We want to move to auto-formatting all our code, and it just seemed impossible
to make cxxopts usage tidy under clang-format's dominion. While trying to work
out its quirks, I realised that CLI11 did everything I wanted much better, and
so we've switched.
We're also going to chuck the usage of ExternalProject_Add(), at least for the
simplest use cases such as single-header include files. We'll just commit them
directly; that's kind of the whole point.
The one discipline we'll maintain is that commits that involve third_party/
should be as self-contained as possible (without breaking the app).
This moves ./npm to ./npm/fbx2gltf, and introduces a
Mocha / TypeScript based testing harness. We're also
adding a GIT LFS dependency, but only for people who
want to run tests.
This is a recreation of the PR @robertlong submitted long ago here:
https://github.com/facebookincubator/FBX2glTF/pull/97
Refactors and whitespace conflicts made this easier.
There is still a substantial rewrite of the texture-loading and
file-path handling pending, for sometime soon.
Depending on platform, multiple versions of isnan() can easily be floating around, causing compilation headaches. Luckily we can always rely on the standard library implementation.
This finishes the first phase of the FBX2glTF refactor, breaking utility classes out where things were getting too monolithic.
There is an equally important cleanup phase coming where we wrench all the various parts of this code, including the historical ones that we've rarely touched as yet, into a single C++ style paradigm, and modernise everything to C++11 at least.
But for now, we're just picking the pieces back on the floor so we can push 0.9.6 out. It's been far too long since a release.
Did not mean to commit/push the current state of master. But rather than
mess up source control history with a force push, I'll just try to hurry
to a stable point.
Hopefully without unintentional changes to functionality. This renames header
files to .hpp, imposes a gltf/raw/fbx directory structure, extracts standalone
chunks of Fbx2Raw into distinct files, and undoes some particularly egregious
mistakes from when I knew even less C++ than I do now.
This is in anticipation of implementing 3ds Max's "Physical Material".