Merge branch 'master' into adsk-contrib-fix-std-stream-overflow
commit
8cf61c3c89
13
.travis.sh
13
.travis.sh
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@ -1,3 +1,10 @@
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#---------------------------------------------------------------------------
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#Open Asset Import Library (assimp)
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#---------------------------------------------------------------------------
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# Copyright (c) 2006-2017, assimp team
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#
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# License see LICENSE file
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#
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function generate()
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function generate()
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{
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{
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OPTIONS="-DASSIMP_WERROR=ON"
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OPTIONS="-DASSIMP_WERROR=ON"
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@ -32,7 +39,7 @@ function generate()
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cmake -G "Unix Makefiles" $OPTIONS
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cmake -G "Unix Makefiles" $OPTIONS
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}
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}
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# build and run unittests, if not android
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if [ $ANDROID ]; then
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if [ $ANDROID ]; then
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ant -v -Dmy.dir=${TRAVIS_BUILD_DIR} -f ${TRAVIS_BUILD_DIR}/port/jassimp/build.xml ndk-jni
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ant -v -Dmy.dir=${TRAVIS_BUILD_DIR} -f ${TRAVIS_BUILD_DIR}/port/jassimp/build.xml ndk-jni
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fi
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fi
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@ -41,7 +48,5 @@ if [ "$TRAVIS_OS_NAME" = "linux" ]; then
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&& make -j4 \
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&& make -j4 \
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&& sudo make install \
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&& sudo make install \
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&& sudo ldconfig \
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&& sudo ldconfig \
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&& (cd test/unit; ../../bin/unit) \
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&& (cd test/unit; ../../bin/unit)
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#&& (cd test/regression; chmod 755 run.py; ./run.py ../../bin/assimp; \
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# chmod 755 result_checker.py; ./result_checker.py)
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fi
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fi
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@ -119,7 +119,7 @@ Take a look into the `INSTALL` file. Our build system is CMake, if you used CMak
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* [.NET](port/AssimpNET/Readme.md)
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* [.NET](port/AssimpNET/Readme.md)
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* [Pascal](port/AssimpPascal/Readme.md)
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* [Pascal](port/AssimpPascal/Readme.md)
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* [Javascript (Alpha)](https://github.com/makc/assimp2json)
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* [Javascript (Alpha)](https://github.com/makc/assimp2json)
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* [Unity 3d Plugin] (https://www.assetstore.unity3d.com/en/#!/content/91777)
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* [Unity 3d Plugin](https://www.assetstore.unity3d.com/en/#!/content/91777)
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* [JVM](https://github.com/kotlin-graphics/assimp) Full jvm port (currently supported obj, ply, stl, ~collada)
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* [JVM](https://github.com/kotlin-graphics/assimp) Full jvm port (currently supported obj, ply, stl, ~collada)
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### Other tools ###
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### Other tools ###
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@ -834,7 +834,7 @@ void glTFExporter::ExportScene()
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void glTFExporter::ExportMetadata()
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void glTFExporter::ExportMetadata()
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{
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{
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glTF::AssetMetadata& asset = mAsset->asset;
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glTF::AssetMetadata& asset = mAsset->asset;
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asset.version = 1;
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asset.version = "1.0";
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char buffer[256];
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char buffer[256];
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ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
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ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
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