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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/code/AssetLib/SMD
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
delete src/mesh/assimp-master
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, 0 insertions, 1493 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.cpp b/src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.cpp
deleted file mode 100644
index 46fd968..0000000
--- a/src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.cpp
+++ /dev/null
@@ -1,1098 +0,0 @@
-/*
----------------------------------------------------------------------------
-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
deleted file mode 100644
index db882a2..0000000
--- a/src/mesh/assimp-master/code/AssetLib/SMD/SMDLoader.h
+++ /dev/null
@@ -1,395 +0,0 @@
-/*
-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