- update license header. Update copyright year and unify naming: our name is 'assimp', not 'ASSIMP'.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1147 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2012-02-03 03:38:30 +00:00
parent db3cee8501
commit 4dbf539b44
336 changed files with 1334 additions and 1336 deletions

View File

@@ -1,9 +1,9 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2009, ASSIMP Development Team
Copyright (c) 2006-2012, assimp team
All rights reserved.
@@ -20,10 +20,10 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
@@ -217,7 +217,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
face.mIndices = NULL;
continue;
}
// quadrilaterals can't have ears. trifanning will always work
// optimized code for quadrilaterals
else if ( face.mNumIndices == 4) {
aiFace& nface = *curOut++;
nface.mNumIndices = 3;
@@ -239,12 +239,11 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
// A polygon with more than 3 vertices can be either concave or convex.
// Usually everything we're getting is convex and we could easily
// triangulate by trifanning. However, LightWave is probably the only
// modeller to make extensive use of highly concave monster polygons ...
// so we need to apply the full 'ear cutting' algorithm.
// modeling suite to make extensive use of highly concave, monster polygons ...
// so we need to apply the full 'ear cutting' algorithm to get it right.
// RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
// We project it onto a plane to get 2d data. Working in R3 would
// also be possible but it's more difficult to implement.
// We project it onto a plane to get a 2d triangle.
// Collect all vertices of of the polygon.
const aiVector3D* verts = pMesh->mVertices;