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Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp | 735 |
1 files changed, 735 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp b/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp new file mode 100644 index 0000000..2d5da4d --- /dev/null +++ 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 |