/* --------------------------------------------------------------------------- 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 CSMLoader.cpp * Implementation of the CSM importer class. */ #ifndef ASSIMP_BUILD_NO_CSM_IMPORTER #include "CSMLoader.h" #include #include #include #include #include #include #include #include #include #include using namespace Assimp; static constexpr aiImporterDesc desc = { "CharacterStudio Motion Importer (MoCap)", "", "", "", aiImporterFlags_SupportTextFlavour, 0, 0, 0, 0, "csm" }; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer CSMImporter::CSMImporter() : noSkeletonMesh(){ // empty } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool CSMImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const { static const char* tokens[] = {"$Filename"}; return SearchFileHeaderForToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens)); } // ------------------------------------------------------------------------------------------------ // Build a string of all file extensions supported const aiImporterDesc* CSMImporter::GetInfo () const { return &desc; } // ------------------------------------------------------------------------------------------------ // Setup configuration properties for the loader void CSMImporter::SetupProperties(const Importer* pImp) { noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void CSMImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { std::unique_ptr file( pIOHandler->Open( pFile, "rb")); // Check whether we can read from the file if (file == nullptr) { throw DeadlyImportError( "Failed to open CSM file ", pFile, "."); } // allocate storage and copy the contents of the file to a memory buffer std::vector mBuffer2; TextFileToBuffer(file.get(),mBuffer2); const char* buffer = &mBuffer2[0]; const char *end = &mBuffer2[mBuffer2.size() - 1] + 1; std::unique_ptr anim(new aiAnimation()); int first = 0, last = 0x00ffffff; // now process the file and look out for '$' sections while (true) { SkipSpaces(&buffer, end); if ('\0' == *buffer) break; if ('$' == *buffer) { ++buffer; if (TokenMatchI(buffer,"firstframe",10)) { SkipSpaces(&buffer, end); first = strtol10(buffer,&buffer); } else if (TokenMatchI(buffer,"lastframe",9)) { SkipSpaces(&buffer, end); last = strtol10(buffer,&buffer); } else if (TokenMatchI(buffer,"rate",4)) { SkipSpaces(&buffer, end); float d = { 0.0f }; buffer = fast_atoreal_move(buffer,d); anim->mTicksPerSecond = d; } else if (TokenMatchI(buffer,"order",5)) { std::vector< aiNodeAnim* > anims_temp; anims_temp.reserve(30); while (true) { SkipSpaces(&buffer, end); if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer, end) && *buffer == '$') break; // next section // Construct a new node animation channel and setup its name anims_temp.push_back(new aiNodeAnim()); aiNodeAnim* nda = anims_temp.back(); char* ot = nda->mNodeName.data; while (!IsSpaceOrNewLine(*buffer)) { *ot++ = *buffer++; } *ot = '\0'; nda->mNodeName.length = static_cast(ot-nda->mNodeName.data); } anim->mNumChannels = static_cast(anims_temp.size()); if (!anim->mNumChannels) { throw DeadlyImportError("CSM: Empty $order section"); } // copy over to the output animation anim->mChannels = new aiNodeAnim*[anim->mNumChannels]; ::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels); } else if (TokenMatchI(buffer,"points",6)) { if (!anim->mNumChannels) { throw DeadlyImportError("CSM: \'$order\' section is required to appear prior to \'$points\'"); } // If we know how many frames we'll read, we can preallocate some storage unsigned int alloc = 100; if (last != 0x00ffffff) { alloc = last-first; alloc += alloc>>2u; // + 25% for (unsigned int i = 0; i < anim->mNumChannels; ++i) { anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc]; } } unsigned int filled = 0; // Now read all point data. while (true) { SkipSpaces(&buffer, end); if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer, end) || *buffer == '$')) { break; // next section } // read frame const int frame = ::strtoul10(buffer,&buffer); last = std::max(frame,last); first = std::min(frame,last); for (unsigned int i = 0; i < anim->mNumChannels;++i) { aiNodeAnim* s = anim->mChannels[i]; if (s->mNumPositionKeys == alloc) { // need to reallocate? aiVectorKey* old = s->mPositionKeys; s->mPositionKeys = new aiVectorKey[s->mNumPositionKeys = alloc*2]; ::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc); delete[] old; } // read x,y,z if (!SkipSpacesAndLineEnd(&buffer, end)) { throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample x coord"); } if (TokenMatchI(buffer, "DROPOUT", 7)) { // seems this is invalid marker data; at least the doc says it's possible ASSIMP_LOG_WARN("CSM: Encountered invalid marker data (DROPOUT)"); } else { aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys; sub->mTime = (double)frame; buffer = fast_atoreal_move(buffer, (float&)sub->mValue.x); if (!SkipSpacesAndLineEnd(&buffer, end)) { throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample y coord"); } buffer = fast_atoreal_move(buffer, (float&)sub->mValue.y); if (!SkipSpacesAndLineEnd(&buffer, end)) { throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample z coord"); } buffer = fast_atoreal_move(buffer, (float&)sub->mValue.z); ++s->mNumPositionKeys; } } // update allocation granularity if (filled == alloc) { alloc *= 2; } ++filled; } // all channels must be complete in order to continue safely. for (unsigned int i = 0; i < anim->mNumChannels;++i) { if (!anim->mChannels[i]->mNumPositionKeys) { throw DeadlyImportError("CSM: Invalid marker track"); } } } } else { // advance to the next line SkipLine(&buffer, end); } } // Setup a proper animation duration anim->mDuration = last - std::min( first, 0 ); // build a dummy root node with the tiny markers as children pScene->mRootNode = new aiNode(); pScene->mRootNode->mName.Set("$CSM_DummyRoot"); pScene->mRootNode->mNumChildren = anim->mNumChannels; pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels]; for (unsigned int i = 0; i < anim->mNumChannels;++i) { aiNodeAnim* na = anim->mChannels[i]; aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode(); nd->mName = anim->mChannels[i]->mNodeName; nd->mParent = pScene->mRootNode; aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation); } // Store the one and only animation in the scene pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1]; anim->mName.Set("$CSM_MasterAnim"); pScene->mAnimations[0] = anim.release(); // mark the scene as incomplete and run SkeletonMeshBuilder on it pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; if (!noSkeletonMesh) { SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true); } } #endif // !! ASSIMP_BUILD_NO_CSM_IMPORTER