- 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

@@ -58,30 +58,29 @@ namespace Assimp {
namespace MDL {
// -------------------------------------------------------------------------------------
// to make it easier for ourselfes, we test the magic word against both "endianesses"
#define MDL_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
// to make it easier for us, we test the magic word against both "endianesses"
// magic bytes used in Quake 1 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE MDL_MAKE("IDPO")
#define AI_MDL_MAGIC_NUMBER_LE MDL_MAKE("OPDI")
#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
#define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
// magic bytes used in GameStudio A<very low> MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS3 MDL_MAKE("MDL2")
#define AI_MDL_MAGIC_NUMBER_LE_GS3 MDL_MAKE("2LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
#define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
// magic bytes used in GameStudio A4 MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS4 MDL_MAKE("MDL3")
#define AI_MDL_MAGIC_NUMBER_LE_GS4 MDL_MAKE("3LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
#define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
// magic bytes used in GameStudio A5+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS5a MDL_MAKE("MDL4")
#define AI_MDL_MAGIC_NUMBER_LE_GS5a MDL_MAKE("4LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS5b MDL_MAKE("MDL5")
#define AI_MDL_MAGIC_NUMBER_LE_GS5b MDL_MAKE("5LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
// magic bytes used in GameStudio A7+ MDL meshes
#define AI_MDL_MAGIC_NUMBER_BE_GS7 MDL_MAKE("MDL7")
#define AI_MDL_MAGIC_NUMBER_LE_GS7 MDL_MAKE("7LDM")
#define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
#define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
// common limitations for Quake1 meshes. The loader does not check them,