diff options
author | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-04-16 11:55:09 -0500 |
commit | db81b925d776103326128bf629cbdda576a223e7 (patch) | |
tree | 58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/SMD | |
parent | 55860037b14fb3893ba21cf2654c83d349cc1082 (diff) |
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/SMD')
-rw-r--r-- | libs/assimp/code/AssetLib/SMD/SMDLoader.cpp | 1098 | ||||
-rw-r--r-- | libs/assimp/code/AssetLib/SMD/SMDLoader.h | 395 |
2 files changed, 1493 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/SMD/SMDLoader.cpp b/libs/assimp/code/AssetLib/SMD/SMDLoader.cpp new file mode 100644 index 0000000..46fd968 --- /dev/null +++ b/libs/assimp/code/AssetLib/SMD/SMDLoader.cpp @@ -0,0 +1,1098 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file SMDLoader.cpp + * @brief Implementation of the SMD importer class + */ + + +#ifndef ASSIMP_BUILD_NO_SMD_IMPORTER + +#include <assimp/fast_atof.h> +#include <assimp/SkeletonMeshBuilder.h> +#include <assimp/Importer.hpp> +#include <assimp/IOSystem.hpp> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/importerdesc.h> +#include <memory> +#include <assimp/DefaultIOSystem.h> +#include <tuple> + +// internal headers +#include "SMDLoader.h" + +#ifndef _MSC_VER +#define strtok_s strtok_r +#endif + +using namespace Assimp; + +static const aiImporterDesc desc = { + "Valve SMD Importer", + "", + "", + "", + aiImporterFlags_SupportTextFlavour, + 0, + 0, + 0, + 0, + "smd vta" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +SMDImporter::SMDImporter() : + configFrameID(), + mBuffer(), + pScene( nullptr ), + iFileSize( 0 ), + iSmallestFrame( INT_MAX ), + dLengthOfAnim( 0.0 ), + bHasUVs(false ), + iLineNumber((unsigned int)-1) { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +SMDImporter::~SMDImporter() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool SMDImporter::CanRead( const std::string& filename, IOSystem* /*pIOHandler*/, bool) const { + return SimpleExtensionCheck(filename, "smd", "vta"); +} + +// ------------------------------------------------------------------------------------------------ +// Get a list of all supported file extensions +const aiImporterDesc* SMDImporter::GetInfo () const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Setup configuration properties +void SMDImporter::SetupProperties(const Importer* pImp) { + // The + // AI_CONFIG_IMPORT_SMD_KEYFRAME option overrides the + // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option. + configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_SMD_KEYFRAME,-1); + if(static_cast<unsigned int>(-1) == configFrameID) { + configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0); + } + + bLoadAnimationList = pImp->GetPropertyBool(AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST, true); + noSkeletonMesh = pImp->GetPropertyBool(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, false); +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void SMDImporter::InternReadFile( const std::string& pFile, aiScene* scene, IOSystem* pIOHandler) { + this->pScene = scene; + ReadSmd(pFile, pIOHandler); + + // If there are no triangles it seems to be an animation SMD, + // containing only the animation skeleton. + if (asTriangles.empty()) { + if (asBones.empty()) { + throw DeadlyImportError("SMD: No triangles and no bones have " + "been found in the file. This file seems to be invalid."); + } + + // Set the flag in the scene structure which indicates + // that there is nothing than an animation skeleton + pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; + } + + if (!asBones.empty()) { + // Check whether all bones have been initialized + for (std::vector<SMD::Bone>::const_iterator + i = asBones.begin(); + i != asBones.end();++i) { + if (!(*i).mName.length()) { + ASSIMP_LOG_WARN("SMD: Not all bones have been initialized"); + break; + } + } + + // now fix invalid time values and make sure the animation starts at frame 0 + FixTimeValues(); + } + + // build output nodes (bones are added as empty dummy nodes) + CreateOutputNodes(); + + if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) { + // create output meshes + CreateOutputMeshes(); + + // build an output material list + CreateOutputMaterials(); + + // use root node that renders all meshes + pScene->mRootNode->mNumMeshes = pScene->mNumMeshes; + pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes]; + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + pScene->mRootNode->mMeshes[i] = i; + } + } + + // build the output animation + CreateOutputAnimations(pFile, pIOHandler); + + if ((pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) && !noSkeletonMesh) { + SkeletonMeshBuilder skeleton(pScene); + } +} + +// ------------------------------------------------------------------------------------------------ +// Write an error message with line number to the log file +void SMDImporter::LogErrorNoThrow(const char* msg) { + const size_t _BufferSize = 1024; + char szTemp[_BufferSize]; + ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg); + DefaultLogger::get()->error(szTemp); +} + +// ------------------------------------------------------------------------------------------------ +// Write a warning with line number to the log file +void SMDImporter::LogWarning(const char* msg) { + const size_t _BufferSize = 1024; + char szTemp[_BufferSize]; + ai_assert(strlen(msg) < 1000); + ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg); + ASSIMP_LOG_WARN(szTemp); +} + +// ------------------------------------------------------------------------------------------------ +// Fix invalid time values in the file +void SMDImporter::FixTimeValues() { + double dDelta = (double)iSmallestFrame; + double dMax = 0.0f; + for (std::vector<SMD::Bone>::iterator + iBone = asBones.begin(); + iBone != asBones.end();++iBone) { + for (std::vector<SMD::Bone::Animation::MatrixKey>::iterator + iKey = (*iBone).sAnim.asKeys.begin(); + iKey != (*iBone).sAnim.asKeys.end();++iKey) { + (*iKey).dTime -= dDelta; + dMax = std::max(dMax, (*iKey).dTime); + } + } + dLengthOfAnim = dMax; +} + +// ------------------------------------------------------------------------------------------------ +// create output meshes +void SMDImporter::CreateOutputMeshes() { + if (aszTextures.empty()) { + aszTextures.push_back(std::string()); + } + + // we need to sort all faces by their material index + // in opposition to other loaders we can be sure that each + // material is at least used once. + pScene->mNumMeshes = (unsigned int) aszTextures.size(); + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; + + typedef std::vector<unsigned int> FaceList; + FaceList* aaiFaces = new FaceList[pScene->mNumMeshes]; + + // approximate the space that will be required + unsigned int iNum = (unsigned int)asTriangles.size() / pScene->mNumMeshes; + iNum += iNum >> 1; + for (unsigned int i = 0; i < pScene->mNumMeshes;++i) { + aaiFaces[i].reserve(iNum); + } + + // collect all faces + iNum = 0; + for (std::vector<SMD::Face>::const_iterator + iFace = asTriangles.begin(); + iFace != asTriangles.end();++iFace,++iNum) { + if (UINT_MAX == (*iFace).iTexture) { + aaiFaces[(*iFace).iTexture].push_back( 0 ); + } else if ((*iFace).iTexture >= aszTextures.size()) { + ASSIMP_LOG_INFO("[SMD/VTA] Material index overflow in face"); + aaiFaces[(*iFace).iTexture].push_back((unsigned int)aszTextures.size()-1); + } else { + aaiFaces[(*iFace).iTexture].push_back(iNum); + } + } + + // now create the output meshes + for (unsigned int i = 0; i < pScene->mNumMeshes;++i) { + aiMesh*& pcMesh = pScene->mMeshes[i] = new aiMesh(); + ai_assert(!aaiFaces[i].empty()); // should not be empty ... + + pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3; + pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size(); + pcMesh->mMaterialIndex = i; + + // storage for bones + typedef std::pair<unsigned int,float> TempWeightListEntry; + typedef std::vector< TempWeightListEntry > TempBoneWeightList; + + TempBoneWeightList* aaiBones = new TempBoneWeightList[asBones.size()](); + + // try to reserve enough memory without wasting too much + for (unsigned int iBone = 0; iBone < asBones.size();++iBone) { + aaiBones[iBone].reserve(pcMesh->mNumVertices/asBones.size()); + } + + // allocate storage + pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; + aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices]; + aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices]; + + aiVector3D* pcUVs = nullptr; + if (bHasUVs) { + pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices]; + pcMesh->mNumUVComponents[0] = 2; + } + + iNum = 0; + for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) { + pcMesh->mFaces[iFace].mIndices = new unsigned int[3]; + pcMesh->mFaces[iFace].mNumIndices = 3; + + // fill the vertices + unsigned int iSrcFace = aaiFaces[i][iFace]; + SMD::Face& face = asTriangles[iSrcFace]; + + *pcVerts++ = face.avVertices[0].pos; + *pcVerts++ = face.avVertices[1].pos; + *pcVerts++ = face.avVertices[2].pos; + + // fill the normals + *pcNormals++ = face.avVertices[0].nor; + *pcNormals++ = face.avVertices[1].nor; + *pcNormals++ = face.avVertices[2].nor; + + // fill the texture coordinates + if (pcUVs) { + *pcUVs++ = face.avVertices[0].uv; + *pcUVs++ = face.avVertices[1].uv; + *pcUVs++ = face.avVertices[2].uv; + } + + for (unsigned int iVert = 0; iVert < 3;++iVert) { + float fSum = 0.0f; + for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone) { + TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone]; + + // FIX: The second check is here just to make sure we won't + // assign more than one weight to a single vertex index + if (pairval.first >= asBones.size() || pairval.first == face.avVertices[iVert].iParentNode) { + ASSIMP_LOG_ERROR("[SMD/VTA] Bone index overflow. " + "The bone index will be ignored, the weight will be assigned " + "to the vertex' parent node"); + continue; + } + aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second)); + fSum += pairval.second; + } + // ****************************************************************** + // If the sum of all vertex weights is not 1.0 we must assign + // the rest to the vertex' parent node. Well, at least the doc says + // we should ... + // FIX: We use 0.975 as limit, floating-point inaccuracies seem to + // be very strong in some SMD exporters. Furthermore it is possible + // that the parent of a vertex is 0xffffffff (if the corresponding + // entry in the file was unreadable) + // ****************************************************************** + if (fSum < 0.975f && face.avVertices[iVert].iParentNode != UINT_MAX) { + if (face.avVertices[iVert].iParentNode >= asBones.size()) { + ASSIMP_LOG_ERROR("[SMD/VTA] Bone index overflow. " + "The index of the vertex parent bone is invalid. " + "The remaining weights will be normalized to 1.0"); + + if (fSum) { + fSum = 1 / fSum; + for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone) { + TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone]; + if (pairval.first >= asBones.size()) { + continue; + } + aaiBones[pairval.first].back().second *= fSum; + } + } + } else { + aaiBones[face.avVertices[iVert].iParentNode].push_back( + TempWeightListEntry(iNum,1.0f-fSum)); + } + } + pcMesh->mFaces[iFace].mIndices[iVert] = iNum++; + } + } + + // now build all bones of the mesh + iNum = 0; + for (unsigned int iBone = 0; iBone < asBones.size();++iBone) { + if (!aaiBones[iBone].empty())++iNum; + } + + if (iNum) { + pcMesh->mNumBones = iNum; + pcMesh->mBones = new aiBone*[pcMesh->mNumBones]; + iNum = 0; + for (unsigned int iBone = 0; iBone < asBones.size();++iBone) { + if (aaiBones[iBone].empty()) { + continue; + } + aiBone*& bone = pcMesh->mBones[iNum] = new aiBone(); + + bone->mNumWeights = (unsigned int)aaiBones[iBone].size(); + bone->mWeights = new aiVertexWeight[bone->mNumWeights]; + bone->mOffsetMatrix = asBones[iBone].mOffsetMatrix; + bone->mName.Set( asBones[iBone].mName ); + + asBones[iBone].bIsUsed = true; + + for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight) { + bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first; + bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second; + } + ++iNum; + } + } + delete[] aaiBones; + } + delete[] aaiFaces; +} + +// ------------------------------------------------------------------------------------------------ +// add bone child nodes +void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent) { + ai_assert( nullptr != pcNode ); + ai_assert( 0 == pcNode->mNumChildren ); + ai_assert( nullptr == pcNode->mChildren); + + // first count ... + for (unsigned int i = 0; i < asBones.size();++i) { + SMD::Bone& bone = asBones[i]; + if (bone.iParent == iParent) { + ++pcNode->mNumChildren; + } + } + + // now allocate the output array + pcNode->mChildren = new aiNode*[pcNode->mNumChildren]; + + // and fill all subnodes + unsigned int qq( 0 ); + for (unsigned int i = 0; i < asBones.size();++i) { + SMD::Bone& bone = asBones[i]; + if (bone.iParent != iParent) { + continue; + } + + aiNode* pc = pcNode->mChildren[qq++] = new aiNode(); + pc->mName.Set(bone.mName); + + // store the local transformation matrix of the bind pose + if (bone.sAnim.asKeys.size()) { + pc->mTransformation = bone.sAnim.asKeys[0].matrix; + } + + if (bone.iParent == static_cast<uint32_t>(-1)) { + bone.mOffsetMatrix = pc->mTransformation; + } else { + bone.mOffsetMatrix = asBones[bone.iParent].mOffsetMatrix * pc->mTransformation; + } + + pc->mParent = pcNode; + + // add children to this node, too + AddBoneChildren(pc,i); + } +} + +// ------------------------------------------------------------------------------------------------ +// create output nodes +void SMDImporter::CreateOutputNodes() { + pScene->mRootNode = new aiNode(); + + // now add all bones as dummy sub nodes to the graph + AddBoneChildren(pScene->mRootNode,(uint32_t)-1); + for (auto &bone : asBones) { + bone.mOffsetMatrix.Inverse(); + } + + // if we have only one bone we can even remove the root node + if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE && 1 == pScene->mRootNode->mNumChildren) { + aiNode* pcOldRoot = pScene->mRootNode; + pScene->mRootNode = pcOldRoot->mChildren[0]; + pcOldRoot->mChildren[0] = nullptr; + delete pcOldRoot; + + pScene->mRootNode->mParent = nullptr; + } + else + { + ::strcpy(pScene->mRootNode->mName.data, "<SMD_root>"); + pScene->mRootNode->mName.length = 10; + } +} + +// ------------------------------------------------------------------------------------------------ +// create output animations +void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler) { + std::vector<std::tuple<std::string, std::string>> animFileList; + + if (bLoadAnimationList) { + GetAnimationFileList(pFile, pIOHandler, animFileList); + } + int animCount = static_cast<int>( animFileList.size() + 1u ); + pScene->mNumAnimations = 1; + pScene->mAnimations = new aiAnimation*[animCount]; + memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount); + CreateOutputAnimation(0, ""); + + for (auto &animFile : animFileList) { + ReadSmd(std::get<1>(animFile), pIOHandler); + if (asBones.empty()) { + continue; + } + + FixTimeValues(); + CreateOutputAnimation(pScene->mNumAnimations++, std::get<0>(animFile)); + } +} + +void SMDImporter::CreateOutputAnimation(int index, const std::string &name) { + aiAnimation*& anim = pScene->mAnimations[index] = new aiAnimation(); + + if (name.length()) { + anim->mName.Set(name.c_str()); + } + anim->mDuration = dLengthOfAnim; + anim->mNumChannels = static_cast<unsigned int>( asBones.size() ); + anim->mTicksPerSecond = 25.0; // FIXME: is this correct? + + aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels]; + + // now build valid keys + unsigned int a = 0; + for (std::vector<SMD::Bone>::const_iterator i = asBones.begin(); i != asBones.end(); ++i) { + aiNodeAnim* p = pp[a] = new aiNodeAnim(); + + // copy the name of the bone + p->mNodeName.Set(i->mName); + + p->mNumRotationKeys = (unsigned int)(*i).sAnim.asKeys.size(); + if (p->mNumRotationKeys){ + p->mNumPositionKeys = p->mNumRotationKeys; + aiVectorKey* pVecKeys = p->mPositionKeys = new aiVectorKey[p->mNumRotationKeys]; + aiQuatKey* pRotKeys = p->mRotationKeys = new aiQuatKey[p->mNumRotationKeys]; + + for (std::vector<SMD::Bone::Animation::MatrixKey>::const_iterator + qq = (*i).sAnim.asKeys.begin(); + qq != (*i).sAnim.asKeys.end(); ++qq) { + pRotKeys->mTime = pVecKeys->mTime = (*qq).dTime; + + // compute the rotation quaternion from the euler angles + // aiQuaternion: The order of the parameters is yzx? + pRotKeys->mValue = aiQuaternion((*qq).vRot.y, (*qq).vRot.z, (*qq).vRot.x); + pVecKeys->mValue = (*qq).vPos; + + ++pVecKeys; ++pRotKeys; + } + } + ++a; + + // there are no scaling keys ... + } +} + +void SMDImporter::GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList) { + auto base = DefaultIOSystem::absolutePath(pFile); + auto name = DefaultIOSystem::completeBaseName(pFile); + auto path = base + "/" + name + "_animation.txt"; + + std::unique_ptr<IOStream> file(pIOHandler->Open(path.c_str(), "rb")); + if (file.get() == nullptr) { + return; + } + + // Allocate storage and copy the contents of the file to a memory buffer + std::vector<char> buf; + size_t fileSize = file->FileSize(); + buf.resize(fileSize + 1); + TextFileToBuffer(file.get(), buf); + + /* + *_animation.txt format: + name path + idle idle.smd + jump anim/jump.smd + walk.smd + ... + */ + std::string animName, animPath; + char *tok1, *tok2; + char *context1, *context2; + + tok1 = strtok_s(&buf[0], "\r\n", &context1); + while (tok1 != nullptr) { + tok2 = strtok_s(tok1, " \t", &context2); + if (tok2) { + char *p = tok2; + tok2 = strtok_s(nullptr, " \t", &context2); + if (tok2) { + animPath = tok2; + animName = p; + } else { + // No name + animPath = p; + animName = DefaultIOSystem::completeBaseName(animPath); + } + outList.push_back(std::make_tuple(animName, base + "/" + animPath)); + } + tok1 = strtok_s(nullptr, "\r\n", &context1); + } +} + +// ------------------------------------------------------------------------------------------------ +// create output materials +void SMDImporter::CreateOutputMaterials() { + ai_assert( nullptr != pScene ); + + pScene->mNumMaterials = (unsigned int)aszTextures.size(); + pScene->mMaterials = new aiMaterial*[std::max(1u, pScene->mNumMaterials)]; + + for (unsigned int iMat = 0; iMat < pScene->mNumMaterials; ++iMat) { + aiMaterial* pcMat = new aiMaterial(); + ai_assert( nullptr != pcMat ); + pScene->mMaterials[iMat] = pcMat; + + aiString szName; + szName.length = (size_t)ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat); + pcMat->AddProperty(&szName,AI_MATKEY_NAME); + + if (aszTextures[iMat].length()) + { + ::strncpy(szName.data, aszTextures[iMat].c_str(),MAXLEN-1); + szName.length = static_cast<ai_uint32>( aszTextures[iMat].length() ); + pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0)); + } + } + + // create a default material if necessary + if (0 == pScene->mNumMaterials) { + pScene->mNumMaterials = 1; + + aiMaterial* pcHelper = new aiMaterial(); + pScene->mMaterials[0] = pcHelper; + + int iMode = static_cast<int>(aiShadingMode_Gouraud); + pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL); + + aiColor3D clr; + clr.b = clr.g = clr.r = 0.7f; + pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE); + pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR); + + clr.b = clr.g = clr.r = 0.05f; + pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT); + + aiString szName; + szName.Set(AI_DEFAULT_MATERIAL_NAME); + pcHelper->AddProperty(&szName,AI_MATKEY_NAME); + } +} + +// ------------------------------------------------------------------------------------------------ +// Parse the file +void SMDImporter::ParseFile() { + const char* szCurrent = &mBuffer[0]; + + // read line per line ... + for ( ;; ) { + if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) { + break; + } + + // "version <n> \n", <n> should be 1 for hl and hl2 SMD files + if (TokenMatch(szCurrent,"version",7)) { + if(!SkipSpaces(szCurrent,&szCurrent)) break; + if (1 != strtoul10(szCurrent,&szCurrent)) { + ASSIMP_LOG_WARN("SMD.version is not 1. This " + "file format is not known. Continuing happily ..."); + } + continue; + } + // "nodes\n" - Starts the node section + if (TokenMatch(szCurrent,"nodes",5)) { + ParseNodesSection(szCurrent,&szCurrent); + continue; + } + // "triangles\n" - Starts the triangle section + if (TokenMatch(szCurrent,"triangles",9)) { + ParseTrianglesSection(szCurrent,&szCurrent); + continue; + } + // "vertexanimation\n" - Starts the vertex animation section + if (TokenMatch(szCurrent,"vertexanimation",15)) { + bHasUVs = false; + ParseVASection(szCurrent,&szCurrent); + continue; + } + // "skeleton\n" - Starts the skeleton section + if (TokenMatch(szCurrent,"skeleton",8)) { + ParseSkeletonSection(szCurrent,&szCurrent); + continue; + } + SkipLine(szCurrent,&szCurrent); + } +} + +void SMDImporter::ReadSmd(const std::string &pFile, IOSystem* pIOHandler) { + std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb")); + + // Check whether we can read from the file + if (file.get() == nullptr) { + throw DeadlyImportError("Failed to open SMD/VTA file ", pFile, "."); + } + + iFileSize = (unsigned int)file->FileSize(); + + // Allocate storage and copy the contents of the file to a memory buffer + mBuffer.resize(iFileSize + 1); + TextFileToBuffer(file.get(), mBuffer); + + iSmallestFrame = INT_MAX; + bHasUVs = true; + iLineNumber = 1; + + // Reserve enough space for ... hm ... 10 textures + aszTextures.reserve(10); + + // Reserve enough space for ... hm ... 1000 triangles + asTriangles.reserve(1000); + + // Reserve enough space for ... hm ... 20 bones + asBones.reserve(20); + + aszTextures.clear(); + asTriangles.clear(); + asBones.clear(); + + // parse the file ... + ParseFile(); +} + +// ------------------------------------------------------------------------------------------------ +unsigned int SMDImporter::GetTextureIndex(const std::string& filename) { + unsigned int iIndex = 0; + for (std::vector<std::string>::const_iterator + i = aszTextures.begin(); + i != aszTextures.end();++i,++iIndex) { + // case-insensitive ... it's a path + if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str())) { + return iIndex; + } + } + iIndex = (unsigned int)aszTextures.size(); + aszTextures.push_back(filename); + return iIndex; +} + +// ------------------------------------------------------------------------------------------------ +// Parse the nodes section of the file +void SMDImporter::ParseNodesSection(const char* szCurrent, const char** szCurrentOut) { + for ( ;; ) { + // "end\n" - Ends the nodes section + if (0 == ASSIMP_strincmp(szCurrent,"end",3) && IsSpaceOrNewLine(*(szCurrent+3))) { + szCurrent += 4; + break; + } + ParseNodeInfo(szCurrent,&szCurrent); + } + SkipSpacesAndLineEnd(szCurrent,&szCurrent); + *szCurrentOut = szCurrent; +} + +// ------------------------------------------------------------------------------------------------ +// Parse the triangles section of the file +void SMDImporter::ParseTrianglesSection(const char* szCurrent, const char** szCurrentOut) { + // Parse a triangle, parse another triangle, parse the next triangle ... + // and so on until we reach a token that looks quite similar to "end" + for ( ;; ) { + if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) { + break; + } + + // "end\n" - Ends the triangles section + if (TokenMatch(szCurrent,"end",3)) { + break; + } + ParseTriangle(szCurrent,&szCurrent); + } + SkipSpacesAndLineEnd(szCurrent,&szCurrent); + *szCurrentOut = szCurrent; +} +// ------------------------------------------------------------------------------------------------ +// Parse the vertex animation section of the file +void SMDImporter::ParseVASection(const char* szCurrent, const char** szCurrentOut) { + unsigned int iCurIndex = 0; + for ( ;; ) { + if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) { + break; + } + + // "end\n" - Ends the "vertexanimation" section + if (TokenMatch(szCurrent,"end",3)) { + break; + } + + // "time <n>\n" + if (TokenMatch(szCurrent,"time",4)) { + // NOTE: The doc says that time values COULD be negative ... + // NOTE2: this is the shape key -> valve docs + int iTime = 0; + if(!ParseSignedInt(szCurrent,&szCurrent,iTime) || configFrameID != (unsigned int)iTime) { + break; + } + SkipLine(szCurrent,&szCurrent); + } else { + if(0 == iCurIndex) { + asTriangles.push_back(SMD::Face()); + } + if (++iCurIndex == 3) { + iCurIndex = 0; + } + ParseVertex(szCurrent,&szCurrent,asTriangles.back().avVertices[iCurIndex],true); + } + } + + if (iCurIndex != 2 && !asTriangles.empty()) { + // we want to no degenerates, so throw this triangle away + asTriangles.pop_back(); + } + + SkipSpacesAndLineEnd(szCurrent,&szCurrent); + *szCurrentOut = szCurrent; +} + +// ------------------------------------------------------------------------------------------------ +// Parse the skeleton section of the file +void SMDImporter::ParseSkeletonSection(const char* szCurrent, const char** szCurrentOut) { + int iTime = 0; + for ( ;; ) { + if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) { + break; + } + + // "end\n" - Ends the skeleton section + if (TokenMatch(szCurrent,"end",3)) { + break; + } else if (TokenMatch(szCurrent,"time",4)) { + // "time <n>\n" - Specifies the current animation frame + if(!ParseSignedInt(szCurrent,&szCurrent,iTime)) { + break; + } + + iSmallestFrame = std::min(iSmallestFrame,iTime); + SkipLine(szCurrent,&szCurrent); + } else { + ParseSkeletonElement(szCurrent,&szCurrent,iTime); + } + } + *szCurrentOut = szCurrent; +} + +// ------------------------------------------------------------------------------------------------ +#define SMDI_PARSE_RETURN { \ + SkipLine(szCurrent,&szCurrent); \ + *szCurrentOut = szCurrent; \ + return; \ +} +// ------------------------------------------------------------------------------------------------ +// Parse a node line +void SMDImporter::ParseNodeInfo(const char* szCurrent, const char** szCurrentOut) { + unsigned int iBone = 0; + SkipSpacesAndLineEnd(szCurrent,&szCurrent); + if ( !ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index"); + SMDI_PARSE_RETURN; + } + // add our bone to the list + if (iBone >= asBones.size()) { + asBones.resize(iBone+1); + } + SMD::Bone& bone = asBones[iBone]; + + bool bQuota = true; + if ('\"' != *szCurrent) { + LogWarning("Bone name is expected to be enclosed in " + "double quotation marks. "); + bQuota = false; + } else { + ++szCurrent; + } + + const char* szEnd = szCurrent; + for ( ;; ) { + if (bQuota && '\"' == *szEnd) { + iBone = (unsigned int)(szEnd - szCurrent); + ++szEnd; + break; + } else if (!bQuota && IsSpaceOrNewLine(*szEnd)) { + iBone = (unsigned int)(szEnd - szCurrent); + break; + } else if (!(*szEnd)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name"); + SMDI_PARSE_RETURN; + } + ++szEnd; + } + bone.mName = std::string(szCurrent,iBone); + szCurrent = szEnd; + + // the only negative bone parent index that could occur is -1 AFAIK + if(!ParseSignedInt(szCurrent,&szCurrent,(int&)bone.iParent)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1"); + SMDI_PARSE_RETURN; + } + + // go to the beginning of the next line + SMDI_PARSE_RETURN; +} + +// ------------------------------------------------------------------------------------------------ +// Parse a skeleton element +void SMDImporter::ParseSkeletonElement(const char* szCurrent, const char** szCurrentOut,int iTime) { + aiVector3D vPos; + aiVector3D vRot; + + unsigned int iBone = 0; + if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone)) { + ASSIMP_LOG_ERROR("Unexpected EOF/EOL while parsing bone index"); + SMDI_PARSE_RETURN; + } + if (iBone >= asBones.size()) { + LogErrorNoThrow("Bone index in skeleton section is out of range"); + SMDI_PARSE_RETURN; + } + SMD::Bone& bone = asBones[iBone]; + + bone.sAnim.asKeys.push_back(SMD::Bone::Animation::MatrixKey()); + SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back(); + + key.dTime = (double)iTime; + if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.x)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.y)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.z)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.x)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.y)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.z)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z"); + SMDI_PARSE_RETURN; + } + // build the transformation matrix of the key + key.matrix.FromEulerAnglesXYZ(vRot.x,vRot.y,vRot.z); { + aiMatrix4x4 mTemp; + mTemp.a4 = vPos.x; + mTemp.b4 = vPos.y; + mTemp.c4 = vPos.z; + key.matrix = mTemp * key.matrix; + } + key.vPos = vPos; + key.vRot = vRot; + // go to the beginning of the next line + SMDI_PARSE_RETURN; +} + +// ------------------------------------------------------------------------------------------------ +// Parse a triangle +void SMDImporter::ParseTriangle(const char* szCurrent, const char** szCurrentOut) { + asTriangles.push_back(SMD::Face()); + SMD::Face& face = asTriangles.back(); + + if(!SkipSpaces(szCurrent,&szCurrent)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle"); + return; + } + + // read the texture file name + const char* szLast = szCurrent; + while (!IsSpaceOrNewLine(*++szCurrent)); + + // ... and get the index that belongs to this file name + face.iTexture = GetTextureIndex(std::string(szLast,(uintptr_t)szCurrent-(uintptr_t)szLast)); + + SkipSpacesAndLineEnd(szCurrent,&szCurrent); + + // load three vertices + for (unsigned int iVert = 0; iVert < 3;++iVert) { + ParseVertex(szCurrent,&szCurrent, face.avVertices[iVert]); + } + *szCurrentOut = szCurrent; +} + +// ------------------------------------------------------------------------------------------------ +// Parse a float +bool SMDImporter::ParseFloat(const char* szCurrent, const char** szCurrentOut, float& out) { + if(!SkipSpaces(&szCurrent)) { + return false; + } + + *szCurrentOut = fast_atoreal_move<float>(szCurrent,out); + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Parse an unsigned int +bool SMDImporter::ParseUnsignedInt(const char* szCurrent, const char** szCurrentOut, unsigned int& out) { + if(!SkipSpaces(&szCurrent)) { + return false; + } + + out = strtoul10(szCurrent,szCurrentOut); + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Parse a signed int +bool SMDImporter::ParseSignedInt(const char* szCurrent, const char** szCurrentOut, int& out) { + if(!SkipSpaces(&szCurrent)) { + return false; + } + + out = strtol10(szCurrent,szCurrentOut); + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Parse a vertex +void SMDImporter::ParseVertex(const char* szCurrent, + const char** szCurrentOut, SMD::Vertex& vertex, + bool bVASection /*= false*/) { + if (SkipSpaces(&szCurrent) && IsLineEnd(*szCurrent)) { + SkipSpacesAndLineEnd(szCurrent,&szCurrent); + return ParseVertex(szCurrent,szCurrentOut,vertex,bVASection); + } + if(!ParseSignedInt(szCurrent,&szCurrent,(int&)vertex.iParentNode)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.x)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.y)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.z)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.x)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.y)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.z)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z"); + SMDI_PARSE_RETURN; + } + + if (bVASection) { + SMDI_PARSE_RETURN; + } + + if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.x)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x"); + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.y)) { + LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y"); + SMDI_PARSE_RETURN; + } + + // now read the number of bones affecting this vertex + // all elements from now are fully optional, we don't need them + unsigned int iSize = 0; + if(!ParseUnsignedInt(szCurrent,&szCurrent,iSize)) { + SMDI_PARSE_RETURN; + } + vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f)); + + for (std::vector<std::pair<unsigned int, float> >::iterator + i = vertex.aiBoneLinks.begin(); + i != vertex.aiBoneLinks.end();++i) { + if(!ParseUnsignedInt(szCurrent,&szCurrent,(*i).first)) { + SMDI_PARSE_RETURN; + } + if(!ParseFloat(szCurrent,&szCurrent,(*i).second)) { + SMDI_PARSE_RETURN; + } + } + + // go to the beginning of the next line + SMDI_PARSE_RETURN; +} + +#endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER diff --git a/libs/assimp/code/AssetLib/SMD/SMDLoader.h b/libs/assimp/code/AssetLib/SMD/SMDLoader.h new file mode 100644 index 0000000..db882a2 --- /dev/null +++ b/libs/assimp/code/AssetLib/SMD/SMDLoader.h @@ -0,0 +1,395 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the +following conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +---------------------------------------------------------------------- +*/ + +/** @file SMDLoader.h + * @brief Definition of the Valve SMD file format + */ + +#pragma once +#ifndef AI_SMDLOADER_H_INCLUDED +#define AI_SMDLOADER_H_INCLUDED + +#include <assimp/BaseImporter.h> +#include <assimp/ParsingUtils.h> +#include <assimp/types.h> +#include <assimp/texture.h> +#include <assimp/anim.h> +#include <assimp/material.h> + +#include <vector> + +struct aiNode; + +namespace Assimp { +namespace SMD { + +// --------------------------------------------------------------------------- +/** Data structure for a vertex in a SMD file +*/ +struct Vertex { + Vertex() AI_NO_EXCEPT : iParentNode(UINT_MAX) { + // empty + } + + //! Vertex position, normal and texture coordinate + aiVector3D pos,nor,uv; + + //! Vertex parent node + unsigned int iParentNode; + + //! Links to bones: pair.first is the bone index, + //! pair.second is the vertex weight. + //! WARN: The remaining weight (to reach 1.0f) is assigned + //! to the parent node/bone + std::vector<std::pair<unsigned int, float> > aiBoneLinks; +}; + +// --------------------------------------------------------------------------- +/** Data structure for a face in a SMD file +*/ +struct Face { + Face() AI_NO_EXCEPT : + iTexture(0x0), avVertices{} { + // empty + } + + //! Texture index for the face + unsigned int iTexture; + + //! The three vertices of the face + Vertex avVertices[3]; +}; + +// --------------------------------------------------------------------------- +/** Data structure for a bone in a SMD file +*/ +struct Bone { + //! Default constructor + Bone() AI_NO_EXCEPT : iParent(UINT_MAX), bIsUsed(false) { + // empty + } + + //! Name of the bone + std::string mName; + + //! Parent of the bone + uint32_t iParent; + + //! Animation of the bone + struct Animation { + //! Public default constructor + Animation() AI_NO_EXCEPT : iFirstTimeKey() { + asKeys.reserve(20); + } + + //! Data structure for a matrix key + struct MatrixKey { + //! Matrix at this time + aiMatrix4x4 matrix; + + //! Absolute transformation matrix + aiMatrix4x4 matrixAbsolute; + + //! Position + aiVector3D vPos; + + //! Rotation (euler angles) + aiVector3D vRot; + + //! Current time. may be negative, this + //! will be fixed later + double dTime; + }; + + //! Index of the key with the smallest time value + uint32_t iFirstTimeKey; + + //! Array of matrix keys + std::vector<MatrixKey> asKeys; + + } sAnim; + + //! Offset matrix of the bone + aiMatrix4x4 mOffsetMatrix; + + //! true if the bone is referenced by at least one mesh + bool bIsUsed; +}; + +} //! namespace SMD + +// --------------------------------------------------------------------------- +/** Used to load Half-life 1 and 2 SMD models +*/ +class ASSIMP_API SMDImporter : public BaseImporter { +public: + SMDImporter(); + ~SMDImporter() override; + + // ------------------------------------------------------------------- + /** Returns whether the class can handle the format of the given file. + * See BaseImporter::CanRead() for details. + */ + bool CanRead( const std::string& pFile, IOSystem* pIOHandler, + bool checkSig) const override; + + // ------------------------------------------------------------------- + /** Called prior to ReadFile(). + * The function is a request to the importer to update its configuration + * basing on the Importer's configuration property list. + */ + void SetupProperties(const Importer* pImp) override; + +protected: + // ------------------------------------------------------------------- + /** Return importer meta information. + * See #BaseImporter::GetInfo for the details + */ + const aiImporterDesc* GetInfo () const override; + + // ------------------------------------------------------------------- + /** Imports the given file into the given scene structure. + * See BaseImporter::InternReadFile() for details + */ + void InternReadFile( const std::string& pFile, aiScene* pScene, + IOSystem* pIOHandler) override; + + // ------------------------------------------------------------------- + /** Parse the SMD file and create the output scene + */ + void ParseFile(); + void ReadSmd(const std::string &pFile, IOSystem* pIOHandler); + + // ------------------------------------------------------------------- + /** Parse the triangles section of the SMD file + * \param szCurrent Current position in the file. Points to the first + * data line of the section. + * \param szCurrentOut Receives a pointer to the heading line of + * the next section (or to EOF) + */ + void ParseTrianglesSection(const char* szCurrent, + const char** szCurrentOut); + + // ------------------------------------------------------------------- + /** Parse the vertex animation section in VTA files + * \param szCurrent Current position in the file. Points to the first + * data line of the section. + * \param szCurrentOut Receives a pointer to the heading line of + * the next section (or to EOF) + */ + void ParseVASection(const char* szCurrent, + const char** szCurrentOut); + + // ------------------------------------------------------------------- + /** Parse the nodes section of the SMD file + * \param szCurrent Current position in the file. Points to the first + * data line of the section. + * \param szCurrentOut Receives a pointer to the heading line of + * the next section (or to EOF) + */ + void ParseNodesSection(const char* szCurrent, + const char** szCurrentOut); + + // ------------------------------------------------------------------- + /** Parse the skeleton section of the SMD file + * \param szCurrent Current position in the file. Points to the first + * data line of the section. + * \param szCurrentOut Receives a pointer to the heading line of + * the next section (or to EOF) + */ + void ParseSkeletonSection(const char* szCurrent, + const char** szCurrentOut); + + // ------------------------------------------------------------------- + /** Parse a single triangle in the SMD file + * \param szCurrent Current position in the file. Points to the first + * data line of the section. + * \param szCurrentOut Receives the output cursor position + */ + void ParseTriangle(const char* szCurrent, + const char** szCurrentOut); + + + // ------------------------------------------------------------------- + /** Parse a single vertex in the SMD file + * \param szCurrent Current position in the file. Points to the first + * data line of the section. + * \param szCurrentOut Receives the output cursor position + * \param vertex Vertex to be filled + */ + void ParseVertex(const char* szCurrent, + const char** szCurrentOut, SMD::Vertex& vertex, + bool bVASection = false); + + // ------------------------------------------------------------------- + /** Get the index of a texture. If the texture was not yet known + * it will be added to the internal texture list. + * \param filename Name of the texture + * \return Value texture index + */ + unsigned int GetTextureIndex(const std::string& filename); + + // ------------------------------------------------------------------- + /** Parse a line in the skeleton section + */ + void ParseSkeletonElement(const char* szCurrent, + const char** szCurrentOut,int iTime); + + // ------------------------------------------------------------------- + /** Parse a line in the nodes section + */ + void ParseNodeInfo(const char* szCurrent, + const char** szCurrentOut); + + + // ------------------------------------------------------------------- + /** Parse a floating-point value + */ + bool ParseFloat(const char* szCurrent, + const char** szCurrentOut, float& out); + + // ------------------------------------------------------------------- + /** Parse an unsigned integer. There may be no sign! + */ + bool ParseUnsignedInt(const char* szCurrent, + const char** szCurrentOut, unsigned int& out); + + // ------------------------------------------------------------------- + /** Parse a signed integer. Signs (+,-) are handled. + */ + bool ParseSignedInt(const char* szCurrent, + const char** szCurrentOut, int& out); + + // ------------------------------------------------------------------- + /** Fix invalid time values in the file + */ + void FixTimeValues(); + + // ------------------------------------------------------------------- + /** Add all children of a bone as subnodes to a node + * \param pcNode Parent node + * \param iParent Parent bone index + */ + void AddBoneChildren(aiNode* pcNode, uint32_t iParent); + + // ------------------------------------------------------------------- + /** Build output meshes/materials/nodes/animations + */ + void CreateOutputMeshes(); + void CreateOutputNodes(); + void CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler); + void CreateOutputAnimation(int index, const std::string &name); + void GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList); + void CreateOutputMaterials(); + + + // ------------------------------------------------------------------- + /** Print a log message together with the current line number + */ + void LogErrorNoThrow(const char* msg); + void LogWarning(const char* msg); + + + // ------------------------------------------------------------------- + inline bool SkipLine( const char* in, const char** out) + { + Assimp::SkipLine(in,out); + ++iLineNumber; + return true; + } + // ------------------------------------------------------------------- + inline bool SkipSpacesAndLineEnd( const char* in, const char** out) + { + ++iLineNumber; + return Assimp::SkipSpacesAndLineEnd(in,out); + } + +private: + + /** Configuration option: frame to be loaded */ + unsigned int configFrameID; + + /** Buffer to hold the loaded file */ + std::vector<char> mBuffer; + + /** Output scene to be filled + */ + aiScene* pScene; + + /** Size of the input file in bytes + */ + unsigned int iFileSize; + + /** Array of textures found in the file + */ + std::vector<std::string> aszTextures; + + /** Array of triangles found in the file + */ + std::vector<SMD::Face> asTriangles; + + /** Array of bones found in the file + */ + std::vector<SMD::Bone> asBones; + + /** Smallest frame index found in the skeleton + */ + int iSmallestFrame; + + /** Length of the whole animation, in frames + */ + double dLengthOfAnim; + + /** Do we have texture coordinates? + */ + bool bHasUVs; + + /** Current line number + */ + unsigned int iLineNumber; + + bool bLoadAnimationList = true; + bool noSkeletonMesh = false; +}; + +} // end of namespace Assimp + +#endif // AI_SMDIMPORTER_H_INC |