assimp/code/MD5Parser.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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
*/
#include "AssimpPCH.h"
// internal headers
#include "MD5Loader.h"
#include "MaterialSystem.h"
#include "fast_atof.h"
#include "ParsingUtils.h"
#include "StringComparison.h"
using namespace Assimp;
using namespace Assimp::MD5;
// ------------------------------------------------------------------------------------------------
// Parse the segment structure fo a MD5 file
MD5Parser::MD5Parser(char* _buffer, unsigned int _fileSize)
{
ai_assert(NULL != _buffer && 0 != _fileSize);
buffer = _buffer;
fileSize = fileSize;
lineNumber = 0;
DefaultLogger::get()->debug("MD5Parser begin");
// parse the file header
ParseHeader();
// and read all sections until we're finished
while (1) {
mSections.push_back(Section());
Section& sec = mSections.back();
if(!ParseSection(sec)) {
break;
}
}
if ( !DefaultLogger::isNullLogger()) {
char szBuffer[128]; // should be sufficiently large
::sprintf(szBuffer,"MD5Parser end. Parsed %i sections",(int)mSections.size());
DefaultLogger::get()->debug(szBuffer);
}
}
// ------------------------------------------------------------------------------------------------
// Report error to the log stream
/*static*/ void MD5Parser::ReportError (const char* error, unsigned int line)
{
char szBuffer[1024];
::sprintf(szBuffer,"[MD5] Line %i: %s",line,error);
throw new ImportErrorException(szBuffer);
}
// ------------------------------------------------------------------------------------------------
// Report warning to the log stream
/*static*/ void MD5Parser::ReportWarning (const char* warn, unsigned int line)
{
char szBuffer[1024];
::sprintf(szBuffer,"[MD5] Line %i: %s",line,warn);
DefaultLogger::get()->warn(szBuffer);
}
// ------------------------------------------------------------------------------------------------
// Parse and validate the MD5 header
void MD5Parser::ParseHeader()
{
// parse and validate the file version
SkipSpaces();
if (!TokenMatch(buffer,"MD5Version",10)) {
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
ReportError("Invalid MD5 file: MD5Version tag has not been found");
}
SkipSpaces();
unsigned int iVer = ::strtol10(buffer,(const char**)&buffer);
if (10 != iVer) {
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
ReportWarning("MD5 version tag is unknown (10 is expected)");
}
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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++));
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
DefaultLogger::get()->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();
while (1) {
if ('{' == *buffer) {
// it is a normal section so read all lines
buffer++;
while (true)
{
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",(*eit).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",(*eit).iLineNumber); \
AI_MD5_SKIP_SPACES(); \
sz = fast_atof_move(sz,(float&)vec.x); \
AI_MD5_SKIP_SPACES(); \
sz = fast_atof_move(sz,(float&)vec.y); \
AI_MD5_SKIP_SPACES(); \
sz = fast_atof_move(sz,(float&)vec.z); \
AI_MD5_SKIP_SPACES(); \
if (')' != *sz++) \
MD5Parser::ReportWarning("Unexpected token: ) was expected",(*eit).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", \
(*eit).iLineNumber); \
continue; \
} \
} \
out.length = (size_t)(szEnd - szStart); \
::memcpy(out.data,szStart,out.length); \
out.data[out.length] = '\0';
// ------------------------------------------------------------------------------------------------
// .MD5MESH parsing function
MD5MeshParser::MD5MeshParser(SectionList& mSections)
{
DefaultLogger::get()->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(::strtol10((*iter).mGlobalValue.c_str()));
}
else if ( (*iter).mName == "numJoints") {
mJoints.reserve(::strtol10((*iter).mGlobalValue.c_str()));
}
else if ((*iter).mName == "joints") {
// "origin" -1 ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000000 0.707107 )
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit){
mJoints.push_back(BoneDesc());
BoneDesc& desc = mJoints.back();
const char* sz = (*eit).szStart;
AI_MD5_PARSE_STRING(desc.mName);
AI_MD5_SKIP_SPACES();
// negative values, at least -1, is allowed here
desc.mParentIndex = (int)strtol10s(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 (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit){
const char* sz = (*eit).szStart;
// shader attribute
if (TokenMatch(sz,"shader",6)) {
AI_MD5_SKIP_SPACES();
AI_MD5_PARSE_STRING(desc.mShader);
}
// numverts attribute
else if (TokenMatch(sz,"numverts",8)) {
AI_MD5_SKIP_SPACES();
desc.mVertices.resize(strtol10(sz));
}
// numtris attribute
else if (TokenMatch(sz,"numtris",7)) {
AI_MD5_SKIP_SPACES();
desc.mFaces.resize(strtol10(sz));
}
// numweights attribute
else if (TokenMatch(sz,"numweights",10)) {
AI_MD5_SKIP_SPACES();
desc.mWeights.resize(strtol10(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 = ::strtol10(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",(*eit).iLineNumber);
AI_MD5_SKIP_SPACES();
sz = fast_atof_move(sz,(float&)vert.mUV.x);
AI_MD5_SKIP_SPACES();
sz = fast_atof_move(sz,(float&)vert.mUV.y);
AI_MD5_SKIP_SPACES();
if (')' != *sz++)
MD5Parser::ReportWarning("Unexpected token: ) was expected",(*eit).iLineNumber);
AI_MD5_SKIP_SPACES();
vert.mFirstWeight = ::strtol10(sz,&sz);
AI_MD5_SKIP_SPACES();
vert.mNumWeights = ::strtol10(sz,&sz);
}
// tri attribute
// "tri 0 15 13 12"
else if (TokenMatch(sz,"tri",3)) {
AI_MD5_SKIP_SPACES();
const unsigned int idx = strtol10(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] = strtol10(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 = strtol10(sz,&sz);
AI_MD5_SKIP_SPACES();
if (idx >= desc.mWeights.size())
desc.mWeights.resize(idx+1);
WeightDesc& weight = desc.mWeights[idx];
weight.mBone = strtol10(sz,&sz);
AI_MD5_SKIP_SPACES();
sz = fast_atof_move(sz,weight.mWeight);
AI_MD5_READ_TRIPLE(weight.vOffsetPosition);
}
}
}
}
DefaultLogger::get()->debug("MD5MeshParser end");
}
// ------------------------------------------------------------------------------------------------
// .MD5ANIM parsing function
MD5AnimParser::MD5AnimParser(SectionList& mSections)
{
DefaultLogger::get()->debug("MD5AnimParser begin");
fFrameRate = 24.0f;
mNumAnimatedComponents = 0xffffffff;
for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter) {
if ((*iter).mName == "hierarchy") {
// "sheath" 0 63 6
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit) {
mAnimatedBones.push_back ( AnimBoneDesc () );
AnimBoneDesc& desc = mAnimatedBones.back();
const char* sz = (*eit).szStart;
AI_MD5_PARSE_STRING(desc.mName);
AI_MD5_SKIP_SPACES();
// parent index - negative values are allowed (at least -1)
desc.mParentIndex = ::strtol10s(sz,&sz);
// flags (highest is 2^6-1)
AI_MD5_SKIP_SPACES();
if(63 < (desc.iFlags = ::strtol10(sz,&sz))){
MD5Parser::ReportWarning("Invalid flag combination in hierarchy section",(*eit).iLineNumber);
}
AI_MD5_SKIP_SPACES();
// index of the first animation keyframe component for this joint
desc.iFirstKeyIndex = ::strtol10(sz,&sz);
}
}
else if((*iter).mName == "baseframe") {
// ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000242 0.707107 )
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit) {
const char* sz = (*eit).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 = strtol10((*iter).mGlobalValue.c_str());
// we do already know how much storage we will presumably need
if (0xffffffff != mNumAnimatedComponents)
desc.mValues.reserve(mNumAnimatedComponents);
// now read all elements (continous list of floats)
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
const char* sz = (*eit).szStart;
while (SkipSpacesAndLineEnd(&sz)) {
float f;sz = fast_atof_move(sz,f);
desc.mValues.push_back(f);
}
}
}
else if((*iter).mName == "numFrames") {
mFrames.reserve(strtol10((*iter).mGlobalValue.c_str()));
}
else if((*iter).mName == "numJoints") {
const unsigned int num = strtol10((*iter).mGlobalValue.c_str());
mAnimatedBones.reserve(num);
// try to guess the number of animated components if that element is not given
if (0xffffffff == mNumAnimatedComponents)
mNumAnimatedComponents = num * 6;
}
else if((*iter).mName == "numAnimatedComponents") {
mAnimatedBones.reserve( strtol10((*iter).mGlobalValue.c_str()));
}
else if((*iter).mName == "frameRate") {
fast_atof_move((*iter).mGlobalValue.c_str(),fFrameRate);
}
}
DefaultLogger::get()->debug("MD5AnimParser end");
}
// ------------------------------------------------------------------------------------------------
// .MD5CAMERA parsing function
MD5CameraParser::MD5CameraParser(SectionList& mSections)
{
DefaultLogger::get()->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(strtol10((*iter).mGlobalValue.c_str()));
}
else if ((*iter).mName == "frameRate") {
fFrameRate = fast_atof ((*iter).mGlobalValue.c_str());
}
else if ((*iter).mName == "numCuts") {
cuts.reserve(strtol10((*iter).mGlobalValue.c_str()));
}
else if ((*iter).mName == "cuts") {
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
cuts.push_back(strtol10((*eit).szStart)+1);
}
}
else if ((*iter).mName == "camera") {
for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
const char* sz = (*eit).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);
}
}
}
DefaultLogger::get()->debug("MD5CameraParser end");
}