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

@ -1,9 +1,7 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2024, assimp team
Copyright (c) 2006-2026, assimp team
All rights reserved.
@ -44,142 +42,116 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED
#define AI_TEXTURE_TRANSFORM_H_INCLUDED
#include <assimp/BaseImporter.h>
#include "Common/BaseProcess.h"
#include <assimp/BaseImporter.h>
#include <assimp/material.h>
#include <list>
struct aiNode;
struct aiMaterial;
namespace Assimp {
namespace Assimp {
#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
// ---------------------------------------------------------------------------
/** Small helper structure representing a shortcut into the material list
* to be able to update some values quickly.
*/
/**
* @brief Small helper structure representing a shortcut into the material list
* to be able to update some values quickly.
*/
struct TTUpdateInfo {
TTUpdateInfo() AI_NO_EXCEPT
: directShortcut(nullptr)
, mat(nullptr)
, semantic(0)
, index(0) {
// empty
}
//! Direct shortcut, if available
unsigned int* directShortcut;
unsigned int* directShortcut = nullptr;
//! Material
aiMaterial *mat;
aiMaterial *mat = nullptr;
//! Texture type and index
unsigned int semantic, index;
//! Texture type
unsigned int semantic = 0;
//! Texture index
unsigned int index = 0;
};
// ---------------------------------------------------------------------------
/** Helper class representing texture coordinate transformations
*/
/**
* @brief Helper class representing texture coordinate transformations
*/
struct STransformVecInfo : public aiUVTransform {
STransformVecInfo() AI_NO_EXCEPT
: uvIndex(0)
, mapU(aiTextureMapMode_Wrap)
, mapV(aiTextureMapMode_Wrap)
, lockedPos(AI_TT_UV_IDX_LOCK_NONE) {
// empty
}
//! Source texture coordinate index
unsigned int uvIndex;
unsigned int uvIndex = 0;
//! Texture mapping mode in the u, v direction
aiTextureMapMode mapU,mapV;
//! Texture mapping mode in the u direction
aiTextureMapMode mapU = aiTextureMapMode_Wrap;
//! Texture mapping mode in the v direction
aiTextureMapMode mapV = aiTextureMapMode_Wrap;
//! Locked destination UV index
//! AI_TT_UV_IDX_LOCK_TBD - to be determined
//! AI_TT_UV_IDX_LOCK_NONE - none (default)
unsigned int lockedPos;
unsigned int lockedPos = AI_TT_UV_IDX_LOCK_NONE;
//! Update info - shortcuts into all materials
//! that are referencing this transform setup
std::list<TTUpdateInfo> updateList;
// -------------------------------------------------------------------
/** Compare two transform setups
*/
inline bool operator== (const STransformVecInfo& other) const
{
inline bool operator== (const STransformVecInfo& other) const {
// We use a small epsilon here
const static float epsilon = 0.05f;
if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
{
std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon) {
return false;
}
if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon ||
std::fabs( mScaling.y - other.mScaling.y ) > epsilon)
{
std::fabs( mScaling.y - other.mScaling.y ) > epsilon) {
return false;
}
if (std::fabs( mRotation - other.mRotation) > epsilon)
{
if (std::fabs( mRotation - other.mRotation) > epsilon) {
return false;
}
return true;
}
inline bool operator!= (const STransformVecInfo& other) const
{
inline bool operator!= (const STransformVecInfo& other) const {
return !(*this == other);
}
// -------------------------------------------------------------------
/** Returns whether this is an untransformed texture coordinate set
*/
inline bool IsUntransformed() const
{
/**
* @brief Returns whether this is an untransformed texture coordinate set
*/
inline bool IsUntransformed() const {
return (1.0f == mScaling.x && 1.f == mScaling.y &&
!mTranslation.x && !mTranslation.y &&
mRotation < AI_TT_ROTATION_EPSILON);
!mTranslation.x && !mTranslation.y && mRotation < AI_TT_ROTATION_EPSILON);
}
// -------------------------------------------------------------------
/** Build a 3x3 matrix from the transformations
*/
inline void GetMatrix(aiMatrix3x3& mOut)
{
/**
* @brief Build a 3x3 matrix from the transformations
*/
inline void GetMatrix(aiMatrix3x3& mOut) {
mOut = aiMatrix3x3();
if (1.0f != mScaling.x || 1.0f != mScaling.y)
{
if (1.0f != mScaling.x || 1.0f != mScaling.y) {
aiMatrix3x3 mScale;
mScale.a1 = mScaling.x;
mScale.b2 = mScaling.y;
mOut = mScale;
}
if (mRotation)
{
if (mRotation) {
aiMatrix3x3 mRot;
mRot.a1 = mRot.b2 = std::cos(mRotation);
mRot.a2 = mRot.b1 = std::sin(mRotation);
mRot.a2 = -mRot.a2;
mOut *= mRot;
}
if (mTranslation.x || mTranslation.y)
{
if (mTranslation.x || mTranslation.y) {
aiMatrix3x3 mTrans;
mTrans.a3 = mTranslation.x;
mTrans.b3 = mTranslation.y;
@ -188,16 +160,18 @@ struct STransformVecInfo : public aiUVTransform {
}
};
// ---------------------------------------------------------------------------
/** Helper step to compute final UV coordinate sets if there are scalings
/**
* @brief Helper step to compute final UV coordinate sets if there are scalings
* or rotations in the original data read from the file.
*/
class TextureTransformStep : public BaseProcess {
*/
class TextureTransformStep final : public BaseProcess {
public:
// -------------------------------------------------------------------
/// The default class constructor / destructor.
TextureTransformStep();
/// The default class constructor. /
TextureTransformStep() = default;
/// The default class destructor.
~TextureTransformStep() override = default;
// -------------------------------------------------------------------
@ -211,16 +185,17 @@ public:
protected:
// -------------------------------------------------------------------
/** Preprocess a specific UV transformation setup
/**
* @brief Preprocess a specific UV transformation setup
*
* @param info Transformation setup to be preprocessed.
*/
*/
void PreProcessUVTransform(STransformVecInfo& info);
private:
unsigned int configFlags;
};
} // namespace Assimp
#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED