update assimp to 5.2.3 Bugfix-Release

This commit is contained in:
AzaezelX 2022-04-26 11:56:24 -05:00
parent 3f796d2a06
commit f297476092
1150 changed files with 165834 additions and 112019 deletions

View file

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2022, assimp team
@ -45,41 +45,38 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* normals for all imported faces.
*/
#include "GenFaceNormalsProcess.h"
#include <assimp/Exceptional.h>
#include <assimp/postprocess.h>
#include <assimp/qnan.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Exceptional.h>
#include <assimp/qnan.h>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
GenFaceNormalsProcess::GenFaceNormalsProcess()
{
GenFaceNormalsProcess::GenFaceNormalsProcess() {
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
GenFaceNormalsProcess::~GenFaceNormalsProcess()
{
GenFaceNormalsProcess::~GenFaceNormalsProcess() {
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const {
bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
return (pFlags & aiProcess_GenNormals) != 0;
flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
return (pFlags & aiProcess_GenNormals) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void GenFaceNormalsProcess::Execute( aiScene* pScene) {
void GenFaceNormalsProcess::Execute(aiScene *pScene) {
ASSIMP_LOG_DEBUG("GenFaceNormalsProcess begin");
if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
@ -87,33 +84,35 @@ void GenFaceNormalsProcess::Execute( aiScene* pScene) {
}
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
if(this->GenMeshFaceNormals( pScene->mMeshes[a])) {
for (unsigned int a = 0; a < pScene->mNumMeshes; a++) {
if (this->GenMeshFaceNormals(pScene->mMeshes[a])) {
bHas = true;
}
}
if (bHas) {
if (bHas) {
ASSIMP_LOG_INFO("GenFaceNormalsProcess finished. "
"Face normals have been calculated");
"Face normals have been calculated");
} else {
ASSIMP_LOG_DEBUG("GenFaceNormalsProcess finished. "
"Normals are already there");
"Normals are already there");
}
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
{
if (NULL != pMesh->mNormals) {
if (force_) delete[] pMesh->mNormals;
else return false;
bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
if (nullptr != pMesh->mNormals) {
if (force_) {
delete[] pMesh->mNormals;
} else {
return false;
}
}
// If the mesh consists of lines and/or points but not of
// triangles or higher-order polygons the normal vectors
// are undefined.
if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
ASSIMP_LOG_INFO("Normal vectors are undefined for line and point meshes");
return false;
}
@ -123,22 +122,24 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
const float qnan = get_qnan();
// iterate through all faces and compute per-face normals but store them per-vertex.
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
const aiFace& face = pMesh->mFaces[a];
if (face.mNumIndices < 3) {
for (unsigned int a = 0; a < pMesh->mNumFaces; a++) {
const aiFace &face = pMesh->mFaces[a];
if (face.mNumIndices < 3) {
// either a point or a line -> no well-defined normal vector
for (unsigned int i = 0;i < face.mNumIndices;++i) {
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
}
continue;
}
const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
if (flippedWindingOrder_)
std::swap( pV2, pV3 );
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
for (unsigned int i = 0;i < face.mNumIndices;++i) {
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
pMesh->mNormals[face.mIndices[i]] = vNor;
}
}