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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@@ -46,17 +46,15 @@ namespace HMP {
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#include "./../include/Compiler/pushpack1.h"
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// to make it easier for ourselfes, we test the magic word against both "endianesses"
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#define HMP_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
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// to make it easier for us, we test the magic word against both "endianesses"
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#define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4")
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#define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_4 HMP_MAKE("HMP4")
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#define AI_HMP_MAGIC_NUMBER_LE_4 HMP_MAKE("4PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5")
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#define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_5 HMP_MAKE("HMP5")
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#define AI_HMP_MAGIC_NUMBER_LE_5 HMP_MAKE("5PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_7 HMP_MAKE("HMP7")
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#define AI_HMP_MAGIC_NUMBER_LE_7 HMP_MAKE("7PMH")
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#define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7")
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#define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH")
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// ---------------------------------------------------------------------------
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/** Data structure for the header of a HMP5 file.
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