Simplified and changed initialization of rigid bodies using D3D<->OpenGL conversion func.
Refactored and added rotation flipping of PMX
Cosmetic change of print debug code
Omit unnecessary bone transformation update

PMXBone::Local is now initialized in readPMX().
Then there is no need to update bone transformation matrices
which do not have motion.
Fixed #45 movement of type 2 rigid bodies is incorrect

Now hair of Apearance Miku and TDA Miku looks OK.
Changed symbolic macro to enum

This improves doxygen-generated documentation and helps
debuggers and compilers to use additionaldebug informations
and type checking.
Tweak gravity for realistic physics
Merge branch 'type2_rigid_bodies' of https://github.com/yocchi/MikuMikuPenguin into yocchi-type2_rigid_bodies