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-rw-r--r--src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp735
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.h181
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MD5/MD5Parser.cpp472
-rw-r--r--src/mesh/assimp-master/code/AssetLib/MD5/MD5Parser.h467
4 files changed, 0 insertions, 1855 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp b/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp
deleted file mode 100644
index 2d5da4d..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.cpp
+++ /dev/null
@@ -1,735 +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 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
diff --git a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.h b/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.h
deleted file mode 100644
index 63fb1c3..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Loader.h
+++ /dev/null
@@ -1,181 +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 MD5Loader.h
- * @brief Definition of the .MD5 importer class.
- * http://www.modwiki.net/wiki/MD5_(file_format)
-*/
-#pragma once
-#ifndef AI_MD5LOADER_H_INCLUDED
-#define AI_MD5LOADER_H_INCLUDED
-
-#include "MD5Parser.h"
-#include <assimp/BaseImporter.h>
-#include <assimp/types.h>
-
-struct aiNode;
-struct aiNodeAnim;
-
-namespace Assimp {
-
-class IOStream;
-using namespace Assimp::MD5;
-
-// ---------------------------------------------------------------------------
-/** Importer class for the MD5 file format
-*/
-class MD5Importer : public BaseImporter {
-public:
- MD5Importer();
- ~MD5Importer() 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;
-
-protected:
- // -------------------------------------------------------------------
- /** Return importer meta information.
- * See #BaseImporter::GetInfo for the details
- */
- const aiImporterDesc *GetInfo() 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;
-
- // -------------------------------------------------------------------
- /** 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;
-
- // -------------------------------------------------------------------
- /** Load a *.MD5MESH file.
- */
- void LoadMD5MeshFile();
-
- // -------------------------------------------------------------------
- /** Load a *.MD5ANIM file.
- */
- void LoadMD5AnimFile();
-
- // -------------------------------------------------------------------
- /** Load a *.MD5CAMERA file.
- */
- void LoadMD5CameraFile();
-
- // -------------------------------------------------------------------
- /** Construct node hierarchy from a given MD5ANIM
- * @param iParentID Current parent ID
- * @param piParent Parent node to attach to
- * @param bones Input bones
- * @param node_anims Generated node animations
- */
- void AttachChilds_Anim(int iParentID, aiNode *piParent,
- AnimBoneList &bones, const aiNodeAnim **node_anims);
-
- // -------------------------------------------------------------------
- /** Construct node hierarchy from a given MD5MESH
- * @param iParentID Current parent ID
- * @param piParent Parent node to attach to
- * @param bones Input bones
- */
- void AttachChilds_Mesh(int iParentID, aiNode *piParent, BoneList &bones);
-
- // -------------------------------------------------------------------
- /** Build unique vertex buffers from a given MD5ANIM
- * @param meshSrc Input data
- */
- void MakeDataUnique(MD5::MeshDesc &meshSrc);
-
- // -------------------------------------------------------------------
- /** Load the contents of a specific file into memory and
- * allocates a buffer to keep it.
- *
- * mBuffer is modified to point to this buffer.
- * @param pFile File stream to be read
- */
- void LoadFileIntoMemory(IOStream *pFile);
- void UnloadFileFromMemory();
-
- /** IOSystem to be used to access files */
- IOSystem *mIOHandler;
-
- /** Path to the file, excluding the file extension but
- with the dot */
- std::string mFile;
-
- /** Buffer to hold the loaded file */
- char *mBuffer;
-
- /** Size of the file */
- unsigned int mFileSize;
-
- /** Current line number. For debugging purposes */
- unsigned int mLineNumber;
-
- /** Scene to be filled */
- aiScene *mScene;
-
- /** true if a MD5MESH file has already been parsed */
- bool mHadMD5Mesh;
-
- /** true if a MD5ANIM file has already been parsed */
- bool mHadMD5Anim;
-
- /** true if a MD5CAMERA file has already been parsed */
- bool mHadMD5Camera;
-
- /** configuration option: prevent anim autoload */
- bool mCconfigNoAutoLoad;
-};
-
-} // end of namespace Assimp
-
-#endif // AI_3DSIMPORTER_H_INC
diff --git a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Parser.cpp b/src/mesh/assimp-master/code/AssetLib/MD5/MD5Parser.cpp
deleted file mode 100644
index 7ed23cb..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Parser.cpp
+++ /dev/null
@@ -1,472 +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 MD5Parser.cpp
- * @brief Implementation of the MD5 parser class
- */
-
-// internal headers
-#include "AssetLib/MD5/MD5Loader.h"
-#include "Material/MaterialSystem.h"
-
-#include <assimp/ParsingUtils.h>
-#include <assimp/StringComparison.h>
-#include <assimp/fast_atof.h>
-#include <assimp/mesh.h>
-#include <assimp/DefaultLogger.hpp>
-
-using namespace Assimp;
-using namespace Assimp::MD5;
-
-// ------------------------------------------------------------------------------------------------
-// Parse the segment structure for an MD5 file
-MD5Parser::MD5Parser(char *_buffer, unsigned int _fileSize) {
- ai_assert(nullptr != _buffer);
- ai_assert(0 != _fileSize);
-
- buffer = _buffer;
- fileSize = _fileSize;
- lineNumber = 0;
-
- ASSIMP_LOG_DEBUG("MD5Parser begin");
-
- // parse the file header
- ParseHeader();
-
- // and read all sections until we're finished
- bool running = true;
- while (running) {
- mSections.push_back(Section());
- Section &sec = mSections.back();
- if (!ParseSection(sec)) {
- break;
- }
- }
-
- if (!DefaultLogger::isNullLogger()) {
- char szBuffer[128]; // should be sufficiently large
- ::ai_snprintf(szBuffer, 128, "MD5Parser end. Parsed %i sections", (int)mSections.size());
- ASSIMP_LOG_DEBUG(szBuffer);
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Report error to the log stream
-/*static*/ AI_WONT_RETURN void MD5Parser::ReportError(const char *error, unsigned int line) {
- char szBuffer[1024];
- ::ai_snprintf(szBuffer, 1024, "[MD5] Line %u: %s", line, error);
- throw DeadlyImportError(szBuffer);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Report warning to the log stream
-/*static*/ void MD5Parser::ReportWarning(const char *warn, unsigned int line) {
- char szBuffer[1024];
- ::sprintf(szBuffer, "[MD5] Line %u: %s", line, warn);
- ASSIMP_LOG_WARN(szBuffer);
-}
-
-// ------------------------------------------------------------------------------------------------
-// Parse and validate the MD5 header
-void MD5Parser::ParseHeader() {
- // parse and validate the file version
- SkipSpaces();
- if (!TokenMatch(buffer, "MD5Version", 10)) {
- ReportError("Invalid MD5 file: MD5Version tag has not been found");
- }
- SkipSpaces();
- unsigned int iVer = ::strtoul10(buffer, (const char **)&buffer);
- if (10 != iVer) {
- ReportError("MD5 version tag is unknown (10 is expected)");
- }
- SkipLine();
-
- // print the command line options to the console
- // FIX: can break the log length limit, so we need to be careful
- char *sz = buffer;
- while (!IsLineEnd(*buffer++))
- ;
- ASSIMP_LOG_INFO(std::string(sz, std::min((uintptr_t)MAX_LOG_MESSAGE_LENGTH, (uintptr_t)(buffer - sz))));
- SkipSpacesAndLineEnd();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Recursive MD5 parsing function
-bool MD5Parser::ParseSection(Section &out) {
- // store the current line number for use in error messages
- out.iLineNumber = lineNumber;
-
- // first parse the name of the section
- char *sz = buffer;
- while (!IsSpaceOrNewLine(*buffer))
- buffer++;
- out.mName = std::string(sz, (uintptr_t)(buffer - sz));
- SkipSpaces();
-
- bool running = true;
- while (running) {
- if ('{' == *buffer) {
- // it is a normal section so read all lines
- buffer++;
- bool run = true;
- while (run) {
- if (!SkipSpacesAndLineEnd()) {
- return false; // seems this was the last section
- }
- if ('}' == *buffer) {
- buffer++;
- break;
- }
-
- out.mElements.push_back(Element());
- Element &elem = out.mElements.back();
-
- elem.iLineNumber = lineNumber;
- elem.szStart = buffer;
-
- // terminate the line with zero
- while (!IsLineEnd(*buffer))
- buffer++;
- if (*buffer) {
- ++lineNumber;
- *buffer++ = '\0';
- }
- }
- break;
- } else if (!IsSpaceOrNewLine(*buffer)) {
- // it is an element at global scope. Parse its value and go on
- sz = buffer;
- while (!IsSpaceOrNewLine(*buffer++))
- ;
- out.mGlobalValue = std::string(sz, (uintptr_t)(buffer - sz));
- continue;
- }
- break;
- }
- return SkipSpacesAndLineEnd();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Some dirty macros just because they're so funny and easy to debug
-
-// skip all spaces ... handle EOL correctly
-#define AI_MD5_SKIP_SPACES() \
- if (!SkipSpaces(&sz)) \
- MD5Parser::ReportWarning("Unexpected end of line", elem.iLineNumber);
-
-// read a triple float in brackets: (1.0 1.0 1.0)
-#define AI_MD5_READ_TRIPLE(vec) \
- AI_MD5_SKIP_SPACES(); \
- if ('(' != *sz++) \
- MD5Parser::ReportWarning("Unexpected token: ( was expected", elem.iLineNumber); \
- AI_MD5_SKIP_SPACES(); \
- sz = fast_atoreal_move<float>(sz, (float &)vec.x); \
- AI_MD5_SKIP_SPACES(); \
- sz = fast_atoreal_move<float>(sz, (float &)vec.y); \
- AI_MD5_SKIP_SPACES(); \
- sz = fast_atoreal_move<float>(sz, (float &)vec.z); \
- AI_MD5_SKIP_SPACES(); \
- if (')' != *sz++) \
- MD5Parser::ReportWarning("Unexpected token: ) was expected", elem.iLineNumber);
-
-// parse a string, enclosed in quotation marks or not
-#define AI_MD5_PARSE_STRING(out) \
- bool bQuota = (*sz == '\"'); \
- const char *szStart = sz; \
- while (!IsSpaceOrNewLine(*sz)) \
- ++sz; \
- const char *szEnd = sz; \
- if (bQuota) { \
- szStart++; \
- if ('\"' != *(szEnd -= 1)) { \
- MD5Parser::ReportWarning("Expected closing quotation marks in string", \
- elem.iLineNumber); \
- continue; \
- } \
- } \
- out.length = (size_t)(szEnd - szStart); \
- ::memcpy(out.data, szStart, out.length); \
- out.data[out.length] = '\0';
-
-// parse a string, enclosed in quotation marks
-#define AI_MD5_PARSE_STRING_IN_QUOTATION(out) \
- while ('\"' != *sz) \
- ++sz; \
- const char *szStart = ++sz; \
- while ('\"' != *sz) \
- ++sz; \
- const char *szEnd = (sz++); \
- out.length = (ai_uint32)(szEnd - szStart); \
- ::memcpy(out.data, szStart, out.length); \
- out.data[out.length] = '\0';
-// ------------------------------------------------------------------------------------------------
-// .MD5MESH parsing function
-MD5MeshParser::MD5MeshParser(SectionList &mSections) {
- ASSIMP_LOG_DEBUG("MD5MeshParser begin");
-
- // now parse all sections
- for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end(); iter != iterEnd; ++iter) {
- if ((*iter).mName == "numMeshes") {
- mMeshes.reserve(::strtoul10((*iter).mGlobalValue.c_str()));
- } else if ((*iter).mName == "numJoints") {
- mJoints.reserve(::strtoul10((*iter).mGlobalValue.c_str()));
- } else if ((*iter).mName == "joints") {
- // "origin" -1 ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000000 0.707107 )
- for (const auto &elem : (*iter).mElements) {
- mJoints.push_back(BoneDesc());
- BoneDesc &desc = mJoints.back();
-
- const char *sz = elem.szStart;
- AI_MD5_PARSE_STRING_IN_QUOTATION(desc.mName);
- AI_MD5_SKIP_SPACES();
-
- // negative values, at least -1, is allowed here
- desc.mParentIndex = (int)strtol10(sz, &sz);
-
- AI_MD5_READ_TRIPLE(desc.mPositionXYZ);
- AI_MD5_READ_TRIPLE(desc.mRotationQuat); // normalized quaternion, so w is not there
- }
- } else if ((*iter).mName == "mesh") {
- mMeshes.push_back(MeshDesc());
- MeshDesc &desc = mMeshes.back();
-
- for (const auto &elem : (*iter).mElements) {
- const char *sz = elem.szStart;
-
- // shader attribute
- if (TokenMatch(sz, "shader", 6)) {
- AI_MD5_SKIP_SPACES();
- AI_MD5_PARSE_STRING_IN_QUOTATION(desc.mShader);
- }
- // numverts attribute
- else if (TokenMatch(sz, "numverts", 8)) {
- AI_MD5_SKIP_SPACES();
- desc.mVertices.resize(strtoul10(sz));
- }
- // numtris attribute
- else if (TokenMatch(sz, "numtris", 7)) {
- AI_MD5_SKIP_SPACES();
- desc.mFaces.resize(strtoul10(sz));
- }
- // numweights attribute
- else if (TokenMatch(sz, "numweights", 10)) {
- AI_MD5_SKIP_SPACES();
- desc.mWeights.resize(strtoul10(sz));
- }
- // vert attribute
- // "vert 0 ( 0.394531 0.513672 ) 0 1"
- else if (TokenMatch(sz, "vert", 4)) {
- AI_MD5_SKIP_SPACES();
- const unsigned int idx = ::strtoul10(sz, &sz);
- AI_MD5_SKIP_SPACES();
- if (idx >= desc.mVertices.size())
- desc.mVertices.resize(idx + 1);
-
- VertexDesc &vert = desc.mVertices[idx];
- if ('(' != *sz++)
- MD5Parser::ReportWarning("Unexpected token: ( was expected", elem.iLineNumber);
- AI_MD5_SKIP_SPACES();
- sz = fast_atoreal_move<float>(sz, (float &)vert.mUV.x);
- AI_MD5_SKIP_SPACES();
- sz = fast_atoreal_move<float>(sz, (float &)vert.mUV.y);
- AI_MD5_SKIP_SPACES();
- if (')' != *sz++)
- MD5Parser::ReportWarning("Unexpected token: ) was expected", elem.iLineNumber);
- AI_MD5_SKIP_SPACES();
- vert.mFirstWeight = ::strtoul10(sz, &sz);
- AI_MD5_SKIP_SPACES();
- vert.mNumWeights = ::strtoul10(sz, &sz);
- }
- // tri attribute
- // "tri 0 15 13 12"
- else if (TokenMatch(sz, "tri", 3)) {
- AI_MD5_SKIP_SPACES();
- const unsigned int idx = strtoul10(sz, &sz);
- if (idx >= desc.mFaces.size())
- desc.mFaces.resize(idx + 1);
-
- aiFace &face = desc.mFaces[idx];
- face.mIndices = new unsigned int[face.mNumIndices = 3];
- for (unsigned int i = 0; i < 3; ++i) {
- AI_MD5_SKIP_SPACES();
- face.mIndices[i] = strtoul10(sz, &sz);
- }
- }
- // weight attribute
- // "weight 362 5 0.500000 ( -3.553583 11.893474 9.719339 )"
- else if (TokenMatch(sz, "weight", 6)) {
- AI_MD5_SKIP_SPACES();
- const unsigned int idx = strtoul10(sz, &sz);
- AI_MD5_SKIP_SPACES();
- if (idx >= desc.mWeights.size())
- desc.mWeights.resize(idx + 1);
-
- WeightDesc &weight = desc.mWeights[idx];
- weight.mBone = strtoul10(sz, &sz);
- AI_MD5_SKIP_SPACES();
- sz = fast_atoreal_move<float>(sz, weight.mWeight);
- AI_MD5_READ_TRIPLE(weight.vOffsetPosition);
- }
- }
- }
- }
- ASSIMP_LOG_DEBUG("MD5MeshParser end");
-}
-
-// ------------------------------------------------------------------------------------------------
-// .MD5ANIM parsing function
-MD5AnimParser::MD5AnimParser(SectionList &mSections) {
- ASSIMP_LOG_DEBUG("MD5AnimParser begin");
-
- fFrameRate = 24.0f;
- mNumAnimatedComponents = UINT_MAX;
- for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end(); iter != iterEnd; ++iter) {
- if ((*iter).mName == "hierarchy") {
- // "sheath" 0 63 6
- for (const auto &elem : (*iter).mElements) {
- mAnimatedBones.push_back(AnimBoneDesc());
- AnimBoneDesc &desc = mAnimatedBones.back();
-
- const char *sz = elem.szStart;
- AI_MD5_PARSE_STRING_IN_QUOTATION(desc.mName);
- AI_MD5_SKIP_SPACES();
-
- // parent index - negative values are allowed (at least -1)
- desc.mParentIndex = ::strtol10(sz, &sz);
-
- // flags (highest is 2^6-1)
- AI_MD5_SKIP_SPACES();
- if (63 < (desc.iFlags = ::strtoul10(sz, &sz))) {
- MD5Parser::ReportWarning("Invalid flag combination in hierarchy section", elem.iLineNumber);
- }
- AI_MD5_SKIP_SPACES();
-
- // index of the first animation keyframe component for this joint
- desc.iFirstKeyIndex = ::strtoul10(sz, &sz);
- }
- } else if ((*iter).mName == "baseframe") {
- // ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000242 0.707107 )
- for (const auto &elem : (*iter).mElements) {
- const char *sz = elem.szStart;
-
- mBaseFrames.push_back(BaseFrameDesc());
- BaseFrameDesc &desc = mBaseFrames.back();
-
- AI_MD5_READ_TRIPLE(desc.vPositionXYZ);
- AI_MD5_READ_TRIPLE(desc.vRotationQuat);
- }
- } else if ((*iter).mName == "frame") {
- if (!(*iter).mGlobalValue.length()) {
- MD5Parser::ReportWarning("A frame section must have a frame index", (*iter).iLineNumber);
- continue;
- }
-
- mFrames.push_back(FrameDesc());
- FrameDesc &desc = mFrames.back();
- desc.iIndex = strtoul10((*iter).mGlobalValue.c_str());
-
- // we do already know how much storage we will presumably need
- if (UINT_MAX != mNumAnimatedComponents) {
- desc.mValues.reserve(mNumAnimatedComponents);
- }
-
- // now read all elements (continuous list of floats)
- for (const auto &elem : (*iter).mElements) {
- const char *sz = elem.szStart;
- while (SkipSpacesAndLineEnd(&sz)) {
- float f;
- sz = fast_atoreal_move<float>(sz, f);
- desc.mValues.push_back(f);
- }
- }
- } else if ((*iter).mName == "numFrames") {
- mFrames.reserve(strtoul10((*iter).mGlobalValue.c_str()));
- } else if ((*iter).mName == "numJoints") {
- const unsigned int num = strtoul10((*iter).mGlobalValue.c_str());
- mAnimatedBones.reserve(num);
-
- // try to guess the number of animated components if that element is not given
- if (UINT_MAX == mNumAnimatedComponents) {
- mNumAnimatedComponents = num * 6;
- }
- } else if ((*iter).mName == "numAnimatedComponents") {
- mAnimatedBones.reserve(strtoul10((*iter).mGlobalValue.c_str()));
- } else if ((*iter).mName == "frameRate") {
- fast_atoreal_move<float>((*iter).mGlobalValue.c_str(), fFrameRate);
- }
- }
- ASSIMP_LOG_DEBUG("MD5AnimParser end");
-}
-
-// ------------------------------------------------------------------------------------------------
-// .MD5CAMERA parsing function
-MD5CameraParser::MD5CameraParser(SectionList &mSections) {
- ASSIMP_LOG_DEBUG("MD5CameraParser begin");
- fFrameRate = 24.0f;
-
- for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end(); iter != iterEnd; ++iter) {
- if ((*iter).mName == "numFrames") {
- frames.reserve(strtoul10((*iter).mGlobalValue.c_str()));
- } else if ((*iter).mName == "frameRate") {
- fFrameRate = fast_atof((*iter).mGlobalValue.c_str());
- } else if ((*iter).mName == "numCuts") {
- cuts.reserve(strtoul10((*iter).mGlobalValue.c_str()));
- } else if ((*iter).mName == "cuts") {
- for (const auto &elem : (*iter).mElements) {
- cuts.push_back(strtoul10(elem.szStart) + 1);
- }
- } else if ((*iter).mName == "camera") {
- for (const auto &elem : (*iter).mElements) {
- const char *sz = elem.szStart;
-
- frames.push_back(CameraAnimFrameDesc());
- CameraAnimFrameDesc &cur = frames.back();
- AI_MD5_READ_TRIPLE(cur.vPositionXYZ);
- AI_MD5_READ_TRIPLE(cur.vRotationQuat);
- AI_MD5_SKIP_SPACES();
- cur.fFOV = fast_atof(sz);
- }
- }
- }
- ASSIMP_LOG_DEBUG("MD5CameraParser end");
-}
diff --git a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Parser.h b/src/mesh/assimp-master/code/AssetLib/MD5/MD5Parser.h
deleted file mode 100644
index 3108655..0000000
--- a/src/mesh/assimp-master/code/AssetLib/MD5/MD5Parser.h
+++ /dev/null
@@ -1,467 +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 MD5Parser.h
- * @brief Definition of the .MD5 parser class.
- * http://www.modwiki.net/wiki/MD5_(file_format)
- */
-#ifndef AI_MD5PARSER_H_INCLUDED
-#define AI_MD5PARSER_H_INCLUDED
-
-#include <assimp/types.h>
-#include <assimp/ParsingUtils.h>
-#include <vector>
-#include <stdint.h>
-
-struct aiFace;
-
-namespace Assimp {
-namespace MD5 {
-
-// ---------------------------------------------------------------------------
-/** Represents a single element in a MD5 file
- *
- * Elements are always contained in sections.
-*/
-struct Element
-{
- //! Points to the starting point of the element
- //! Whitespace at the beginning and at the end have been removed,
- //! Elements are terminated with \0
- char* szStart;
-
- //! Original line number (can be used in error messages
- //! if a parsing error occurs)
- unsigned int iLineNumber;
-};
-
-typedef std::vector< Element > ElementList;
-
-// ---------------------------------------------------------------------------
-/** Represents a section of a MD5 file (such as the mesh or the joints section)
- *
- * A section is always enclosed in { and } brackets.
-*/
-struct Section
-{
- //! Original line number (can be used in error messages
- //! if a parsing error occurs)
- unsigned int iLineNumber;
-
- //! List of all elements which have been parsed in this section.
- ElementList mElements;
-
- //! Name of the section
- std::string mName;
-
- //! For global elements: the value of the element as string
- //! Iif !length() the section is not a global element
- std::string mGlobalValue;
-};
-
-typedef std::vector< Section> SectionList;
-
-// ---------------------------------------------------------------------------
-/** Basic information about a joint
-*/
-struct BaseJointDescription
-{
- //! Name of the bone
- aiString mName;
-
- //! Parent index of the bone
- int mParentIndex;
-};
-
-// ---------------------------------------------------------------------------
-/** Represents a bone (joint) descriptor in a MD5Mesh file
-*/
-struct BoneDesc : BaseJointDescription
-{
- //! Absolute position of the bone
- aiVector3D mPositionXYZ;
-
- //! Absolute rotation of the bone
- aiVector3D mRotationQuat;
- aiQuaternion mRotationQuatConverted;
-
- //! Absolute transformation of the bone
- //! (temporary)
- aiMatrix4x4 mTransform;
-
- //! Inverse transformation of the bone
- //! (temporary)
- aiMatrix4x4 mInvTransform;
-
- //! Internal
- unsigned int mMap;
-};
-
-typedef std::vector< BoneDesc > BoneList;
-
-// ---------------------------------------------------------------------------
-/** Represents a bone (joint) descriptor in a MD5Anim file
-*/
-struct AnimBoneDesc : BaseJointDescription
-{
- //! Flags (AI_MD5_ANIMATION_FLAG_xxx)
- unsigned int iFlags;
-
- //! Index of the first key that corresponds to this anim bone
- unsigned int iFirstKeyIndex;
-};
-
-typedef std::vector< AnimBoneDesc > AnimBoneList;
-
-
-// ---------------------------------------------------------------------------
-/** Represents a base frame descriptor in a MD5Anim file
-*/
-struct BaseFrameDesc
-{
- aiVector3D vPositionXYZ;
- aiVector3D vRotationQuat;
-};
-
-typedef std::vector< BaseFrameDesc > BaseFrameList;
-
-// ---------------------------------------------------------------------------
-/** Represents a camera animation frame in a MDCamera file
-*/
-struct CameraAnimFrameDesc : BaseFrameDesc
-{
- float fFOV;
-};
-
-typedef std::vector< CameraAnimFrameDesc > CameraFrameList;
-
-// ---------------------------------------------------------------------------
-/** Represents a frame descriptor in a MD5Anim file
-*/
-struct FrameDesc
-{
- //! Index of the frame
- unsigned int iIndex;
-
- //! Animation keyframes - a large blob of data at first
- std::vector< float > mValues;
-};
-
-typedef std::vector< FrameDesc > FrameList;
-
-// ---------------------------------------------------------------------------
-/** Represents a vertex descriptor in a MD5 file
-*/
-struct VertexDesc {
- VertexDesc() AI_NO_EXCEPT
- : mFirstWeight(0)
- , mNumWeights(0) {
- // empty
- }
-
- //! UV coordinate of the vertex
- aiVector2D mUV;
-
- //! Index of the first weight of the vertex in
- //! the vertex weight list
- unsigned int mFirstWeight;
-
- //! Number of weights assigned to this vertex
- unsigned int mNumWeights;
-};
-
-typedef std::vector< VertexDesc > VertexList;
-
-// ---------------------------------------------------------------------------
-/** Represents a vertex weight descriptor in a MD5 file
-*/
-struct WeightDesc
-{
- //! Index of the bone to which this weight refers
- unsigned int mBone;
-
- //! The weight value
- float mWeight;
-
- //! The offset position of this weight
- // ! (in the coordinate system defined by the parent bone)
- aiVector3D vOffsetPosition;
-};
-
-typedef std::vector< WeightDesc > WeightList;
-typedef std::vector< aiFace > FaceList;
-
-// ---------------------------------------------------------------------------
-/** Represents a mesh in a MD5 file
-*/
-struct MeshDesc
-{
- //! Weights of the mesh
- WeightList mWeights;
-
- //! Vertices of the mesh
- VertexList mVertices;
-
- //! Faces of the mesh
- FaceList mFaces;
-
- //! Name of the shader (=texture) to be assigned to the mesh
- aiString mShader;
-};
-
-typedef std::vector< MeshDesc > MeshList;
-
-// ---------------------------------------------------------------------------
-// Convert a quaternion to its usual representation
-inline void ConvertQuaternion (const aiVector3D& in, aiQuaternion& out) {
-
- out.x = in.x;
- out.y = in.y;
- out.z = in.z;
-
- const float t = 1.0f - (in.x*in.x) - (in.y*in.y) - (in.z*in.z);
-
- if (t < 0.0f)
- out.w = 0.0f;
- else out.w = std::sqrt (t);
-
- // Assimp convention.
- out.w *= -1.f;
-}
-
-// ---------------------------------------------------------------------------
-/** Parses the data sections of a MD5 mesh file
-*/
-class MD5MeshParser
-{
-public:
-
- // -------------------------------------------------------------------
- /** Constructs a new MD5MeshParser instance from an existing
- * preparsed list of file sections.
- *
- * @param mSections List of file sections (output of MD5Parser)
- */
- explicit MD5MeshParser(SectionList& mSections);
-
- //! List of all meshes
- MeshList mMeshes;
-
- //! List of all joints
- BoneList mJoints;
-};
-
-// remove this flag if you need to the bounding box data
-#define AI_MD5_PARSE_NO_BOUNDS
-
-// ---------------------------------------------------------------------------
-/** Parses the data sections of a MD5 animation file
-*/
-class MD5AnimParser
-{
-public:
-
- // -------------------------------------------------------------------
- /** Constructs a new MD5AnimParser instance from an existing
- * preparsed list of file sections.
- *
- * @param mSections List of file sections (output of MD5Parser)
- */
- explicit MD5AnimParser(SectionList& mSections);
-
-
- //! Output frame rate
- float fFrameRate;
-
- //! List of animation bones
- AnimBoneList mAnimatedBones;
-
- //! List of base frames
- BaseFrameList mBaseFrames;
-
- //! List of animation frames
- FrameList mFrames;
-
- //! Number of animated components
- unsigned int mNumAnimatedComponents;
-};
-
-// ---------------------------------------------------------------------------
-/** Parses the data sections of a MD5 camera animation file
-*/
-class MD5CameraParser
-{
-public:
-
- // -------------------------------------------------------------------
- /** Constructs a new MD5CameraParser instance from an existing
- * preparsed list of file sections.
- *
- * @param mSections List of file sections (output of MD5Parser)
- */
- explicit MD5CameraParser(SectionList& mSections);
-
-
- //! Output frame rate
- float fFrameRate;
-
- //! List of cuts
- std::vector<unsigned int> cuts;
-
- //! Frames
- CameraFrameList frames;
-};
-
-// ---------------------------------------------------------------------------
-/** Parses the block structure of MD5MESH and MD5ANIM files (but does no
- * further processing)
-*/
-class MD5Parser
-{
-public:
-
- // -------------------------------------------------------------------
- /** Constructs a new MD5Parser instance from an existing buffer.
- *
- * @param buffer File buffer
- * @param fileSize Length of the file in bytes (excluding a terminal 0)
- */
- MD5Parser(char* buffer, unsigned int fileSize);
-
-
- // -------------------------------------------------------------------
- /** Report a specific error message and throw an exception
- * @param error Error message to be reported
- * @param line Index of the line where the error occurred
- */
- AI_WONT_RETURN static void ReportError (const char* error, unsigned int line) AI_WONT_RETURN_SUFFIX;
-
- // -------------------------------------------------------------------
- /** Report a specific warning
- * @param warn Warn message to be reported
- * @param line Index of the line where the error occurred
- */
- static void ReportWarning (const char* warn, unsigned int line);
-
-
- void ReportError (const char* error) {
- return ReportError(error, lineNumber);
- }
-
- void ReportWarning (const char* warn) {
- return ReportWarning(warn, lineNumber);
- }
-
-public:
-
- //! List of all sections which have been read
- SectionList mSections;
-
-private:
-
- // -------------------------------------------------------------------
- /** Parses a file section. The current file pointer must be outside
- * of a section.
- * @param out Receives the section data
- * @return true if the end of the file has been reached
- * @throws ImportErrorException if an error occurs
- */
- bool ParseSection(Section& out);
-
- // -------------------------------------------------------------------
- /** Parses the file header
- * @throws ImportErrorException if an error occurs
- */
- void ParseHeader();
-
-
- // override these functions to make sure the line counter gets incremented
- // -------------------------------------------------------------------
- bool SkipLine( const char* in, const char** out)
- {
- ++lineNumber;
- return Assimp::SkipLine(in,out);
- }
- // -------------------------------------------------------------------
- bool SkipLine( )
- {
- return SkipLine(buffer,(const char**)&buffer);
- }
- // -------------------------------------------------------------------
- bool SkipSpacesAndLineEnd( const char* in, const char** out)
- {
- bool bHad = false;
- bool running = true;
- while (running) {
- if( *in == '\r' || *in == '\n') {
- // we open files in binary mode, so there could be \r\n sequences ...
- if (!bHad) {
- bHad = true;
- ++lineNumber;
- }
- }
- else if (*in == '\t' || *in == ' ')bHad = false;
- else break;
- in++;
- }
- *out = in;
- return *in != '\0';
- }
- // -------------------------------------------------------------------
- bool SkipSpacesAndLineEnd( )
- {
- return SkipSpacesAndLineEnd(buffer,(const char**)&buffer);
- }
- // -------------------------------------------------------------------
- bool SkipSpaces( )
- {
- return Assimp::SkipSpaces((const char**)&buffer);
- }
-
- char* buffer;
- unsigned int fileSize;
- unsigned int lineNumber;
-};
-}}
-
-#endif // AI_MD5PARSER_H_INCLUDED