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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 12:13:46 +00:00
Just the functional assimp lib rather than the entire assimp repository unnecessarily.
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0f7641a282
commit
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1747 changed files with 9012 additions and 925008 deletions
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@ -3,8 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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@ -50,8 +49,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "ValidateDataStructure.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/fast_atof.h>
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#include "BaseImporter.h"
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#include "fast_atof.h"
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#include "ProcessHelper.h"
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#include <memory>
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@ -106,7 +105,7 @@ void ValidateDSProcess::ReportWarning(const char* msg,...)
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ai_assert(iLen > 0);
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va_end(args);
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ASSIMP_LOG_WARN("Validation warning: " + std::string(szBuffer,iLen));
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DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
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}
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// ------------------------------------------------------------------------------------------------
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@ -206,7 +205,7 @@ inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
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void ValidateDSProcess::Execute( aiScene* pScene)
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{
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this->mScene = pScene;
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ASSIMP_LOG_DEBUG("ValidateDataStructureProcess begin");
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DefaultLogger::get()->debug("ValidateDataStructureProcess begin");
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// validate the node graph of the scene
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Validate(pScene->mRootNode);
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@ -273,7 +272,7 @@ void ValidateDSProcess::Execute( aiScene* pScene)
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}
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// if (!has)ReportError("The aiScene data structure is empty");
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ASSIMP_LOG_DEBUG("ValidateDataStructureProcess end");
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DefaultLogger::get()->debug("ValidateDataStructureProcess end");
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}
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// ------------------------------------------------------------------------------------------------
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@ -369,7 +368,7 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
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// positions must always be there ...
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if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
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ReportError("The mesh %s contains no vertices", pMesh->mName.C_Str());
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ReportError("The mesh contains no vertices");
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}
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if (pMesh->mNumVertices > AI_MAX_VERTICES) {
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@ -386,7 +385,7 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
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// faces, too
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if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
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ReportError("Mesh %s contains no faces", pMesh->mName.C_Str());
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ReportError("Mesh contains no faces");
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}
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// now check whether the face indexing layout is correct:
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@ -491,12 +490,8 @@ void ValidateDSProcess::Validate( const aiMesh* pMesh)
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{
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if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
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{
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const char *name = "unknown";
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if (nullptr != pMesh->mBones[ i ]->mName.C_Str()) {
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name = pMesh->mBones[ i ]->mName.C_Str();
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}
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ReportError("aiMesh::mBones[%i], name = \"%s\" has the same name as "
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"aiMesh::mBones[%i]", i, name, a );
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ReportError("aiMesh::mBones[%i] has the same name as "
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"aiMesh::mBones[%i]",i,a);
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}
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}
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}
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