update assimp to 6.0.5

This commit is contained in:
AzaezelX 2026-06-09 12:46:56 -05:00
parent 2d2eb57e2e
commit f5cf21cfeb
941 changed files with 22718 additions and 12240 deletions

View file

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2024, assimp team
Copyright (c) 2006-2026, assimp team
All rights reserved.
@ -165,21 +165,23 @@ struct Material {
//! Ambient color
aiColor3D ambient;
//! Diffuse color
aiColor3D diffuse;
aiColor3D diffuse = aiColor3D(0.6f, 0.6f, 0.6f);
//! Specular color
aiColor3D specular;
//! Emissive color
aiColor3D emissive;
//! Alpha value
ai_real alpha;
ai_real alpha = ai_real(1.0);
//! Shineness factor
ai_real shineness;
ai_real shineness = ai_real(0.0);
//! Illumination model
int illumination_model;
int illumination_model = 1;
//! Index of refraction
ai_real ior;
ai_real ior = ai_real(1.0);
//! Transparency color
aiColor3D transparent;
aiColor3D transparent = aiColor3D(1.0f, 1.0f, 1.0f);
//! Ambient occlusion
Maybe<ai_real> ambient_occlusion;
//! PBR Roughness
Maybe<ai_real> roughness;
@ -187,31 +189,33 @@ struct Material {
Maybe<ai_real> metallic;
//! PBR Metallic
Maybe<aiColor3D> sheen;
//! PBR Sheen: an additional grazing component, primarily intended for cloth.
Maybe<ai_real> sheen_grazing;
//! PBR Sheen Tint: amount to tint sheen towards base color.
Maybe<ai_real> sheen_tint;
//! PBR Clearcoat
Maybe<ai_real> clearcoat;
//! PBR Clearcoat Thickness
Maybe<ai_real> clearcoat_thickness;
//! PBR Clearcoat Rougness
Maybe<ai_real> clearcoat_roughness;
//! PBR clearcoatGloss: controls clearcoat glossiness (0 = a “satin” appearance, 1 = a “gloss” appearance).
Maybe<ai_real> clearcoat_gloss;
//! PBR Anisotropy
ai_real anisotropy;
ai_real anisotropy = ai_real(0.0);
//! PBR Anisotropy Rotation
Maybe<ai_real> anisotropy_rotation;
//! PBR Subsurface Scattering
Maybe<ai_real> subsurface_scattering;
//! PBR Specular Tint: a concession for artistic control that tints incident specular towards the base color.
Maybe<ai_real> specular_tint;
// See: https://disneyanimation.com/publications/physically-based-shading-at-disney/
//! bump map multipler (normal map scalar)(-bm)
ai_real bump_multiplier;
//! bump map multiplier (normal map scalar)(-bm)
ai_real bump_multiplier = ai_real(1.0);
//! Constructor
Material() :
diffuse(0.6f, 0.6f, 0.6f),
alpha(ai_real(1.0)),
shineness(ai_real(0.0)),
illumination_model(1),
ior(ai_real(1.0)),
transparent(1.0f, 1.0, 1.0),
roughness(),
metallic(),
sheen(),
clearcoat_thickness(),
clearcoat_roughness(),
anisotropy(ai_real(0.0)),
bump_multiplier(ai_real(1.0)) {
Material() {
std::fill_n(clamp, static_cast<unsigned int>(TextureTypeCount), false);
}