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
This commit is contained in:
Doron Adler
2018-05-28 16:27:00 +03:00
231 changed files with 5477 additions and 3041 deletions

View File

@@ -100,7 +100,7 @@ bool TriangulateProcess::IsActive( unsigned int pFlags) const
// Executes the post processing step on the given imported data.
void TriangulateProcess::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("TriangulateProcess begin");
ASSIMP_LOG_DEBUG("TriangulateProcess begin");
bool bHas = false;
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
@@ -112,13 +112,12 @@ void TriangulateProcess::Execute( aiScene* pScene)
}
}
if ( bHas ) {
DefaultLogger::get()->info( "TriangulateProcess finished. All polygons have been triangulated." );
ASSIMP_LOG_INFO( "TriangulateProcess finished. All polygons have been triangulated." );
} else {
DefaultLogger::get()->debug( "TriangulateProcess finished. There was nothing to be done." );
ASSIMP_LOG_DEBUG( "TriangulateProcess finished. There was nothing to be done." );
}
}
// ------------------------------------------------------------------------------------------------
// Triangulates the given mesh.
bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
@@ -412,7 +411,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// Instead we're continuing with the standard tri-fanning algorithm which we'd
// use if we had only convex polygons. That's life.
DefaultLogger::get()->error("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
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! ");
@@ -490,7 +489,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// drop dumb 0-area triangles
if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
DefaultLogger::get()->debug("Dropping triangle with area 0");
ASSIMP_LOG_DEBUG("Dropping triangle with area 0");
--curOut;
delete[] f->mIndices;