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.
@ -62,6 +62,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "PostProcessing/TriangulateProcess.h"
#include "PostProcessing/ProcessHelper.h"
#include "Common/PolyTools.h"
#include "contrib/earcut-hpp/earcut.hpp"
#include <memory>
#include <cstdint>
@ -74,6 +75,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define POLY_GRID_XPAD 20
#define POLY_OUTPUT_FILE "assimp_polygons_debug.txt"
namespace mapbox::util {
template <>
struct nth<0, aiVector2D> {
inline static auto get(const aiVector2D& t) {
return t.x;
}
};
template <>
struct nth<1, aiVector2D> {
inline static auto get(const aiVector2D& t) {
return t.y;
}
};
} // namespace mapbox::util
using namespace Assimp;
namespace {
@ -216,7 +234,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
++numOut;
} else {
numOut += face.mNumIndices-2;
max_out = std::max(max_out,face.mNumIndices);
max_out = std::max<uint32_t>(max_out,face.mNumIndices);
}
}
@ -225,7 +243,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
ASSIMP_LOG_ERROR( "Invalidation detected in the number of indices: does not fit to the primitive type." );
return false;
}
aiVector3D *nor_out = nullptr;
// if we don't have normals yet, but expect them to be a cheap side
@ -244,7 +262,9 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
aiFace* out = new aiFace[numOut](), *curOut = out;
std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
std::vector<aiVector2D> temp_verts(max_out+2);
std::vector<std::vector<aiVector2D>> temp_poly(1); /* temporary storage for earcut.hpp */
std::vector<aiVector2D>& temp_verts = temp_poly[0];
temp_verts.reserve(max_out + 2);
NGONEncoder ngonEncoder;
@ -264,13 +284,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
const aiVector3D* verts = pMesh->mVertices;
// use std::unique_ptr to avoid slow std::vector<bool> specialiations
std::unique_ptr<bool[]> done(new bool[max_out]);
for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
aiFace& face = pMesh->mFaces[a];
unsigned int* idx = face.mIndices;
int num = (int)face.mNumIndices, ear = 0, tmp, prev = num-1, next = 0, max = num;
unsigned int num = face.mNumIndices;
// Apply vertex colors to represent the face winding?
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
@ -363,16 +381,16 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
// We project it onto a plane to get a 2d triangle.
// Collect all vertices of of the polygon.
for (tmp = 0; tmp < max; ++tmp) {
for (unsigned int tmp = 0; tmp < num; ++tmp) {
temp_verts3d[tmp] = verts[idx[tmp]];
}
// Get newell normal of the polygon. Store it for future use if it's a polygon-only mesh
aiVector3D n;
NewellNormal<3,3,3>(n,max,&temp_verts3d.front().x,&temp_verts3d.front().y,&temp_verts3d.front().z);
NewellNormal<3, 3, 3>(n, num, &temp_verts3d.front().x, &temp_verts3d.front().y, &temp_verts3d.front().z);
if (nor_out) {
for (tmp = 0; tmp < max; ++tmp)
nor_out[idx[tmp]] = n;
for (unsigned int tmp = 0; tmp < num; ++tmp)
nor_out[idx[tmp]] = n;
}
// Select largest normal coordinate to ignore for projection
@ -398,10 +416,20 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
std::swap(ac,bc);
}
for (tmp =0; tmp < max; ++tmp) {
temp_verts.resize(num);
for (unsigned int tmp = 0; tmp < num; ++tmp) {
temp_verts[tmp].x = verts[idx[tmp]][ac];
temp_verts[tmp].y = verts[idx[tmp]][bc];
done[tmp] = false;
}
auto indices = mapbox::earcut(temp_poly);
for (size_t i = 0; i < indices.size(); i += 3) {
aiFace& nface = *curOut++;
nface.mIndices = new unsigned int[3];
nface.mNumIndices = 3;
nface.mIndices[0] = indices[i];
nface.mIndices[1] = indices[i + 1];
nface.mIndices[2] = indices[i + 2];
}
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
@ -431,120 +459,6 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh) {
fprintf(fout,"\ntriangulation sequence: ");
#endif
//
// FIXME: currently this is the slow O(kn) variant with a worst case
// complexity of O(n^2) (I think). Can be done in O(n).
while (num > 3) {
// Find the next ear of the polygon
int num_found = 0;
for (ear = next;;prev = ear,ear = next) {
// break after we looped two times without a positive match
for (next=ear+1;done[(next>=max?next=0:next)];++next);
if (next < ear) {
if (++num_found == 2) {
break;
}
}
const aiVector2D* pnt1 = &temp_verts[ear],
*pnt0 = &temp_verts[prev],
*pnt2 = &temp_verts[next];
// Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1.
if (OnLeftSideOfLine2D(*pnt0,*pnt2,*pnt1) == 1) {
continue;
}
// Skip when three point is in a line
aiVector2D left = *pnt0 - *pnt1;
aiVector2D right = *pnt2 - *pnt1;
left.Normalize();
right.Normalize();
auto mul = left * right;
// if the angle is 0 or 180
if (std::abs(mul - 1.f) < ai_epsilon || std::abs(mul + 1.f) < ai_epsilon) {
// skip this ear
ASSIMP_LOG_WARN("Skip a ear, due to its angle is near 0 or 180.");
continue;
}
// and no other point may be contained in this triangle
for ( tmp = 0; tmp < max; ++tmp) {
// We need to compare the actual values because it's possible that multiple indexes in
// the polygon are referring to the same position. concave_polygon.obj is a sample
//
// FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in
// PointInTriangle() I'm guessing that it's actually possible to construct
// input data that would cause us to end up with no ears. The problem is,
// which epsilon? If we chose a too large value, we'd get wrong results
const aiVector2D& vtmp = temp_verts[tmp];
if ( vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0,*pnt1,*pnt2,vtmp)) {
break;
}
}
if (tmp != max) {
continue;
}
// this vertex is an ear
break;
}
if (num_found == 2) {
// Due to the 'two ear theorem', every simple polygon with more than three points must
// have 2 'ears'. Here's definitely something wrong ... but we don't give up yet.
//
// Instead we're continuing with the standard tri-fanning algorithm which we'd
// use if we had only convex polygons. That's life.
ASSIMP_LOG_ERROR("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
fprintf(fout,"critical error here, no ear found! ");
#endif
num = 0;
break;
}
aiFace& nface = *curOut++;
nface.mNumIndices = 3;
if (!nface.mIndices) {
nface.mIndices = new unsigned int[3];
}
// setup indices for the new triangle ...
nface.mIndices[0] = prev;
nface.mIndices[1] = ear;
nface.mIndices[2] = next;
// exclude the ear from most further processing
done[ear] = true;
--num;
}
if (num > 0) {
// We have three indices forming the last 'ear' remaining. Collect them.
aiFace& nface = *curOut++;
nface.mNumIndices = 3;
if (!nface.mIndices) {
nface.mIndices = new unsigned int[3];
}
for (tmp = 0; done[tmp]; ++tmp);
nface.mIndices[0] = tmp;
for (++tmp; done[tmp]; ++tmp);
nface.mIndices[1] = tmp;
for (++tmp; done[tmp]; ++tmp);
nface.mIndices[2] = tmp;
}
}
#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS