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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@@ -62,11 +62,8 @@ using namespace Assimp::MD2;
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void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
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{
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// make sure the normal index has a valid value
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if (iNormalIndex >= ARRAYSIZE(g_avNormals))
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{
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DefaultLogger::get()->warn("Index overflow in Quake II normal vector list (the "
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" LUT has only 162 entries). ");
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if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
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DefaultLogger::get()->warn("Index overflow in Quake II normal vector list");
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iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
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}
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vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
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@@ -76,31 +73,37 @@ void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD2Importer::MD2Importer()
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{
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}
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MD2Importer::~MD2Importer()
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{
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}
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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 MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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bool MD2Importer::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)
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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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const std::string extension = GetExtension(pFile);
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if (extension == "md2")
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return true;
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return ( extension == ".md2");
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// if check for extension is not enough, check for the magic tokens
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if (!extension.length() || checkSig) {
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uint32_t tokens[1];
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tokens[0] = AI_MD2_MAGIC_NUMBER_LE;
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return CheckMagicToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all extensions supported by this loader
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void MD2Importer::GetExtensionList(std::string& append)
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{
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append.append("*.md2");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void MD2Importer::SetupProperties(const Importer* pImp)
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@@ -161,8 +164,8 @@ void MD2Importer::ValidateHeader( )
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if (m_pcHeader->numFrames <= configFrameID )
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throw new ImportErrorException("The requested frame is not existing the file");
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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 MD2Importer::InternReadFile( const std::string& pFile,
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@@ -319,14 +322,14 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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aiString szName;
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szName.Set("MD2Default");
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szName.Set(AI_DEFAULT_TEXTURED_MATERIAL_NAME);
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pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
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aiString sz;
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// TODO: Try to guess the name of the texture file from the model file name
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sz.Set("texture_dummmy.bmp");
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sz.Set("$texture_dummy.bmp");
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pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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