Update Assimp from 5.2.3 to 5.2.5

This commit is contained in:
Bloodknight 2022-10-02 19:02:49 +01:00
parent ea7ca63301
commit 16f3710058
379 changed files with 14469 additions and 47175 deletions

View file

@ -75,7 +75,18 @@ typedef std::map<int64_t, morphKeyData*> morphAnimData;
namespace Assimp {
namespace FBX {
class MeshGeometry;
using SkeletonBoneArray = std::vector<aiSkeletonBone *>;
using SkeletonBoneToMesh = std::map<aiMesh*, SkeletonBoneArray*>;
struct SkeletonBoneContainer {
std::vector<aiMesh *> MeshArray;
SkeletonBoneToMesh SkeletonBoneToMeshLookup;
};
class Document;
/**
* Convert a FBX #Document to #aiScene
* @param out Empty scene to be populated
@ -180,14 +191,12 @@ private:
void SetupNodeMetadata(const Model& model, aiNode& nd);
// ------------------------------------------------------------------------------------------------
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
void ConvertModel(const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
// MeshGeometry -> aiMesh, return mesh index + 1 or 0 if the conversion failed
std::vector<unsigned int>
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
ConvertMesh(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int> ConvertLine(const LineGeometry& line, aiNode *root_node);
@ -196,18 +205,16 @@ private:
aiMesh* SetupEmptyMesh(const Geometry& mesh, aiNode *parent);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model,
const aiMatrix4x4 &absolute_transform, aiNode *parent,
aiNode *root_node);
unsigned int ConvertMeshSingleMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform,
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
std::vector<unsigned int>
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, aiNode *parent, aiNode *root_node,
const aiMatrix4x4 &absolute_transform);
ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, MatIndexArray::value_type index,
aiNode *parent, aiNode *root_node, const aiMatrix4x4 &absolute_transform);
unsigned int ConvertMeshMultiMaterial(const MeshGeometry &mesh, const Model &model, const aiMatrix4x4 &absolute_transform, MatIndexArray::value_type index,
aiNode *parent, aiNode *root_node);
// ------------------------------------------------------------------------------------------------
static const unsigned int NO_MATERIAL_SEPARATION = /* std::numeric_limits<unsigned int>::max() */
@ -220,15 +227,19 @@ private:
* - outputVertStartIndices is only used when a material index is specified, it gives for
* each output vertex the DOM index it maps to.
*/
void ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent = nullptr, unsigned int materialIndex = NO_MATERIAL_SEPARATION,
void ConvertWeights(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform, aiNode *parent = nullptr,
unsigned int materialIndex = NO_MATERIAL_SEPARATION,
std::vector<unsigned int> *outputVertStartIndices = nullptr);
// ------------------------------------------------------------------------------------------------
void ConvertWeightsToSkeleton(aiMesh *out, const MeshGeometry &geo, const aiMatrix4x4 &absolute_transform,
aiNode *parent, unsigned int materialIndex, std::vector<unsigned int> *outputVertStartIndices,
SkeletonBoneContainer &skeletonContainer);
// ------------------------------------------------------------------------------------------------
void ConvertCluster(std::vector<aiBone *> &local_mesh_bones, const Cluster *cl,
std::vector<size_t> &out_indices, std::vector<size_t> &index_out_indices,
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform,
aiNode *parent );
std::vector<size_t> &count_out_indices, const aiMatrix4x4 &absolute_transform, aiNode *parent);
// ------------------------------------------------------------------------------------------------
void ConvertMaterialForMesh(aiMesh* out, const Model& model, const MeshGeometry& geo,
@ -301,7 +312,8 @@ private:
void ConvertAnimationStack(const AnimationStack& st);
// ------------------------------------------------------------------------------------------------
void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas, const BlendShapeChannel* bsc, const AnimationCurveNode* node);
void ProcessMorphAnimDatas(std::map<std::string, morphAnimData*>* morphAnimDatas,
const BlendShapeChannel* bsc, const AnimationCurveNode* node);
// ------------------------------------------------------------------------------------------------
void GenerateNodeAnimations(std::vector<aiNodeAnim*>& node_anims,
@ -450,6 +462,7 @@ private:
double anim_fps;
std::vector<aiSkeleton *> mSkeletons;
aiScene* const mSceneOut;
const FBX::Document& doc;
bool mRemoveEmptyBones;