- 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
This commit is contained in:
aramis_acg
2009-03-05 22:32:13 +00:00
parent caaf02b0e4
commit 4bbc03332b
237 changed files with 33463 additions and 2245 deletions

View File

@@ -62,11 +62,8 @@ using namespace Assimp::MD2;
void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
{
// make sure the normal index has a valid value
if (iNormalIndex >= ARRAYSIZE(g_avNormals))
{
DefaultLogger::get()->warn("Index overflow in Quake II normal vector list (the "
" LUT has only 162 entries). ");
if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
DefaultLogger::get()->warn("Index overflow in Quake II normal vector list");
iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
}
vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
@@ -76,31 +73,37 @@ void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD2Importer::MD2Importer()
{
}
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
MD2Importer::~MD2Importer()
{
}
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)
return false;
std::string extension = pFile.substr( pos);
for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
*it = tolower( *it);
const std::string extension = GetExtension(pFile);
if (extension == "md2")
return true;
return ( extension == ".md2");
// if check for extension is not enough, check for the magic tokens
if (!extension.length() || checkSig) {
uint32_t tokens[1];
tokens[0] = AI_MD2_MAGIC_NUMBER_LE;
return CheckMagicToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Get a list of all extensions supported by this loader
void MD2Importer::GetExtensionList(std::string& append)
{
append.append("*.md2");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD2Importer::SetupProperties(const Importer* pImp)
@@ -161,8 +164,8 @@ void MD2Importer::ValidateHeader( )
if (m_pcHeader->numFrames <= configFrameID )
throw new ImportErrorException("The requested frame is not existing the file");
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void MD2Importer::InternReadFile( const std::string& pFile,
@@ -319,14 +322,14 @@ void MD2Importer::InternReadFile( const std::string& pFile,
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
aiString szName;
szName.Set("MD2Default");
szName.Set(AI_DEFAULT_TEXTURED_MATERIAL_NAME);
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
aiString sz;
// TODO: Try to guess the name of the texture file from the model file name
sz.Set("texture_dummmy.bmp");
sz.Set("$texture_dummy.bmp");
pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
}