mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
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Update Assimp lib/dll/includes. Update glfw3 lib (all 64 bit now).
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@@ -3,12 +3,12 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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@@ -25,16 +25,16 @@ conditions are met:
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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@@ -53,16 +53,16 @@ extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** Helper structure to describe a virtual camera.
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/** Helper structure to describe a virtual camera.
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*
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* Cameras have a representation in the node graph and can be animated.
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* An important aspect is that the camera itself is also part of the
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* scenegraph. This means, any values such as the look-at vector are not
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* scenegraph. This means, any values such as the look-at vector are not
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* *absolute*, they're <b>relative</b> to the coordinate system defined
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* by the node which corresponds to the camera. This allows for camera
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* animations. For static cameras parameters like the 'look-at' or 'up' vectors
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* are usually specified directly in aiCamera, but beware, they could also
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* be encoded in the node transformation. The following (pseudo)code sample
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* be encoded in the node transformation. The following (pseudo)code sample
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* shows how to do it: <br><br>
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* @code
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* // Get the camera matrix for a camera at a specific time
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@@ -93,124 +93,124 @@ extern "C" {
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* called "<camName>.Target". However this is just additional information
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* then the transformation tracks of the camera main node make the
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* camera already look in the right direction.
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*
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*
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*/
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struct aiCamera
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{
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/** The name of the camera.
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*
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* There must be a node in the scenegraph with the same name.
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* This node specifies the position of the camera in the scene
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* hierarchy and can be animated.
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*/
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C_STRUCT aiString mName;
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/** The name of the camera.
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*
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* There must be a node in the scenegraph with the same name.
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* This node specifies the position of the camera in the scene
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* hierarchy and can be animated.
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*/
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C_STRUCT aiString mName;
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/** Position of the camera relative to the coordinate space
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* defined by the corresponding node.
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*
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* The default value is 0|0|0.
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*/
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C_STRUCT aiVector3D mPosition;
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/** Position of the camera relative to the coordinate space
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* defined by the corresponding node.
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*
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* The default value is 0|0|0.
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*/
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C_STRUCT aiVector3D mPosition;
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/** 'Up' - vector of the camera coordinate system relative to
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* the coordinate space defined by the corresponding node.
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*
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* The 'right' vector of the camera coordinate system is
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* the cross product of the up and lookAt vectors.
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* The default value is 0|1|0. The vector
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* may be normalized, but it needn't.
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*/
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C_STRUCT aiVector3D mUp;
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/** 'Up' - vector of the camera coordinate system relative to
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* the coordinate space defined by the corresponding node.
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*
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* The 'right' vector of the camera coordinate system is
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* the cross product of the up and lookAt vectors.
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* The default value is 0|1|0. The vector
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* may be normalized, but it needn't.
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*/
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C_STRUCT aiVector3D mUp;
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/** 'LookAt' - vector of the camera coordinate system relative to
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* the coordinate space defined by the corresponding node.
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*
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* This is the viewing direction of the user.
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* The default value is 0|0|1. The vector
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* may be normalized, but it needn't.
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*/
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C_STRUCT aiVector3D mLookAt;
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/** 'LookAt' - vector of the camera coordinate system relative to
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* the coordinate space defined by the corresponding node.
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*
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* This is the viewing direction of the user.
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* The default value is 0|0|1. The vector
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* may be normalized, but it needn't.
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*/
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C_STRUCT aiVector3D mLookAt;
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/** Half horizontal field of view angle, in radians.
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*
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* The field of view angle is the angle between the center
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* line of the screen and the left or right border.
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* The default value is 1/4PI.
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*/
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float mHorizontalFOV;
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/** Half horizontal field of view angle, in radians.
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*
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* The field of view angle is the angle between the center
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* line of the screen and the left or right border.
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* The default value is 1/4PI.
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*/
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float mHorizontalFOV;
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/** Distance of the near clipping plane from the camera.
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*
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* The value may not be 0.f (for arithmetic reasons to prevent
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* a division through zero). The default value is 0.1f.
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*/
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float mClipPlaneNear;
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/** Distance of the near clipping plane from the camera.
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*
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* The value may not be 0.f (for arithmetic reasons to prevent
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* a division through zero). The default value is 0.1f.
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*/
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float mClipPlaneNear;
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/** Distance of the far clipping plane from the camera.
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*
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* The far clipping plane must, of course, be further away than the
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* near clipping plane. The default value is 1000.f. The ratio
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* between the near and the far plane should not be too
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* large (between 1000-10000 should be ok) to avoid floating-point
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* inaccuracies which could lead to z-fighting.
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*/
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float mClipPlaneFar;
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/** Distance of the far clipping plane from the camera.
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*
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* The far clipping plane must, of course, be further away than the
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* near clipping plane. The default value is 1000.f. The ratio
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* between the near and the far plane should not be too
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* large (between 1000-10000 should be ok) to avoid floating-point
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* inaccuracies which could lead to z-fighting.
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*/
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float mClipPlaneFar;
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/** Screen aspect ratio.
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*
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* This is the ration between the width and the height of the
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* screen. Typical values are 4/3, 1/2 or 1/1. This value is
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* 0 if the aspect ratio is not defined in the source file.
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* 0 is also the default value.
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*/
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float mAspect;
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/** Screen aspect ratio.
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*
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* This is the ration between the width and the height of the
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* screen. Typical values are 4/3, 1/2 or 1/1. This value is
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* 0 if the aspect ratio is not defined in the source file.
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* 0 is also the default value.
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*/
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float mAspect;
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#ifdef __cplusplus
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aiCamera()
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: mUp (0.f,1.f,0.f)
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, mLookAt (0.f,0.f,1.f)
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, mHorizontalFOV (0.25f * (float)AI_MATH_PI)
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, mClipPlaneNear (0.1f)
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, mClipPlaneFar (1000.f)
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, mAspect (0.f)
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{}
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aiCamera()
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: mUp (0.f,1.f,0.f)
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, mLookAt (0.f,0.f,1.f)
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, mHorizontalFOV (0.25f * (float)AI_MATH_PI)
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, mClipPlaneNear (0.1f)
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, mClipPlaneFar (1000.f)
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, mAspect (0.f)
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{}
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/** @brief Get a *right-handed* camera matrix from me
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* @param out Camera matrix to be filled
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*/
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void GetCameraMatrix (aiMatrix4x4& out) const
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{
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/** todo: test ... should work, but i'm not absolutely sure */
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/** @brief Get a *right-handed* camera matrix from me
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* @param out Camera matrix to be filled
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*/
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void GetCameraMatrix (aiMatrix4x4& out) const
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{
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/** todo: test ... should work, but i'm not absolutely sure */
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/** We don't know whether these vectors are already normalized ...*/
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aiVector3D zaxis = mLookAt; zaxis.Normalize();
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aiVector3D yaxis = mUp; yaxis.Normalize();
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aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
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/** We don't know whether these vectors are already normalized ...*/
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aiVector3D zaxis = mLookAt; zaxis.Normalize();
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aiVector3D yaxis = mUp; yaxis.Normalize();
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aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
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out.a4 = -(xaxis * mPosition);
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out.b4 = -(yaxis * mPosition);
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out.c4 = -(zaxis * mPosition);
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out.a4 = -(xaxis * mPosition);
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out.b4 = -(yaxis * mPosition);
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out.c4 = -(zaxis * mPosition);
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out.a1 = xaxis.x;
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out.a2 = xaxis.y;
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out.a3 = xaxis.z;
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out.b1 = yaxis.x;
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out.b2 = yaxis.y;
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out.b3 = yaxis.z;
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out.a1 = xaxis.x;
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out.a2 = xaxis.y;
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out.a3 = xaxis.z;
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out.c1 = zaxis.x;
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out.c2 = zaxis.y;
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out.c3 = zaxis.z;
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out.b1 = yaxis.x;
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out.b2 = yaxis.y;
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out.b3 = yaxis.z;
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out.d1 = out.d2 = out.d3 = 0.f;
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out.d4 = 1.f;
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}
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out.c1 = zaxis.x;
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out.c2 = zaxis.y;
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out.c3 = zaxis.z;
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out.d1 = out.d2 = out.d3 = 0.f;
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out.d4 = 1.f;
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}
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#endif
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};
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