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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+23
-13
@@ -67,25 +67,34 @@ HMPImporter::~HMPImporter()
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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 HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
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{
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(void)pIOHandler; //this avoids the compiler warning of unused element
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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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const std::string extension = GetExtension(pFile);
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if (extension == "hmp" )
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return true;
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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 check for extension is not enough, check for the magic tokens
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if (!extension.length() || cs) {
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uint32_t tokens[3];
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tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
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tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
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tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
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return CheckMagicToken(pIOHandler,pFile,tokens,3,0);
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}
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return false;
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}
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return extension == ".hmp";
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// ------------------------------------------------------------------------------------------------
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// Get list of all file extensions that are handled by this loader
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void HMPImporter::GetExtensionList(std::string& append)
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{
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append.append("*.hmp");
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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 HMPImporter::InternReadFile( const std::string& pFile,
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aiScene* _pScene, IOSystem* _pIOHandler)
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aiScene* _pScene, IOSystem* _pIOHandler)
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{
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pScene = _pScene;
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pIOHandler = _pIOHandler;
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@@ -225,7 +234,8 @@ void HMPImporter::InternReadFile_HMP5( )
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}
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// generate texture coordinates if necessary
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if (pcHeader->numskins)GenerateTextureCoords(width,height);
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if (pcHeader->numskins)
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GenerateTextureCoords(width,height);
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// now build a list of faces
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CreateOutputFaceList(width,height);
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@@ -477,7 +487,7 @@ void HMPImporter::GenerateTextureCoords(
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for (unsigned int y = 0; y < height;++y) {
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for (unsigned int x = 0; x < width;++x,++uv) {
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uv->y = 1.0f-fY*y;
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uv->y = fY*y;
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uv->x = fX*x;
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uv->z = 0.0f;
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}
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