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+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file SMDLoader.h
+ * @brief Definition of the Valve SMD file format
+ */
+
+#pragma once
+#ifndef AI_SMDLOADER_H_INCLUDED
+#define AI_SMDLOADER_H_INCLUDED
+
+#include <assimp/BaseImporter.h>
+#include <assimp/ParsingUtils.h>
+#include <assimp/types.h>
+#include <assimp/texture.h>
+#include <assimp/anim.h>
+#include <assimp/material.h>
+
+#include <vector>
+
+struct aiNode;
+
+namespace Assimp {
+namespace SMD {
+
+// ---------------------------------------------------------------------------
+/** Data structure for a vertex in a SMD file
+*/
+struct Vertex {
+ Vertex() AI_NO_EXCEPT : iParentNode(UINT_MAX) {
+ // empty
+ }
+
+ //! Vertex position, normal and texture coordinate
+ aiVector3D pos,nor,uv;
+
+ //! Vertex parent node
+ unsigned int iParentNode;
+
+ //! Links to bones: pair.first is the bone index,
+ //! pair.second is the vertex weight.
+ //! WARN: The remaining weight (to reach 1.0f) is assigned
+ //! to the parent node/bone
+ std::vector<std::pair<unsigned int, float> > aiBoneLinks;
+};
+
+// ---------------------------------------------------------------------------
+/** Data structure for a face in a SMD file
+*/
+struct Face {
+ Face() AI_NO_EXCEPT :
+ iTexture(0x0), avVertices{} {
+ // empty
+ }
+
+ //! Texture index for the face
+ unsigned int iTexture;
+
+ //! The three vertices of the face
+ Vertex avVertices[3];
+};
+
+// ---------------------------------------------------------------------------
+/** Data structure for a bone in a SMD file
+*/
+struct Bone {
+ //! Default constructor
+ Bone() AI_NO_EXCEPT : iParent(UINT_MAX), bIsUsed(false) {
+ // empty
+ }
+
+ //! Name of the bone
+ std::string mName;
+
+ //! Parent of the bone
+ uint32_t iParent;
+
+ //! Animation of the bone
+ struct Animation {
+ //! Public default constructor
+ Animation() AI_NO_EXCEPT : iFirstTimeKey() {
+ asKeys.reserve(20);
+ }
+
+ //! Data structure for a matrix key
+ struct MatrixKey {
+ //! Matrix at this time
+ aiMatrix4x4 matrix;
+
+ //! Absolute transformation matrix
+ aiMatrix4x4 matrixAbsolute;
+
+ //! Position
+ aiVector3D vPos;
+
+ //! Rotation (euler angles)
+ aiVector3D vRot;
+
+ //! Current time. may be negative, this
+ //! will be fixed later
+ double dTime;
+ };
+
+ //! Index of the key with the smallest time value
+ uint32_t iFirstTimeKey;
+
+ //! Array of matrix keys
+ std::vector<MatrixKey> asKeys;
+
+ } sAnim;
+
+ //! Offset matrix of the bone
+ aiMatrix4x4 mOffsetMatrix;
+
+ //! true if the bone is referenced by at least one mesh
+ bool bIsUsed;
+};
+
+} //! namespace SMD
+
+// ---------------------------------------------------------------------------
+/** Used to load Half-life 1 and 2 SMD models
+*/
+class ASSIMP_API SMDImporter : public BaseImporter {
+public:
+ SMDImporter();
+ ~SMDImporter() override;
+
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const override;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp) override;
+
+protected:
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const override;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler) override;
+
+ // -------------------------------------------------------------------
+ /** Parse the SMD file and create the output scene
+ */
+ void ParseFile();
+ void ReadSmd(const std::string &pFile, IOSystem* pIOHandler);
+
+ // -------------------------------------------------------------------
+ /** Parse the triangles section of the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives a pointer to the heading line of
+ * the next section (or to EOF)
+ */
+ void ParseTrianglesSection(const char* szCurrent,
+ const char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Parse the vertex animation section in VTA files
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives a pointer to the heading line of
+ * the next section (or to EOF)
+ */
+ void ParseVASection(const char* szCurrent,
+ const char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Parse the nodes section of the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives a pointer to the heading line of
+ * the next section (or to EOF)
+ */
+ void ParseNodesSection(const char* szCurrent,
+ const char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Parse the skeleton section of the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives a pointer to the heading line of
+ * the next section (or to EOF)
+ */
+ void ParseSkeletonSection(const char* szCurrent,
+ const char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Parse a single triangle in the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives the output cursor position
+ */
+ void ParseTriangle(const char* szCurrent,
+ const char** szCurrentOut);
+
+
+ // -------------------------------------------------------------------
+ /** Parse a single vertex in the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives the output cursor position
+ * \param vertex Vertex to be filled
+ */
+ void ParseVertex(const char* szCurrent,
+ const char** szCurrentOut, SMD::Vertex& vertex,
+ bool bVASection = false);
+
+ // -------------------------------------------------------------------
+ /** Get the index of a texture. If the texture was not yet known
+ * it will be added to the internal texture list.
+ * \param filename Name of the texture
+ * \return Value texture index
+ */
+ unsigned int GetTextureIndex(const std::string& filename);
+
+ // -------------------------------------------------------------------
+ /** Parse a line in the skeleton section
+ */
+ void ParseSkeletonElement(const char* szCurrent,
+ const char** szCurrentOut,int iTime);
+
+ // -------------------------------------------------------------------
+ /** Parse a line in the nodes section
+ */
+ void ParseNodeInfo(const char* szCurrent,
+ const char** szCurrentOut);
+
+
+ // -------------------------------------------------------------------
+ /** Parse a floating-point value
+ */
+ bool ParseFloat(const char* szCurrent,
+ const char** szCurrentOut, float& out);
+
+ // -------------------------------------------------------------------
+ /** Parse an unsigned integer. There may be no sign!
+ */
+ bool ParseUnsignedInt(const char* szCurrent,
+ const char** szCurrentOut, unsigned int& out);
+
+ // -------------------------------------------------------------------
+ /** Parse a signed integer. Signs (+,-) are handled.
+ */
+ bool ParseSignedInt(const char* szCurrent,
+ const char** szCurrentOut, int& out);
+
+ // -------------------------------------------------------------------
+ /** Fix invalid time values in the file
+ */
+ void FixTimeValues();
+
+ // -------------------------------------------------------------------
+ /** Add all children of a bone as subnodes to a node
+ * \param pcNode Parent node
+ * \param iParent Parent bone index
+ */
+ void AddBoneChildren(aiNode* pcNode, uint32_t iParent);
+
+ // -------------------------------------------------------------------
+ /** Build output meshes/materials/nodes/animations
+ */
+ void CreateOutputMeshes();
+ void CreateOutputNodes();
+ void CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler);
+ void CreateOutputAnimation(int index, const std::string &name);
+ void GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList);
+ void CreateOutputMaterials();
+
+
+ // -------------------------------------------------------------------
+ /** Print a log message together with the current line number
+ */
+ void LogErrorNoThrow(const char* msg);
+ void LogWarning(const char* msg);
+
+
+ // -------------------------------------------------------------------
+ inline bool SkipLine( const char* in, const char** out)
+ {
+ Assimp::SkipLine(in,out);
+ ++iLineNumber;
+ return true;
+ }
+ // -------------------------------------------------------------------
+ inline bool SkipSpacesAndLineEnd( const char* in, const char** out)
+ {
+ ++iLineNumber;
+ return Assimp::SkipSpacesAndLineEnd(in,out);
+ }
+
+private:
+
+ /** Configuration option: frame to be loaded */
+ unsigned int configFrameID;
+
+ /** Buffer to hold the loaded file */
+ std::vector<char> mBuffer;
+
+ /** Output scene to be filled
+ */
+ aiScene* pScene;
+
+ /** Size of the input file in bytes
+ */
+ unsigned int iFileSize;
+
+ /** Array of textures found in the file
+ */
+ std::vector<std::string> aszTextures;
+
+ /** Array of triangles found in the file
+ */
+ std::vector<SMD::Face> asTriangles;
+
+ /** Array of bones found in the file
+ */
+ std::vector<SMD::Bone> asBones;
+
+ /** Smallest frame index found in the skeleton
+ */
+ int iSmallestFrame;
+
+ /** Length of the whole animation, in frames
+ */
+ double dLengthOfAnim;
+
+ /** Do we have texture coordinates?
+ */
+ bool bHasUVs;
+
+ /** Current line number
+ */
+ unsigned int iLineNumber;
+
+ bool bLoadAnimationList = true;
+ bool noSkeletonMesh = false;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_SMDIMPORTER_H_INC