fix unittests.
parent
ae05dbb252
commit
1466bbacf8
|
@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -82,7 +80,15 @@ static const aiImporterDesc desc = {
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
MD5Importer::MD5Importer() :
|
||||
mIOHandler(nullptr), mBuffer(), fileSize(), iLineNumber(), pScene(), bHadMD5Mesh(), bHadMD5Anim(), bHadMD5Camera(), configNoAutoLoad(false) {
|
||||
mIOHandler(nullptr),
|
||||
mBuffer(),
|
||||
mFileSize(),
|
||||
mLineNumber(),
|
||||
mScene(),
|
||||
mHadMD5Mesh(),
|
||||
mHadMD5Anim(),
|
||||
mHadMD5Camera(),
|
||||
mCconfigNoAutoLoad(false) {
|
||||
// empty
|
||||
}
|
||||
|
||||
|
@ -106,6 +112,7 @@ bool MD5Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool c
|
|||
const char *tokens[] = { "MD5Version" };
|
||||
return SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -119,16 +126,15 @@ const aiImporterDesc *MD5Importer::GetInfo() const {
|
|||
// Setup import properties
|
||||
void MD5Importer::SetupProperties(const Importer *pImp) {
|
||||
// AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
|
||||
configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD, 0));
|
||||
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) {
|
||||
void MD5Importer::InternReadFile(const std::string &pFile, aiScene *_pScene, IOSystem *pIOHandler) {
|
||||
mIOHandler = pIOHandler;
|
||||
pScene = _pScene;
|
||||
bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
|
||||
mScene = _pScene;
|
||||
mHadMD5Mesh = mHadMD5Anim = mHadMD5Camera = false;
|
||||
|
||||
// remove the file extension
|
||||
const std::string::size_type pos = pFile.find_last_of('.');
|
||||
|
@ -138,7 +144,7 @@ void MD5Importer::InternReadFile(const std::string &pFile,
|
|||
try {
|
||||
if (extension == "md5camera") {
|
||||
LoadMD5CameraFile();
|
||||
} else if (configNoAutoLoad || extension == "md5anim") {
|
||||
} 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");
|
||||
|
@ -158,17 +164,17 @@ void MD5Importer::InternReadFile(const std::string &pFile,
|
|||
}
|
||||
|
||||
// make sure we have at least one file
|
||||
if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera) {
|
||||
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
|
||||
pScene->mRootNode->mTransformation = aiMatrix4x4(1.f, 0.f, 0.f, 0.f,
|
||||
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 (!bHadMD5Mesh) {
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
if (!mHadMD5Mesh) {
|
||||
mScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
}
|
||||
|
||||
// clean the instance -- the BaseImporter instance may be reused later.
|
||||
|
@ -182,16 +188,16 @@ void MD5Importer::LoadFileIntoMemory(IOStream *file) {
|
|||
UnloadFileFromMemory();
|
||||
|
||||
ai_assert(nullptr != file);
|
||||
fileSize = (unsigned int)file->FileSize();
|
||||
ai_assert(fileSize);
|
||||
mFileSize = (unsigned int)file->FileSize();
|
||||
ai_assert(mFileSize);
|
||||
|
||||
// allocate storage and copy the contents of the file to a memory buffer
|
||||
mBuffer = new char[fileSize + 1];
|
||||
file->Read((void *)mBuffer, 1, fileSize);
|
||||
iLineNumber = 1;
|
||||
mBuffer = new char[mFileSize + 1];
|
||||
file->Read((void *)mBuffer, 1, mFileSize);
|
||||
mLineNumber = 1;
|
||||
|
||||
// append a terminal 0
|
||||
mBuffer[fileSize] = '\0';
|
||||
mBuffer[mFileSize] = '\0';
|
||||
|
||||
// now remove all line comments from the file
|
||||
CommentRemover::RemoveLineComments("//", mBuffer, ' ');
|
||||
|
@ -203,7 +209,7 @@ void MD5Importer::UnloadFileFromMemory() {
|
|||
// delete the file buffer
|
||||
delete[] mBuffer;
|
||||
mBuffer = nullptr;
|
||||
fileSize = 0;
|
||||
mFileSize = 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -339,31 +345,32 @@ void MD5Importer::LoadMD5MeshFile() {
|
|||
|
||||
// Check whether we can read from the file
|
||||
if (file.get() == nullptr || !file->FileSize()) {
|
||||
throw DeadlyImportError("Failed to open MD5 file " + filename + ".");
|
||||
ASSIMP_LOG_WARN("Failed to access MD5MESH file: " + filename);
|
||||
return;
|
||||
}
|
||||
bHadMD5Mesh = true;
|
||||
mHadMD5Mesh = true;
|
||||
LoadFileIntoMemory(file.get());
|
||||
|
||||
// now construct a parser and parse the file
|
||||
MD5::MD5Parser parser(mBuffer, fileSize);
|
||||
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
|
||||
pScene->mRootNode = new aiNode("<MD5_Root>");
|
||||
pScene->mRootNode->mNumChildren = 2;
|
||||
pScene->mRootNode->mChildren = new aiNode *[2];
|
||||
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 = pScene->mRootNode->mChildren[1] = new aiNode();
|
||||
aiNode *pcNode = mScene->mRootNode->mChildren[1] = new aiNode();
|
||||
pcNode->mName.Set("<MD5_Hierarchy>");
|
||||
pcNode->mParent = pScene->mRootNode;
|
||||
pcNode->mParent = mScene->mRootNode;
|
||||
AttachChilds_Mesh(-1, pcNode, meshParser.mJoints);
|
||||
|
||||
pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
|
||||
pcNode = mScene->mRootNode->mChildren[0] = new aiNode();
|
||||
pcNode->mName.Set("<MD5_Mesh>");
|
||||
pcNode->mParent = pScene->mRootNode;
|
||||
pcNode->mParent = mScene->mRootNode;
|
||||
|
||||
#if 0
|
||||
if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
|
||||
|
@ -372,28 +379,31 @@ void MD5Importer::LoadMD5MeshFile() {
|
|||
|
||||
// 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())
|
||||
++pScene->mNumMaterials;
|
||||
if (!(*it).mFaces.empty() && !(*it).mVertices.empty()) {
|
||||
++mScene->mNumMaterials;
|
||||
}
|
||||
}
|
||||
|
||||
// generate all meshes
|
||||
pScene->mNumMeshes = pScene->mNumMaterials;
|
||||
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
|
||||
pScene->mMaterials = new aiMaterial *[pScene->mNumMeshes];
|
||||
mScene->mNumMeshes = mScene->mNumMaterials;
|
||||
mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
|
||||
mScene->mMaterials = new aiMaterial *[mScene->mNumMeshes];
|
||||
|
||||
// storage for node mesh indices
|
||||
pcNode->mNumMeshes = pScene->mNumMeshes;
|
||||
pcNode->mNumMeshes = mScene->mNumMeshes;
|
||||
pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
|
||||
for (unsigned int m = 0; m < pcNode->mNumMeshes; ++m)
|
||||
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())
|
||||
if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
aiMesh *mesh = pScene->mMeshes[n] = new aiMesh();
|
||||
aiMesh *mesh = mScene->mMeshes[n] = new aiMesh();
|
||||
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
|
||||
// generate unique vertices in our internal verbose format
|
||||
|
@ -423,17 +433,19 @@ void MD5Importer::LoadMD5MeshFile() {
|
|||
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))
|
||||
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)
|
||||
for (unsigned int p = 0; p < meshParser.mJoints.size(); ++p) {
|
||||
if (piCount[p]) mesh->mNumBones++;
|
||||
}
|
||||
|
||||
if (mesh->mNumBones) // just for safety
|
||||
{
|
||||
// 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;
|
||||
|
@ -458,8 +470,9 @@ void MD5Importer::LoadMD5MeshFile() {
|
|||
|
||||
// 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)
|
||||
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;
|
||||
|
@ -467,8 +480,9 @@ void MD5Importer::LoadMD5MeshFile() {
|
|||
|
||||
// process bone weights
|
||||
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights; ++w) {
|
||||
if (w >= meshSrc.mWeights.size())
|
||||
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) {
|
||||
|
@ -510,7 +524,7 @@ void MD5Importer::LoadMD5MeshFile() {
|
|||
|
||||
// generate a material for the mesh
|
||||
aiMaterial *mat = new aiMaterial();
|
||||
pScene->mMaterials[n] = mat;
|
||||
mScene->mMaterials[n] = mat;
|
||||
|
||||
// insert the typical doom3 textures:
|
||||
// nnn_local.tga - normal map
|
||||
|
@ -553,13 +567,14 @@ void MD5Importer::LoadMD5AnimFile() {
|
|||
|
||||
// Check whether we can read from the file
|
||||
if (!file.get() || !file->FileSize()) {
|
||||
throw DeadlyImportError("Failed to open MD3 file " + pFile + ".");
|
||||
ASSIMP_LOG_WARN("Failed to read MD5ANIM file: " + pFile);
|
||||
return;
|
||||
}
|
||||
|
||||
LoadFileIntoMemory(file.get());
|
||||
|
||||
// parse the basic file structure
|
||||
MD5::MD5Parser parser(mBuffer, fileSize);
|
||||
MD5::MD5Parser parser(mBuffer, mFileSize);
|
||||
|
||||
// load the animation information from the parse tree
|
||||
MD5::MD5AnimParser animParser(parser.mSections);
|
||||
|
@ -569,10 +584,10 @@ void MD5Importer::LoadMD5AnimFile() {
|
|||
animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) {
|
||||
ASSIMP_LOG_ERROR("MD5ANIM: No frames or animated bones loaded");
|
||||
} else {
|
||||
bHadMD5Anim = true;
|
||||
mHadMD5Anim = true;
|
||||
|
||||
pScene->mAnimations = new aiAnimation *[pScene->mNumAnimations = 1];
|
||||
aiAnimation *anim = pScene->mAnimations[0] = new aiAnimation();
|
||||
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) {
|
||||
|
@ -638,15 +653,15 @@ void MD5Importer::LoadMD5AnimFile() {
|
|||
|
||||
// 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 (!pScene->mRootNode) {
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("<MD5_Hierarchy>");
|
||||
if (!mScene->mRootNode) {
|
||||
mScene->mRootNode = new aiNode();
|
||||
mScene->mRootNode->mName.Set("<MD5_Hierarchy>");
|
||||
|
||||
AttachChilds_Anim(-1, pScene->mRootNode, animParser.mAnimatedBones, (const aiNodeAnim **)anim->mChannels);
|
||||
AttachChilds_Anim(-1, mScene->mRootNode, animParser.mAnimatedBones, (const aiNodeAnim **)anim->mChannels);
|
||||
|
||||
// Call SkeletonMeshBuilder to construct a mesh to represent the shape
|
||||
if (pScene->mRootNode->mNumChildren) {
|
||||
SkeletonMeshBuilder skeleton_maker(pScene, pScene->mRootNode->mChildren[0]);
|
||||
if (mScene->mRootNode->mNumChildren) {
|
||||
SkeletonMeshBuilder skeleton_maker(mScene, mScene->mRootNode->mChildren[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -662,11 +677,11 @@ void MD5Importer::LoadMD5CameraFile() {
|
|||
if (!file.get() || !file->FileSize()) {
|
||||
throw DeadlyImportError("Failed to read MD5CAMERA file: " + pFile);
|
||||
}
|
||||
bHadMD5Camera = true;
|
||||
mHadMD5Camera = true;
|
||||
LoadFileIntoMemory(file.get());
|
||||
|
||||
// parse the basic file structure
|
||||
MD5::MD5Parser parser(mBuffer, fileSize);
|
||||
MD5::MD5Parser parser(mBuffer, mFileSize);
|
||||
|
||||
// load the camera animation data from the parse tree
|
||||
MD5::MD5CameraParser cameraParser(parser.mSections);
|
||||
|
@ -680,14 +695,14 @@ void MD5Importer::LoadMD5CameraFile() {
|
|||
|
||||
// Construct output graph - a simple root with a dummy child.
|
||||
// The root node performs the coordinate system conversion
|
||||
aiNode *root = pScene->mRootNode = new aiNode("<MD5CameraRoot>");
|
||||
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
|
||||
pScene->mCameras = new aiCamera *[pScene->mNumCameras = 1];
|
||||
aiCamera *cam = pScene->mCameras[0] = new aiCamera();
|
||||
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
|
||||
|
@ -704,8 +719,8 @@ void MD5Importer::LoadMD5CameraFile() {
|
|||
cuts.push_back(static_cast<unsigned int>(frames.size() - 1));
|
||||
}
|
||||
|
||||
pScene->mNumAnimations = static_cast<unsigned int>(cuts.size() - 1);
|
||||
aiAnimation **tmp = pScene->mAnimations = new aiAnimation *[pScene->mNumAnimations];
|
||||
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();
|
||||
|
|
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -156,25 +155,25 @@ protected:
|
|||
char *mBuffer;
|
||||
|
||||
/** Size of the file */
|
||||
unsigned int fileSize;
|
||||
unsigned int mFileSize;
|
||||
|
||||
/** Current line number. For debugging purposes */
|
||||
unsigned int iLineNumber;
|
||||
unsigned int mLineNumber;
|
||||
|
||||
/** Scene to be filled */
|
||||
aiScene *pScene;
|
||||
aiScene *mScene;
|
||||
|
||||
/** true if a MD5MESH file has already been parsed */
|
||||
bool bHadMD5Mesh;
|
||||
bool mHadMD5Mesh;
|
||||
|
||||
/** true if a MD5ANIM file has already been parsed */
|
||||
bool bHadMD5Anim;
|
||||
bool mHadMD5Anim;
|
||||
|
||||
/** true if a MD5CAMERA file has already been parsed */
|
||||
bool bHadMD5Camera;
|
||||
bool mHadMD5Camera;
|
||||
|
||||
/** configuration option: prevent anim autoload */
|
||||
bool configNoAutoLoad;
|
||||
bool mCconfigNoAutoLoad;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
Loading…
Reference in New Issue