Merge branch 'master' into ios-build-script
* master: (148 commits) Update Importer.cpp [-] Trace print removed. [F] Get return "like true" when error occured. [*] qt_assimp_viewer can be built with Qt4 or Qt5. [F] Working in doule precision. [F] List of importers can be empty. [F] More correct control by a mouse [F] React on mouse pressing ig view only. [F] One alignment for labels. [-] Unused checkbox. [+] QtCreator temporary file. [*] Refactoring of "draw axes" procedure. [-] Removed not working part of code for reloading textures. That do nothing, just show checkbox. As Yoda said: "Do. Or do not. There is no try." [-] Function "GetExtension" always return lowercase string. Using uppercase extension in desc is not needed. glTF/2.0: Pick scene zero as scene to recursively load if no "scene" property is specified. Fix GenVertexNormals [F] Wrong type in equation. [F] Uninitialized variables. Fix #1587 : add validation to LWS unit test Fix #1970: stl with empty solid Add test for issue 1970: STL with empty solid Add mesh name to ValidateDataStructure log Read and write the KHR_materials_unlit glTF/2.0 extension. ... # Conflicts: # CMakeLists.txt # port/iOS/build.sh
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@@ -100,7 +100,7 @@ bool TriangulateProcess::IsActive( unsigned int pFlags) const
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// Executes the post processing step on the given imported data.
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void TriangulateProcess::Execute( aiScene* pScene)
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{
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DefaultLogger::get()->debug("TriangulateProcess begin");
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ASSIMP_LOG_DEBUG("TriangulateProcess begin");
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bool bHas = false;
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for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
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@@ -112,13 +112,12 @@ void TriangulateProcess::Execute( aiScene* pScene)
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}
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}
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if ( bHas ) {
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DefaultLogger::get()->info( "TriangulateProcess finished. All polygons have been triangulated." );
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ASSIMP_LOG_INFO( "TriangulateProcess finished. All polygons have been triangulated." );
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} else {
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DefaultLogger::get()->debug( "TriangulateProcess finished. There was nothing to be done." );
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ASSIMP_LOG_DEBUG( "TriangulateProcess finished. There was nothing to be done." );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Triangulates the given mesh.
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bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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@@ -412,7 +411,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// Instead we're continuing with the standard tri-fanning algorithm which we'd
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// use if we had only convex polygons. That's life.
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DefaultLogger::get()->error("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
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ASSIMP_LOG_ERROR("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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fprintf(fout,"critical error here, no ear found! ");
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@@ -490,7 +489,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// drop dumb 0-area triangles
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if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
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DefaultLogger::get()->debug("Dropping triangle with area 0");
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ASSIMP_LOG_DEBUG("Dropping triangle with area 0");
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--curOut;
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delete[] f->mIndices;
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