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diff --git a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp b/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp
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+++ b/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp
@@ -0,0 +1,735 @@
+/*
+---------------------------------------------------------------------------
+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 MD5Loader.cpp
+ * @brief Implementation of the MD5 importer class
+ */
+
+#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER
+
+// internal headers
+#include "MD5Loader.h"
+#include <assimp/MathFunctions.h>
+#include <assimp/RemoveComments.h>
+#include <assimp/SkeletonMeshBuilder.h>
+#include <assimp/StringComparison.h>
+#include <assimp/fast_atof.h>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Importer.hpp>
+#include <memory>
+
+using namespace Assimp;
+
+// Minimum weight value. Weights inside [-n ... n] are ignored
+#define AI_MD5_WEIGHT_EPSILON Math::getEpsilon<float>()
+
+static const aiImporterDesc desc = {
+ "Doom 3 / MD5 Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "md5mesh md5camera md5anim"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+MD5Importer::MD5Importer() :
+ mIOHandler(nullptr),
+ mBuffer(),
+ mFileSize(),
+ mLineNumber(),
+ mScene(),
+ mHadMD5Mesh(),
+ mHadMD5Anim(),
+ mHadMD5Camera(),
+ mCconfigNoAutoLoad(false) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+MD5Importer::~MD5Importer() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool MD5Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
+ static const char *tokens[] = { "MD5Version" };
+ return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get list of all supported extensions
+const aiImporterDesc *MD5Importer::GetInfo() const {
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup import properties
+void MD5Importer::SetupProperties(const Importer *pImp) {
+ // AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
+ mCconfigNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD, 0));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void MD5Importer::InternReadFile(const std::string &pFile, aiScene *_pScene, IOSystem *pIOHandler) {
+ mIOHandler = pIOHandler;
+ mScene = _pScene;
+ mHadMD5Mesh = mHadMD5Anim = mHadMD5Camera = false;
+
+ // remove the file extension
+ const std::string::size_type pos = pFile.find_last_of('.');
+ mFile = (std::string::npos == pos ? pFile : pFile.substr(0, pos + 1));
+
+ const std::string extension = GetExtension(pFile);
+ try {
+ if (extension == "md5camera") {
+ LoadMD5CameraFile();
+ } else if (mCconfigNoAutoLoad || extension == "md5anim") {
+ // determine file extension and process just *one* file
+ if (extension.length() == 0) {
+ throw DeadlyImportError("Failure, need file extension to determine MD5 part type");
+ }
+ if (extension == "md5anim") {
+ LoadMD5AnimFile();
+ } else if (extension == "md5mesh") {
+ LoadMD5MeshFile();
+ }
+ } else {
+ LoadMD5MeshFile();
+ LoadMD5AnimFile();
+ }
+ } catch (...) { // std::exception, Assimp::DeadlyImportError
+ UnloadFileFromMemory();
+ throw;
+ }
+
+ // make sure we have at least one file
+ if (!mHadMD5Mesh && !mHadMD5Anim && !mHadMD5Camera) {
+ throw DeadlyImportError("Failed to read valid contents out of this MD5* file");
+ }
+
+ // Now rotate the whole scene 90 degrees around the x axis to match our internal coordinate system
+ mScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f,
+ 0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
+
+ // the output scene wouldn't pass the validation without this flag
+ if (!mHadMD5Mesh) {
+ mScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+
+ // clean the instance -- the BaseImporter instance may be reused later.
+ UnloadFileFromMemory();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Load a file into a memory buffer
+void MD5Importer::LoadFileIntoMemory(IOStream *file) {
+ // unload the previous buffer, if any
+ UnloadFileFromMemory();
+
+ ai_assert(nullptr != file);
+ mFileSize = (unsigned int)file->FileSize();
+ ai_assert(mFileSize);
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ mBuffer = new char[mFileSize + 1];
+ file->Read((void *)mBuffer, 1, mFileSize);
+ mLineNumber = 1;
+
+ // append a terminal 0
+ mBuffer[mFileSize] = '\0';
+
+ // now remove all line comments from the file
+ CommentRemover::RemoveLineComments("//", mBuffer, ' ');
+}
+
+// ------------------------------------------------------------------------------------------------
+// Unload the current memory buffer
+void MD5Importer::UnloadFileFromMemory() {
+ // delete the file buffer
+ delete[] mBuffer;
+ mBuffer = nullptr;
+ mFileSize = 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Build unique vertices
+void MD5Importer::MakeDataUnique(MD5::MeshDesc &meshSrc) {
+ std::vector<bool> abHad(meshSrc.mVertices.size(), false);
+
+ // allocate enough storage to keep the output structures
+ const unsigned int iNewNum = static_cast<unsigned int>(meshSrc.mFaces.size() * 3);
+ unsigned int iNewIndex = static_cast<unsigned int>(meshSrc.mVertices.size());
+ meshSrc.mVertices.resize(iNewNum);
+
+ // try to guess how much storage we'll need for new weights
+ const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
+ const unsigned int guess = (unsigned int)(fWeightsPerVert * iNewNum);
+ meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
+
+ for (FaceList::const_iterator iter = meshSrc.mFaces.begin(), iterEnd = meshSrc.mFaces.end(); iter != iterEnd; ++iter) {
+ const aiFace &face = *iter;
+ for (unsigned int i = 0; i < 3; ++i) {
+ if (face.mIndices[0] >= meshSrc.mVertices.size()) {
+ throw DeadlyImportError("MD5MESH: Invalid vertex index");
+ }
+
+ if (abHad[face.mIndices[i]]) {
+ // generate a new vertex
+ meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
+ face.mIndices[i] = iNewIndex++;
+ } else
+ abHad[face.mIndices[i]] = true;
+ }
+ // swap face order
+ std::swap(face.mIndices[0], face.mIndices[2]);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Recursive node graph construction from a MD5MESH
+void MD5Importer::AttachChilds_Mesh(int iParentID, aiNode *piParent, BoneList &bones) {
+ ai_assert(nullptr != piParent);
+ ai_assert(!piParent->mNumChildren);
+
+ // First find out how many children we'll have
+ for (int i = 0; i < (int)bones.size(); ++i) {
+ if (iParentID != i && bones[i].mParentIndex == iParentID) {
+ ++piParent->mNumChildren;
+ }
+ }
+ if (piParent->mNumChildren) {
+ piParent->mChildren = new aiNode *[piParent->mNumChildren];
+ for (int i = 0; i < (int)bones.size(); ++i) {
+ // (avoid infinite recursion)
+ if (iParentID != i && bones[i].mParentIndex == iParentID) {
+ aiNode *pc;
+ // setup a new node
+ *piParent->mChildren++ = pc = new aiNode();
+ pc->mName = aiString(bones[i].mName);
+ pc->mParent = piParent;
+
+ // get the transformation matrix from rotation and translational components
+ aiQuaternion quat;
+ MD5::ConvertQuaternion(bones[i].mRotationQuat, quat);
+
+ bones[i].mTransform = aiMatrix4x4(quat.GetMatrix());
+ bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
+ bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
+ bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;
+
+ // store it for later use
+ pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
+ bones[i].mInvTransform.Inverse();
+
+ // the transformations for each bone are absolute, so we need to multiply them
+ // with the inverse of the absolute matrix of the parent joint
+ if (-1 != iParentID) {
+ pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
+ }
+
+ // add children to this node, too
+ AttachChilds_Mesh(i, pc, bones);
+ }
+ }
+ // undo offset computations
+ piParent->mChildren -= piParent->mNumChildren;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Recursive node graph construction from a MD5ANIM
+void MD5Importer::AttachChilds_Anim(int iParentID, aiNode *piParent, AnimBoneList &bones, const aiNodeAnim **node_anims) {
+ ai_assert(nullptr != piParent);
+ ai_assert(!piParent->mNumChildren);
+
+ // First find out how many children we'll have
+ for (int i = 0; i < (int)bones.size(); ++i) {
+ if (iParentID != i && bones[i].mParentIndex == iParentID) {
+ ++piParent->mNumChildren;
+ }
+ }
+ if (piParent->mNumChildren) {
+ piParent->mChildren = new aiNode *[piParent->mNumChildren];
+ for (int i = 0; i < (int)bones.size(); ++i) {
+ // (avoid infinite recursion)
+ if (iParentID != i && bones[i].mParentIndex == iParentID) {
+ aiNode *pc;
+ // setup a new node
+ *piParent->mChildren++ = pc = new aiNode();
+ pc->mName = aiString(bones[i].mName);
+ pc->mParent = piParent;
+
+ // get the corresponding animation channel and its first frame
+ const aiNodeAnim **cur = node_anims;
+ while ((**cur).mNodeName != pc->mName)
+ ++cur;
+
+ aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue, pc->mTransformation);
+ pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix());
+
+ // add children to this node, too
+ AttachChilds_Anim(i, pc, bones, node_anims);
+ }
+ }
+ // undo offset computations
+ piParent->mChildren -= piParent->mNumChildren;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Load a MD5MESH file
+void MD5Importer::LoadMD5MeshFile() {
+ std::string filename = mFile + "md5mesh";
+ std::unique_ptr<IOStream> file(mIOHandler->Open(filename, "rb"));
+
+ // Check whether we can read from the file
+ if (file.get() == nullptr || !file->FileSize()) {
+ ASSIMP_LOG_WARN("Failed to access MD5MESH file: ", filename);
+ return;
+ }
+ mHadMD5Mesh = true;
+ LoadFileIntoMemory(file.get());
+
+ // now construct a parser and parse the file
+ MD5::MD5Parser parser(mBuffer, mFileSize);
+
+ // load the mesh information from it
+ MD5::MD5MeshParser meshParser(parser.mSections);
+
+ // create the bone hierarchy - first the root node and dummy nodes for all meshes
+ mScene->mRootNode = new aiNode("<MD5_Root>");
+ mScene->mRootNode->mNumChildren = 2;
+ mScene->mRootNode->mChildren = new aiNode *[2];
+
+ // build the hierarchy from the MD5MESH file
+ aiNode *pcNode = mScene->mRootNode->mChildren[1] = new aiNode();
+ pcNode->mName.Set("<MD5_Hierarchy>");
+ pcNode->mParent = mScene->mRootNode;
+ AttachChilds_Mesh(-1, pcNode, meshParser.mJoints);
+
+ pcNode = mScene->mRootNode->mChildren[0] = new aiNode();
+ pcNode->mName.Set("<MD5_Mesh>");
+ pcNode->mParent = mScene->mRootNode;
+
+#if 0
+ if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
+ SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]);
+#else
+
+ // FIX: MD5 files exported from Blender can have empty meshes
+ for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(), end = meshParser.mMeshes.end(); it != end; ++it) {
+ if (!(*it).mFaces.empty() && !(*it).mVertices.empty()) {
+ ++mScene->mNumMaterials;
+ }
+ }
+
+ // generate all meshes
+ mScene->mNumMeshes = mScene->mNumMaterials;
+ mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
+ mScene->mMaterials = new aiMaterial *[mScene->mNumMeshes];
+
+ // storage for node mesh indices
+ pcNode->mNumMeshes = mScene->mNumMeshes;
+ pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
+ for (unsigned int m = 0; m < pcNode->mNumMeshes; ++m) {
+ pcNode->mMeshes[m] = m;
+ }
+
+ unsigned int n = 0;
+ for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(), end = meshParser.mMeshes.end(); it != end; ++it) {
+ MD5::MeshDesc &meshSrc = *it;
+ if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty()) {
+ continue;
+ }
+
+ aiMesh *mesh = mScene->mMeshes[n] = new aiMesh();
+ mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // generate unique vertices in our internal verbose format
+ MakeDataUnique(meshSrc);
+
+ std::string name(meshSrc.mShader.C_Str());
+ name += ".msh";
+ mesh->mName = name;
+ mesh->mNumVertices = (unsigned int)meshSrc.mVertices.size();
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+ mesh->mNumUVComponents[0] = 2;
+
+ // copy texture coordinates
+ aiVector3D *pv = mesh->mTextureCoords[0];
+ for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin(); iter != meshSrc.mVertices.end(); ++iter, ++pv) {
+ pv->x = (*iter).mUV.x;
+ pv->y = 1.0f - (*iter).mUV.y; // D3D to OpenGL
+ pv->z = 0.0f;
+ }
+
+ // sort all bone weights - per bone
+ unsigned int *piCount = new unsigned int[meshParser.mJoints.size()];
+ ::memset(piCount, 0, sizeof(unsigned int) * meshParser.mJoints.size());
+
+ for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin(); iter != meshSrc.mVertices.end(); ++iter, ++pv) {
+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights; ++w) {
+ MD5::WeightDesc &weightDesc = meshSrc.mWeights[w];
+ /* FIX for some invalid exporters */
+ if (!(weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON)) {
+ ++piCount[weightDesc.mBone];
+ }
+ }
+ }
+
+ // check how many we will need
+ for (unsigned int p = 0; p < meshParser.mJoints.size(); ++p) {
+ if (piCount[p]) mesh->mNumBones++;
+ }
+
+ // just for safety
+ if (mesh->mNumBones) {
+ mesh->mBones = new aiBone *[mesh->mNumBones];
+ for (unsigned int q = 0, h = 0; q < meshParser.mJoints.size(); ++q) {
+ if (!piCount[q]) continue;
+ aiBone *p = mesh->mBones[h] = new aiBone();
+ p->mNumWeights = piCount[q];
+ p->mWeights = new aiVertexWeight[p->mNumWeights];
+ p->mName = aiString(meshParser.mJoints[q].mName);
+ p->mOffsetMatrix = meshParser.mJoints[q].mInvTransform;
+
+ // store the index for later use
+ MD5::BoneDesc &boneSrc = meshParser.mJoints[q];
+ boneSrc.mMap = h++;
+
+ // compute w-component of quaternion
+ MD5::ConvertQuaternion(boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted);
+ }
+
+ pv = mesh->mVertices;
+ for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin(); iter != meshSrc.mVertices.end(); ++iter, ++pv) {
+ // compute the final vertex position from all single weights
+ *pv = aiVector3D();
+
+ // there are models which have weights which don't sum to 1 ...
+ ai_real fSum = 0.0;
+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights; ++w) {
+ fSum += meshSrc.mWeights[w].mWeight;
+ }
+ if (!fSum) {
+ ASSIMP_LOG_ERROR("MD5MESH: The sum of all vertex bone weights is 0");
+ continue;
+ }
+
+ // process bone weights
+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights; ++w) {
+ if (w >= meshSrc.mWeights.size()) {
+ throw DeadlyImportError("MD5MESH: Invalid weight index");
+ }
+
+ MD5::WeightDesc &weightDesc = meshSrc.mWeights[w];
+ if (weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
+ continue;
+ }
+
+ const ai_real fNewWeight = weightDesc.mWeight / fSum;
+
+ // transform the local position into worldspace
+ MD5::BoneDesc &boneSrc = meshParser.mJoints[weightDesc.mBone];
+ const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate(weightDesc.vOffsetPosition);
+
+ // use the original weight to compute the vertex position
+ // (some MD5s seem to depend on the invalid weight values ...)
+ *pv += ((boneSrc.mPositionXYZ + v) * (ai_real)weightDesc.mWeight);
+
+ aiBone *bone = mesh->mBones[boneSrc.mMap];
+ *bone->mWeights++ = aiVertexWeight((unsigned int)(pv - mesh->mVertices), fNewWeight);
+ }
+ }
+
+ // undo our nice offset tricks ...
+ for (unsigned int p = 0; p < mesh->mNumBones; ++p) {
+ mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
+ }
+ }
+
+ delete[] piCount;
+
+ // now setup all faces - we can directly copy the list
+ // (however, take care that the aiFace destructor doesn't delete the mIndices array)
+ mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+ for (unsigned int c = 0; c < mesh->mNumFaces; ++c) {
+ mesh->mFaces[c].mNumIndices = 3;
+ mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
+ meshSrc.mFaces[c].mIndices = nullptr;
+ }
+
+ // generate a material for the mesh
+ aiMaterial *mat = new aiMaterial();
+ mScene->mMaterials[n] = mat;
+
+ // insert the typical doom3 textures:
+ // nnn_local.tga - normal map
+ // nnn_h.tga - height map
+ // nnn_s.tga - specular map
+ // nnn_d.tga - diffuse map
+ if (meshSrc.mShader.length && !strchr(meshSrc.mShader.data, '.')) {
+
+ aiString temp(meshSrc.mShader);
+ temp.Append("_local.tga");
+ mat->AddProperty(&temp, AI_MATKEY_TEXTURE_NORMALS(0));
+
+ temp = aiString(meshSrc.mShader);
+ temp.Append("_s.tga");
+ mat->AddProperty(&temp, AI_MATKEY_TEXTURE_SPECULAR(0));
+
+ temp = aiString(meshSrc.mShader);
+ temp.Append("_d.tga");
+ mat->AddProperty(&temp, AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ temp = aiString(meshSrc.mShader);
+ temp.Append("_h.tga");
+ mat->AddProperty(&temp, AI_MATKEY_TEXTURE_HEIGHT(0));
+
+ // set this also as material name
+ mat->AddProperty(&meshSrc.mShader, AI_MATKEY_NAME);
+ } else {
+ mat->AddProperty(&meshSrc.mShader, AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ mesh->mMaterialIndex = n++;
+ }
+#endif
+}
+
+// ------------------------------------------------------------------------------------------------
+// Load an MD5ANIM file
+void MD5Importer::LoadMD5AnimFile() {
+ std::string pFile = mFile + "md5anim";
+ std::unique_ptr<IOStream> file(mIOHandler->Open(pFile, "rb"));
+
+ // Check whether we can read from the file
+ if (!file.get() || !file->FileSize()) {
+ ASSIMP_LOG_WARN("Failed to read MD5ANIM file: ", pFile);
+ return;
+ }
+
+ LoadFileIntoMemory(file.get());
+
+ // parse the basic file structure
+ MD5::MD5Parser parser(mBuffer, mFileSize);
+
+ // load the animation information from the parse tree
+ MD5::MD5AnimParser animParser(parser.mSections);
+
+ // generate and fill the output animation
+ if (animParser.mAnimatedBones.empty() || animParser.mFrames.empty() ||
+ animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) {
+ ASSIMP_LOG_ERROR("MD5ANIM: No frames or animated bones loaded");
+ } else {
+ mHadMD5Anim = true;
+
+ mScene->mAnimations = new aiAnimation *[mScene->mNumAnimations = 1];
+ aiAnimation *anim = mScene->mAnimations[0] = new aiAnimation();
+ anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
+ anim->mChannels = new aiNodeAnim *[anim->mNumChannels];
+ for (unsigned int i = 0; i < anim->mNumChannels; ++i) {
+ aiNodeAnim *node = anim->mChannels[i] = new aiNodeAnim();
+ node->mNodeName = aiString(animParser.mAnimatedBones[i].mName);
+
+ // allocate storage for the keyframes
+ node->mPositionKeys = new aiVectorKey[animParser.mFrames.size()];
+ node->mRotationKeys = new aiQuatKey[animParser.mFrames.size()];
+ }
+
+ // 1 tick == 1 frame
+ anim->mTicksPerSecond = animParser.fFrameRate;
+
+ for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end(); iter != iterEnd; ++iter) {
+ double dTime = (double)(*iter).iIndex;
+ aiNodeAnim **pcAnimNode = anim->mChannels;
+ if (!(*iter).mValues.empty() || iter == animParser.mFrames.begin()) /* be sure we have at least one frame */
+ {
+ // now process all values in there ... read all joints
+ MD5::BaseFrameDesc *pcBaseFrame = &animParser.mBaseFrames[0];
+ for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end(); ++iter2,
+ ++pcAnimNode, ++pcBaseFrame) {
+ if ((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {
+
+ // Allow for empty frames
+ if ((*iter2).iFlags != 0) {
+ throw DeadlyImportError("MD5: Keyframe index is out of range");
+ }
+ continue;
+ }
+ const float *fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
+ aiNodeAnim *pcCurAnimBone = *pcAnimNode;
+
+ aiVectorKey *vKey = &pcCurAnimBone->mPositionKeys[pcCurAnimBone->mNumPositionKeys++];
+ aiQuatKey *qKey = &pcCurAnimBone->mRotationKeys[pcCurAnimBone->mNumRotationKeys++];
+ aiVector3D vTemp;
+
+ // translational component
+ for (unsigned int i = 0; i < 3; ++i) {
+ if ((*iter2).iFlags & (1u << i)) {
+ vKey->mValue[i] = *fpCur++;
+ } else
+ vKey->mValue[i] = pcBaseFrame->vPositionXYZ[i];
+ }
+
+ // orientation component
+ for (unsigned int i = 0; i < 3; ++i) {
+ if ((*iter2).iFlags & (8u << i)) {
+ vTemp[i] = *fpCur++;
+ } else
+ vTemp[i] = pcBaseFrame->vRotationQuat[i];
+ }
+
+ MD5::ConvertQuaternion(vTemp, qKey->mValue);
+ qKey->mTime = vKey->mTime = dTime;
+ }
+ }
+
+ // compute the duration of the animation
+ anim->mDuration = std::max(dTime, anim->mDuration);
+ }
+
+ // If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
+ // construct it now from the data given in the MD5ANIM.
+ if (!mScene->mRootNode) {
+ mScene->mRootNode = new aiNode();
+ mScene->mRootNode->mName.Set("<MD5_Hierarchy>");
+
+ AttachChilds_Anim(-1, mScene->mRootNode, animParser.mAnimatedBones, (const aiNodeAnim **)anim->mChannels);
+
+ // Call SkeletonMeshBuilder to construct a mesh to represent the shape
+ if (mScene->mRootNode->mNumChildren) {
+ SkeletonMeshBuilder skeleton_maker(mScene, mScene->mRootNode->mChildren[0]);
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Load an MD5CAMERA file
+void MD5Importer::LoadMD5CameraFile() {
+ std::string pFile = mFile + "md5camera";
+ std::unique_ptr<IOStream> file(mIOHandler->Open(pFile, "rb"));
+
+ // Check whether we can read from the file
+ if (!file.get() || !file->FileSize()) {
+ throw DeadlyImportError("Failed to read MD5CAMERA file: ", pFile);
+ }
+ mHadMD5Camera = true;
+ LoadFileIntoMemory(file.get());
+
+ // parse the basic file structure
+ MD5::MD5Parser parser(mBuffer, mFileSize);
+
+ // load the camera animation data from the parse tree
+ MD5::MD5CameraParser cameraParser(parser.mSections);
+
+ if (cameraParser.frames.empty()) {
+ throw DeadlyImportError("MD5CAMERA: No frames parsed");
+ }
+
+ std::vector<unsigned int> &cuts = cameraParser.cuts;
+ std::vector<MD5::CameraAnimFrameDesc> &frames = cameraParser.frames;
+
+ // Construct output graph - a simple root with a dummy child.
+ // The root node performs the coordinate system conversion
+ aiNode *root = mScene->mRootNode = new aiNode("<MD5CameraRoot>");
+ root->mChildren = new aiNode *[root->mNumChildren = 1];
+ root->mChildren[0] = new aiNode("<MD5Camera>");
+ root->mChildren[0]->mParent = root;
+
+ // ... but with one camera assigned to it
+ mScene->mCameras = new aiCamera *[mScene->mNumCameras = 1];
+ aiCamera *cam = mScene->mCameras[0] = new aiCamera();
+ cam->mName = "<MD5Camera>";
+
+ // FIXME: Fov is currently set to the first frame's value
+ cam->mHorizontalFOV = AI_DEG_TO_RAD(frames.front().fFOV);
+
+ // every cut is written to a separate aiAnimation
+ if (!cuts.size()) {
+ cuts.push_back(0);
+ cuts.push_back(static_cast<unsigned int>(frames.size() - 1));
+ } else {
+ cuts.insert(cuts.begin(), 0);
+
+ if (cuts.back() < frames.size() - 1)
+ cuts.push_back(static_cast<unsigned int>(frames.size() - 1));
+ }
+
+ mScene->mNumAnimations = static_cast<unsigned int>(cuts.size() - 1);
+ aiAnimation **tmp = mScene->mAnimations = new aiAnimation *[mScene->mNumAnimations];
+ for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end() - 1; ++it) {
+
+ aiAnimation *anim = *tmp++ = new aiAnimation();
+ anim->mName.length = ::ai_snprintf(anim->mName.data, MAXLEN, "anim%u_from_%u_to_%u", (unsigned int)(it - cuts.begin()), (*it), *(it + 1));
+
+ anim->mTicksPerSecond = cameraParser.fFrameRate;
+ anim->mChannels = new aiNodeAnim *[anim->mNumChannels = 1];
+ aiNodeAnim *nd = anim->mChannels[0] = new aiNodeAnim();
+ nd->mNodeName.Set("<MD5Camera>");
+
+ nd->mNumPositionKeys = nd->mNumRotationKeys = *(it + 1) - (*it);
+ nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+ nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
+ for (unsigned int i = 0; i < nd->mNumPositionKeys; ++i) {
+
+ nd->mPositionKeys[i].mValue = frames[*it + i].vPositionXYZ;
+ MD5::ConvertQuaternion(frames[*it + i].vRotationQuat, nd->mRotationKeys[i].mValue);
+ nd->mRotationKeys[i].mTime = nd->mPositionKeys[i].mTime = *it + i;
+ }
+ }
+}
+
+#endif // !! ASSIMP_BUILD_NO_MD5_IMPORTER