Just the functional assimp lib rather than the entire assimp repository unnecessarily.

This commit is contained in:
Areloch 2019-02-28 16:37:15 -06:00
parent 0f7641a282
commit e9ea38eda3
1747 changed files with 9012 additions and 925008 deletions

View file

@ -3,8 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2017, assimp team
All rights reserved.
@ -50,8 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "ValidateDataStructure.h"
#include <assimp/BaseImporter.h>
#include <assimp/fast_atof.h>
#include "BaseImporter.h"
#include "fast_atof.h"
#include "ProcessHelper.h"
#include <memory>
@ -106,7 +105,7 @@ void ValidateDSProcess::ReportWarning(const char* msg,...)
ai_assert(iLen > 0);
va_end(args);
ASSIMP_LOG_WARN("Validation warning: " + std::string(szBuffer,iLen));
DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
}
// ------------------------------------------------------------------------------------------------
@ -206,7 +205,7 @@ inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
void ValidateDSProcess::Execute( aiScene* pScene)
{
this->mScene = pScene;
ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
DefaultLogger::get()->debug("ValidateDataStructureProcess begin");
// validate the node graph of the scene
Validate(pScene->mRootNode);
@ -273,7 +272,7 @@ void ValidateDSProcess::Execute( aiScene* pScene)
}
// if (!has)ReportError("The aiScene data structure is empty");
ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end");
DefaultLogger::get()->debug("ValidateDataStructureProcess end");
}
// ------------------------------------------------------------------------------------------------
@ -369,7 +368,7 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
// positions must always be there ...
if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str());
ReportError("The mesh contains no vertices");
}
if (pMesh->mNumVertices > AI_MAX_VERTICES) {
@ -386,7 +385,7 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
// faces, too
if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
ReportError("Mesh %s contains no faces", pMesh->mName.C_Str());
ReportError("Mesh contains no faces");
}
// now check whether the face indexing layout is correct:
@ -491,12 +490,8 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
{
if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
{
const char *name = "unknown";
if (nullptr != pMesh->mBones[ i ]->mName.C_Str()) {
name = pMesh->mBones[ i ]->mName.C_Str();
}
ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as "
"aiMesh::mBones[%i]", i, name, a );
ReportError("aiMesh::mBones[%i] has the same name as "
"aiMesh::mBones[%i]",i,a);
}
}
}