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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@@ -67,22 +67,16 @@ ColladaLoader::~ColladaLoader()
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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 ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// check file extension
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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)
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return false;
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std::string extension = pFile.substr( pos);
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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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if( extension == ".dae")
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std::string extension = GetExtension(pFile);
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if( extension == "dae")
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return true;
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// XML - too generic, we need to open the file and search for typical keywords
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if( extension == ".xml") {
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if( extension == "xml" || !extension.length() || checkSig) {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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@@ -94,6 +88,13 @@ bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) con
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get file extension list
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void ColladaLoader::GetExtensionList( std::string& append)
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{
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append.append("*.dae");
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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@@ -166,7 +167,8 @@ aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Colla
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aiNode* node = new aiNode();
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// now setup the name of the node. We take the name if not empty, otherwise the collada ID
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if (!pNode->mName.empty())
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// FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
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if (!pNode->mName.empty() && pNode->mName != "untitled")
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node->mName.Set(pNode->mName);
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else if (!pNode->mID.empty())
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node->mName.Set(pNode->mID);
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@@ -632,7 +634,7 @@ void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParse
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_AI_MATKEY_TEXTURE_BASE,type,idx);
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// mapping mode
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int map = map = aiTextureMapMode_Clamp;
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int map = aiTextureMapMode_Clamp;
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if (sampler.mWrapU)
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map = aiTextureMapMode_Wrap;
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if (sampler.mWrapU && sampler.mMirrorU)
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@@ -896,4 +898,4 @@ void ColladaLoader::ConvertPath (aiString& ss)
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}
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}
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#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
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#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
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