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

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@ -5,7 +5,7 @@
# Open Asset Import Library (ASSIMP)
# ---------------------------------------------------------------------------
#
# Copyright (c) 2006-2020, ASSIMP Development Team
# Copyright (c) 2006-2026, ASSIMP Development Team
#
# All rights reserved.
#

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@ -5,7 +5,7 @@
# Open Asset Import Library (ASSIMP)
# ---------------------------------------------------------------------------
#
# Copyright (c) 2006-2020, ASSIMP Development Team
# Copyright (c) 2006-2026, ASSIMP Development Team
#
# All rights reserved.
#

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@ -36,23 +36,21 @@ aiProcess_JoinIdenticalVertices = 0x2
#
aiProcess_MakeLeftHanded = 0x4
## <hr>Triangulates all faces of all meshes.
## <hr>Triangulates all faces of all meshes.
#
# By default the imported mesh data might contain faces with more than 3
# indices. For rendering you'll usually want all faces to be triangles.
# This post processing step splits up faces with more than 3 indices into
# triangles. Line and point primitives are #not# modified! If you want
# indices. For rendering you'll usually want all faces to be triangles.
# This post processing step splits up faces with more than 3 indices into
# triangles. Line and point primitives are *not* modified! If you want
# 'triangles only' with no other kinds of primitives, try the following
# solution:
# <ul>
# <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType <li>
# <li>Ignore all point and line meshes when you process assimp's output<li>
# <ul>
# - Specify both #aiProcess_Triangulate and #aiProcess_SortByPType
# - Ignore all point and line meshes when you process assimp's output
#
aiProcess_Triangulate = 0x8
## <hr>Removes some parts of the data structure (animations, materials,
# light sources, cameras, textures, vertex components).
# <hr>Removes some parts of the data structure (animations, materials,
# light sources, cameras, textures, vertex components).
#
# The components to be removed are specified in a separate
# configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS<tt>. This is quite useful
@ -232,6 +230,15 @@ aiProcess_RemoveRedundantMaterials = 0x1000
#
aiProcess_FixInfacingNormals = 0x2000
## This step generically populates aiBone->mArmature and aiBone->mNode generically
# The point of these is it saves you later having to calculate these elements
# This is useful when handling rest information or skin information
# If you have multiple armatures on your models we strongly recommend enabling this
# Instead of writing your own multi-root, multi-armature lookups we have done the
# hard work for you :)
aiProcess_PopulateArmatureData = 0x4000
## <hr>This step splits meshes with more than one primitive type in
# homogeneous sub-meshes.
#
@ -385,7 +392,7 @@ aiProcess_OptimizeGraph = 0x400000
#
# <b>Output UV coordinate system:<b>
# @code
# 0y|0y ---------- 1x|0y
# 0x|0y ---------- 1x|0y
# | |
# | |
# | |
@ -432,6 +439,46 @@ aiProcess_SplitByBoneCount = 0x2000000
#
aiProcess_Debone = 0x4000000
## <hr>This step will perform a global scale of the model.
#
# Some importers are providing a mechanism to define a scaling unit for the
# model. This post processing step can be used to do so. You need to get the
# global scaling from your importer settings like in FBX. Use the flag
# AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
#
# Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaling factor.
#
aiProcess_GlobalScale = 0x8000000
## <hr>A postprocessing step to embed of textures.
#
# This will remove external data dependencies for textures.
# If a texture's file does not exist at the specified path
# (due, for instance, to an absolute path generated on another system),
# it will check if a file with the same name exists at the root folder
# of the imported model. And if so, it uses that.
#
aiProcess_EmbedTextures = 0x10000000
##
#
aiProcess_ForceGenNormals = 0x20000000
## <hr>Drops normals for all faces of all meshes.
#
# This is ignored if no normals are present.
# Face normals are shared between all points of a single face,
# so a single point can have multiple normals, which
# forces the library to duplicate vertices in some cases.
# #aiProcess_JoinIdenticalVertices is *senseless* then.
# This process gives sense back to aiProcess_JoinIdenticalVertices
#
aiProcess_DropNormals = 0x40000000,
##
#
aiProcess_GenBoundingBoxes = 0x80000000
aiProcess_GenEntityMeshes = 0x100000
aiProcess_OptimizeAnimations = 0x200000
aiProcess_FixTexturePaths = 0x200000

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@ -555,6 +555,14 @@ class Bone(Structure):
# The maximum value for this member is
#AI_MAX_BONE_WEIGHTS.
("mNumWeights", c_uint),
# The bone armature node - used for skeleton conversion
# you must enable aiProcess_PopulateArmatureData to populate this
("mArmature", POINTER(Node)),
# The bone node in the scene - used for skeleton conversion
# you must enable aiProcess_PopulateArmatureData to populate this
("mNode", POINTER(Node)),
# The vertices affected by this bone
("mWeights", POINTER(VertexWeight)),
@ -857,6 +865,9 @@ class QuatKey(Structure):
# The value of this key
("mValue", Quaternion),
# The interpolation setting of this key
("mInterpolation", c_uint32)
]
class MeshMorphKey(Structure):

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@ -0,0 +1,16 @@
[build-system]
requires = ["setuptools"]
build-backend = "setuptools.build_meta"
[project]
name = "pyassimp"
version = "6.0.2"
license = "ISC"
authors = [
{ name = "ASSIMP Developers", email = "kim.kulling@assimp.org" },
]
maintainers = [{ name = "Séverin Lemaignan", email = "severin@guakamole.org" }]
description = "Python bindings for the Open Asset Import Library (ASSIMP)"
readme = "README.md"
requires-python = ">=3.10"
dependencies = ["numpy"]