Fixing PyAssimp misalignment errors with certain structures (#6001)

* Fixed misaligned structures in PyAssimp

* Added documentation on missing aiBone fields
This commit is contained in:
fishguy6564
2025-02-17 14:41:07 -05:00
committed by GitHub
parent 7945359a5c
commit b58afb7b83
2 changed files with 20 additions and 0 deletions

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@@ -232,6 +232,15 @@ 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.
#

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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):