Update Assimp lib/dll/includes. Update glfw3 lib (all 64 bit now).

This commit is contained in:
Joey de Vries
2020-04-29 15:24:03 +02:00
parent ab132220a9
commit 481d9b7957
48 changed files with 6990 additions and 6286 deletions

View File

@@ -3,12 +3,12 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
Copyright (c) 2006-2016, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
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
@@ -25,21 +25,21 @@ conditions are met:
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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
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
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
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.inl
/** @file matrix3x3.inl
* @brief Inline implementation of the 3x3 matrix operators
*/
#ifndef AI_MATRIX3x3_INL_INC
@@ -58,25 +58,25 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
template <typename TReal>
inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& 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;
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;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
{
*this = aiMatrix3x3t<TReal>(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;
*this = aiMatrix3x3t<TReal>(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;
}
// ------------------------------------------------------------------------------------------------
@@ -84,130 +84,130 @@ template <typename TReal>
template <typename TOther>
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
{
return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
{
aiMatrix3x3t<TReal> temp( *this);
temp *= m;
return temp;
aiMatrix3x3t<TReal> temp( *this);
temp *= m;
return temp;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
{
return &this->a1 + p_iIndex * 3;
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
{
return &this->a1 + p_iIndex * 3;
return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& 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;
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;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
return !(*this == m);
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon;
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
{
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)a2, (TReal&)b1);
std::swap( (TReal&)a3, (TReal&)c1);
std::swap( (TReal&)b3, (TReal&)c2);
return *this;
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)a2, (TReal&)b1);
std::swap( (TReal&)a3, (TReal&)c1);
std::swap( (TReal&)b3, (TReal&)c2);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix3x3t<TReal>::Determinant() const
{
return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
{
// Compute the reciprocal determinant
TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense; but at least qnans are easy to
// spot. XXX we might throw an exception instead, which would
// be even much better to spot :/.
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
// Compute the reciprocal determinant
TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense; but at least qnans are easy to
// spot. XXX we might throw an exception instead, which would
// be even much better to spot :/.
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
return *this;
}
return *this;
}
TReal invdet = static_cast<TReal>(1.0) / det;
TReal invdet = static_cast<TReal>(1.0) / det;
aiMatrix3x3t<TReal> 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;
aiMatrix3x3t<TReal> 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;
return *this;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
{
out.a1 = out.b2 = ::cos(a);
out.b1 = ::sin(a);
out.a2 = - out.b1;
out.a1 = out.b2 = std::cos(a);
out.b1 = std::sin(a);
out.a2 = - out.b1;
out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
out.c3 = 1.f;
out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
out.c3 = 1.f;
return out;
return out;
}
// ------------------------------------------------------------------------------------------------
@@ -215,7 +215,7 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
{
TReal c = cos( a), s = sin( a), t = 1 - c;
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
@@ -230,10 +230,10 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVect
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
{
out = aiMatrix3x3t<TReal>();
out.a3 = v.x;
out.b3 = v.y;
return out;
out = aiMatrix3x3t<TReal>();
out.a3 = v.x;
out.b3 = v.y;
return out;
}
// ----------------------------------------------------------------------------------------
@@ -241,90 +241,94 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<T
* "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
* 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
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
{
const TReal e = from * to;
const TReal f = (e < 0)? -e:e;
const TReal e = from * to;
const TReal f = (e < 0)? -e:e;
if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
{
aiVector3D u,v; /* temporary storage vectors */
aiVector3D x; /* vector most nearly orthogonal to "from" */
if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "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;
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 = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
}
}
else
{
if (x.y < x.z)
{
x.y = static_cast<TReal>(1.0); x.x = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0); x.x = x.y = static_cast<TReal>(0.0);
}
}
if (x.x < x.y)
{
if (x.x < x.z)
{
x.x = static_cast<TReal>(1.0);
x.y = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0);
x.x = x.y = static_cast<TReal>(0.0);
}
}
else
{
if (x.y < x.z)
{
x.y = static_cast<TReal>(1.0);
x.x = x.z = static_cast<TReal>(0.0);
}
else
{
x.z = static_cast<TReal>(1.0);
x.x = x.y = static_cast<TReal>(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;
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 TReal c1 = static_cast<TReal>(2.0) / (u * u);
const TReal c2 = static_cast<TReal>(2.0) / (v * v);
const TReal c3 = c1 * c2 * (u * v);
const TReal c1 = static_cast<TReal>(2.0) / (u * u);
const TReal c2 = static_cast<TReal>(2.0) / (v * v);
const TReal 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] += static_cast<TReal>(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 TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
const TReal hvx = h * v.x;
const TReal hvz = h * v.z;
const TReal hvxy = hvx * v.y;
const TReal hvxz = hvx * v.z;
const TReal hvyz = hvz * v.y;
mtx[0][0] = e + hvx * v.x;
mtx[0][1] = hvxy - v.z;
mtx[0][2] = hvxz + v.y;
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] += static_cast<TReal>(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 TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
const TReal hvx = h * v.x;
const TReal hvz = h * v.z;
const TReal hvxy = hvx * v.y;
const TReal hvxz = hvx * v.z;
const TReal 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[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;
mtx[2][0] = hvxz - v.y;
mtx[2][1] = hvyz + v.x;
mtx[2][2] = e + hvz * v.z;
}
return mtx;
}