Fixes for build with mingw (no warnings in 32 Bit build, even with -wall).
SMD bugfix. Makefile is up to date now. Added pack-attribute for aiVector3D and aiVector2D. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@132 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -58,36 +58,35 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "../include/aiAnim.h"
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#include "../include/aiMaterial.h"
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#include "./Compiler/pushpack1.h"
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#include "./../include/Compiler/pushpack1.h"
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namespace Assimp {
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namespace MDL {
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// to make it easier for ourselfes, we test the magic word against both "endianesses"
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#define MDL_MAKE(string) ((uint32_t)((string[0] << 24) + (string[1] << 16) + (string[2] << 8) + string[3]))
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// magic bytes used in Quake 1 MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE 'IDPO'
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#define AI_MDL_MAGIC_NUMBER_LE 'OPDI'
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#define AI_MDL_MAGIC_NUMBER_BE MDL_MAKE("IDPO")
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#define AI_MDL_MAGIC_NUMBER_LE MDL_MAKE("OPDI")
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// magic bytes used in GameStudio A<very low> MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS3 'MDL2'
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#define AI_MDL_MAGIC_NUMBER_LE_GS3 '2LDM'
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#define AI_MDL_MAGIC_NUMBER_BE_GS3 MDL_MAKE("MDL2")
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#define AI_MDL_MAGIC_NUMBER_LE_GS3 MDL_MAKE("2LDM")
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// magic bytes used in GameStudio A4 MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS4 'MDL3'
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#define AI_MDL_MAGIC_NUMBER_LE_GS4 '3LDM'
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#define AI_MDL_MAGIC_NUMBER_BE_GS4 MDL_MAKE("MDL3")
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#define AI_MDL_MAGIC_NUMBER_LE_GS4 MDL_MAKE("3LDM")
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// magic bytes used in GameStudio A5+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS5a 'MDL4'
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#define AI_MDL_MAGIC_NUMBER_LE_GS5a '4LDM'
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#define AI_MDL_MAGIC_NUMBER_BE_GS5b 'MDL5'
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#define AI_MDL_MAGIC_NUMBER_LE_GS5b '5LDM'
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// magic bytes used in GameStudio A6+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS6 'MDL6'
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#define AI_MDL_MAGIC_NUMBER_LE_GS6 '6LDM'
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#define AI_MDL_MAGIC_NUMBER_BE_GS5a MDL_MAKE("MDL4")
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#define AI_MDL_MAGIC_NUMBER_LE_GS5a MDL_MAKE("4LDM")
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#define AI_MDL_MAGIC_NUMBER_BE_GS5b MDL_MAKE("MDL5")
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#define AI_MDL_MAGIC_NUMBER_LE_GS5b MDL_MAKE("5LDM")
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// magic bytes used in GameStudio A7+ MDL meshes
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#define AI_MDL_MAGIC_NUMBER_BE_GS7 'MDL7'
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#define AI_MDL_MAGIC_NUMBER_LE_GS7 '7LDM'
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#define AI_MDL_MAGIC_NUMBER_BE_GS7 MDL_MAKE("MDL7")
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#define AI_MDL_MAGIC_NUMBER_LE_GS7 MDL_MAKE("7LDM")
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// common limitations for Quake1 meshes. The loader does not check them,
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@@ -121,7 +120,7 @@ namespace MDL {
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struct Header
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{
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//! magic number: "IDPO"
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int32_t ident;
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uint32_t ident;
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//! version number: 6
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int32_t version;
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@@ -730,7 +729,7 @@ struct GroupFrame
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SimpleFrame *frames;
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} PACK_STRUCT;
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#include "./Compiler/poppack1.h"
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#include "./../include/Compiler/poppack1.h"
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// ---------------------------------------------------------------------------
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@@ -815,7 +814,8 @@ struct IntFrameInfo_MDL7
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{
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//! Construction from an existing frame header
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IntFrameInfo_MDL7(const MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
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: pcFrame(_pcFrame), iIndex(_iIndex)
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: iIndex(_iIndex)
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, pcFrame(_pcFrame)
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{}
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//! Index of the frame
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@@ -830,16 +830,18 @@ struct IntFrameInfo_MDL7
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struct IntGroupInfo_MDL7
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{
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//! Default constructor
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IntGroupInfo_MDL7() :
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iIndex(0),
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pcGroup(NULL), pcGroupUVs(NULL),
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pcGroupTris(NULL), pcGroupVerts(NULL)
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IntGroupInfo_MDL7()
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: iIndex(0)
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, pcGroup(NULL)
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, pcGroupUVs(NULL)
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, pcGroupTris(NULL)
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, pcGroupVerts(NULL)
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{}
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//! Construction from an existing group header
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IntGroupInfo_MDL7(const MDL::Group_MDL7* _pcGroup,unsigned int _iIndex)
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:
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pcGroup(_pcGroup),iIndex(_iIndex)
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: iIndex(_iIndex)
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, pcGroup(_pcGroup)
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{}
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//! Index of the group
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