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

@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2024, assimp team
Copyright (c) 2006-2026, assimp team
All rights reserved.
@ -67,32 +67,26 @@ namespace Assimp {
namespace Unreal {
/*
0 = Normal one-sided
1 = Normal two-sided
2 = Translucent two-sided
3 = Masked two-sided
4 = Modulation blended two-sided
8 = Placeholder triangle for weapon positioning (invisible)
*/
// Mesh-specific fags.
enum MeshFlags {
MF_NORMAL_OS = 0,
MF_NORMAL_TS = 1,
MF_NORMAL_TRANS_TS = 2,
MF_NORMAL_MASKED_TS = 3,
MF_NORMAL_MOD_TS = 4,
MF_WEAPON_PLACEHOLDER = 8
MF_INVALID = -1, // Not set
MF_NORMAL_OS = 0, // Normal one-sided
MF_NORMAL_TS = 1, // Normal two-sided
MF_NORMAL_TRANS_TS = 2, // Translucent two-sided
MF_NORMAL_MASKED_TS = 3, // Masked two-sided
MF_NORMAL_MOD_TS = 4, // Modulation blended two-sided
MF_WEAPON_PLACEHOLDER = 8 // Placeholder triangle for weapon positioning (invisible)
};
// a single triangle
struct Triangle {
uint16_t mVertex[3]; // Vertex indices
char mType; // James' Mesh Type
char mColor; // Color for flat and Gourand Shaded
unsigned char mTex[3][2]; // Texture UV coordinates
unsigned char mTextureNum; // Source texture offset
char mFlags; // Unreal Mesh Flags (unused)
unsigned int matIndex;
uint16_t mVertex[3]; // Vertex indices
char mType; // James' Mesh Type
char mColor; // Color for flat and Gourand Shaded
unsigned char mTex[3][2]; // Texture UV coordinates
unsigned char mTextureNum; // Source texture offset
char mFlags; // Unreal Mesh Flags (unused)
unsigned int matIndex; // Material index
};
// temporary representation for a material
@ -118,6 +112,7 @@ struct TempMat {
}
};
// A single vertex in an unsigned int 32 bit
struct Vertex {
int32_t X : 11;
int32_t Y : 11;
@ -172,10 +167,6 @@ UnrealImporter::UnrealImporter() :
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
UnrealImporter::~UnrealImporter() = default;
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool UnrealImporter::CanRead(const std::string &filename, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
@ -243,8 +234,9 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
const uint16_t numTris = d_reader.GetI2();
const uint16_t numVert = d_reader.GetI2();
d_reader.IncPtr(44);
if (!numTris || numVert < 3)
if (!numTris || numVert < 3) {
throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
}
// maximum texture index
unsigned int maxTexIdx = 0;
@ -253,7 +245,6 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
std::vector<Unreal::Triangle> triangles(numTris);
for (auto &tri : triangles) {
for (unsigned int i = 0; i < 3; ++i) {
tri.mVertex[i] = d_reader.GetI2();
if (tri.mVertex[i] >= numTris) {
ASSIMP_LOG_WARN("UNREAL: vertex index out of range");
@ -263,18 +254,20 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
tri.mType = d_reader.GetI1();
// handle mesh flagss?
if (mConfigHandleFlags)
if (mConfigHandleFlags) {
tri.mType = Unreal::MF_NORMAL_OS;
else {
} else {
// ignore MOD and MASKED for the moment, treat them as two-sided
if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
tri.mType = Unreal::MF_NORMAL_TS;
}
d_reader.IncPtr(1);
for (unsigned int i = 0; i < 3; ++i)
for (unsigned int i2 = 0; i2 < 2; ++i2)
for (unsigned int i = 0; i < 3; ++i) {
for (unsigned int i2 = 0; i2 < 2; ++i2) {
tri.mTex[i][i2] = d_reader.GetI1();
}
}
tri.mTextureNum = d_reader.GetI1();
maxTexIdx = std::max(maxTexIdx, (unsigned int)tri.mTextureNum);
@ -282,8 +275,9 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
}
p.reset(pIOHandler->Open(a_path));
if (!p)
if (!p) {
throw DeadlyImportError("UNREAL: Unable to open _a file");
}
StreamReaderLE a_reader(pIOHandler->Open(a_path));
// read number of frames
@ -292,9 +286,10 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
throw DeadlyImportError("UNREAL: The requested frame does not exist");
}
uint32_t st = a_reader.GetI2();
if (st != numVert * 4u)
// read aniv file length
if (uint32_t st = a_reader.GetI2(); st != numVert * 4u) {
throw DeadlyImportError("UNREAL: Unexpected aniv file length");
}
// skip to our frame
a_reader.IncPtr(mConfigFrameID * numVert * 4);
@ -388,11 +383,11 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
for (; !IsLineEnd(*data); ++data) {
if (data[0] == 'X' && data[1] == '=') {
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.a1);
data = fast_atoreal_move(data + 2, nd->mTransformation.a1);
} else if (data[0] == 'Y' && data[1] == '=') {
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.b2);
data = fast_atoreal_move(data + 2, nd->mTransformation.b2);
} else if (data[0] == 'Z' && data[1] == '=') {
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.c3);
data = fast_atoreal_move(data + 2, nd->mTransformation.c3);
}
}
}
@ -407,7 +402,7 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
materials.reserve(textures.size() * 2 + 5);
// find out how many output meshes and materials we'll have and build material indices
for (Unreal::Triangle &tri : triangles) {
for (auto &tri : triangles) {
Unreal::TempMat mat(tri);
auto nt = std::find(materials.begin(), materials.end(), mat);
if (nt == materials.end()) {
@ -483,7 +478,7 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
// set texture, if any
const unsigned int tex = materials[i].tex;
for (std::vector<std::pair<unsigned int, std::string>>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
for (auto it = textures.begin(); it != textures.end(); ++it) {
if ((*it).first == tex) {
s.Set((*it).second);
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
@ -495,7 +490,7 @@ void UnrealImporter::InternReadFile(const std::string &pFile,
// fill them.
for (const Unreal::Triangle &tri : triangles) {
Unreal::TempMat mat(tri);
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
auto nt = std::find(materials.begin(), materials.end(), mat);
aiMesh *mesh = pScene->mMeshes[nt - materials.begin()];
aiFace &f = mesh->mFaces[mesh->mNumFaces++];