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update assimp to 6.0.5
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941 changed files with 22718 additions and 12240 deletions
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@ -5,7 +5,7 @@
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# Open Asset Import Library (ASSIMP)
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# ---------------------------------------------------------------------------
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#
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# Copyright (c) 2006-2020, ASSIMP Development Team
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# Copyright (c) 2006-2026, ASSIMP Development Team
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#
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# All rights reserved.
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#
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@ -5,7 +5,7 @@
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# Open Asset Import Library (ASSIMP)
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# ---------------------------------------------------------------------------
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#
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# Copyright (c) 2006-2020, ASSIMP Development Team
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# Copyright (c) 2006-2026, ASSIMP Development Team
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#
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# All rights reserved.
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#
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@ -36,23 +36,21 @@ aiProcess_JoinIdenticalVertices = 0x2
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#
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aiProcess_MakeLeftHanded = 0x4
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## <hr>Triangulates all faces of all meshes.
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## <hr>Triangulates all faces of all meshes.
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#
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# By default the imported mesh data might contain faces with more than 3
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# indices. For rendering you'll usually want all faces to be triangles.
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# This post processing step splits up faces with more than 3 indices into
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# triangles. Line and point primitives are #not# modified! If you want
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# indices. For rendering you'll usually want all faces to be triangles.
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# This post processing step splits up faces with more than 3 indices into
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# triangles. Line and point primitives are *not* modified! If you want
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# 'triangles only' with no other kinds of primitives, try the following
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# solution:
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# <ul>
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# <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType <li>
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# <li>Ignore all point and line meshes when you process assimp's output<li>
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# <ul>
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# - Specify both #aiProcess_Triangulate and #aiProcess_SortByPType
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# - Ignore all point and line meshes when you process assimp's output
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#
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aiProcess_Triangulate = 0x8
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## <hr>Removes some parts of the data structure (animations, materials,
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# light sources, cameras, textures, vertex components).
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# <hr>Removes some parts of the data structure (animations, materials,
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# light sources, cameras, textures, vertex components).
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#
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# The components to be removed are specified in a separate
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# configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS<tt>. This is quite useful
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@ -232,6 +230,15 @@ aiProcess_RemoveRedundantMaterials = 0x1000
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#
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aiProcess_FixInfacingNormals = 0x2000
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## This step generically populates aiBone->mArmature and aiBone->mNode generically
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# The point of these is it saves you later having to calculate these elements
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# This is useful when handling rest information or skin information
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# If you have multiple armatures on your models we strongly recommend enabling this
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# Instead of writing your own multi-root, multi-armature lookups we have done the
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# hard work for you :)
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aiProcess_PopulateArmatureData = 0x4000
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## <hr>This step splits meshes with more than one primitive type in
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# homogeneous sub-meshes.
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#
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@ -385,7 +392,7 @@ aiProcess_OptimizeGraph = 0x400000
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#
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# <b>Output UV coordinate system:<b>
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# @code
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# 0y|0y ---------- 1x|0y
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# 0x|0y ---------- 1x|0y
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# | |
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# | |
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# | |
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@ -432,6 +439,46 @@ aiProcess_SplitByBoneCount = 0x2000000
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#
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aiProcess_Debone = 0x4000000
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## <hr>This step will perform a global scale of the model.
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#
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# Some importers are providing a mechanism to define a scaling unit for the
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# model. This post processing step can be used to do so. You need to get the
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# global scaling from your importer settings like in FBX. Use the flag
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# AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY from the global property table to configure this.
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#
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# Use <tt>#AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY</tt> to setup the global scaling factor.
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#
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aiProcess_GlobalScale = 0x8000000
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## <hr>A postprocessing step to embed of textures.
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#
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# This will remove external data dependencies for textures.
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# If a texture's file does not exist at the specified path
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# (due, for instance, to an absolute path generated on another system),
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# it will check if a file with the same name exists at the root folder
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# of the imported model. And if so, it uses that.
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#
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aiProcess_EmbedTextures = 0x10000000
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##
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#
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aiProcess_ForceGenNormals = 0x20000000
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## <hr>Drops normals for all faces of all meshes.
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#
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# This is ignored if no normals are present.
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# Face normals are shared between all points of a single face,
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# so a single point can have multiple normals, which
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# forces the library to duplicate vertices in some cases.
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# #aiProcess_JoinIdenticalVertices is *senseless* then.
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# This process gives sense back to aiProcess_JoinIdenticalVertices
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#
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aiProcess_DropNormals = 0x40000000,
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##
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#
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aiProcess_GenBoundingBoxes = 0x80000000
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aiProcess_GenEntityMeshes = 0x100000
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aiProcess_OptimizeAnimations = 0x200000
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aiProcess_FixTexturePaths = 0x200000
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@ -555,6 +555,14 @@ class Bone(Structure):
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# The maximum value for this member is
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#AI_MAX_BONE_WEIGHTS.
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("mNumWeights", c_uint),
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# The bone armature node - used for skeleton conversion
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# you must enable aiProcess_PopulateArmatureData to populate this
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("mArmature", POINTER(Node)),
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# The bone node in the scene - used for skeleton conversion
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# you must enable aiProcess_PopulateArmatureData to populate this
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("mNode", POINTER(Node)),
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# The vertices affected by this bone
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("mWeights", POINTER(VertexWeight)),
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@ -857,6 +865,9 @@ class QuatKey(Structure):
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# The value of this key
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("mValue", Quaternion),
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# The interpolation setting of this key
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("mInterpolation", c_uint32)
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]
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class MeshMorphKey(Structure):
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16
Engine/lib/assimp/port/PyAssimp/pyproject.toml
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16
Engine/lib/assimp/port/PyAssimp/pyproject.toml
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@ -0,0 +1,16 @@
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[build-system]
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requires = ["setuptools"]
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build-backend = "setuptools.build_meta"
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[project]
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name = "pyassimp"
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version = "6.0.2"
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license = "ISC"
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authors = [
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{ name = "ASSIMP Developers", email = "kim.kulling@assimp.org" },
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]
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maintainers = [{ name = "Séverin Lemaignan", email = "severin@guakamole.org" }]
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description = "Python bindings for the Open Asset Import Library (ASSIMP)"
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readme = "README.md"
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requires-python = ">=3.10"
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dependencies = ["numpy"]
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