Mimics the ASSIMP_BUILD_ALL_IMPORTERS_BY_DEFAULT / ASSIMP_BUILD_XXX_IMPORTER code but for exporters.
This works exactly the same way with one exception - ASSIMP_NO_EXPORT still overrides everything and turns off all exporting.
Fixes#2377
* Fixed warnings introduced by last commit (hopefully)
* Fixed case fallthrough (due to exception flow, it didn't make a practical difference, but hopefully will remove a warning)
* Minor formatting consistency improvements
We discovered this causes problems with matching the aiCamera and aiLight. So we rectified this problem by auto generating names also on the name based method.
Buffer grow changes:
The exporting of relatevely large data could take a few days, because reallocation of a buffer every time for a few new bytes is overkill. I've introduced standard capacity member for the buffer and growth it by 1.5 times every time. That helps a lot, descrease exporting to a minute (from a few days).
Large file support:
glTF is a json file, all lengths and offsets don't have a type, just numbers, but code was always reading it as uint32, this doesn't work for files bigger than int32 (almost all files we have as an example). So, I've changed it to be reading as size_t. Specification doesn't specify the type for it, so it's not against spec.
Added animMesh name assignment at ColladaLoader
Fixed animMesh post-processing on ConvertToLhProcess (blend-shapes weren't being affected by post-processing)
Added WindowsStore define. This is used to change some incompatible WinRT methods
Added FBX blend-shapes and blend-shapes animations support
Added Maya FBX specific texture slots parsing
Added extra FBX metadata parsing
Added GLTF2 vertex color parsing
Fixed IFC-Loader zip-buffer reading rountine
Fixed OBJ file parsing line-breaker bug
Fixed IOStreamBuffer cache over-read bug
Added mName field to aiAnimMesh
Reverted EmissiveFactor, TransparencyFactor and SpecularFactor assignment on FBXConverter. Really, the commit #817 breaks a lot of old code.