a3(_a3), a4(_a4),
- b1(_b1), b2(_b2), b3(_b3), b4(_b4),
- c1(_c1), c2(_c2), c3(_c3), c4(_c4),
- d1(_d1), d2(_d2), d3(_d3), d4(_d4)
- {}
-
-
- // -------------------------------------------------------------------
- /** @brief Constructor from 3x3 matrix.
- * The remaining elements are set to identity.
- */
- explicit aiMatrix4x4( const aiMatrix3x3& m);
-
-public:
-
- // array access operators
- float* operator[] (unsigned int p_iIndex);
- const float* operator[] (unsigned int p_iIndex) const;
-
- // comparison operators
- bool operator== (const aiMatrix4x4 m) const;
- bool operator!= (const aiMatrix4x4 m) const;
-
- // Matrix multiplication. Not commutative.
- aiMatrix4x4& operator *= (const aiMatrix4x4& m);
- aiMatrix4x4 operator * (const aiMatrix4x4& m) const;
-
-public:
-
- // -------------------------------------------------------------------
- /** @brief Transpose the matrix
- */
- aiMatrix4x4& Transpose();
-
- // -------------------------------------------------------------------
- /** @brief Invert the matrix.
- * If the matrix is not invertible all elements are set to qnan.
- * Beware, use (f != f) to check whether a float f is qnan.
- */
- aiMatrix4x4& Inverse();
- float Determinant() const;
-
-
- // -------------------------------------------------------------------
- /** @brief Returns true of the matrix is the identity matrix.
- * The check is performed against a not so small epsilon.
- */
- inline bool IsIdentity() const;
-
- // -------------------------------------------------------------------
- /** @brief Decompose a trafo matrix into its original components
- * @param scaling Receives the output scaling for the x,y,z axes
- * @param rotation Receives the output rotation as a hamilton
- * quaternion
- * @param position Receives the output position for the x,y,z axes
- */
- void Decompose (aiVector3D& scaling, aiQuaternion& rotation,
- aiVector3D& position) const;
-
- // -------------------------------------------------------------------
- /** @brief Decompose a trafo matrix with no scaling into its
- * original components
- * @param rotation Receives the output rotation as a hamilton
- * quaternion
- * @param position Receives the output position for the x,y,z axes
- */
- void DecomposeNoScaling (aiQuaternion& rotation,
- aiVector3D& position) const;
-
-
- // -------------------------------------------------------------------
- /** @brief Creates a trafo matrix from a set of euler angles
- * @param x Rotation angle for the x-axis, in radians
- * @param y Rotation angle for the y-axis, in radians
- * @param z Rotation angle for the z-axis, in radians
- */
- aiMatrix4x4& FromEulerAnglesXYZ(float x, float y, float z);
- aiMatrix4x4& FromEulerAnglesXYZ(const aiVector3D& blubb);
-
-public:
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the x axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationX(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the y axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationY(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the z axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationZ(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** Returns a rotation matrix for a rotation around an arbitrary axis.
- * @param a Rotation angle, in radians
- * @param axis Rotation axis, should be a normalized vector.
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Rotation(float a, const aiVector3D& axis,
- aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a translation matrix
- * @param v Translation vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Translation( const aiVector3D& v, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a scaling matrix
- * @param v Scaling vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Scaling( const aiVector3D& v, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief A function for creating a rotation matrix that rotates a
- * vector called "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas M�ller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
- static aiMatrix4x4& FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix4x4& out);
-
-#endif // __cplusplus
-
- float a1, a2, a3, a4;
- float b1, b2, b3, b4;
- float c1, c2, c3, c4;
- float d1, d2, d3, d4;
-
-} PACK_STRUCT; // !class aiMatrix4x4
-
-
-#include "./Compiler/poppack1.h"
-
-#ifdef __cplusplus
-} // end extern "C"
-
-
-#endif // __cplusplus
-#endif // AI_MATRIX4X4_H_INC
diff --git a/3rdparty/assimp/include/aiMatrix4x4.inl b/3rdparty/assimp/include/aiMatrix4x4.inl
deleted file mode 100644
index c24fcede..00000000
--- a/3rdparty/assimp/include/aiMatrix4x4.inl
+++ /dev/null
@@ -1,419 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiMatrix4x4.inl
- * @brief Inline implementation of the 4x4 matrix operators
- */
-#ifndef AI_MATRIX4x4_INL_INC
-#define AI_MATRIX4x4_INL_INC
-
-#include "aiMatrix4x4.h"
-
-#ifdef __cplusplus
-#include "aiMatrix3x3.h"
-
-#include <algorithm>
-#include <limits>
-#include <math.h>
-
-#include "aiAssert.h"
-#include "aiQuaternion.h"
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4::aiMatrix4x4( const aiMatrix3x3& m)
-{
- a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = 0.0f;
- b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = 0.0f;
- c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = 0.0f;
- d1 = 0.0f; d2 = 0.0f; d3 = 0.0f; d4 = 1.0f;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::operator *= (const aiMatrix4x4& m)
-{
- *this = aiMatrix4x4(
- m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
- m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
- m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
- m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
- m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
- m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
- m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
- m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
- m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
- m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
- m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
- m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
- m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
- m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
- m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
- m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
- return *this;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4 aiMatrix4x4::operator* (const aiMatrix4x4& m) const
-{
- aiMatrix4x4 temp( *this);
- temp *= m;
- return temp;
-}
-
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::Transpose()
-{
- // (float&) don't remove, GCC complains cause of packed fields
- std::swap( (float&)b1, (float&)a2);
- std::swap( (float&)c1, (float&)a3);
- std::swap( (float&)c2, (float&)b3);
- std::swap( (float&)d1, (float&)a4);
- std::swap( (float&)d2, (float&)b4);
- std::swap( (float&)d3, (float&)c4);
- return *this;
-}
-
-
-// ----------------------------------------------------------------------------------------
-inline float aiMatrix4x4::Determinant() const
-{
- return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
- + a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
- - a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
- + a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
- + a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
- - a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::Inverse()
-{
- // Compute the reciprocal determinant
- float det = Determinant();
- if(det == 0.0f)
- {
- // Matrix not invertible. Setting all elements to nan is not really
- // correct in a mathematical sense but it is easy to debug for the
- // programmer.
- const float nan = std::numeric_limits<float>::quiet_NaN();
- *this = aiMatrix4x4(
- nan,nan,nan,nan,
- nan,nan,nan,nan,
- nan,nan,nan,nan,
- nan,nan,nan,nan);
-
- return *this;
- }
-
- float invdet = 1.0f / det;
-
- aiMatrix4x4 res;
- res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
- res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
- res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
- res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
- res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
- res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
- res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
- res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
- res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
- res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
- res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
- res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
- res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
- res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
- res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
- res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
- *this = res;
-
- return *this;
-}
-
-// ----------------------------------------------------------------------------------------
-inline float* aiMatrix4x4::operator[](unsigned int p_iIndex)
-{
- return &this->a1 + p_iIndex * 4;
-}
-
-// ----------------------------------------------------------------------------------------
-inline const float* aiMatrix4x4::operator[](unsigned int p_iIndex) const
-{
- return &this->a1 + p_iIndex * 4;
-}
-
-// ----------------------------------------------------------------------------------------
-inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const
-{
- return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
- b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
- c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
- d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
-}
-
-// ----------------------------------------------------------------------------------------
-inline bool aiMatrix4x4::operator!= (const aiMatrix4x4 m) const
-{
- return !(*this == m);
-}
-
-// ----------------------------------------------------------------------------------------
-inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation,
- aiVector3D& position) const
-{
- const aiMatrix4x4& _this = *this;
-
- // extract translation
- position.x = _this[0][3];
- position.y = _this[1][3];
- position.z = _this[2][3];
-
- // extract the rows of the matrix
- aiVector3D vRows[3] = {
- aiVector3D(_this[0][0],_this[1][0],_this[2][0]),
- aiVector3D(_this[0][1],_this[1][1],_this[2][1]),
- aiVector3D(_this[0][2],_this[1][2],_this[2][2])
- };
-
- // extract the scaling factors
- scaling.x = vRows[0].Length();
- scaling.y = vRows[1].Length();
- scaling.z = vRows[2].Length();
-
- // and remove all scaling from the matrix
- if(scaling.x)
- {
- vRows[0] /= scaling.x;
- }
- if(scaling.y)
- {
- vRows[1] /= scaling.y;
- }
- if(scaling.z)
- {
- vRows[2] /= scaling.z;
- }
-
- // build a 3x3 rotation matrix
- aiMatrix3x3 m(vRows[0].x,vRows[1].x,vRows[2].x,
- vRows[0].y,vRows[1].y,vRows[2].y,
- vRows[0].z,vRows[1].z,vRows[2].z);
-
- // and generate the rotation quaternion from it
- rotation = aiQuaternion(m);
-}
-
-// ----------------------------------------------------------------------------------------
-inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation,
- aiVector3D& position) const
-{
- const aiMatrix4x4& _this = *this;
-
- // extract translation
- position.x = _this[0][3];
- position.y = _this[1][3];
- position.z = _this[2][3];
-
- // extract rotation
- rotation = aiQuaternion((aiMatrix3x3)_this);
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(const aiVector3D& blubb)
-{
- return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
-{
- aiMatrix4x4& _this = *this;
-
- float cr = cos( x );
- float sr = sin( x );
- float cp = cos( y );
- float sp = sin( y );
- float cy = cos( z );
- float sy = sin( z );
-
- _this.a1 = cp*cy ;
- _this.a2 = cp*sy;
- _this.a3 = -sp ;
-
- float srsp = sr*sp;
- float crsp = cr*sp;
-
- _this.b1 = srsp*cy-cr*sy ;
- _this.b2 = srsp*sy+cr*cy ;
- _this.b3 = sr*cp ;
-
- _this.c1 = crsp*cy+sr*sy ;
- _this.c2 = crsp*sy-sr*cy ;
- _this.c3 = cr*cp ;
-
- return *this;
-}
-
-// ----------------------------------------------------------------------------------------
-inline bool aiMatrix4x4::IsIdentity() const
-{
- // Use a small epsilon to solve floating-point inaccuracies
- const static float epsilon = 10e-3f;
-
- return (a2 <= epsilon && a2 >= -epsilon &&
- a3 <= epsilon && a3 >= -epsilon &&
- a4 <= epsilon && a4 >= -epsilon &&
- b1 <= epsilon && b1 >= -epsilon &&
- b3 <= epsilon && b3 >= -epsilon &&
- b4 <= epsilon && b4 >= -epsilon &&
- c1 <= epsilon && c1 >= -epsilon &&
- c2 <= epsilon && c2 >= -epsilon &&
- c4 <= epsilon && c4 >= -epsilon &&
- d1 <= epsilon && d1 >= -epsilon &&
- d2 <= epsilon && d2 >= -epsilon &&
- d3 <= epsilon && d3 >= -epsilon &&
- a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
- b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
- c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
- d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::RotationX(float a, aiMatrix4x4& out)
-{
- /*
- | 1 0 0 0 |
- M = | 0 cos(A) -sin(A) 0 |
- | 0 sin(A) cos(A) 0 |
- | 0 0 0 1 | */
- out = aiMatrix4x4();
- out.b2 = out.c3 = cos(a);
- out.b3 = -(out.c2 = sin(a));
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::RotationY(float a, aiMatrix4x4& out)
-{
- /*
- | cos(A) 0 sin(A) 0 |
- M = | 0 1 0 0 |
- | -sin(A) 0 cos(A) 0 |
- | 0 0 0 1 |
- */
- out = aiMatrix4x4();
- out.a1 = out.c3 = cos(a);
- out.c1 = -(out.a3 = sin(a));
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::RotationZ(float a, aiMatrix4x4& out)
-{
- /*
- | cos(A) -sin(A) 0 0 |
- M = | sin(A) cos(A) 0 0 |
- | 0 0 1 0 |
- | 0 0 0 1 | */
- out = aiMatrix4x4();
- out.a1 = out.b2 = cos(a);
- out.a2 = -(out.b1 = sin(a));
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-// Returns a rotation matrix for a rotation around an arbitrary axis.
-inline aiMatrix4x4& aiMatrix4x4::Rotation( float a, const aiVector3D& axis, aiMatrix4x4& out)
-{
- float c = cos( a), s = sin( a), t = 1 - c;
- float x = axis.x, y = axis.y, z = axis.z;
-
- // Many thanks to MathWorld and Wikipedia
- out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
- out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
- out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
- out.a4 = out.b4 = out.c4 = 0.0f;
- out.d1 = out.d2 = out.d3 = 0.0f;
- out.d4 = 1.0f;
-
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::Translation( const aiVector3D& v, aiMatrix4x4& out)
-{
- out = aiMatrix4x4();
- out.a4 = v.x;
- out.b4 = v.y;
- out.c4 = v.z;
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::Scaling( const aiVector3D& v, aiMatrix4x4& out)
-{
- out = aiMatrix4x4();
- out.a1 = v.x;
- out.b2 = v.y;
- out.c3 = v.z;
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-/** A function for creating a rotation matrix that rotates a vector called
- * "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas M�ller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix4x4& mtx)
-{
- aiMatrix3x3 m3;
- aiMatrix3x3::FromToMatrix(from,to,m3);
- mtx = aiMatrix4x4(m3);
- return mtx;
-}
-
-#endif // __cplusplus
-#endif // AI_MATRIX4x4_INL_INC
diff --git a/3rdparty/assimp/include/aiMesh.h b/3rdparty/assimp/include/aiMesh.h
deleted file mode 100644
index 1fec346d..00000000
--- a/3rdparty/assimp/include/aiMesh.h
+++ /dev/null
@@ -1,733 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiMesh.h
- * @brief Declares the data structures in which the imported geometry is
- returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
- */
-#ifndef INCLUDED_AI_MESH_H
-#define INCLUDED_AI_MESH_H
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-// Limits. These values are required to match the settings Assimp was
-// compiled against. Therfore, do not redefine them unless you build the
-// library from source using the same definitions.
-// ---------------------------------------------------------------------------
-
-/** @def AI_MAX_FACE_INDICES
- * Maximum number of indices per face (polygon). */
-
-#ifndef AI_MAX_FACE_INDICES
-# define AI_MAX_FACE_INDICES 0x7fff
-#endif
-
-/** @def AI_MAX_BONE_WEIGHTS
- * Maximum number of indices per face (polygon). */
-
-#ifndef AI_MAX_BONE_WEIGHTS
-# define AI_MAX_BONE_WEIGHTS 0x7fffffff
-#endif
-
-/** @def AI_MAX_VERTICES
- * Maximum number of vertices per mesh. */
-
-#ifndef AI_MAX_VERTICES
-# define AI_MAX_VERTICES 0x7fffffff
-#endif
-
-/** @def AI_MAX_FACES
- * Maximum number of faces per mesh. */
-
-#ifndef AI_MAX_FACES
-# define AI_MAX_FACES 0x7fffffff
-#endif
-
-/** @def AI_MAX_NUMBER_OF_COLOR_SETS
- * Supported number of vertex color sets per mesh. */
-
-#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
-# define AI_MAX_NUMBER_OF_COLOR_SETS 0x4
-#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
-
-/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
- * Supported number of texture coord sets (UV(W) channels) per mesh */
-
-#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
-# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x4
-#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
-
-// ---------------------------------------------------------------------------
-/** @brief A single face in a mesh, referring to multiple vertices.
- *
- * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
- * it's called 'polygon' (hey, that's just a definition!).
- * <br>
- * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
- * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
- * executes a special post-processing algorithm which splits meshes with
- * *different* primitive types mixed up (e.g. lines and triangles) in several
- * 'clean' submeshes. Furthermore there is a configuration option (
- * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
- * specific kinds of primitives from the imported scene, completely and forever.
- * In many cases you'll probably want to set this setting to
- * @code
- * aiPrimitiveType_LINE|aiPrimitiveType_POINT
- * @endcode
- * Together with the #aiProcess_Triangulate flag you can then be sure that
- * #aiFace::mNumIndices is always 3.
- * @note Take a look at the @link data Data Structures page @endlink for
- * more information on the layout and winding order of a face.
- */
-struct aiFace
-{
- //! Number of indices defining this face.
- //! The maximum value for this member is #AI_MAX_FACE_INDICES.
- unsigned int mNumIndices;
-
- //! Pointer to the indices array. Size of the array is given in numIndices.
- unsigned int* mIndices;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiFace()
- {
- mNumIndices = 0; mIndices = NULL;
- }
-
- //! Default destructor. Delete the index array
- ~aiFace()
- {
- delete [] mIndices;
- }
-
- //! Copy constructor. Copy the index array
- aiFace( const aiFace& o)
- {
- mIndices = NULL;
- *this = o;
- }
-
- //! Assignment operator. Copy the index array
- const aiFace& operator = ( const aiFace& o)
- {
- if (&o == this)
- return *this;
-
- delete[] mIndices;
- mNumIndices = o.mNumIndices;
- mIndices = new unsigned int[mNumIndices];
- ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
- return *this;
- }
-
- //! Comparison operator. Checks whether the index array
- //! of two faces is identical
- bool operator== (const aiFace& o) const
- {
- if (mIndices == o.mIndices)return true;
- else if (mIndices && mNumIndices == o.mNumIndices)
- {
- for (unsigned int i = 0;i < this->mNumIndices;++i)
- if (mIndices[i] != o.mIndices[i])return false;
- return true;
- }
- return false;
- }
-
- //! Inverse comparison operator. Checks whether the index
- //! array of two faces is NOT identical
- bool operator != (const aiFace& o) const
- {
- return !(*this == o);
- }
-#endif // __cplusplus
-}; // struct aiFace
-
-
-// ---------------------------------------------------------------------------
-/** @brief A single influence of a bone on a vertex.
- */
-struct aiVertexWeight
-{
- //! Index of the vertex which is influenced by the bone.
- unsigned int mVertexId;
-
- //! The strength of the influence in the range (0...1).
- //! The influence from all bones at one vertex amounts to 1.
- float mWeight;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiVertexWeight() { }
-
- //! Initialisation from a given index and vertex weight factor
- //! \param pID ID
- //! \param pWeight Vertex weight factor
- aiVertexWeight( unsigned int pID, float pWeight)
- : mVertexId( pID), mWeight( pWeight)
- { /* nothing to do here */ }
-
-#endif // __cplusplus
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief A single bone of a mesh.
- *
- * A bone has a name by which it can be found in the frame hierarchy and by
- * which it can be addressed by animations. In addition it has a number of
- * influences on vertices.
- */
-struct aiBone
-{
- //! The name of the bone.
- C_STRUCT aiString mName;
-
- //! The number of vertices affected by this bone
- //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
- unsigned int mNumWeights;
-
- //! The vertices affected by this bone
- C_STRUCT aiVertexWeight* mWeights;
-
- //! Matrix that transforms from mesh space to bone space in bind pose
- C_STRUCT aiMatrix4x4 mOffsetMatrix;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiBone()
- {
- mNumWeights = 0; mWeights = NULL;
- }
-
- //! Copy constructor
- aiBone(const aiBone& other)
- {
- mNumWeights = other.mNumWeights;
- mOffsetMatrix = other.mOffsetMatrix;
- mName = other.mName;
-
- if (other.mWeights && other.mNumWeights)
- {
- mWeights = new aiVertexWeight[mNumWeights];
- ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
- }
- }
-
- //! Destructor - deletes the array of vertex weights
- ~aiBone()
- {
- delete [] mWeights;
- }
-#endif // __cplusplus
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief Enumerates the types of geometric primitives supported by Assimp.
- *
- * @see aiFace Face data structure
- * @see aiProcess_SortByPType Per-primitive sorting of meshes
- * @see aiProcess_Triangulate Automatic triangulation
- * @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
- */
-enum aiPrimitiveType
-{
- /** A point primitive.
- *
- * This is just a single vertex in the virtual world,
- * #aiFace contains just one index for such a primitive.
- */
- aiPrimitiveType_POINT = 0x1,
-
- /** A line primitive.
- *
- * This is a line defined through a start and an end position.
- * #aiFace contains exactly two indices for such a primitive.
- */
- aiPrimitiveType_LINE = 0x2,
-
- /** A triangular primitive.
- *
- * A triangle consists of three indices.
- */
- aiPrimitiveType_TRIANGLE = 0x4,
-
- /** A higher-level polygon with more than 3 edges.
- *
- * A triangle is a polygon, but polygon in this context means
- * "all polygons that are not triangles". The "Triangulate"-Step
- * is provided for your convenience, it splits all polygons in
- * triangles (which are much easier to handle).
- */
- aiPrimitiveType_POLYGON = 0x8,
-
-
- /** This value is not used. It is just here to force the
- * compiler to map this enum to a 32 Bit integer.
- */
-#ifndef SWIG
- _aiPrimitiveType_Force32Bit = 0x9fffffff
-#endif
-}; //! enum aiPrimitiveType
-
-// Get the #aiPrimitiveType flag for a specific number of face indices
-#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
- ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
-
-
-
-// ---------------------------------------------------------------------------
-/** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex
- * animations for a particular frame.
- *
- * You may think of an #aiAnimMesh as a `patch` for the host mesh, which
- * replaces only certain vertex data streams at a particular time.
- * Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
- * The actual relationship between the time line and anim meshes is
- * established by #aiMeshAnim, which references singular mesh attachments
- * by their ID and binds them to a time offset.
-*/
-struct aiAnimMesh
-{
- /** Replacement for aiMesh::mVertices. If this array is non-NULL,
- * it *must* contain mNumVertices entries. The corresponding
- * array in the host mesh must be non-NULL as well - animation
- * meshes may neither add or nor remove vertex components (if
- * a replacement array is NULL and the corresponding source
- * array is not, the source data is taken instead)*/
- C_STRUCT aiVector3D* mVertices;
-
- /** Replacement for aiMesh::mNormals. */
- C_STRUCT aiVector3D* mNormals;
-
- /** Replacement for aiMesh::mTangents. */
- C_STRUCT aiVector3D* mTangents;
-
- /** Replacement for aiMesh::mBitangents. */
- C_STRUCT aiVector3D* mBitangents;
-
- /** Replacement for aiMesh::mColors */
- C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
-
- /** Replacement for aiMesh::mTextureCoords */
- C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- /** The number of vertices in the aiAnimMesh, and thus the length of all
- * the member arrays.
- *
- * This has always the same value as the mNumVertices property in the
- * corresponding aiMesh. It is duplicated here merely to make the length
- * of the member arrays accessible even if the aiMesh is not known, e.g.
- * from language bindings.
- */
- unsigned int mNumVertices;
-
-#ifdef __cplusplus
-
- aiAnimMesh()
- : mVertices()
- , mNormals()
- , mTangents()
- , mBitangents()
- {
- // fixme consider moving this to the ctor initializer list as well
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
- mTextureCoords[a] = NULL;
- }
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
- mColors[a] = NULL;
- }
- }
-
- ~aiAnimMesh()
- {
- delete [] mVertices;
- delete [] mNormals;
- delete [] mTangents;
- delete [] mBitangents;
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
- delete [] mTextureCoords[a];
- }
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
- delete [] mColors[a];
- }
- }
-
- /** Check whether the anim mesh overrides the vertex positions
- * of its host mesh*/
- bool HasPositions() const {
- return mVertices != NULL;
- }
-
- /** Check whether the anim mesh overrides the vertex normals
- * of its host mesh*/
- bool HasNormals() const {
- return mNormals != NULL;
- }
-
- /** Check whether the anim mesh overrides the vertex tangents
- * and bitangents of its host mesh. As for aiMesh,
- * tangents and bitangents always go together. */
- bool HasTangentsAndBitangents() const {
- return mTangents != NULL;
- }
-
- /** Check whether the anim mesh overrides a particular
- * set of vertex colors on his host mesh.
- * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
- bool HasVertexColors( unsigned int pIndex) const {
- return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
- }
-
- /** Check whether the anim mesh overrides a particular
- * set of texture coordinates on his host mesh.
- * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
- bool HasTextureCoords( unsigned int pIndex) const {
- return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
- }
-
-#endif
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief A mesh represents a geometry or model with a single material.
-*
-* It usually consists of a number of vertices and a series of primitives/faces
-* referencing the vertices. In addition there might be a series of bones, each
-* of them addressing a number of vertices with a certain weight. Vertex data
-* is presented in channels with each channel containing a single per-vertex
-* information such as a set of texture coords or a normal vector.
-* If a data pointer is non-null, the corresponding data stream is present.
-* From C++-programs you can also use the comfort functions Has*() to
-* test for the presence of various data streams.
-*
-* A Mesh uses only a single material which is referenced by a material ID.
-* @note The mPositions member is usually not optional. However, vertex positions
-* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
-* @code
-* aiScene::mFlags
-* @endcode
-*/
-struct aiMesh
-{
- /** Bitwise combination of the members of the #aiPrimitiveType enum.
- * This specifies which types of primitives are present in the mesh.
- * The "SortByPrimitiveType"-Step can be used to make sure the
- * output meshes consist of one primitive type each.
- */
- unsigned int mPrimitiveTypes;
-
- /** The number of vertices in this mesh.
- * This is also the size of all of the per-vertex data arrays.
- * The maximum value for this member is #AI_MAX_VERTICES.
- */
- unsigned int mNumVertices;
-
- /** The number of primitives (triangles, polygons, lines) in this mesh.
- * This is also the size of the mFaces array.
- * The maximum value for this member is #AI_MAX_FACES.
- */
- unsigned int mNumFaces;
-
- /** Vertex positions.
- * This array is always present in a mesh. The array is
- * mNumVertices in size.
- */
- C_STRUCT aiVector3D* mVertices;
-
- /** Vertex normals.
- * The array contains normalized vectors, NULL if not present.
- * The array is mNumVertices in size. Normals are undefined for
- * point and line primitives. A mesh consisting of points and
- * lines only may not have normal vectors. Meshes with mixed
- * primitive types (i.e. lines and triangles) may have normals,
- * but the normals for vertices that are only referenced by
- * point or line primitives are undefined and set to QNaN (WARN:
- * qNaN compares to inequal to *everything*, even to qNaN itself.
- * Using code like this to check whether a field is qnan is:
- * @code
- * #define IS_QNAN(f) (f != f)
- * @endcode
- * still dangerous because even 1.f == 1.f could evaluate to false! (
- * remember the subtleties of IEEE754 artithmetics). Use stuff like
- * @c fpclassify instead.
- * @note Normal vectors computed by Assimp are always unit-length.
- * However, this needn't apply for normals that have been taken
- * directly from the model file.
- */
- C_STRUCT aiVector3D* mNormals;
-
- /** Vertex tangents.
- * The tangent of a vertex points in the direction of the positive
- * X texture axis. The array contains normalized vectors, NULL if
- * not present. The array is mNumVertices in size. A mesh consisting
- * of points and lines only may not have normal vectors. Meshes with
- * mixed primitive types (i.e. lines and triangles) may have
- * normals, but the normals for vertices that are only referenced by
- * point or line primitives are undefined and set to qNaN. See
- * the #mNormals member for a detailled discussion of qNaNs.
- * @note If the mesh contains tangents, it automatically also
- * contains bitangents (the bitangent is just the cross product of
- * tangent and normal vectors).
- */
- C_STRUCT aiVector3D* mTangents;
-
- /** Vertex bitangents.
- * The bitangent of a vertex points in the direction of the positive
- * Y texture axis. The array contains normalized vectors, NULL if not
- * present. The array is mNumVertices in size.
- * @note If the mesh contains tangents, it automatically also contains
- * bitangents.
- */
- C_STRUCT aiVector3D* mBitangents;
-
- /** Vertex color sets.
- * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
- * colors per vertex. NULL if not present. Each array is
- * mNumVertices in size if present.
- */
- C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
-
- /** Vertex texture coords, also known as UV channels.
- * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
- * vertex. NULL if not present. The array is mNumVertices in size.
- */
- C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- /** Specifies the number of components for a given UV channel.
- * Up to three channels are supported (UVW, for accessing volume
- * or cube maps). If the value is 2 for a given channel n, the
- * component p.z of mTextureCoords[n][p] is set to 0.0f.
- * If the value is 1 for a given channel, p.y is set to 0.0f, too.
- * @note 4D coords are not supported
- */
- unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- /** The faces the mesh is constructed from.
- * Each face refers to a number of vertices by their indices.
- * This array is always present in a mesh, its size is given
- * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
- * is NOT set each face references an unique set of vertices.
- */
- C_STRUCT aiFace* mFaces;
-
- /** The number of bones this mesh contains.
- * Can be 0, in which case the mBones array is NULL.
- */
- unsigned int mNumBones;
-
- /** The bones of this mesh.
- * A bone consists of a name by which it can be found in the
- * frame hierarchy and a set of vertex weights.
- */
- C_STRUCT aiBone** mBones;
-
- /** The material used by this mesh.
- * A mesh does use only a single material. If an imported model uses
- * multiple materials, the import splits up the mesh. Use this value
- * as index into the scene's material list.
- */
- unsigned int mMaterialIndex;
-
- /** Name of the mesh. Meshes can be named, but this is not a
- * requirement and leaving this field empty is totally fine.
- * There are mainly three uses for mesh names:
- * - some formats name nodes and meshes independently.
- * - importers tend to split meshes up to meet the
- * one-material-per-mesh requirement. Assigning
- * the same (dummy) name to each of the result meshes
- * aids the caller at recovering the original mesh
- * partitioning.
- * - Vertex animations refer to meshes by their names.
- **/
- C_STRUCT aiString mName;
-
-
- /** NOT CURRENTLY IN USE. The number of attachment meshes */
- unsigned int mNumAnimMeshes;
-
- /** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
- * Attachment meshes carry replacement data for some of the
- * mesh'es vertex components (usually positions, normals). */
- C_STRUCT aiAnimMesh** mAnimMeshes;
-
-
-#ifdef __cplusplus
-
- //! Default constructor. Initializes all members to 0
- aiMesh()
- {
- mNumVertices = 0;
- mNumFaces = 0;
-
- mNumAnimMeshes = 0;
-
- mPrimitiveTypes = 0;
- mVertices = NULL; mFaces = NULL;
- mNormals = NULL; mTangents = NULL;
- mBitangents = NULL;
- mAnimMeshes = NULL;
-
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
- {
- mNumUVComponents[a] = 0;
- mTextureCoords[a] = NULL;
- }
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
- mColors[a] = NULL;
- mNumBones = 0; mBones = NULL;
- mMaterialIndex = 0;
- }
-
- //! Deletes all storage allocated for the mesh
- ~aiMesh()
- {
- delete [] mVertices;
- delete [] mNormals;
- delete [] mTangents;
- delete [] mBitangents;
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
- delete [] mTextureCoords[a];
- }
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
- delete [] mColors[a];
- }
-
- // DO NOT REMOVE THIS ADDITIONAL CHECK
- if (mNumBones && mBones) {
- for ( unsigned int a = 0; a < mNumBones; a++) {
- delete mBones[a];
- }
- delete [] mBones;
- }
-
- if (mNumAnimMeshes && mAnimMeshes) {
- for ( unsigned int a = 0; a < mNumAnimMeshes; a++) {
- delete mAnimMeshes[a];
- }
- delete [] mAnimMeshes;
- }
-
- delete [] mFaces;
- }
-
- //! Check whether the mesh contains positions. Provided no special
- //! scene flags are set (such as #AI_SCENE_FLAGS_ANIM_SKELETON_ONLY),
- //! this will always be true
- bool HasPositions() const
- { return mVertices != NULL && mNumVertices > 0; }
-
- //! Check whether the mesh contains faces. If no special scene flags
- //! are set this should always return true
- bool HasFaces() const
- { return mFaces != NULL && mNumFaces > 0; }
-
- //! Check whether the mesh contains normal vectors
- bool HasNormals() const
- { return mNormals != NULL && mNumVertices > 0; }
-
- //! Check whether the mesh contains tangent and bitangent vectors
- //! It is not possible that it contains tangents and no bitangents
- //! (or the other way round). The existence of one of them
- //! implies that the second is there, too.
- bool HasTangentsAndBitangents() const
- { return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
-
- //! Check whether the mesh contains a vertex color set
- //! \param pIndex Index of the vertex color set
- bool HasVertexColors( unsigned int pIndex) const
- {
- if ( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
- return false;
- else
- return mColors[pIndex] != NULL && mNumVertices > 0;
- }
-
- //! Check whether the mesh contains a texture coordinate set
- //! \param pIndex Index of the texture coordinates set
- bool HasTextureCoords( unsigned int pIndex) const
- {
- if ( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
- return false;
- else
- return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
- }
-
- //! Get the number of UV channels the mesh contains
- unsigned int GetNumUVChannels() const
- {
- unsigned int n = 0;
- while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n;
- return n;
- }
-
- //! Get the number of vertex color channels the mesh contains
- unsigned int GetNumColorChannels() const
- {
- unsigned int n = 0;
- while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n;
- return n;
- }
-
- //! Check whether the mesh contains bones
- inline bool HasBones() const
- { return mBones != NULL && mNumBones > 0; }
-
-#endif // __cplusplus
-};
-
-
-#ifdef __cplusplus
-}
-#endif //! extern "C"
-#endif // __AI_MESH_H_INC
-
diff --git a/3rdparty/assimp/include/aiPostProcess.h b/3rdparty/assimp/include/aiPostProcess.h
deleted file mode 100644
index f9a23107..00000000
--- a/3rdparty/assimp/include/aiPostProcess.h
+++ /dev/null
@@ -1,604 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiPostProcess.h
- * @brief Definitions for import post processing steps
- */
-#ifndef AI_POSTPROCESS_H_INC
-#define AI_POSTPROCESS_H_INC
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// -----------------------------------------------------------------------------------
-/** @enum aiPostProcessSteps
- * @brief Defines the flags for all possible post processing steps.
- *
- * @see Importer::ReadFile
- * @see aiImportFile
- * @see aiImportFileEx
- */
-// -----------------------------------------------------------------------------------
-enum aiPostProcessSteps
-{
-
- // -------------------------------------------------------------------------
- /** <hr>Calculates the tangents and bitangents for the imported meshes.
- *
- * Does nothing if a mesh does not have normals. You might want this post
- * processing step to be executed if you plan to use tangent space calculations
- * such as normal mapping applied to the meshes. There's a config setting,
- * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
- * a maximum smoothing angle for the algorithm. However, usually you'll
- * want to leave it at the default value. Thanks.
- */
- aiProcess_CalcTangentSpace = 0x1,
-
- // -------------------------------------------------------------------------
- /** <hr>Identifies and joins identical vertex data sets within all
- * imported meshes.
- *
- * After this step is run each mesh does contain only unique vertices anymore,
- * so a vertex is possibly used by multiple faces. You usually want
- * to use this post processing step. If your application deals with
- * indexed geometry, this step is compulsory or you'll just waste rendering
- * time. <b>If this flag is not specified</b>, no vertices are referenced by
- * more than one face and <b>no index buffer is required</b> for rendering.
- */
- aiProcess_JoinIdenticalVertices = 0x2,
-
- // -------------------------------------------------------------------------
- /** <hr>Converts all the imported data to a left-handed coordinate space.
- *
- * By default the data is returned in a right-handed coordinate space which
- * for example OpenGL prefers. In this space, +X points to the right,
- * +Z points towards the viewer and and +Y points upwards. In the DirectX
- * coordinate space +X points to the right, +Y points upwards and +Z points
- * away from the viewer.
- *
- * You'll probably want to consider this flag if you use Direct3D for
- * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
- * setting and bundles all conversions typically required for D3D-based
- * applications.
- */
- aiProcess_MakeLeftHanded = 0x4,
-
- // -------------------------------------------------------------------------
- /** <hr>Triangulates all faces of all meshes.
- *
- * By default the imported mesh data might contain faces with more than 3
- * indices. For rendering you'll usually want all faces to be triangles.
- * This post processing step splits up all higher faces to triangles.
- * Line and point primitives are *not* modified!. If you want
- * 'triangles only' with no other kinds of primitives, try the following
- * solution:
- * <ul>
- * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
- * </li>Ignore all point and line meshes when you process assimp's output</li>
- * </ul>
- */
- aiProcess_Triangulate = 0x8,
-
- // -------------------------------------------------------------------------
- /** <hr>Removes some parts of the data structure (animations, materials,
- * light sources, cameras, textures, vertex components).
- *
- * The components to be removed are specified in a separate
- * configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
- * if you don't need all parts of the output structure. Especially vertex
- * colors are rarely used today ... . Calling this step to remove unrequired
- * stuff from the pipeline as early as possible results in an increased
- * performance and a better optimized output data structure.
- * This step is also useful if you want to force Assimp to recompute
- * normals or tangents. The corresponding steps don't recompute them if
- * they're already there (loaded from the source asset). By using this
- * step you can make sure they are NOT there.
- *
- * This flag is a poor one, mainly because its purpose is usually
- * misunderstood. Consider the following case: a 3d model has been exported
- * from a CAD app, it has per-face vertex colors. Vertex positions can't be
- * shared, thus the #aiProcess_JoinIdenticalVertices step fails to
- * optimize the data. Just because these nasty, little vertex colors.
- * Most apps don't even process them, so it's all for nothing. By using
- * this step, unneeded components are excluded as early as possible
- * thus opening more room for internal optimzations.
- */
- aiProcess_RemoveComponent = 0x10,
-
- // -------------------------------------------------------------------------
- /** <hr>Generates normals for all faces of all meshes.
- *
- * This is ignored if normals are already there at the time where this flag
- * is evaluated. Model importers try to load them from the source file, so
- * they're usually already there. Face normals are shared between all points
- * of a single face, so a single point can have multiple normals, which in
- * other words, enforces the library to duplicate vertices in some cases.
- * #aiProcess_JoinIdenticalVertices is *senseless* then.
- *
- * This flag may not be specified together with #aiProcess_GenSmoothNormals.
- */
- aiProcess_GenNormals = 0x20,
-
- // -------------------------------------------------------------------------
- /** <hr>Generates smooth normals for all vertices in the mesh.
- *
- * This is ignored if normals are already there at the time where this flag
- * is evaluated. Model importers try to load them from the source file, so
- * they're usually already there.
- *
- * This flag may (of course) not be specified together with
- * #aiProcess_GenNormals. There's a configuration option,
- * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
- * an angle maximum for the normal smoothing algorithm. Normals exceeding
- * this limit are not smoothed, resulting in a a 'hard' seam between two faces.
- * Using a decent angle here (e.g. 80�) results in very good visual
- * appearance.
- */
- aiProcess_GenSmoothNormals = 0x40,
-
- // -------------------------------------------------------------------------
- /** <hr>Splits large meshes into smaller submeshes
- *
- * This is quite useful for realtime rendering where the number of triangles
- * which can be maximally processed in a single draw-call is usually limited
- * by the video driver/hardware. The maximum vertex buffer is usually limited,
- * too. Both requirements can be met with this step: you may specify both a
- * triangle and vertex limit for a single mesh.
- *
- * The split limits can (and should!) be set through the
- * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
- * settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
- * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
- *
- * Note that splitting is generally a time-consuming task, but not if there's
- * nothing to split. The use of this step is recommended for most users.
- */
- aiProcess_SplitLargeMeshes = 0x80,
-
- // -------------------------------------------------------------------------
- /** <hr>Removes the node graph and pre-transforms all vertices with
- * the local transformation matrices of their nodes. The output
- * scene does still contain nodes, however, there is only a
- * root node with children, each one referencing only one mesh,
- * each mesh referencing one material. For rendering, you can
- * simply render all meshes in order, you don't need to pay
- * attention to local transformations and the node hierarchy.
- * Animations are removed during this step.
- * This step is intended for applications without a scenegraph.
- * The step CAN cause some problems: if e.g. a mesh of the asset
- * contains normals and another, using the same material index, does not,
- * they will be brought together, but the first meshes's part of
- * the normal list is zeroed. However, these artifacts are rare.
- * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
- * can be set to normalize the scene's spatial dimension to the -1...1
- * range.
- */
- aiProcess_PreTransformVertices = 0x100,
-
- // -------------------------------------------------------------------------
- /** <hr>Limits the number of bones simultaneously affecting a single vertex
- * to a maximum value.
- *
- * If any vertex is affected by more than that number of bones, the least
- * important vertex weights are removed and the remaining vertex weights are
- * renormalized so that the weights still sum up to 1.
- * The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
- * aiConfig.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
- * supply your own limit to the post processing step.
- *
- * If you intend to perform the skinning in hardware, this post processing
- * step might be of interest for you.
- */
- aiProcess_LimitBoneWeights = 0x200,
-
- // -------------------------------------------------------------------------
- /** <hr>Validates the imported scene data structure
- * This makes sure that all indices are valid, all animations and
- * bones are linked correctly, all material references are correct .. etc.
- *
- * It is recommended to capture Assimp's log output if you use this flag,
- * so you can easily find ot what's actually wrong if a file fails the
- * validation. The validator is quite rude and will find *all*
- * inconsistencies in the data structure ... plugin developers are
- * recommended to use it to debug their loaders. There are two types of
- * validation failures:
- * <ul>
- * <li>Error: There's something wrong with the imported data. Further
- * postprocessing is not possible and the data is not usable at all.
- * The import fails. #Importer::GetErrorString() or #aiGetErrorString()
- * carry the error message around.</li>
- * <li>Warning: There are some minor issues (e.g. 1000000 animation
- * keyframes with the same time), but further postprocessing and use
- * of the data structure is still safe. Warning details are written
- * to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
- * in #aiScene::mFlags</li>
- * </ul>
- *
- * This post-processing step is not time-consuming. It's use is not
- * compulsory, but recommended.
- */
- aiProcess_ValidateDataStructure = 0x400,
-
- // -------------------------------------------------------------------------
- /** <hr>Reorders triangles for better vertex cache locality.
- *
- * The step tries to improve the ACMR (average post-transform vertex cache
- * miss ratio) for all meshes. The implementation runs in O(n) and is
- * roughly based on the 'tipsify' algorithm (see <a href="http://code.qt.io/%3C/div%3E%3Cdiv%20class='del'>- * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
- * paper</a>).
- *
- * If you intend to render huge models in hardware, this step might
- * be of interest for you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
- * setting can be used to fine-tune the cache optimization.
- */
- aiProcess_ImproveCacheLocality = 0x800,
-
- // -------------------------------------------------------------------------
- /** <hr>Searches for redundant/unreferenced materials and removes them.
- *
- * This is especially useful in combination with the
- * #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
- * Both join small meshes with equal characteristics, but they can't do
- * their work if two meshes have different materials. Because several
- * material settings are always lost during Assimp's import filters,
- * (and because many exporters don't check for redundant materials), huge
- * models often have materials which are are defined several times with
- * exactly the same settings ..
- *
- * Several material settings not contributing to the final appearance of
- * a surface are ignored in all comparisons ... the material name is
- * one of them. So, if you're passing additional information through the
- * content pipeline (probably using *magic* material names), don't
- * specify this flag. Alternatively take a look at the
- * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
- */
- aiProcess_RemoveRedundantMaterials = 0x1000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step tries to determine which meshes have normal vectors
- * that are facing inwards. The algorithm is simple but effective:
- * the bounding box of all vertices + their normals is compared against
- * the volume of the bounding box of all vertices without their normals.
- * This works well for most objects, problems might occur with planar
- * surfaces. However, the step tries to filter such cases.
- * The step inverts all in-facing normals. Generally it is recommended
- * to enable this step, although the result is not always correct.
- */
- aiProcess_FixInfacingNormals = 0x2000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step splits meshes with more than one primitive type in
- * homogeneous submeshes.
- *
- * The step is executed after the triangulation step. After the step
- * returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
- * especially useful for real-time rendering where point and line
- * primitives are often ignored or rendered separately.
- * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
- * primitive types you need. This can be used to easily exclude
- * lines and points, which are rarely used, from the import.
- */
- aiProcess_SortByPType = 0x8000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches all meshes for degenerated primitives and
- * converts them to proper lines or points.
- *
- * A face is 'degenerated' if one or more of its points are identical.
- * To have the degenerated stuff not only detected and collapsed but
- * also removed, try one of the following procedures:
- * <br><b>1.</b> (if you support lines&points for rendering but don't
- * want the degenerates)</br>
- * <ul>
- * <li>Specify the #aiProcess_FindDegenerates flag.
- * </li>
- * <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
- * cause the step to remove degenerated triangles from the import
- * as soon as they're detected. They won't pass any further
- * pipeline steps.
- * </li>
- * </ul>
- * <br><b>2.</b>(if you don't support lines&points at all ...)</br>
- * <ul>
- * <li>Specify the #aiProcess_FindDegenerates flag.
- * </li>
- * <li>Specify the #aiProcess_SortByPType flag. This moves line and
- * point primitives to separate meshes.
- * </li>
- * <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
- * @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
- * @endcode to cause SortByPType to reject point
- * and line meshes from the scene.
- * </li>
- * </ul>
- * @note Degenerated polygons are not necessarily evil and that's why
- * they're not removed by default. There are several file formats which
- * don't support lines or points ... some exporters bypass the
- * format specification and write them as degenerated triangle instead.
- */
- aiProcess_FindDegenerates = 0x10000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches all meshes for invalid data, such as zeroed
- * normal vectors or invalid UV coords and removes/fixes them. This is
- * intended to get rid of some common exporter errors.
- *
- * This is especially useful for normals. If they are invalid, and
- * the step recognizes this, they will be removed and can later
- * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
- * The step will also remove meshes that are infinitely small and reduce
- * animation tracks consisting of hundreds if redundant keys to a single
- * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
- * the accuracy of the check for duplicate animation tracks.
- */
- aiProcess_FindInvalidData = 0x20000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step converts non-UV mappings (such as spherical or
- * cylindrical mapping) to proper texture coordinate channels.
- *
- * Most applications will support UV mapping only, so you will
- * probably want to specify this step in every case. Note tha Assimp is not
- * always able to match the original mapping implementation of the
- * 3d app which produced a model perfectly. It's always better to let the
- * father app compute the UV channels, at least 3ds max, maja, blender,
- * lightwave, modo, ... are able to achieve this.
- *
- * @note If this step is not requested, you'll need to process the
- * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
- * properly.
- */
- aiProcess_GenUVCoords = 0x40000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step applies per-texture UV transformations and bakes
- * them to stand-alone vtexture coordinate channelss.
- *
- * UV transformations are specified per-texture - see the
- * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
- * This step processes all textures with
- * transformed input UV coordinates and generates new (pretransformed) UV channel
- * which replace the old channel. Most applications won't support UV
- * transformations, so you will probably want to specify this step.
- *
- * @note UV transformations are usually implemented in realtime apps by
- * transforming texture coordinates at vertex shader stage with a 3x3
- * (homogenous) transformation matrix.
- */
- aiProcess_TransformUVCoords = 0x80000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches for duplicate meshes and replaces duplicates
- * with references to the first mesh.
- *
- * This step takes a while, don't use it if you have no time.
- * Its main purpose is to workaround the limitation that many export
- * file formats don't support instanced meshes, so exporters need to
- * duplicate meshes. This step removes the duplicates again. Please
- * note that Assimp does currently not support per-node material
- * assignment to meshes, which means that identical meshes with
- * differnent materials are currently *not* joined, although this is
- * planned for future versions.
- */
- aiProcess_FindInstances = 0x100000,
-
- // -------------------------------------------------------------------------
- /** <hr>A postprocessing step to reduce the number of meshes.
- *
- * In fact, it will reduce the number of drawcalls.
- *
- * This is a very effective optimization and is recommended to be used
- * together with #aiProcess_OptimizeGraph, if possible. The flag is fully
- * compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
- */
- aiProcess_OptimizeMeshes = 0x200000,
-
-
- // -------------------------------------------------------------------------
- /** <hr>A postprocessing step to optimize the scene hierarchy.
- *
- * Nodes with no animations, bones, lights or cameras assigned are
- * collapsed and joined.
- *
- * Node names can be lost during this step. If you use special 'tag nodes'
- * to pass additional information through your content pipeline, use the
- * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
- * names you want to be kept. Nodes matching one of the names in this list won't
- * be touched or modified.
- *
- * Use this flag with caution. Most simple files will be collapsed to a
- * single node, complex hierarchies are usually completely lost. That's not
- * the right choice for editor environments, but probably a very effective
- * optimization if you just want to get the model data, convert it to your
- * own format and render it as fast as possible.
- *
- * This flag is designed to be used with #aiProcess_OptimizeMeshes for best
- * results.
- *
- * @note 'crappy' scenes with thousands of extremely small meshes packed
- * in deeply nested nodes exist for almost all file formats.
- * #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
- * usually fixes them all and makes them renderable.
- */
- aiProcess_OptimizeGraph = 0x400000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step flips all UV coordinates along the y-axis and adjusts
- * material settings and bitangents accordingly.
- * <br><b>Output UV coordinate system:</b>
- * @code
- * 0y|0y ---------- 1x|0y
- * | |
- * | |
- * | |
- * 0x|1y ---------- 1x|1y
- * @endcode
- *
- * You'll probably want to consider this flag if you use Direct3D for
- * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
- * setting and bundles all conversions typically required for D3D-based
- * applications.
- */
- aiProcess_FlipUVs = 0x800000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step adjusts the output face winding order to be cw.
- *
- * The default face winding order is counter clockwise.
- * <br><b>Output face order:</b>
- * @code
- * x2
- *
- * x0
- * x1
- * @endcode
- */
- aiProcess_FlipWindingOrder = 0x1000000
-
- // aiProcess_GenEntityMeshes = 0x100000,
- // aiProcess_OptimizeAnimations = 0x200000
- // aiProcess_FixTexturePaths = 0x200000
-};
-
-
-// ---------------------------------------------------------------------------------------
-/** @def aiProcess_ConvertToLeftHanded
- * @brief Shortcut flag for Direct3D-based applications.
- *
- * Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
- * #aiProcess_FlipWindingOrder flags.
- * The output data matches Direct3D's conventions: left-handed geometry, upper-left
- * origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
- *
- * @deprecated
- */
-#define aiProcess_ConvertToLeftHanded ( \
- aiProcess_MakeLeftHanded | \
- aiProcess_FlipUVs | \
- aiProcess_FlipWindingOrder | \
- 0 )
-
-
-// ---------------------------------------------------------------------------------------
-/** @def aiProcessPreset_TargetRealtimeUse_Fast
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * Applications would want to use this preset to load models on end-user PCs,
- * maybe for direct use in game.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the doc to the steps enabled by this preset.
- * Some of them offer further configurable properties, some of them might not be of
- * use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_Fast ( \
- aiProcess_CalcTangentSpace | \
- aiProcess_GenNormals | \
- aiProcess_JoinIdenticalVertices | \
- aiProcess_Triangulate | \
- aiProcess_GenUVCoords | \
- aiProcess_SortByPType | \
- 0 )
-
- // ---------------------------------------------------------------------------------------
- /** @def aiProcessPreset_TargetRealtime_Quality
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
- * performs some extra optimizations to improve rendering speed and
- * to minimize memory usage. It could be a good choice for a level editor
- * environment where import speed is not so important.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the doc for the steps enabled by this preset.
- * Some of them offer further configurable properties, some of them might not be of
- * use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_Quality ( \
- aiProcess_CalcTangentSpace | \
- aiProcess_GenSmoothNormals | \
- aiProcess_JoinIdenticalVertices | \
- aiProcess_ImproveCacheLocality | \
- aiProcess_LimitBoneWeights | \
- aiProcess_RemoveRedundantMaterials | \
- aiProcess_SplitLargeMeshes | \
- aiProcess_Triangulate | \
- aiProcess_GenUVCoords | \
- aiProcess_SortByPType | \
- aiProcess_FindDegenerates | \
- aiProcess_FindInvalidData | \
- 0 )
-
- // ---------------------------------------------------------------------------------------
- /** @def aiProcessPreset_TargetRealtime_MaxQuality
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * This preset enables almost every optimization step to achieve perfectly
- * optimized data. It's your choice for level editor environments where import speed
- * is not important.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application, apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the doc for the steps enabled by this preset.
- * Some of them offer further configurable properties, some of them might not be of
- * use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_MaxQuality ( \
- aiProcessPreset_TargetRealtime_Quality | \
- aiProcess_FindInstances | \
- aiProcess_ValidateDataStructure | \
- aiProcess_OptimizeMeshes | \
- 0 )
-
-
-#ifdef __cplusplus
-} // end of extern "C"
-#endif
-
-#endif // AI_POSTPROCESS_H_INC
diff --git a/3rdparty/assimp/include/aiQuaternion.h b/3rdparty/assimp/include/aiQuaternion.h
deleted file mode 100644
index 790cd060..00000000
--- a/3rdparty/assimp/include/aiQuaternion.h
+++ /dev/null
@@ -1,311 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiQuaternion.h
- * @brief Quaternion structure, including operators when compiling in C++
- */
-#ifndef AI_QUATERNION_H_INC
-#define AI_QUATERNION_H_INC
-
-#include <math.h>
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** Represents a quaternion in a 4D vector. */
-struct aiQuaternion
-{
-#ifdef __cplusplus
- aiQuaternion() : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {}
- aiQuaternion(float _w, float _x, float _y, float _z) : w(_w), x(_x), y(_y), z(_z) {}
-
- /** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
- aiQuaternion( const aiMatrix3x3& pRotMatrix);
-
- /** Construct from euler angles */
- aiQuaternion( float rotx, float roty, float rotz);
-
- /** Construct from an axis-angle pair */
- aiQuaternion( aiVector3D axis, float angle);
-
- /** Construct from a normalized quaternion stored in a vec3 */
- aiQuaternion( aiVector3D normalized);
-
- /** Returns a matrix representation of the quaternion */
- aiMatrix3x3 GetMatrix() const;
-
-
- bool operator== (const aiQuaternion& o) const
- {return x == o.x && y == o.y && z == o.z && w == o.w;}
-
- bool operator!= (const aiQuaternion& o) const
- {return !(*this == o);}
-
- /** Normalize the quaternion */
- aiQuaternion& Normalize();
-
- /** Compute quaternion conjugate */
- aiQuaternion& Conjugate ();
-
- /** Rotate a point by this quaternion */
- aiVector3D Rotate (const aiVector3D& in);
-
- /** Multiply two quaternions */
- aiQuaternion operator* (const aiQuaternion& two) const;
-
- /** Performs a spherical interpolation between two quaternions and writes the result into the third.
- * @param pOut Target object to received the interpolated rotation.
- * @param pStart Start rotation of the interpolation at factor == 0.
- * @param pEnd End rotation, factor == 1.
- * @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
- */
- static void Interpolate( aiQuaternion& pOut, const aiQuaternion& pStart, const aiQuaternion& pEnd, float pFactor);
-
-#endif // __cplusplus
-
- //! w,x,y,z components of the quaternion
- float w, x, y, z;
-} ;
-
-
-#ifdef __cplusplus
-
-// ---------------------------------------------------------------------------
-// Constructs a quaternion from a rotation matrix
-inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix)
-{
- float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
-
- // large enough
- if ( t > 0.001f)
- {
- float s = sqrt( t) * 2.0f;
- x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
- y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
- z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
- w = 0.25f * s;
- } // else we have to check several cases
- else if ( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
- {
- // Column 0:
- float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
- x = 0.25f * s;
- y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
- z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
- w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
- }
- else if ( pRotMatrix.b2 > pRotMatrix.c3)
- {
- // Column 1:
- float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
- x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
- y = 0.25f * s;
- z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
- w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
- } else
- {
- // Column 2:
- float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
- x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
- y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
- z = 0.25f * s;
- w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
- }
-}
-
-// ---------------------------------------------------------------------------
-// Construction from euler angles
-inline aiQuaternion::aiQuaternion( float fPitch, float fYaw, float fRoll )
-{
- const float fSinPitch(sin(fPitch*0.5F));
- const float fCosPitch(cos(fPitch*0.5F));
- const float fSinYaw(sin(fYaw*0.5F));
- const float fCosYaw(cos(fYaw*0.5F));
- const float fSinRoll(sin(fRoll*0.5F));
- const float fCosRoll(cos(fRoll*0.5F));
- const float fCosPitchCosYaw(fCosPitch*fCosYaw);
- const float fSinPitchSinYaw(fSinPitch*fSinYaw);
- x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
- y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
- z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
- w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
-}
-
-// ---------------------------------------------------------------------------
-// Returns a matrix representation of the quaternion
-inline aiMatrix3x3 aiQuaternion::GetMatrix() const
-{
- aiMatrix3x3 resMatrix;
- resMatrix.a1 = 1.0f - 2.0f * (y * y + z * z);
- resMatrix.a2 = 2.0f * (x * y - z * w);
- resMatrix.a3 = 2.0f * (x * z + y * w);
- resMatrix.b1 = 2.0f * (x * y + z * w);
- resMatrix.b2 = 1.0f - 2.0f * (x * x + z * z);
- resMatrix.b3 = 2.0f * (y * z - x * w);
- resMatrix.c1 = 2.0f * (x * z - y * w);
- resMatrix.c2 = 2.0f * (y * z + x * w);
- resMatrix.c3 = 1.0f - 2.0f * (x * x + y * y);
-
- return resMatrix;
-}
-
-// ---------------------------------------------------------------------------
-// Construction from an axis-angle pair
-inline aiQuaternion::aiQuaternion( aiVector3D axis, float angle)
-{
- axis.Normalize();
-
- const float sin_a = sin( angle / 2 );
- const float cos_a = cos( angle / 2 );
- x = axis.x * sin_a;
- y = axis.y * sin_a;
- z = axis.z * sin_a;
- w = cos_a;
-}
-// ---------------------------------------------------------------------------
-// Construction from am existing, normalized quaternion
-inline aiQuaternion::aiQuaternion( aiVector3D normalized)
-{
- x = normalized.x;
- y = normalized.y;
- z = normalized.z;
-
- const float t = 1.0f - (x*x) - (y*y) - (z*z);
-
- if (t < 0.0f)
- w = 0.0f;
- else w = sqrt (t);
-}
-
-// ---------------------------------------------------------------------------
-// Performs a spherical interpolation between two quaternions
-// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
-// Congrats, gmtl!
-inline void aiQuaternion::Interpolate( aiQuaternion& pOut, const aiQuaternion& pStart, const aiQuaternion& pEnd, float pFactor)
-{
- // calc cosine theta
- float cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
-
- // adjust signs (if necessary)
- aiQuaternion end = pEnd;
- if ( cosom < 0.0f)
- {
- cosom = -cosom;
- end.x = -end.x; // Reverse all signs
- end.y = -end.y;
- end.z = -end.z;
- end.w = -end.w;
- }
-
- // Calculate coefficients
- float sclp, sclq;
- if ( (1.0f - cosom) > 0.0001f) // 0.0001 -> some epsillon
- {
- // Standard case (slerp)
- float omega, sinom;
- omega = acos( cosom); // extract theta from dot product's cos theta
- sinom = sin( omega);
- sclp = sin( (1.0f - pFactor) * omega) / sinom;
- sclq = sin( pFactor * omega) / sinom;
- } else
- {
- // Very close, do linear interp (because it's faster)
- sclp = 1.0f - pFactor;
- sclq = pFactor;
- }
-
- pOut.x = sclp * pStart.x + sclq * end.x;
- pOut.y = sclp * pStart.y + sclq * end.y;
- pOut.z = sclp * pStart.z + sclq * end.z;
- pOut.w = sclp * pStart.w + sclq * end.w;
-}
-
-// ---------------------------------------------------------------------------
-inline aiQuaternion& aiQuaternion::Normalize()
-{
- // compute the magnitude and divide through it
- const float mag = x*x+y*y+z*z+w*w;
- if (mag)
- {
- x /= mag;
- y /= mag;
- z /= mag;
- w /= mag;
- }
- return *this;
-}
-
-// ---------------------------------------------------------------------------
-inline aiQuaternion aiQuaternion::operator* (const aiQuaternion& t) const
-{
- return aiQuaternion(w*t.w - x*t.x - y*t.y - z*t.z,
- w*t.x + x*t.w + y*t.z - z*t.y,
- w*t.y + y*t.w + z*t.x - x*t.z,
- w*t.z + z*t.w + x*t.y - y*t.x);
-}
-
-// ---------------------------------------------------------------------------
-inline aiQuaternion& aiQuaternion::Conjugate ()
-{
- x = -x;
- y = -y;
- z = -z;
- return *this;
-}
-
-// ---------------------------------------------------------------------------
-inline aiVector3D aiQuaternion::Rotate (const aiVector3D& v)
-{
- aiQuaternion q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
- q.Conjugate();
-
- q = q*q2*qinv;
- return aiVector3D(q.x,q.y,q.z);
-
-}
-
-} // end extern "C"
-
-#endif // __cplusplus
-
-#endif // AI_QUATERNION_H_INC
diff --git a/3rdparty/assimp/include/aiScene.h b/3rdparty/assimp/include/aiScene.h
deleted file mode 100644
index 6c4b4900..00000000
--- a/3rdparty/assimp/include/aiScene.h
+++ /dev/null
@@ -1,417 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiScene.h
- * @brief Defines the data structures in which the imported scene is returned.
- */
-#ifndef __AI_SCENE_H_INC__
-#define __AI_SCENE_H_INC__
-
-#include "aiTypes.h"
-#include "aiTexture.h"
-#include "aiMesh.h"
-#include "aiLight.h"
-#include "aiCamera.h"
-#include "aiMaterial.h"
-#include "aiAnim.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// -------------------------------------------------------------------------------
-/** A node in the imported hierarchy.
- *
- * Each node has name, a parent node (except for the root node),
- * a transformation relative to its parent and possibly several child nodes.
- * Simple file formats don't support hierarchical structures - for these formats
- * the imported scene does consist of only a single root node without children.
- */
-// -------------------------------------------------------------------------------
-struct aiNode
-{
- /** The name of the node.
- *
- * The name might be empty (length of zero) but all nodes which
- * need to be accessed afterwards by bones or anims are usually named.
- * Multiple nodes may have the same name, but nodes which are accessed
- * by bones (see #aiBone and #aiMesh::mBones) *must* be unique.
- *
- * Cameras and lights are assigned to a specific node name - if there
- * are multiple nodes with this name, they're assigned to each of them.
- * <br>
- * There are no limitations regarding the characters contained in
- * this text. You should be able to handle stuff like whitespace, tabs,
- * linefeeds, quotation marks, ampersands, ... .
- */
- C_STRUCT aiString mName;
-
- /** The transformation relative to the node's parent. */
- C_STRUCT aiMatrix4x4 mTransformation;
-
- /** Parent node. NULL if this node is the root node. */
- C_STRUCT aiNode* mParent;
-
- /** The number of child nodes of this node. */
- unsigned int mNumChildren;
-
- /** The child nodes of this node. NULL if mNumChildren is 0. */
- C_STRUCT aiNode** mChildren;
-
- /** The number of meshes of this node. */
- unsigned int mNumMeshes;
-
- /** The meshes of this node. Each entry is an index into the mesh */
- unsigned int* mMeshes;
-
-#ifdef __cplusplus
- /** Constructor */
- aiNode()
- {
- // set all members to zero by default
- mParent = NULL;
- mNumChildren = 0; mChildren = NULL;
- mNumMeshes = 0; mMeshes = NULL;
- }
-
- /** Construction from a specific name */
- aiNode(const std::string& name)
- {
- // set all members to zero by default
- mParent = NULL;
- mNumChildren = 0; mChildren = NULL;
- mNumMeshes = 0; mMeshes = NULL;
- mName = name;
- }
-
- /** Destructor */
- ~aiNode()
- {
- // delete all children recursively
- // to make sure we won't crash if the data is invalid ...
- if (mChildren && mNumChildren)
- {
- for ( unsigned int a = 0; a < mNumChildren; a++)
- delete mChildren[a];
- }
- delete [] mChildren;
- delete [] mMeshes;
- }
-
- /** Searches for a node with a specific name, beginning at this
- * nodes. Normally you will call this method on the root node
- * of the scene.
- *
- * @param name Name to search for
- * @return NULL or a valid Node if the search was successful.
- */
- inline aiNode* FindNode(const aiString& name)
- {
- return FindNode(name.data);
- }
-
- /** @override
- */
- inline aiNode* FindNode(const char* name)
- {
- if (!::strcmp( mName.data,name))return this;
- for (unsigned int i = 0; i < mNumChildren;++i)
- {
- aiNode* p = mChildren[i]->FindNode(name);
- if (p)return p;
- }
- // there is definitely no sub node with this name
- return NULL;
- }
-
-#endif // __cplusplus
-};
-
-
-// -------------------------------------------------------------------------------
-/** @def AI_SCENE_FLAGS_INCOMPLETE
- * Specifies that the scene data structure that was imported is not complete.
- * This flag bypasses some internal validations and allows the import
- * of animation skeletons, material libraries or camera animation paths
- * using Assimp. Most applications won't support such data.
- */
-#define AI_SCENE_FLAGS_INCOMPLETE 0x1
-
-/** @def AI_SCENE_FLAGS_VALIDATED
- * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
- * if the validation is successful. In a validated scene you can be sure that
- * any cross references in the data structure (e.g. vertex indices) are valid.
- */
-#define AI_SCENE_FLAGS_VALIDATED 0x2
-
-/** @def AI_SCENE_FLAGS_VALIDATION_WARNING
- * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
- * if the validation is successful but some issues have been found.
- * This can for example mean that a texture that does not exist is referenced
- * by a material or that the bone weights for a vertex don't sum to 1.0 ... .
- * In most cases you should still be able to use the import. This flag could
- * be useful for applications which don't capture Assimp's log output.
- */
-#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
-
-/** @def AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
- * This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
- * It indicates that the vertices of the output meshes aren't in the internal
- * verbose format anymore. In the verbose format all vertices are unique,
- * no vertex is ever referenced by more than one face.
- */
-#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
-
- /** @def AI_SCENE_FLAGS_TERRAIN
- * Denotes pure height-map terrain data. Pure terrains usually consist of quads,
- * sometimes triangles, in a regular grid. The x,y coordinates of all vertex
- * positions refer to the x,y coordinates on the terrain height map, the z-axis
- * stores the elevation at a specific point.
- *
- * TER (Terragen) and HMP (3D Game Studio) are height map formats.
- * @note Assimp is probably not the best choice for loading *huge* terrains -
- * fully triangulated data takes extremely much free store and should be avoided
- * as long as possible (typically you'll do the triangulation when you actually
- * need to render it).
- */
-#define AI_SCENE_FLAGS_TERRAIN 0x10
-
-
-// -------------------------------------------------------------------------------
-/** The root structure of the imported data.
- *
- * Everything that was imported from the given file can be accessed from here.
- * Objects of this class are generally maintained and owned by Assimp, not
- * by the caller. You shouldn't want to instance it, nor should you ever try to
- * delete a given scene on your own.
- */
-// -------------------------------------------------------------------------------
-struct aiScene
-{
-
- /** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
- * this value is 0, no flags are set. Most applications will
- * want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
- * bit set.
- */
- unsigned int mFlags;
-
-
- /** The root node of the hierarchy.
- *
- * There will always be at least the root node if the import
- * was successful (and no special flags have been set).
- * Presence of further nodes depends on the format and content
- * of the imported file.
- */
- C_STRUCT aiNode* mRootNode;
-
-
-
- /** The number of meshes in the scene. */
- unsigned int mNumMeshes;
-
- /** The array of meshes.
- *
- * Use the indices given in the aiNode structure to access
- * this array. The array is mNumMeshes in size. If the
- * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
- * be at least ONE material.
- */
- C_STRUCT aiMesh** mMeshes;
-
-
-
- /** The number of materials in the scene. */
- unsigned int mNumMaterials;
-
- /** The array of materials.
- *
- * Use the index given in each aiMesh structure to access this
- * array. The array is mNumMaterials in size. If the
- * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
- * be at least ONE material.
- */
- C_STRUCT aiMaterial** mMaterials;
-
-
-
- /** The number of animations in the scene. */
- unsigned int mNumAnimations;
-
- /** The array of animations.
- *
- * All animations imported from the given file are listed here.
- * The array is mNumAnimations in size.
- */
- C_STRUCT aiAnimation** mAnimations;
-
-
-
- /** The number of textures embedded into the file */
- unsigned int mNumTextures;
-
- /** The array of embedded textures.
- *
- * Not many file formats embed their textures into the file.
- * An example is Quake's MDL format (which is also used by
- * some GameStudio versions)
- */
- C_STRUCT aiTexture** mTextures;
-
-
- /** The number of light sources in the scene. Light sources
- * are fully optional, in most cases this attribute will be 0
- */
- unsigned int mNumLights;
-
- /** The array of light sources.
- *
- * All light sources imported from the given file are
- * listed here. The array is mNumLights in size.
- */
- C_STRUCT aiLight** mLights;
-
-
- /** The number of cameras in the scene. Cameras
- * are fully optional, in most cases this attribute will be 0
- */
- unsigned int mNumCameras;
-
- /** The array of cameras.
- *
- * All cameras imported from the given file are listed here.
- * The array is mNumCameras in size. The first camera in the
- * array (if existing) is the default camera view into
- * the scene.
- */
- C_STRUCT aiCamera** mCameras;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiScene()
- {
- // set all members to zero by default
- mRootNode = NULL;
- mNumMeshes = 0; mMeshes = NULL;
- mNumMaterials = 0; mMaterials = NULL;
- mNumAnimations = 0; mAnimations = NULL;
- mNumTextures = 0; mTextures = NULL;
- mNumCameras = 0; mCameras = NULL;
- mNumLights = 0; mLights = NULL;
- mFlags = 0;
- }
-
- //! Destructor
- ~aiScene()
- {
- // delete all sub-objects recursively
- delete mRootNode;
-
- // To make sure we won't crash if the data is invalid it's
- // much better to check whether both mNumXXX and mXXX are
- // valid instead of relying on just one of them.
- if (mNumMeshes && mMeshes)
- for ( unsigned int a = 0; a < mNumMeshes; a++)
- delete mMeshes[a];
- delete [] mMeshes;
-
- if (mNumMaterials && mMaterials)
- for ( unsigned int a = 0; a < mNumMaterials; a++)
- delete mMaterials[a];
- delete [] mMaterials;
-
- if (mNumAnimations && mAnimations)
- for ( unsigned int a = 0; a < mNumAnimations; a++)
- delete mAnimations[a];
- delete [] mAnimations;
-
- if (mNumTextures && mTextures)
- for ( unsigned int a = 0; a < mNumTextures; a++)
- delete mTextures[a];
- delete [] mTextures;
-
- if (mNumLights && mLights)
- for ( unsigned int a = 0; a < mNumLights; a++)
- delete mLights[a];
- delete [] mLights;
-
- if (mNumCameras && mCameras)
- for ( unsigned int a = 0; a < mNumCameras; a++)
- delete mCameras[a];
- delete [] mCameras;
- }
-
- //! Check whether the scene contains meshes
- //! Unless no special scene flags are set this will always be true.
- inline bool HasMeshes() const
- { return mMeshes != NULL && mNumMeshes > 0; }
-
- //! Check whether the scene contains materials
- //! Unless no special scene flags are set this will always be true.
- inline bool HasMaterials() const
- { return mMaterials != NULL && mNumMaterials > 0; }
-
- //! Check whether the scene contains lights
- inline bool HasLights() const
- { return mLights != NULL && mNumLights > 0; }
-
- //! Check whether the scene contains textures
- inline bool HasTextures() const
- { return mTextures != NULL && mNumTextures > 0; }
-
- //! Check whether the scene contains cameras
- inline bool HasCameras() const
- { return mCameras != NULL && mNumCameras > 0; }
-
- //! Check whether the scene contains animations
- inline bool HasAnimations() const
- { return mAnimations != NULL && mNumAnimations > 0; }
-
-#endif // __cplusplus
-};
-
-#ifdef __cplusplus
-} //! namespace Assimp
-#endif
-
-#endif // __AI_SCENE_H_INC__
diff --git a/3rdparty/assimp/include/aiTexture.h b/3rdparty/assimp/include/aiTexture.h
deleted file mode 100644
index e64f0205..00000000
--- a/3rdparty/assimp/include/aiTexture.h
+++ /dev/null
@@ -1,198 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiTexture.h
- * @brief Defines texture helper structures for the library
- *
- * Used for file formats which embed their textures into the model file.
- * Supported are both normal textures, which are stored as uncompressed
- * pixels, and "compressed" textures, which are stored in a file format
- * such as PNG or TGA.
- */
-
-#ifndef AI_TEXTURE_H_INC
-#define AI_TEXTURE_H_INC
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-
-// --------------------------------------------------------------------------------
-/** @def AI_MAKE_EMBEDDED_TEXNAME
- * Used to build the reserved path name used by the material system to
- * reference textures that are embedded into their corresponding
- * model files. The parameter specifies the index of the texture
- * (zero-based, in the aiScene::mTextures array)
- */
-#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
-# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
-#endif
-
-
-#include "./Compiler/pushpack1.h"
-
-// --------------------------------------------------------------------------------
-/** @brief Helper structure to represent a texel in a ARGB8888 format
-*
-* Used by aiTexture.
-*/
-struct aiTexel
-{
- unsigned char b,g,r,a;
-
-#ifdef __cplusplus
- //! Comparison operator
- bool operator== (const aiTexel& other) const
- {
- return b == other.b && r == other.r &&
- g == other.g && a == other.a;
- }
-
- //! Inverse comparison operator
- bool operator!= (const aiTexel& other) const
- {
- return b != other.b || r != other.r ||
- g != other.g || a != other.a;
- }
-
- //! Conversion to a floating-point 4d color
- operator aiColor4D() const
- {
- return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
- }
-#endif // __cplusplus
-
-} PACK_STRUCT;
-
-#include "./Compiler/poppack1.h"
-
-// --------------------------------------------------------------------------------
-/** Helper structure to describe an embedded texture
- *
- * Normally textures are contained in external files but some file formats embed
- * them directly in the model file. There are two types of embedded textures:
- * 1. Uncompressed textures. The color data is given in an uncompressed format.
- * 2. Compressed textures stored in a file format like png or jpg. The raw file
- * bytes are given so the application must utilize an image decoder (e.g. DevIL) to
- * get access to the actual color data.
- */
-struct aiTexture
-{
- /** Width of the texture, in pixels
- *
- * If mHeight is zero the texture is compressed in a format
- * like JPEG. In this case mWidth specifies the size of the
- * memory area pcData is pointing to, in bytes.
- */
- unsigned int mWidth;
-
- /** Height of the texture, in pixels
- *
- * If this value is zero, pcData points to an compressed texture
- * in any format (e.g. JPEG).
- */
- unsigned int mHeight;
-
- /** A hint from the loader to make it easier for applications
- * to determine the type of embedded compressed textures.
- *
- * If mHeight != 0 this member is undefined. Otherwise it
- * is set set to '\\0\\0\\0\\0' if the loader has no additional
- * information about the texture file format used OR the
- * file extension of the format without a trailing dot. If there
- * are multiple file extensions for a format, the shortest
- * extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
- * E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
- * The fourth character will always be '\\0'.
- */
- char achFormatHint[4];
-
- /** Data of the texture.
- *
- * Points to an array of mWidth * mHeight aiTexel's.
- * The format of the texture data is always ARGB8888 to
- * make the implementation for user of the library as easy
- * as possible. If mHeight = 0 this is a pointer to a memory
- * buffer of size mWidth containing the compressed texture
- * data. Good luck, have fun!
- */
- C_STRUCT aiTexel* pcData;
-
-#ifdef __cplusplus
-
- //! For compressed textures (mHeight == 0): compare the
- //! format hint against a given string.
- //! @param s Input string. 3 characters are maximally processed.
- //! Example values: "jpg", "png"
- //! @return true if the given string matches the format hint
- bool CheckFormat(const char* s) const
- {
- ai_assert(s && !mHeight);
- return (0 == ::strncmp(achFormatHint,s,3));
- }
-
- // Construction
- aiTexture ()
- : mWidth (0)
- , mHeight (0)
- , pcData (NULL)
- {
- achFormatHint[0] = achFormatHint[1] = 0;
- achFormatHint[2] = achFormatHint[3] = 0;
- }
-
- // Destruction
- ~aiTexture ()
- {
- delete[] pcData;
- }
-#endif
-};
-
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // AI_TEXTURE_H_INC
diff --git a/3rdparty/assimp/include/aiTypes.h b/3rdparty/assimp/include/aiTypes.h
deleted file mode 100644
index de956dad..00000000
--- a/3rdparty/assimp/include/aiTypes.h
+++ /dev/null
@@ -1,492 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiTypes.h
- * Basic data types and primitives, such as vectors or colors.
- */
-#ifndef AI_TYPES_H_INC
-#define AI_TYPES_H_INC
-
-// Some runtime headers
-#include <sys/types.h>
-#include <memory.h>
-#include <math.h>
-#include <stddef.h>
-
-// Our compile configuration
-#include "aiDefines.h"
-
-// Some types moved to separate header due to size of operators
-#include "aiVector3D.h"
-#include "aiVector2D.h"
-#include "aiColor4D.h"
-#include "aiMatrix3x3.h"
-#include "aiMatrix4x4.h"
-#include "aiQuaternion.h"
-
-#ifdef __cplusplus
-#include <new> // for std::nothrow_t
-#include <string> // for aiString::Set(const std::string&)
-
-namespace Assimp {
- //! @cond never
-namespace Intern {
- // --------------------------------------------------------------------
- /** @brief Internal helper class to utilize our internal new/delete
- * routines for allocating object of this and derived classes.
- *
- * By doing this you can safely share class objects between Assimp
- * and the application - it works even over DLL boundaries. A good
- * example is the #IOSystem where the application allocates its custom
- * #IOSystem, then calls #Importer::SetIOSystem(). When the Importer
- * destructs, Assimp calls operator delete on the stored #IOSystem.
- * If it lies on a different heap than Assimp is working with,
- * the application is determined to crash.
- */
- // --------------------------------------------------------------------
-#ifndef SWIG
- struct ASSIMP_API AllocateFromAssimpHeap {
- // http://www.gotw.ca/publications/mill15.htm
-
- // new/delete overload
- void *operator new ( size_t num_bytes) /* throw( std::bad_alloc ) */;
- void *operator new ( size_t num_bytes, const std::nothrow_t& ) throw();
- void operator delete ( void* data);
-
- // array new/delete overload
- void *operator new[] ( size_t num_bytes) /* throw( std::bad_alloc ) */;
- void *operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw();
- void operator delete[] ( void* data);
-
- }; // struct AllocateFromAssimpHeap
-#endif
-} // namespace Intern
- //! @endcond
-} // namespace Assimp
-
-extern "C" {
-#endif
-
-/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
-#ifdef __cplusplus
-const size_t MAXLEN = 1024;
-#else
-# define MAXLEN 1024
-#endif
-
-#include "./Compiler/pushpack1.h"
-
-// ----------------------------------------------------------------------------------
-/** Represents a plane in a three-dimensional, euclidean space
-*/
-struct aiPlane
-{
-#ifdef __cplusplus
- aiPlane () : a(0.f), b(0.f), c(0.f), d(0.f) {}
- aiPlane (float _a, float _b, float _c, float _d)
- : a(_a), b(_b), c(_c), d(_d) {}
-
- aiPlane (const aiPlane& o) : a(o.a), b(o.b), c(o.c), d(o.d) {}
-
-#endif // !__cplusplus
-
- //! Plane equation
- float a,b,c,d;
-} PACK_STRUCT; // !struct aiPlane
-
-// ----------------------------------------------------------------------------------
-/** Represents a ray
-*/
-struct aiRay
-{
-#ifdef __cplusplus
- aiRay () {}
- aiRay (const aiVector3D& _pos, const aiVector3D& _dir)
- : pos(_pos), dir(_dir) {}
-
- aiRay (const aiRay& o) : pos (o.pos), dir (o.dir) {}
-
-#endif // !__cplusplus
-
- //! Position and direction of the ray
- C_STRUCT aiVector3D pos, dir;
-} PACK_STRUCT; // !struct aiRay
-
-// ----------------------------------------------------------------------------------
-/** Represents a color in Red-Green-Blue space.
-*/
-struct aiColor3D
-{
-#ifdef __cplusplus
- aiColor3D () : r(0.0f), g(0.0f), b(0.0f) {}
- aiColor3D (float _r, float _g, float _b) : r(_r), g(_g), b(_b) {}
- aiColor3D (float _r) : r(_r), g(_r), b(_r) {}
- aiColor3D (const aiColor3D& o) : r(o.r), g(o.g), b(o.b) {}
-
- /** Component-wise comparison */
- // TODO: add epsilon?
- bool operator == (const aiColor3D& other) const
- {return r == other.r && g == other.g && b == other.b;}
-
- /** Component-wise inverse comparison */
- // TODO: add epsilon?
- bool operator != (const aiColor3D& other) const
- {return r != other.r || g != other.g || b != other.b;}
-
- /** Component-wise addition */
- aiColor3D operator+(const aiColor3D& c) const {
- return aiColor3D(r+c.r,g+c.g,b+c.b);
- }
-
- /** Component-wise subtraction */
- aiColor3D operator-(const aiColor3D& c) const {
- return aiColor3D(r+c.r,g+c.g,b+c.b);
- }
-
- /** Component-wise multiplication */
- aiColor3D operator*(const aiColor3D& c) const {
- return aiColor3D(r*c.r,g*c.g,b*c.b);
- }
-
- /** Multiply with a scalar */
- aiColor3D operator*(float f) const {
- return aiColor3D(r*f,g*f,b*f);
- }
-
- /** Access a specific color component */
- float operator[](unsigned int i) const {
- return *(&r + i);
- }
-
- /** Access a specific color component */
- float& operator[](unsigned int i) {
- return *(&r + i);
- }
-
- /** Check whether a color is black */
- bool IsBlack() const {
- static const float epsilon = 10e-3f;
- return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
- }
-
-#endif // !__cplusplus
-
- //! Red, green and blue color values
- float r, g, b;
-} PACK_STRUCT; // !struct aiColor3D
-#include "./Compiler/poppack1.h"
-
-// ----------------------------------------------------------------------------------
-/** Represents an UTF-8 string, zero byte terminated.
- *
- * The character set of an aiString is explicitly defined to be UTF-8. This Unicode
- * transformation was chosen in the belief that most strings in 3d files are limited
- * to the ASCII characters, thus the character set needed to be ASCII compatible.
- *
- * Most text file loaders provide proper Unicode input file handling, special unicode
- * characters are correctly transcoded to UTF8 and are kept throughout the libraries'
- * import pipeline.
- *
- * For most applications, it will be absolutely sufficient to interpret the
- * aiString as ASCII data and work with it as one would work with a plain char*.
- * Windows users in need of proper support for i.e asian characters can use the
- * #MultiByteToWideChar(), #WideCharToMultiByte() WinAPI functionality to convert the
- * UTF-8 strings to their working character set (i.e. MBCS, WideChar).
- *
- * We use this representation instead of std::string to be C-compatible. The
- * (binary) length of such a string is limited to MAXLEN characters (including the
- * the terminating zero).
-*/
-struct aiString
-{
-#ifdef __cplusplus
- /** Default constructor, the string is set to have zero length */
- aiString() :
- length(0)
- {
- data[0] = '\0';
-
-#ifdef _DEBUG
- // Debug build: overwrite the string on its full length with ESC (27)
- memset(data+1,27,MAXLEN-1);
-#endif
- }
-
- /** Copy constructor */
- aiString(const aiString& rOther) :
- length(rOther.length)
- {
- // Crop the string to the maximum length
- length = length>=MAXLEN?MAXLEN-1:length;
- memcpy( data, rOther.data, length);
- data[length] = '\0';
- }
-
- /** Constructor from std::string */
- aiString(const std::string& pString) :
- length(pString.length())
- {
- length = length>=MAXLEN?MAXLEN-1:length;
- memcpy( data, pString.c_str(), length);
- data[length] = '\0';
- }
-
- /** Copy a std::string to the aiString */
- void Set( const std::string& pString) {
- if ( pString.length() > MAXLEN - 1) {
- return;
- }
- length = pString.length();
- ::memcpy( data, pString.c_str(), length);
- data[length] = 0;
- }
-
- /** Copy a const char* to the aiString */
- void Set( const char* sz) {
- const size_t len = ::strlen(sz);
- if ( len > MAXLEN - 1) {
- return;
- }
- length = len;
- ::memcpy( data, sz, len);
- data[len] = 0;
- }
-
- /** Assign a const char* to the string */
- aiString& operator = (const char* sz) {
- Set(sz);
- return *this;
- }
-
- /** Assign a cstd::string to the string */
- aiString& operator = ( const std::string& pString) {
- Set(pString);
- return *this;
- }
-
- /** Comparison operator */
- bool operator==(const aiString& other) const {
- return (length == other.length && 0 == strcmp(this->data,other.data));
- }
-
- /** Inverse comparison operator */
- bool operator!=(const aiString& other) const {
- return (length != other.length || 0 != ::strcmp(this->data,other.data));
- }
-
- /** Append a string to the string */
- void Append (const char* app) {
- const size_t len = ::strlen(app);
- if (!len) {
- return;
- }
- if (length + len >= MAXLEN) {
- return;
- }
-
- memcpy(&data[length],app,len+1);
- length += len;
- }
-
- /** Clear the string - reset its length to zero */
- void Clear () {
- length = 0;
- data[0] = '\0';
-
-#ifdef _DEBUG
- // Debug build: overwrite the string on its full length with ESC (27)
- memset(data+1,27,MAXLEN-1);
-#endif
- }
-
-#endif // !__cplusplus
-
- /** Binary length of the string excluding the terminal 0. This is NOT the
- * logical length of strings containing UTF-8 multibyte sequences! It's
- * the number of bytes from the beginning of the string to its end.*/
- size_t length;
-
- /** String buffer. Size limit is MAXLEN */
- char data[MAXLEN];
-} ; // !struct aiString
-
-
-// ----------------------------------------------------------------------------------
-/** Standard return type for some library functions.
- * Rarely used, and if, mostly in the C API.
- */
-enum aiReturn
-{
- /** Indicates that a function was successful */
- aiReturn_SUCCESS = 0x0,
-
- /** Indicates that a function failed */
- aiReturn_FAILURE = -0x1,
-
- /** Indicates that not enough memory was available
- * to perform the requested operation
- */
- aiReturn_OUTOFMEMORY = -0x3,
-
- /** @cond never
- * Force 32-bit size enum
- */
- _AI_ENFORCE_ENUM_SIZE = 0x7fffffff
-}; // !enum aiReturn
-
-// just for backwards compatibility, don't use these constants anymore
-#define AI_SUCCESS aiReturn_SUCCESS
-#define AI_FAILURE aiReturn_FAILURE
-#define AI_OUTOFMEMORY aiReturn_OUTOFMEMORY
-
-// ----------------------------------------------------------------------------------
-/** Seek origins (for the virtual file system API).
- * Much cooler than using SEEK_SET, SEEK_CUR or SEEK_END.
- */
-enum aiOrigin
-{
- /** Beginning of the file */
- aiOrigin_SET = 0x0,
-
- /** Current position of the file pointer */
- aiOrigin_CUR = 0x1,
-
- /** End of the file, offsets must be negative */
- aiOrigin_END = 0x2,
-
- /** @cond never
- * Force 32-bit size enum
- */
- _AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
-}; // !enum aiOrigin
-
-// ----------------------------------------------------------------------------------
-/** @brief Enumerates predefined log streaming destinations.
- * Logging to these streams can be enabled with a single call to
- * #LogStream::createDefaultStream or #aiAttachPredefinedLogStream(),
- * respectively.
- */
-enum aiDefaultLogStream
-{
- /** Stream the log to a file */
- aiDefaultLogStream_FILE = 0x1,
-
- /** Stream the log to std::cout */
- aiDefaultLogStream_STDOUT = 0x2,
-
- /** Stream the log to std::cerr */
- aiDefaultLogStream_STDERR = 0x4,
-
- /** MSVC only: Stream the log the the debugger
- * (this relies on OutputDebugString from the Win32 SDK)
- */
- aiDefaultLogStream_DEBUGGER = 0x8,
-
- /** @cond never
- * Force 32-bit size enum
- */
- _AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
-}; // !enum aiDefaultLogStream
-
-// just for backwards compatibility, don't use these constants anymore
-#define DLS_FILE aiDefaultLogStream_FILE
-#define DLS_STDOUT aiDefaultLogStream_STDOUT
-#define DLS_STDERR aiDefaultLogStream_STDERR
-#define DLS_DEBUGGER aiDefaultLogStream_DEBUGGER
-
-// ----------------------------------------------------------------------------------
-/** Stores the memory requirements for different components (e.g. meshes, materials,
- * animations) of an import. All sizes are in bytes.
- * @see Importer::GetMemoryRequirements()
-*/
-struct aiMemoryInfo
-{
-#ifdef __cplusplus
-
- /** Default constructor */
- aiMemoryInfo()
- : textures (0)
- , materials (0)
- , meshes (0)
- , nodes (0)
- , animations (0)
- , cameras (0)
- , lights (0)
- , total (0)
- {}
-
-#endif
-
- /** Storage allocated for texture data */
- unsigned int textures;
-
- /** Storage allocated for material data */
- unsigned int materials;
-
- /** Storage allocated for mesh data */
- unsigned int meshes;
-
- /** Storage allocated for node data */
- unsigned int nodes;
-
- /** Storage allocated for animation data */
- unsigned int animations;
-
- /** Storage allocated for camera data */
- unsigned int cameras;
-
- /** Storage allocated for light data */
- unsigned int lights;
-
- /** Total storage allocated for the full import. */
- unsigned int total;
-}; // !struct aiMemoryInfo
-
-#ifdef __cplusplus
-}
-#endif //! __cplusplus
-
-// Include implementations
-#include "aiVector3D.inl"
-#include "aiColor4D.inl"
-#include "aiMatrix3x3.inl"
-#include "aiMatrix4x4.inl"
-#endif
diff --git a/3rdparty/assimp/include/aiVector2D.h b/3rdparty/assimp/include/aiVector2D.h
deleted file mode 100644
index c9533aa7..00000000
--- a/3rdparty/assimp/include/aiVector2D.h
+++ /dev/null
@@ -1,187 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiVector2D.h
- * @brief 2D vector structure, including operators when compiling in C++
- */
-#ifndef AI_VECTOR2D_H_INC
-#define AI_VECTOR2D_H_INC
-
-#include <math.h>
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#include "./Compiler/pushpack1.h"
-
-// ----------------------------------------------------------------------------------
-/** Represents a two-dimensional vector.
- */
-struct aiVector2D
-{
-#ifdef __cplusplus
- aiVector2D () : x(0.0f), y(0.0f) {}
- aiVector2D (float _x, float _y) : x(_x), y(_y) {}
- aiVector2D (float _xyz) : x(_xyz), y(_xyz) {}
- aiVector2D (const aiVector2D& o) : x(o.x), y(o.y) {}
-
- void Set( float pX, float pY) {
- x = pX; y = pY;
- }
-
- float SquareLength() const {
- return x*x + y*y;
- }
-
- float Length() const {
- return ::sqrt( SquareLength());
- }
-
- aiVector2D& Normalize() {
- *this /= Length(); return *this;
- }
-
- const aiVector2D& operator += (const aiVector2D& o) {
- x += o.x; y += o.y; return *this;
- }
- const aiVector2D& operator -= (const aiVector2D& o) {
- x -= o.x; y -= o.y; return *this;
- }
- const aiVector2D& operator *= (float f) {
- x *= f; y *= f; return *this;
- }
- const aiVector2D& operator /= (float f) {
- x /= f; y /= f; return *this;
- }
-
- float operator[](unsigned int i) const {
- return *(&x + i);
- }
-
- float& operator[](unsigned int i) {
- return *(&x + i);
- }
-
- bool operator== (const aiVector2D& other) const {
- return x == other.x && y == other.y;
- }
-
- bool operator!= (const aiVector2D& other) const {
- return x != other.x || y != other.y;
- }
-
- aiVector2D& operator= (float f) {
- x = y = f;return *this;
- }
-
- const aiVector2D SymMul(const aiVector2D& o) {
- return aiVector2D(x*o.x,y*o.y);
- }
-
-#endif // __cplusplus
-
- float x, y;
-} PACK_STRUCT;
-
-#include "./Compiler/poppack1.h"
-
-#ifdef __cplusplus
-} // end extern "C"
-
-// ----------------------------------------------------------------------------------
-// symmetric addition
-inline aiVector2D operator + (const aiVector2D& v1, const aiVector2D& v2)
-{
- return aiVector2D( v1.x + v2.x, v1.y + v2.y);
-}
-
-// ----------------------------------------------------------------------------------
-// symmetric subtraction
-inline aiVector2D operator - (const aiVector2D& v1, const aiVector2D& v2)
-{
- return aiVector2D( v1.x - v2.x, v1.y - v2.y);
-}
-
-// ----------------------------------------------------------------------------------
-// scalar product
-inline float operator * (const aiVector2D& v1, const aiVector2D& v2)
-{
- return v1.x*v2.x + v1.y*v2.y;
-}
-
-// ----------------------------------------------------------------------------------
-// scalar multiplication
-inline aiVector2D operator * ( float f, const aiVector2D& v)
-{
- return aiVector2D( f*v.x, f*v.y);
-}
-
-// ----------------------------------------------------------------------------------
-// and the other way around
-inline aiVector2D operator * ( const aiVector2D& v, float f)
-{
- return aiVector2D( f*v.x, f*v.y);
-}
-
-// ----------------------------------------------------------------------------------
-// scalar division
-inline aiVector2D operator / ( const aiVector2D& v, float f)
-{
-
- return v * (1/f);
-}
-
-// ----------------------------------------------------------------------------------
-// vector division
-inline aiVector2D operator / ( const aiVector2D& v, const aiVector2D& v2)
-{
- return aiVector2D(v.x / v2.x,v.y / v2.y);
-}
-
-// ----------------------------------------------------------------------------------
-// vector inversion
-inline aiVector2D operator - ( const aiVector2D& v)
-{
- return aiVector2D( -v.x, -v.y);
-}
-
-#endif // __cplusplus
-#endif // AI_VECTOR2D_H_INC
diff --git a/3rdparty/assimp/include/aiVector3D.h b/3rdparty/assimp/include/aiVector3D.h
deleted file mode 100644
index 3a6a6ff3..00000000
--- a/3rdparty/assimp/include/aiVector3D.h
+++ /dev/null
@@ -1,129 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiVector3D.h
- * @brief 3D vector structure, including operators when compiling in C++
- */
-#ifndef AI_VECTOR3D_H_INC
-#define AI_VECTOR3D_H_INC
-
-#include <math.h>
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#include "./Compiler/pushpack1.h"
-
-struct aiMatrix3x3;
-struct aiMatrix4x4;
-
-// ---------------------------------------------------------------------------
-/** Represents a three-dimensional vector. */
-struct aiVector3D
-{
-#ifdef __cplusplus
- aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {}
- aiVector3D (float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
- aiVector3D (float _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
- aiVector3D (const aiVector3D& o) : x(o.x), y(o.y), z(o.z) {}
-
-public:
-
- // combined operators
- const aiVector3D& operator += (const aiVector3D& o);
- const aiVector3D& operator -= (const aiVector3D& o);
- const aiVector3D& operator *= (float f);
- const aiVector3D& operator /= (float f);
-
- // transform vector by matrix
- aiVector3D& operator *= (const aiMatrix3x3& mat);
- aiVector3D& operator *= (const aiMatrix4x4& mat);
-
- // access a single element
- float operator[](unsigned int i) const;
- float& operator[](unsigned int i);
-
- // comparison
- bool operator== (const aiVector3D& other) const;
- bool operator!= (const aiVector3D& other) const;
-
-public:
-
- /** @brief Set the components of a vector
- * @param pX X component
- * @param pY Y component
- * @param pZ Z component */
- void Set( float pX, float pY, float pZ = 0.f);
-
- /** @brief Get the squared length of the vector
- * @return Square length */
- float SquareLength() const;
-
-
- /** @brief Get the length of the vector
- * @return length */
- float Length() const;
-
-
- /** @brief Normalize the vector */
- aiVector3D& Normalize();
-
-
- /** @brief Componentwise multiplication of two vectors
- *
- * Note that vec*vec yields the dot product.
- * @param o Second factor */
- const aiVector3D SymMul(const aiVector3D& o);
-
-#endif // __cplusplus
-
- float x, y, z;
-} PACK_STRUCT;
-
-#include "./Compiler/poppack1.h"
-
-#ifdef __cplusplus
-} // end extern "C"
-
-
-#endif // __cplusplus
-
-#endif // AI_VECTOR3D_H_INC
diff --git a/3rdparty/assimp/include/aiVector3D.inl b/3rdparty/assimp/include/aiVector3D.inl
deleted file mode 100644
index c14b347b..00000000
--- a/3rdparty/assimp/include/aiVector3D.inl
+++ /dev/null
@@ -1,180 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiVector3D.inl
- * @brief Inline implementation of aiVector3D operators
- */
-#ifndef AI_VECTOR3D_INL_INC
-#define AI_VECTOR3D_INL_INC
-
-#include "aiVector3D.h"
-#ifdef __cplusplus
-
-// ------------------------------------------------------------------------------------------------
-/** Transformation of a vector by a 3x3 matrix */
-inline aiVector3D operator * (const aiMatrix3x3& pMatrix, const aiVector3D& pVector)
-{
- aiVector3D res;
- res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
- res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
- res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
- return res;
-}
-
-// ------------------------------------------------------------------------------------------------
-/** Transformation of a vector by a 4x4 matrix */
-inline aiVector3D operator * (const aiMatrix4x4& pMatrix, const aiVector3D& pVector)
-{
- aiVector3D res;
- res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
- res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
- res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
- return res;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE void aiVector3D::Set( float pX, float pY, float pZ) {
- x = pX; y = pY; z = pZ;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float aiVector3D::SquareLength() const {
- return x*x + y*y + z*z;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float aiVector3D::Length() const {
- return sqrt( SquareLength());
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiVector3D& aiVector3D::Normalize() {
- *this /= Length(); return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D& aiVector3D::operator += (const aiVector3D& o) {
- x += o.x; y += o.y; z += o.z; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D& aiVector3D::operator -= (const aiVector3D& o) {
- x -= o.x; y -= o.y; z -= o.z; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D& aiVector3D::operator *= (float f) {
- x *= f; y *= f; z *= f; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D& aiVector3D::operator /= (float f) {
- x /= f; y /= f; z /= f; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix3x3& mat){
- return(*this = mat * (*this));
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix4x4& mat){
- return(*this = mat * (*this));
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float aiVector3D::operator[](unsigned int i) const {
- return *(&x + i);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float& aiVector3D::operator[](unsigned int i) {
- return *(&x + i);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool aiVector3D::operator== (const aiVector3D& other) const {
- return x == other.x && y == other.y && z == other.z;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool aiVector3D::operator!= (const aiVector3D& other) const {
- return x != other.x || y != other.y || z != other.z;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D aiVector3D::SymMul(const aiVector3D& o) {
- return aiVector3D(x*o.x,y*o.y,z*o.z);
-}
-// ------------------------------------------------------------------------------------------------
-// symmetric addition
-AI_FORCE_INLINE aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2) {
- return aiVector3D( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
-}
-// ------------------------------------------------------------------------------------------------
-// symmetric subtraction
-AI_FORCE_INLINE aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2) {
- return aiVector3D( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
-}
-// ------------------------------------------------------------------------------------------------
-// scalar product
-AI_FORCE_INLINE float operator * (const aiVector3D& v1, const aiVector3D& v2) {
- return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
-}
-// ------------------------------------------------------------------------------------------------
-// scalar multiplication
-AI_FORCE_INLINE aiVector3D operator * ( float f, const aiVector3D& v) {
- return aiVector3D( f*v.x, f*v.y, f*v.z);
-}
-// ------------------------------------------------------------------------------------------------
-// and the other way around
-AI_FORCE_INLINE aiVector3D operator * ( const aiVector3D& v, float f) {
- return aiVector3D( f*v.x, f*v.y, f*v.z);
-}
-// ------------------------------------------------------------------------------------------------
-// scalar division
-AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, float f) {
- return v * (1/f);
-}
-// ------------------------------------------------------------------------------------------------
-// vector division
-AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2) {
- return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z);
-}
-// ------------------------------------------------------------------------------------------------
-// cross product
-AI_FORCE_INLINE aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2) {
- return aiVector3D( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
-}
-// ------------------------------------------------------------------------------------------------
-// vector inversion
-AI_FORCE_INLINE aiVector3D operator - ( const aiVector3D& v) {
- return aiVector3D( -v.x, -v.y, -v.z);
-}
-
-
-#endif // __cplusplus
-#endif // AI_VECTOR3D_INL_INC
diff --git a/3rdparty/assimp/include/aiVersion.h b/3rdparty/assimp/include/aiVersion.h
deleted file mode 100644
index 98e95b7d..00000000
--- a/3rdparty/assimp/include/aiVersion.h
+++ /dev/null
@@ -1,104 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 aiVersion.h
- * @brief Functions to query the version of the Assimp runtime, check
- * compile flags, ...
- */
-#ifndef INCLUDED_AI_VERSION_H
-#define INCLUDED_AI_VERSION_H
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** @brief Returns a string with legal copyright and licensing information
- * about Assimp. The string may include multiple lines.
- * @return Pointer to static string.
- */
-ASSIMP_API const char* aiGetLegalString (void);
-
-// ---------------------------------------------------------------------------
-/** @brief Returns the current minor version number of Assimp.
- * @return Minor version of the Assimp runtime the application was
- * linked/built against
- */
-ASSIMP_API unsigned int aiGetVersionMinor (void);
-
-// ---------------------------------------------------------------------------
-/** @brief Returns the current major version number of Assimp.
- * @return Major version of the Assimp runtime the application was
- * linked/built against
- */
-ASSIMP_API unsigned int aiGetVersionMajor (void);
-
-// ---------------------------------------------------------------------------
-/** @brief Returns the repository revision of the Assimp runtime.
- * @return SVN Repository revision number of the Assimp runtime the
- * application was linked/built against
- */
-ASSIMP_API unsigned int aiGetVersionRevision (void);
-
-
-//! Assimp was compiled as a shared object (Windows: DLL)
-#define ASSIMP_CFLAGS_SHARED 0x1
-//! Assimp was compiled against STLport
-#define ASSIMP_CFLAGS_STLPORT 0x2
-//! Assimp was compiled as a debug build
-#define ASSIMP_CFLAGS_DEBUG 0x4
-
-//! Assimp was compiled with ASSIMP_BUILD_BOOST_WORKAROUND defined
-#define ASSIMP_CFLAGS_NOBOOST 0x8
-//! Assimp was compiled with ASSIMP_BUILD_SINGLETHREADED defined
-#define ASSIMP_CFLAGS_SINGLETHREADED 0x10
-
-// ---------------------------------------------------------------------------
-/** @brief Returns assimp's compile flags
- * @return Any bitwise combination of the ASSIMP_CFLAGS_xxx constants.
- */
-ASSIMP_API unsigned int aiGetCompileFlags (void);
-
-#ifdef __cplusplus
-} // end extern "C"
-#endif
-
-#endif // !! #ifndef INCLUDED_AI_VERSION_H
diff --git a/3rdparty/assimp/include/assimp.h b/3rdparty/assimp/include/assimp.h
deleted file mode 100644
index bc1a6cdd..00000000
--- a/3rdparty/assimp/include/assimp.h
+++ /dev/null
@@ -1,434 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 assimp.h
- * @brief Defines the C-API to the Open Asset Import Library.
- */
-#ifndef AI_ASSIMP_H_INC
-#define AI_ASSIMP_H_INC
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-struct aiScene; // aiScene.h
-struct aiFileIO; // aiFileIO.h
-typedef void (*aiLogStreamCallback)(const char* /* message */, char* /* user */);
-
-// --------------------------------------------------------------------------------
-/** C-API: Represents a log stream. A log stream receives all log messages and
- * streams them _somewhere_.
- * @see aiGetPredefinedLogStream
- * @see aiAttachLogStream
- * @see aiDetachLogStream */
-// --------------------------------------------------------------------------------
-struct aiLogStream
-{
- /** callback to be called */
- aiLogStreamCallback callback;
-
- /** user data to be passed to the callback */
- char* user;
-};
-
-/** Our own C boolean type */
-typedef int aiBool;
-
-#define AI_FALSE 0
-#define AI_TRUE 1
-
-// --------------------------------------------------------------------------------
-/** Reads the given file and returns its content.
- *
- * If the call succeeds, the imported data is returned in an aiScene structure.
- * The data is intended to be read-only, it stays property of the ASSIMP
- * library and will be stable until aiReleaseImport() is called. After you're
- * done with it, call aiReleaseImport() to free the resources associated with
- * this file. If the import fails, NULL is returned instead. Call
- * aiGetErrorString() to retrieve a human-readable error text.
- * @param pFile Path and filename of the file to be imported,
- * expected to be a null-terminated c-string. NULL is not a valid value.
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
- * #aiPostProcessSteps flags.
- * @return Pointer to the imported data or NULL if the import failed.
- */
-ASSIMP_API const C_STRUCT aiScene* aiImportFile(
- const char* pFile,
- unsigned int pFlags);
-
-// --------------------------------------------------------------------------------
-/** Reads the given file using user-defined I/O functions and returns
- * its content.
- *
- * If the call succeeds, the imported data is returned in an aiScene structure.
- * The data is intended to be read-only, it stays property of the ASSIMP
- * library and will be stable until aiReleaseImport() is called. After you're
- * done with it, call aiReleaseImport() to free the resources associated with
- * this file. If the import fails, NULL is returned instead. Call
- * aiGetErrorString() to retrieve a human-readable error text.
- * @param pFile Path and filename of the file to be imported,
- * expected to be a null-terminated c-string. NULL is not a valid value.
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
- * #aiPostProcessSteps flags.
- * @param pFS aiFileIO structure. Will be used to open the model file itself
- * and any other files the loader needs to open.
- * @return Pointer to the imported data or NULL if the import failed.
- * @note Include <aiFileIO.h> for the definition of #aiFileIO.
- */
-ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
- const char* pFile,
- unsigned int pFlags,
- C_STRUCT aiFileIO* pFS);
-
-// --------------------------------------------------------------------------------
-/** Reads the given file from a given memory buffer,
- *
- * If the call succeeds, the contents of the file are returned as a pointer to an
- * aiScene object. The returned data is intended to be read-only, the importer keeps
- * ownership of the data and will destroy it upon destruction. If the import fails,
- * NULL is returned.
- * A human-readable error description can be retrieved by calling aiGetErrorString().
- * @param pBuffer Pointer to the file data
- * @param pLength Length of pBuffer, in bytes
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
- * #aiPostProcessSteps flags. If you wish to inspect the imported
- * scene first in order to fine-tune your post-processing setup,
- * consider to use #aiApplyPostProcessing().
- * @param pHint An additional hint to the library. If this is a non empty string,
- * the library looks for a loader to support the file extension specified by pHint
- * and passes the file to the first matching loader. If this loader is unable to
- * completely the request, the library continues and tries to determine the file
- * format on its own, a task that may or may not be successful.
- * Check the return value, and you'll know ...
- * @return A pointer to the imported data, NULL if the import failed.
- *
- * @note This is a straightforward way to decode models from memory buffers, but it
- * doesn't handle model formats spreading their data across multiple files or even
- * directories. Examples include OBJ or MD3, which outsource parts of their material
- * stuff into external scripts. If you need the full functionality, provide a custom
- * IOSystem to make Assimp find these files.
- */
-ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
- const char* pBuffer,
- unsigned int pLength,
- unsigned int pFlags,
- const char* pHint);
-
-// --------------------------------------------------------------------------------
-/** Apply post-processing to an already-imported scene.
- *
- * This is strictly equivalent to calling #aiImportFile()/#aiImportFileEx with the
- * same flags. However, you can use this separate function to inspect the imported
- * scene first to fine-tune your post-processing setup.
- * @param pScene Scene to work on.
- * @param pFlags Provide a bitwise combination of the #aiPostProcessSteps flags.
- * @return A pointer to the post-processed data. Post processing is done in-place,
- * meaning this is still the same #aiScene which you passed for pScene. However,
- * _if_ post-processing failed, the scene could now be NULL. That's quite a rare
- * case, post processing steps are not really designed to 'fail'. To be exact,
- * the #aiProcess_ValidateDS flag is currently the only post processing step
- * which can actually cause the scene to be reset to NULL.
- */
-ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
- const C_STRUCT aiScene* pScene,
- unsigned int pFlags);
-
-// --------------------------------------------------------------------------------
-/** Get one of the predefine log streams. This is the quick'n'easy solution to
- * access Assimp's log system. Attaching a log stream can slightly reduce Assimp's
- * overall import performance.
- *
- * Usage is rather simple (this will stream the log to a file, named log.txt, and
- * the stdout stream of the process:
- * @code
- * struct aiLogStream c;
- * c = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"log.txt");
- * aiAttachLogStream(&c);
- * c = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
- * aiAttachLogStream(&c);
- * @endcode
- *
- * @param pStreams One of the #aiDefaultLogStream enumerated values.
- * @param file Solely for the #aiDefaultLogStream_FILE flag: specifies the file to write to.
- * Pass NULL for all other flags.
- * @return The log stream. callback is set to NULL if something went wrong.
- */
-ASSIMP_API C_STRUCT aiLogStream aiGetPredefinedLogStream(
- C_ENUM aiDefaultLogStream pStreams,
- const char* file);
-
-// --------------------------------------------------------------------------------
-/** Attach a custom log stream to the libraries' logging system.
- *
- * Attaching a log stream can slightly reduce Assimp's overall import
- * performance. Multiple log-streams can be attached.
- * @param stream Describes the new log stream.
- * @note To ensure proepr destruction of the logging system, you need to manually
- * call aiDetachLogStream() on every single log stream you attach.
- * Alternatively (for the lazy folks) #aiDetachAllLogStreams is provided.
- */
-ASSIMP_API void aiAttachLogStream(
- const C_STRUCT aiLogStream* stream);
-
-// --------------------------------------------------------------------------------
-/** Enable verbose logging. Verbose logging includes debug-related stuff and
- * detailed import statistics. This can have severe impact on import performance
- * and memory consumption. However, it might be useful to find out why a file
- * didn't read correctly.
- * @param d AI_TRUE or AI_FALSE, your decision.
- */
-ASSIMP_API void aiEnableVerboseLogging(aiBool d);
-
-// --------------------------------------------------------------------------------
-/** Detach a custom log stream from the libraries' logging system.
- *
- * This is the counterpart of #aiAttachPredefinedLogStream. If you attached a stream,
- * don't forget to detach it again.
- * @param stream The log stream to be detached.
- * @return AI_SUCCESS if the log stream has been detached successfully.
- * @see aiDetachAllLogStreams
- */
-ASSIMP_API C_ENUM aiReturn aiDetachLogStream(
- const C_STRUCT aiLogStream* stream);
-
-// --------------------------------------------------------------------------------
-/** Detach all active log streams from the libraries' logging system.
- * This ensures that the logging system is terminated properly and all
- * resources allocated by it are actually freed. If you attached a stream,
- * don't forget to detach it again.
- * @see aiAttachLogStream
- * @see aiDetachLogStream
- */
-ASSIMP_API void aiDetachAllLogStreams(void);
-
-// --------------------------------------------------------------------------------
-/** Releases all resources associated with the given import process.
- *
- * Call this function after you're done with the imported data.
- * @param pScene The imported data to release. NULL is a valid value.
- */
-ASSIMP_API void aiReleaseImport(
- const C_STRUCT aiScene* pScene);
-
-// --------------------------------------------------------------------------------
-/** Returns the error text of the last failed import process.
- *
- * @return A textual description of the error that occurred at the last
- * import process. NULL if there was no error. There can't be an error if you
- * got a non-NULL #aiScene from #aiImportFile/#aiImportFileEx/#aiApplyPostProcessing.
- */
-ASSIMP_API const char* aiGetErrorString();
-
-// --------------------------------------------------------------------------------
-/** Returns whether a given file extension is supported by ASSIMP
- *
- * @param szExtension Extension for which the function queries support for.
- * Must include a leading dot '.'. Example: ".3ds", ".md3"
- * @return AI_TRUE if the file extension is supported.
- */
-ASSIMP_API aiBool aiIsExtensionSupported(
- const char* szExtension);
-
-// --------------------------------------------------------------------------------
-/** Get a list of all file extensions supported by ASSIMP.
- *
- * If a file extension is contained in the list this does, of course, not
- * mean that ASSIMP is able to load all files with this extension.
- * @param szOut String to receive the extension list.
- * Format of the list: "*.3ds;*.obj;*.dae". NULL is not a valid parameter.
- */
-ASSIMP_API void aiGetExtensionList(
- C_STRUCT aiString* szOut);
-
-// --------------------------------------------------------------------------------
-/** Get the storage required by an imported asset
- * @param pIn Input asset.
- * @param in Data structure to be filled.
- */
-ASSIMP_API void aiGetMemoryRequirements(
- const C_STRUCT aiScene* pIn,
- C_STRUCT aiMemoryInfo* in);
-
-// --------------------------------------------------------------------------------
-/** Set an integer property.
- *
- * This is the C-version of #Assimp::Importer::SetPropertyInteger(). In the C
- * interface, properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * @param szName Name of the configuration property to be set. All supported
- * public properties are defined in the aiConfig.h header file (#AI_CONFIG_XXX).
- * @param value New value for the property
- */
-ASSIMP_API void aiSetImportPropertyInteger(
- const char* szName,
- int value);
-
-// --------------------------------------------------------------------------------
-/** Set a floating-point property.
- *
- * This is the C-version of #Assimp::Importer::SetPropertyFloat(). In the C
- * interface, properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * @param szName Name of the configuration property to be set. All supported
- * public properties are defined in the aiConfig.h header file (#AI_CONFIG_XXX).
- * @param value New value for the property
- */
-ASSIMP_API void aiSetImportPropertyFloat(
- const char* szName,
- float value);
-
-// --------------------------------------------------------------------------------
-/** Set a string property.
- *
- * This is the C-version of #Assimp::Importer::SetPropertyString(). In the C
- * interface, properties are always shared by all imports. It is not possible to
- * specify them per import.
- *
- * @param szName Name of the configuration property to be set. All supported
- * public properties are defined in the aiConfig.h header file (#AI_CONFIG_XXX).
- * @param value New value for the property
- */
-ASSIMP_API void aiSetImportPropertyString(
- const char* szName,
- const C_STRUCT aiString* st);
-
-// --------------------------------------------------------------------------------
-/** Construct a quaternion from a 3x3 rotation matrix.
- * @param quat Receives the output quaternion.
- * @param mat Matrix to 'quaternionize'.
- * @see aiQuaternion(const aiMatrix3x3& pRotMatrix)
- */
-ASSIMP_API void aiCreateQuaternionFromMatrix(
- C_STRUCT aiQuaternion* quat,
- const C_STRUCT aiMatrix3x3* mat);
-
-// --------------------------------------------------------------------------------
-/** Decompose a transformation matrix into its rotational, translational and
- * scaling components.
- *
- * @param mat Matrix to decompose
- * @param scaling Receives the scaling component
- * @param rotation Receives the rotational component
- * @param position Receives the translational component.
- * @see aiMatrix4x4::Decompose (aiVector3D&, aiQuaternion&, aiVector3D&) const;
- */
-ASSIMP_API void aiDecomposeMatrix(
- const C_STRUCT aiMatrix4x4* mat,
- C_STRUCT aiVector3D* scaling,
- C_STRUCT aiQuaternion* rotation,
- C_STRUCT aiVector3D* position);
-
-// --------------------------------------------------------------------------------
-/** Transpose a 4x4 matrix.
- * @param mat Pointer to the matrix to be transposed
- */
-ASSIMP_API void aiTransposeMatrix4(
- C_STRUCT aiMatrix4x4* mat);
-
-// --------------------------------------------------------------------------------
-/** Transpose a 3x3 matrix.
- * @param mat Pointer to the matrix to be transposed
- */
-ASSIMP_API void aiTransposeMatrix3(
- C_STRUCT aiMatrix3x3* mat);
-
-// --------------------------------------------------------------------------------
-/** Transform a vector by a 3x3 matrix
- * @param vec Vector to be transformed.
- * @param mat Matrix to transform the vector with.
- */
-ASSIMP_API void aiTransformVecByMatrix3(
- C_STRUCT aiVector3D* vec,
- const C_STRUCT aiMatrix3x3* mat);
-
-// --------------------------------------------------------------------------------
-/** Transform a vector by a 4x4 matrix
- * @param vec Vector to be transformed.
- * @param mat Matrix to transform the vector with.
- */
-ASSIMP_API void aiTransformVecByMatrix4(
- C_STRUCT aiVector3D* vec,
- const C_STRUCT aiMatrix4x4* mat);
-
-// --------------------------------------------------------------------------------
-/** Multiply two 4x4 matrices.
- * @param dst First factor, receives result.
- * @param src Matrix to be multiplied with 'dst'.
- */
-ASSIMP_API void aiMultiplyMatrix4(
- C_STRUCT aiMatrix4x4* dst,
- const C_STRUCT aiMatrix4x4* src);
-
-// --------------------------------------------------------------------------------
-/** Multiply two 3x3 matrices.
- * @param dst First factor, receives result.
- * @param src Matrix to be multiplied with 'dst'.
- */
-ASSIMP_API void aiMultiplyMatrix3(
- C_STRUCT aiMatrix3x3* dst,
- const C_STRUCT aiMatrix3x3* src);
-
-// --------------------------------------------------------------------------------
-/** Get a 3x3 identity matrix.
- * @param mat Matrix to receive its personal identity
- */
-ASSIMP_API void aiIdentityMatrix3(
- C_STRUCT aiMatrix3x3* mat);
-
-// --------------------------------------------------------------------------------
-/** Get a 4x4 identity matrix.
- * @param mat Matrix to receive its personal identity
- */
-ASSIMP_API void aiIdentityMatrix4(
- C_STRUCT aiMatrix4x4* mat);
-
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // AI_ASSIMP_H_INC
diff --git a/3rdparty/assimp/include/assimp.hpp b/3rdparty/assimp/include/assimp.hpp
deleted file mode 100644
index 098a6cce..00000000
--- a/3rdparty/assimp/include/assimp.hpp
+++ /dev/null
@@ -1,609 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 assimp.hpp
- * @brief Defines the C++-API to the Open Asset Import Library.
- */
-#ifndef INCLUDED_AI_ASSIMP_HPP
-#define INCLUDED_AI_ASSIMP_HPP
-
-#ifndef __cplusplus
-# error This header requires C++ to be used. Use assimp.h for plain C.
-#endif
-
-// Public ASSIMP data structures
-#include "aiTypes.h"
-#include "aiConfig.h"
-#include "aiAssert.h"
-
-namespace Assimp {
- // =======================================================================
- // Public interface to Assimp
- class Importer;
- class IOStream;
- class IOSystem;
- class ProgressHandler;
-
- // =======================================================================
- // Plugin development
- //
- // Include the following headers for the declarations:
- // BaseImporter.h
- // BaseProcess.h
- class BaseImporter;
- class BaseProcess;
- class SharedPostProcessInfo;
- class BatchLoader;
-
- // =======================================================================
- // Holy stuff, only for members of the high council of the Jedi.
- class ImporterPimpl;
-} //! namespace Assimp
-
-#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
-
-struct aiScene;
-struct aiFileIO;
-extern "C" ASSIMP_API const aiScene* aiImportFileEx( const char*, unsigned int, aiFileIO*);
-extern "C" ASSIMP_API const aiScene* aiImportFileFromMemory( const char*,
- unsigned int,unsigned int,const char*);
-
-/** @namespace Assimp Assimp's CPP-API and all internal APIs */
-namespace Assimp {
-
-// ----------------------------------------------------------------------------------
-/** CPP-API: The Importer class forms an C++ interface to the functionality of the
-* Open Asset Import Library.
-*
-* Create an object of this class and call ReadFile() to import a file.
-* If the import succeeds, the function returns a pointer to the imported data.
-* The data remains property of the object, it is intended to be accessed
-* read-only. The imported data will be destroyed along with the Importer
-* object. If the import fails, ReadFile() returns a NULL pointer. In this
-* case you can retrieve a human-readable error description be calling
-* GetErrorString(). You can call ReadFile() multiple times with a single Importer
-* instance. Actually, constructing Importer objects involves quite many
-* allocations and may take some time, so it's better to reuse them as often as
-* possible.
-*
-* If you need the Importer to do custom file handling to access the files,
-* implement IOSystem and IOStream and supply an instance of your custom
-* IOSystem implementation by calling SetIOHandler() before calling ReadFile().
-* If you do not assign a custion IO handler, a default handler using the
-* standard C++ IO logic will be used.
-*
-* @note One Importer instance is not thread-safe. If you use multiple
-* threads for loading, each thread should maintain its own Importer instance.
-*/
-class ASSIMP_API Importer {
-
- // for internal use
- friend class BaseProcess;
- friend class BatchLoader;
- friend const aiScene* ::aiImportFileEx( const char*, unsigned int, aiFileIO*);
- friend const aiScene* ::aiImportFileFromMemory( const char*,
- unsigned int,unsigned int,const char*);
-
-public:
-
- // -------------------------------------------------------------------
- /** Constructor. Creates an empty importer object.
- *
- * Call ReadFile() to start the import process. The configuration
- * property table is initially empty.
- */
- Importer();
-
- // -------------------------------------------------------------------
- /** Copy constructor.
- *
- * This copies the configuration properties of another Importer.
- * If this Importer owns a scene it won't be copied.
- * Call ReadFile() to start the import process.
- */
- Importer(const Importer& other);
-
- // -------------------------------------------------------------------
- /** Destructor. The object kept ownership of the imported data,
- * which now will be destroyed along with the object.
- */
- ~Importer();
-
-
- // -------------------------------------------------------------------
- /** Registers a new loader.
- *
- * @param pImp Importer to be added. The Importer instance takes
- * ownership of the pointer, so it will be automatically deleted
- * with the Importer instance.
- * @return AI_SUCCESS if the loader has been added. The registration
- * fails if there is already a loader for a specific file extension.
- */
- aiReturn RegisterLoader(BaseImporter* pImp);
-
- // -------------------------------------------------------------------
- /** Unregisters a loader.
- *
- * @param pImp Importer to be unregistered.
- * @return AI_SUCCESS if the loader has been removed. The function
- * fails if the loader is currently in use (this could happen
- * if the #Importer instance is used by more than one thread) or
- * if it has not yet been registered.
- */
- aiReturn UnregisterLoader(BaseImporter* pImp);
-
- // -------------------------------------------------------------------
- /** Registers a new post-process step.
- *
- * At the moment, there's a small limitation: new post processing
- * steps are added to end of the list, or in other words, executed
- * last, after all built-in steps.
- * @param pImp Post-process step to be added. The Importer instance
- * takes ownership of the pointer, so it will be automatically
- * deleted with the Importer instance.
- * @return AI_SUCCESS if the step has been added correctly.
- */
- aiReturn RegisterPPStep(BaseProcess* pImp);
-
- // -------------------------------------------------------------------
- /** Unregisters a post-process step.
- *
- * @param pImp Step to be unregistered.
- * @return AI_SUCCESS if the step has been removed. The function
- * fails if the step is currently in use (this could happen
- * if the #Importer instance is used by more than one thread) or
- * if it has not yet been registered.
- */
- aiReturn UnregisterPPStep(BaseProcess* pImp);
-
-
- // -------------------------------------------------------------------
- /** Set an integer configuration property.
- * @param szName Name of the property. All supported properties
- * are defined in the aiConfig.g header (all constants share the
- * prefix AI_CONFIG_XXX and are simple strings).
- * @param iValue New value of the property
- * @param bWasExisting Optional pointer to receive true if the
- * property was set before. The new value replaces the previous value
- * in this case.
- * @note Property of different types (float, int, string ..) are kept
- * on different stacks, so calling SetPropertyInteger() for a
- * floating-point property has no effect - the loader will call
- * GetPropertyFloat() to read the property, but it won't be there.
- */
- void SetPropertyInteger(const char* szName, int iValue,
- bool* bWasExisting = NULL);
-
- // -------------------------------------------------------------------
- /** Set a boolean configuration property. Boolean properties
- * are stored on the integer stack internally so it's possible
- * to set them via #SetPropertyBool and query them with
- * #GetPropertyBool and vice versa.
- * @see SetPropertyInteger()
- */
- void SetPropertyBool(const char* szName, bool value, bool* bWasExisting = NULL) {
- SetPropertyInteger(szName,value);
- }
-
- // -------------------------------------------------------------------
- /** Set a floating-point configuration property.
- * @see SetPropertyInteger()
- */
- void SetPropertyFloat(const char* szName, float fValue,
- bool* bWasExisting = NULL);
-
- // -------------------------------------------------------------------
- /** Set a string configuration property.
- * @see SetPropertyInteger()
- */
- void SetPropertyString(const char* szName, const std::string& sValue,
- bool* bWasExisting = NULL);
-
- // -------------------------------------------------------------------
- /** Get a configuration property.
- * @param szName Name of the property. All supported properties
- * are defined in the aiConfig.g header (all constants share the
- * prefix AI_CONFIG_XXX).
- * @param iErrorReturn Value that is returned if the property
- * is not found.
- * @return Current value of the property
- * @note Property of different types (float, int, string ..) are kept
- * on different lists, so calling SetPropertyInteger() for a
- * floating-point property has no effect - the loader will call
- * GetPropertyFloat() to read the property, but it won't be there.
- */
- int GetPropertyInteger(const char* szName,
- int iErrorReturn = 0xffffffff) const;
-
- // -------------------------------------------------------------------
- /** Get a boolean configuration property. Boolean properties
- * are stored on the integer stack internally so it's possible
- * to set them via #SetPropertyBool and query them with
- * #GetPropertyBool and vice versa.
- * @see GetPropertyInteger()
- */
- bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
- return GetPropertyInteger(szName,bErrorReturn)!=0;
- }
-
- // -------------------------------------------------------------------
- /** Get a floating-point configuration property
- * @see GetPropertyInteger()
- */
- float GetPropertyFloat(const char* szName,
- float fErrorReturn = 10e10f) const;
-
- // -------------------------------------------------------------------
- /** Get a string configuration property
- *
- * The return value remains valid until the property is modified.
- * @see GetPropertyInteger()
- */
- const std::string& GetPropertyString(const char* szName,
- const std::string& sErrorReturn = "") const;
-
- // -------------------------------------------------------------------
- /** Supplies a custom IO handler to the importer to use to open and
- * access files. If you need the importer to use custion IO logic to
- * access the files, you need to provide a custom implementation of
- * IOSystem and IOFile to the importer. Then create an instance of
- * your custion IOSystem implementation and supply it by this function.
- *
- * The Importer takes ownership of the object and will destroy it
- * afterwards. The previously assigned handler will be deleted.
- * Pass NULL to take again ownership of your IOSystem and reset Assimp
- * to use its default implementation.
- *
- * @param pIOHandler The IO handler to be used in all file accesses
- * of the Importer.
- */
- void SetIOHandler( IOSystem* pIOHandler);
-
- // -------------------------------------------------------------------
- /** Retrieves the IO handler that is currently set.
- * You can use #IsDefaultIOHandler() to check whether the returned
- * interface is the default IO handler provided by ASSIMP. The default
- * handler is active as long the application doesn't supply its own
- * custom IO handler via #SetIOHandler().
- * @return A valid IOSystem interface, never NULL.
- */
- IOSystem* GetIOHandler() const;
-
- // -------------------------------------------------------------------
- /** Checks whether a default IO handler is active
- * A default handler is active as long the application doesn't
- * supply its own custom IO handler via #SetIOHandler().
- * @return true by default
- */
- bool IsDefaultIOHandler() const;
-
- // -------------------------------------------------------------------
- /** Supplies a custom progress handler to the importer. This
- * interface exposes a #Update() callback, which is called
- * more or less periodically (please don't sue us if it
- * isn't as periodically as you'd like it to have ...).
- * This can be used to implement progress bars and loading
- * timeouts.
- * @param pHandler Progress callback interface. Pass NULL to
- * disable progress reporting.
- * @note Progress handlers can be used to abort the loading
- * at almost any time.*/
- void SetProgressHandler ( ProgressHandler* pHandler );
-
- // -------------------------------------------------------------------
- /** Retrieves the progress handler that is currently set.
- * You can use #IsDefaultProgressHandler() to check whether the returned
- * interface is the default handler provided by ASSIMP. The default
- * handler is active as long the application doesn't supply its own
- * custom handler via #SetProgressHandler().
- * @return A valid ProgressHandler interface, never NULL.
- */
- ProgressHandler* GetProgressHandler() const;
-
- // -------------------------------------------------------------------
- /** Checks whether a default progress handler is active
- * A default handler is active as long the application doesn't
- * supply its own custom progress handler via #SetProgressHandler().
- * @return true by default
- */
- bool IsDefaultProgressHandler() const;
-
- // -------------------------------------------------------------------
- /** @brief Check whether a given set of postprocessing flags
- * is supported.
- *
- * Some flags are mutually exclusive, others are probably
- * not available because your excluded them from your
- * Assimp builds. Calling this function is recommended if
- * you're unsure.
- *
- * @param pFlags Bitwise combination of the aiPostProcess flags.
- * @return true if this flag combination is fine.
- */
- bool ValidateFlags(unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Reads the given file and returns its contents if successful.
- *
- * If the call succeeds, the contents of the file are returned as a
- * pointer to an aiScene object. The returned data is intended to be
- * read-only, the importer object keeps ownership of the data and will
- * destroy it upon destruction. If the import fails, NULL is returned.
- * A human-readable error description can be retrieved by calling
- * GetErrorString(). The previous scene will be deleted during this call.
- * @param pFile Path and filename to the file to be imported.
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
- * #aiPostProcessSteps flags. If you wish to inspect the imported
- * scene first in order to fine-tune your post-processing setup,
- * consider to use #ApplyPostProcessing().
- * @return A pointer to the imported data, NULL if the import failed.
- * The pointer to the scene remains in possession of the Importer
- * instance. Use GetOrphanedScene() to take ownership of it.
- *
- * @note Assimp is able to determine the file format of a file
- * automatically.
- */
- const aiScene* ReadFile(
- const char* pFile,
- unsigned int pFlags);
-
- // -------------------------------------------------------------------
- /** Reads the given file from a memory buffer and returns its
- * contents if successful.
- *
- * If the call succeeds, the contents of the file are returned as a
- * pointer to an aiScene object. The returned data is intended to be
- * read-only, the importer object keeps ownership of the data and will
- * destroy it upon destruction. If the import fails, NULL is returned.
- * A human-readable error description can be retrieved by calling
- * GetErrorString(). The previous scene will be deleted during this call.
- * Calling this method doesn't affect the active IOSystem.
- * @param pBuffer Pointer to the file data
- * @param pLength Length of pBuffer, in bytes
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
- * #aiPostProcessSteps flags. If you wish to inspect the imported
- * scene first in order to fine-tune your post-processing setup,
- * consider to use #ApplyPostProcessing().
- * @param pHint An additional hint to the library. If this is a non
- * empty string, the library looks for a loader to support
- * the file extension specified by pHint and passes the file to
- * the first matching loader. If this loader is unable to completely
- * the request, the library continues and tries to determine the
- * file format on its own, a task that may or may not be successful.
- * Check the return value, and you'll know ...
- * @return A pointer to the imported data, NULL if the import failed.
- * The pointer to the scene remains in possession of the Importer
- * instance. Use GetOrphanedScene() to take ownership of it.
- *
- * @note This is a straightforward way to decode models from memory
- * buffers, but it doesn't handle model formats spreading their
- * data across multiple files or even directories. Examples include
- * OBJ or MD3, which outsource parts of their material stuff into
- * external scripts. If you need the full functionality, provide
- * a custom IOSystem to make Assimp find these files.
- */
- const aiScene* ReadFileFromMemory(
- const void* pBuffer,
- size_t pLength,
- unsigned int pFlags,
- const char* pHint = "");
-
- // -------------------------------------------------------------------
- /** Apply post-processing to an already-imported scene.
- *
- * This is strictly equivalent to calling #ReadFile() with the same
- * flags. However, you can use this separate function to inspect
- * the imported scene first to fine-tune your post-processing setup.
- * @param pFlags Provide a bitwise combination of the
- * #aiPostProcessSteps flags.
- * @return A pointer to the post-processed data. This is still the
- * same as the pointer returned by #ReadFile(). However, if
- * post-processing fails, the scene could now be NULL.
- * That's quite a rare case, post processing steps are not really
- * designed to 'fail'. To be exact, the #aiProcess_ValidateDS
- * flag is currently the only post processing step which can actually
- * cause the scene to be reset to NULL.
- *
- * @note The method does nothing if no scene is currently bound
- * to the #Importer instance. */
- const aiScene* ApplyPostProcessing(unsigned int pFlags);
-
- // -------------------------------------------------------------------
- /** @brief Reads the given file and returns its contents if successful.
- *
- * This function is provided for backward compatibility.
- * See the const char* version for detailled docs.
- * @see ReadFile(const char*, pFlags) */
- const aiScene* ReadFile(
- const std::string& pFile,
- unsigned int pFlags);
-
- // -------------------------------------------------------------------
- /** Frees the current scene.
- *
- * The function does nothing if no scene has previously been
- * read via ReadFile(). FreeScene() is called automatically by the
- * destructor and ReadFile() itself. */
- void FreeScene( );
-
- // -------------------------------------------------------------------
- /** Returns an error description of an error that occurred in ReadFile().
- *
- * Returns an empty string if no error occurred.
- * @return A description of the last error, an empty string if no
- * error occurred. The string is never NULL.
- *
- * @note The returned function remains valid until one of the
- * following methods is called: #ReadFile(), #FreeScene(). */
- const char* GetErrorString() const;
-
-
- // -------------------------------------------------------------------
- /** Returns whether a given file extension is supported by ASSIMP.
- *
- * @param szExtension Extension to be checked.
- * Must include a trailing dot '.'. Example: ".3ds", ".md3".
- * Cases-insensitive.
- * @return true if the extension is supported, false otherwise */
- bool IsExtensionSupported(const char* szExtension) const;
-
- // -------------------------------------------------------------------
- /** @brief Returns whether a given file extension is supported by ASSIMP.
- *
- * This function is provided for backward compatibility.
- * See the const char* version for detailed and up-to-date docs.
- * @see IsExtensionSupported(const char*) */
- inline bool IsExtensionSupported(const std::string& szExtension) const;
-
-
- // -------------------------------------------------------------------
- /** Get a full list of all file extensions supported by ASSIMP.
- *
- * If a file extension is contained in the list this does of course not
- * mean that ASSIMP is able to load all files with this extension ---
- * it simply means there is an importer loaded which claims to handle
- * files with this file extension.
- * @param szOut String to receive the extension list.
- * Format of the list: "*.3ds;*.obj;*.dae". This is useful for
- * use with the WinAPI call GetOpenFileName(Ex). */
- void GetExtensionList(aiString& szOut) const;
-
- // -------------------------------------------------------------------
- /** @brief Get a full list of all file extensions supported by ASSIMP.
- *
- * This function is provided for backward compatibility.
- * See the aiString version for detailed and up-to-date docs.
- * @see GetExtensionList(aiString&)*/
- inline void GetExtensionList(std::string& szOut) const;
-
-
- // -------------------------------------------------------------------
- /** Find the loader corresponding to a specific file extension.
- *
- * This is quite similar to IsExtensionSupported() except a
- * BaseImporter instance is returned.
- * @param szExtension Extension to check for. The following formats
- * are recgnized (BAH being the file extension): "BAH" (comparison
- * is case-insensitive), ".bah", "*.bah" (wild card and dot
- * characters at the beginning of the extension are skipped).
- * @return NULL if there is no loader for the extension.*/
- BaseImporter* FindLoader (const char* szExtension) const;
-
-
- // -------------------------------------------------------------------
- /** Returns the scene loaded by the last successful call to ReadFile()
- *
- * @return Current scene or NULL if there is currently no scene loaded */
- const aiScene* GetScene() const;
-
- // -------------------------------------------------------------------
- /** Returns the scene loaded by the last successful call to ReadFile()
- * and releases the scene from the ownership of the Importer
- * instance. The application is now responsible for deleting the
- * scene. Any further calls to GetScene() or GetOrphanedScene()
- * will return NULL - until a new scene has been loaded via ReadFile().
- *
- * @return Current scene or NULL if there is currently no scene loaded
- * @note Use this method with maximal caution, and only if you have to.
- * By design, aiScene's are exclusively maintained, allocated and
- * deallocated by Assimp and no one else. The reasoning behind this
- * is the golden rule that deallocations should always be done
- * by the module that did the original allocation because heaps
- * are not necessarily shared. GetOrphanedScene() enforces you
- * to delete the returned scene by yourself, but this will only
- * be fine if and only if you're using the same heap as assimp.
- * On Windows, it's typically fine when everything is linked
- * against the multithreaded-dll version of the runtime library.
- * It will work as well for static linkage with Assimp.*/
- aiScene* GetOrphanedScene();
-
- // -------------------------------------------------------------------
- /** Returns the storage allocated by ASSIMP to hold the scene data
- * in memory.
- *
- * This refers to the currently loaded file, see #ReadFile().
- * @param in Data structure to be filled.
- * @note The returned memory statistics refer to the actual
- * size of the use data of the aiScene. Heap-related overhead
- * is (naturally) not included.*/
- void GetMemoryRequirements(aiMemoryInfo& in) const;
-
- // -------------------------------------------------------------------
- /** Enables "extra verbose" mode.
- *
- * 'Extra verbose' means the data structure is validated after *every*
- * single post processing step to make sure everyone modifies the data
- * structure in a well-defined manner. This is a debug feature and not
- * intended for use in production environments. */
- void SetExtraVerbose(bool bDo);
-
-protected:
-
- // Just because we don't want you to know how we're hacking around.
- ImporterPimpl* pimpl;
-}; //! class Importer
-
-
-// ----------------------------------------------------------------------------
-// For compatibility, the interface of some functions taking a std::string was
-// changed to const char* to avoid crashes between binary incompatible STL
-// versions. This code her is inlined, so it shouldn't cause any problems.
-// ----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE const aiScene* Importer::ReadFile( const std::string& pFile,unsigned int pFlags){
- return ReadFile(pFile.c_str(),pFlags);
-}
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE void Importer::GetExtensionList(std::string& szOut) const {
- aiString s;
- GetExtensionList(s);
- szOut = s.data;
-}
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE bool Importer::IsExtensionSupported(const std::string& szExtension) const {
- return IsExtensionSupported(szExtension.c_str());
-}
-
-} // !namespace Assimp
-#endif // INCLUDED_AI_ASSIMP_HPP