General
- Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -108,28 +108,38 @@ using namespace Assimp;
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// Constructor to be privately used by Importer
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AC3DImporter::AC3DImporter()
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{
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// nothing to be done here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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AC3DImporter::~AC3DImporter()
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{
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// nothing to be done here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)return false;
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std::string extension = pFile.substr( pos);
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std::string extension = GetExtension(pFile);
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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// fixme: are acc and ac3d *really* used? Some sources say they are
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if(extension == "ac" || extension == "ac3d" || extension == "acc") {
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return true;
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}
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if (!extension.length() || checkSig) {
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uint32_t token = AI_MAKE_MAGIC("AC3D");
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return CheckMagicToken(pIOHandler,pFile,&token,1,0);
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}
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return false;
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}
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return( extension == ".ac3d" || extension == ".ac");
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// ------------------------------------------------------------------------------------------------
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// Get list of file extensions handled by this loader
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void AC3DImporter::GetExtensionList(std::string& append)
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{
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append.append("*.ac;*.acc;*.ac3d");
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}
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// ------------------------------------------------------------------------------------------------
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@@ -140,7 +150,6 @@ bool AC3DImporter::GetNextLine( )
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return SkipSpaces(&buffer);
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}
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// ------------------------------------------------------------------------------------------------
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// Parse an object section in an AC file
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void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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