update assimp lib

This commit is contained in:
marauder2k7 2024-12-09 20:22:47 +00:00
parent 03a348deb7
commit d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, assimp team
Copyright (c) 2006-2024, assimp team
All rights reserved.
@ -52,9 +52,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <cctype>
#include <memory>
using namespace Assimp;
namespace Assimp {
static const unsigned int NotSet = 0xcdcdcdcd;
static constexpr unsigned int NotSet = 0xcdcdcdcd;
// ------------------------------------------------------------------------------------------------
// Setup final material indices, generae a default material if necessary
@ -68,7 +68,7 @@ void Discreet3DSImporter::ReplaceDefaultMaterial() {
unsigned int idx(NotSet);
for (unsigned int i = 0; i < mScene->mMaterials.size(); ++i) {
std::string s = mScene->mMaterials[i].mName;
for (char & it : s) {
for (char &it : s) {
it = static_cast<char>(::tolower(static_cast<unsigned char>(it)));
}
@ -262,7 +262,7 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material &oldMat,
unsigned int iWire = 1;
mat.AddProperty<int>((int *)&iWire, 1, AI_MATKEY_ENABLE_WIREFRAME);
}
[[fallthrough]];
[[fallthrough]];
case D3DS::Discreet3DS::Gouraud:
eShading = aiShadingMode_Gouraud;
@ -593,7 +593,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
// Cameras or lights define their transformation in their parent node and in the
// corresponding light or camera chunks. However, we read and process the latter
// to to be able to return valid cameras/lights even if no scenegraph is given.
// to be able to return valid cameras/lights even if no scenegraph is given.
for (unsigned int n = 0; n < pcSOut->mNumCameras; ++n) {
if (pcSOut->mCameras[n]->mName == pcOut->mName) {
pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f, 0.f, 1.f);
@ -643,11 +643,17 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene *pcSOut, aiNode *pcOut,
}
// Allocate storage for children
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
pcOut->mNumChildren = size;
if (size == 0) {
return;
}
pcOut->mChildren = new aiNode *[pcIn->mChildren.size()];
// Recursively process all children
const unsigned int size = static_cast<unsigned int>(pcIn->mChildren.size());
for (unsigned int i = 0; i < size; ++i) {
pcOut->mChildren[i] = new aiNode();
pcOut->mChildren[i]->mParent = pcOut;
@ -709,7 +715,7 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene *pcOut) {
pcNode->mNumMeshes = 1;
// Build a name for the node
pcNode->mName.length = ai_snprintf(pcNode->mName.data, MAXLEN, "3DSMesh_%u", i);
pcNode->mName.length = ai_snprintf(pcNode->mName.data, AI_MAXLEN, "3DSMesh_%u", i);
}
// Build dummy nodes for all cameras
@ -805,4 +811,6 @@ void Discreet3DSImporter::ConvertScene(aiScene *pcOut) {
}
}
} // namespace Assimp
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER