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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/SMD
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/SMD')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.cpp1098
-rw-r--r--src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.h395
2 files changed, 1493 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.cpp b/src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.cpp
new file mode 100644
index 0000000..46fd968
--- /dev/null
+++ b/src/mesh/assimp-master/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/src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.h b/src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.h
new file mode 100644
index 0000000..db882a2
--- /dev/null
+++ b/src/mesh/assimp-master/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