/* --------------------------------------------------------------------------- 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 Implementation of the SMD importer class */ // internal headers #include "MaterialSystem.h" #include "SMDLoader.h" #include "StringComparison.h" #include "fast_atof.h" // public headers #include "../include/DefaultLogger.h" #include "../include/IOStream.h" #include "../include/IOSystem.h" #include "../include/aiMesh.h" #include "../include/aiScene.h" #include "../include/aiAssert.h" // boost headers #include using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer SMDImporter::SMDImporter() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Destructor, private as well SMDImporter::~SMDImporter() { // nothing to do here } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool SMDImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const { // simple check of file extension is enough for the moment std::string::size_type pos = pFile.find_last_of('.'); // no file extension - can't read if( pos == std::string::npos) return false; std::string extension = pFile.substr( pos); if (extension.length() < 4)return false; if (extension[0] != '.')return false; // VTA is not really supported as it contains vertex animations. // However, at least the first keyframe can be loaded if ((extension[1] != 's' && extension[1] != 'S') || (extension[2] != 'm' && extension[2] != 'M') || (extension[3] != 'd' && extension[3] != 'D')) { if ((extension[1] != 'v' && extension[1] != 'V') || (extension[2] != 't' && extension[2] != 'T') || (extension[3] != 'a' && extension[3] != 'A')) { return false; } } return true; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void SMDImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { boost::scoped_ptr file( pIOHandler->Open( pFile, "rt")); // Check whether we can read from the file if( file.get() == NULL) { throw new ImportErrorException( "Failed to open SMD/VTA file " + pFile + "."); } this->iFileSize = (unsigned int)file->FileSize(); // allocate storage and copy the contents of the file to a memory buffer this->pScene = pScene; this->mBuffer = new char[this->iFileSize+1]; file->Read( (void*)mBuffer, 1, this->iFileSize); this->iSmallestFrame = (1 << 31); this->bHasUVs = true; this->iLineNumber = 1; // append a terminal 0 this->mBuffer[this->iFileSize] = '\0'; // reserve enough space for ... hm ... 10 textures this->aszTextures.reserve(10); // reserve enough space for ... hm ... 1000 triangles this->asTriangles.reserve(1000); // reserve enough space for ... hm ... 20 bones this->asBones.reserve(20); try { // parse the file ... this->ParseFile(); // if there are no triangles it seems to be an animation SMD, // containing only the animation skeleton. if (this->asTriangles.empty()) { if (this->asBones.empty()) { throw new ImportErrorException("No triangles and no bones have " "been found in the file. This file seems to be invalid."); } // set the flag in the scene structure which indicates // that there is nothing than an animation skeleton pScene->mFlags |= AI_SCENE_FLAGS_ANIM_SKELETON_ONLY; } if (!this->asBones.empty()) { // check whether all bones have been initialized for (std::vector::const_iterator i = this->asBones.begin(); i != this->asBones.end();++i) { if (!(*i).mName.length()) { DefaultLogger::get()->warn("Not all bones have been initialized"); break; } } // now fix invalid time values and make sure the animation starts at frame 0 this->FixTimeValues(); // compute absolute bone transformation matrices this->ComputeAbsoluteBoneTransformations(); } if (!(pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY)) { // create output meshes this->CreateOutputMeshes(); // build an output material list this->CreateOutputMaterials(); } // build the output animation this->CreateOutputAnimations(); // build output nodes (bones are added as empty dummy nodes) this->CreateOutputNodes(); } catch (ImportErrorException* ex) { delete[] this->mBuffer; throw ex; } // delete the file buffer delete[] this->mBuffer; } // ------------------------------------------------------------------------------------------------ // Write an error message with line number to the log file void SMDImporter::LogErrorNoThrow(const char* msg) { char szTemp[1024]; #if _MSC_VER >= 1400 sprintf_s(szTemp,"Line %i: %s",this->iLineNumber,msg); #else ai_assert(strlen(msg) < 1000); sprintf(szTemp,"Line %i: %s",this->iLineNumber,msg); #endif DefaultLogger::get()->error(szTemp); } // ------------------------------------------------------------------------------------------------ // Write a warning with line number to the log file void SMDImporter::LogWarning(const char* msg) { char szTemp[1024]; #if _MSC_VER >= 1400 sprintf_s(szTemp,"Line %i: %s",this->iLineNumber,msg); #else ai_assert(strlen(msg) < 1000); sprintf(szTemp,"Line %i: %s",this->iLineNumber,msg); #endif DefaultLogger::get()->warn(szTemp); } // ------------------------------------------------------------------------------------------------ // Fix invalid time values in the file void SMDImporter::FixTimeValues() { double dDelta = (double)this->iSmallestFrame; double dMax = 0.0f; for (std::vector::iterator iBone = this->asBones.begin(); iBone != this->asBones.end();++iBone) { for (std::vector::iterator iKey = (*iBone).sAnim.asKeys.begin(); iKey != (*iBone).sAnim.asKeys.end();++iKey) { (*iKey).dTime -= dDelta; dMax = std::max(dMax, (*iKey).dTime); } } this->dLengthOfAnim = dMax; } // ------------------------------------------------------------------------------------------------ // create output meshes void SMDImporter::CreateOutputMeshes() { // we need to sort all faces by their material index // in opposition to other loaders we can be sure that each // material is at least used once. this->pScene->mNumMeshes = (unsigned int) this->aszTextures.size(); this->pScene->mMeshes = new aiMesh*[this->pScene->mNumMeshes]; typedef std::vector FaceList; FaceList* aaiFaces = new FaceList[this->pScene->mNumMeshes]; // approximate the space that will be required unsigned int iNum = (unsigned int)this->asTriangles.size() / this->pScene->mNumMeshes; iNum += iNum >> 1; for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i) { aaiFaces[i].reserve(iNum); } // collect all faces iNum = 0; for (std::vector::const_iterator iFace = this->asTriangles.begin(); iFace != this->asTriangles.end();++iFace,++iNum) { if (0xffffffff == (*iFace).iTexture)aaiFaces[(*iFace).iTexture].push_back( 0 ); else if ((*iFace).iTexture >= this->aszTextures.size()) { DefaultLogger::get()->error("[SMD/VTA] Material index overflow in face"); aaiFaces[(*iFace).iTexture].push_back((unsigned int)this->aszTextures.size()-1); } else aaiFaces[(*iFace).iTexture].push_back(iNum); } // now create the output meshes for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i) { aiMesh*& pcMesh = this->pScene->mMeshes[i] = new aiMesh(); ai_assert(!aaiFaces[i].empty()); // should not be empty ... pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3; pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size(); pcMesh->mMaterialIndex = i; // storage for bones typedef std::pair TempWeightListEntry; typedef std::vector< TempWeightListEntry > TempBoneWeightList; TempBoneWeightList* aaiBones = new TempBoneWeightList[this->asBones.size()](); // try to reserve enough memory without wasting too much for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone) { aaiBones[iBone].reserve(pcMesh->mNumVertices/this->asBones.size()); } // allocate storage pcMesh->mFaces = new aiFace[pcMesh->mNumFaces]; aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices]; aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices]; aiVector3D* pcUVs = NULL; if (this->bHasUVs) { pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices]; pcMesh->mNumUVComponents[0] = 2; } iNum = 0; for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) { pcMesh->mFaces[iFace].mIndices = new unsigned int[3]; pcMesh->mFaces[iFace].mNumIndices = 3; // fill the vertices (hardcode the loop for performance) unsigned int iSrcFace = aaiFaces[i][iFace]; SMD::Face& face = this->asTriangles[iSrcFace]; *pcVerts++ = face.avVertices[0].pos; *pcVerts++ = face.avVertices[1].pos; *pcVerts++ = face.avVertices[2].pos; // fill the normals *pcNormals++ = face.avVertices[0].nor; *pcNormals++ = face.avVertices[1].nor; *pcNormals++ = face.avVertices[2].nor; // fill the texture coordinates if (pcUVs) { *pcUVs++ = face.avVertices[0].uv; *pcUVs++ = face.avVertices[1].uv; *pcUVs++ = face.avVertices[2].uv; } for (unsigned int iVert = 0; iVert < 3;++iVert) { float fSum = 0.0f; for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone) { TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone]; if (pairval.first >= this->asBones.size()) { DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. " "The bone index will be ignored, the weight will be assigned " "to the vertex' parent node"); continue; } aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second)); fSum += pairval.second; } // if the sum of all vertex weights is not 1.0 we must assign // the rest to the vertex' parent node. Well, at least the doc says // we should ... if (fSum <= 1.0f) { if (face.avVertices[iVert].iParentNode >= this->asBones.size()) { DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. " "The index of the vertex parent bone is invalid. " "The remaining weights will be normalized to 1.0"); if (fSum) { fSum = 1 / fSum; for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone) { TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone]; if (pairval.first >= this->asBones.size())continue; aaiBones[pairval.first].back().second *= fSum; } } } else { aaiBones[face.avVertices[iVert].iParentNode].push_back( TempWeightListEntry(iNum,1.0f-fSum)); } } pcMesh->mFaces[iFace].mIndices[iVert] = iNum++; } } // now build all bones of the mesh iNum = 0; for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone) { if (!aaiBones[iBone].empty())++iNum; } pcMesh->mNumBones = iNum; pcMesh->mBones = new aiBone*[pcMesh->mNumBones]; iNum = 0; for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone) { if (aaiBones[iBone].empty())continue; aiBone*& bone = pcMesh->mBones[iNum] = new aiBone(); bone->mNumWeights = (unsigned int)aaiBones[iBone].size(); bone->mWeights = new aiVertexWeight[bone->mNumWeights]; bone->mOffsetMatrix = this->asBones[iBone].mOffsetMatrix; bone->mName.Set( this->asBones[iBone].mName ); this->asBones[iBone].bIsUsed = true; for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight) { bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first; bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second; } ++iNum; } delete[] aaiBones; } delete[] aaiFaces; } // ------------------------------------------------------------------------------------------------ // add bone child nodes void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent) { ai_assert(NULL != pcNode && 0 == pcNode->mNumChildren && NULL == pcNode->mChildren); // first count ... for (unsigned int i = 0; i < this->asBones.size();++i) { SMD::Bone& bone = this->asBones[i]; if (bone.iParent == iParent)++pcNode->mNumChildren; } // now allocate the output array pcNode->mChildren = new aiNode*[pcNode->mNumChildren]; // and fill all subnodes unsigned int qq = 0; for (unsigned int i = 0; i < this->asBones.size();++i) { SMD::Bone& bone = this->asBones[i]; if (bone.iParent != iParent)continue; aiNode* pc = pcNode->mChildren[qq++] = new aiNode(); pc->mName.Set(bone.mName); // store the local transformation matrix of the bind pose pc->mTransformation = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrix; pc->mParent = pcNode; // add children to this node, too AddBoneChildren(pc,i); } } // ------------------------------------------------------------------------------------------------ // create output nodes void SMDImporter::CreateOutputNodes() { this->pScene->mRootNode = new aiNode(); if (!(this->pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY)) { // create one root node that renders all meshes this->pScene->mRootNode->mNumMeshes = this->pScene->mNumMeshes; this->pScene->mRootNode->mMeshes = new unsigned int[this->pScene->mNumMeshes]; for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i) this->pScene->mRootNode->mMeshes[i] = i; } // now add all bones as dummy sub nodes to the graph this->AddBoneChildren(this->pScene->mRootNode,(uint32_t)-1); // if we have only one bone we can even remove the root node if (this->pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY && 1 == this->pScene->mRootNode->mNumChildren) { aiNode* pcOldRoot = this->pScene->mRootNode; this->pScene->mRootNode = pcOldRoot->mChildren[0]; pcOldRoot->mChildren[0] = NULL; delete pcOldRoot; this->pScene->mRootNode->mParent = NULL; } else { ::strcpy(this->pScene->mRootNode->mName.data, ""); this->pScene->mRootNode->mName.length = 10; } } // ------------------------------------------------------------------------------------------------ // create output animations void SMDImporter::CreateOutputAnimations() { unsigned int iNumBones = 0; for (std::vector::const_iterator i = this->asBones.begin(); i != this->asBones.end();++i) { if ((*i).bIsUsed)++iNumBones; } if (!iNumBones) { // just make sure this case doesn't occur ... (it could occur // if the file was invalid) return; } this->pScene->mNumAnimations = 1; this->pScene->mAnimations = new aiAnimation*[1]; aiAnimation*& anim = this->pScene->mAnimations[0] = new aiAnimation(); anim->mDuration = this->dLengthOfAnim; anim->mNumBones = iNumBones; anim->mTicksPerSecond = 25.0; // FIXME: is this correct? aiBoneAnim** pp = anim->mBones = new aiBoneAnim*[anim->mNumBones]; // now build valid keys unsigned int a = 0; for (std::vector::const_iterator i = this->asBones.begin(); i != this->asBones.end();++i) { if (!(*i).bIsUsed)continue; aiBoneAnim* p = pp[a] = new aiBoneAnim(); // copy the name of the bone p->mBoneName.length = (*i).mName.length(); ::memcpy(p->mBoneName.data,(*i).mName.c_str(),p->mBoneName.length); p->mBoneName.data[p->mBoneName.length] = '\0'; p->mNumRotationKeys = (unsigned int) (*i).sAnim.asKeys.size(); if (p->mNumRotationKeys) { p->mNumPositionKeys = p->mNumRotationKeys; aiVectorKey* pVecKeys = p->mPositionKeys = new aiVectorKey[p->mNumRotationKeys]; aiQuatKey* pRotKeys = p->mRotationKeys = new aiQuatKey[p->mNumRotationKeys]; for (std::vector::const_iterator qq = (*i).sAnim.asKeys.begin(); qq != (*i).sAnim.asKeys.end(); ++qq) { pRotKeys->mTime = pVecKeys->mTime = (*qq).dTime; // compute the rotation quaternion from the euler angles pRotKeys->mValue = aiQuaternion( (*qq).vRot.x, (*qq).vRot.y, (*qq).vRot.z ); pVecKeys->mValue = (*qq).vPos; ++pVecKeys; ++pRotKeys; } } ++a; // there are no scaling keys ... } } // ------------------------------------------------------------------------------------------------ void SMDImporter::ComputeAbsoluteBoneTransformations() { // for each bone: determine the key with the lowest time value // theoretically the SMD format should have all keyframes // in order. However, I've seen a file where this wasn't true. for (unsigned int i = 0; i < this->asBones.size();++i) { SMD::Bone& bone = this->asBones[i]; uint32_t iIndex = 0; double dMin = 10e10; for (unsigned int i = 0; i < bone.sAnim.asKeys.size();++i) { double d = std::min(bone.sAnim.asKeys[i].dTime,dMin); if (d < dMin) { dMin = d; iIndex = i; } } bone.sAnim.iFirstTimeKey = iIndex; } unsigned int iParent = 0; while (iParent < this->asBones.size()) { for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone) { SMD::Bone& bone = this->asBones[iBone]; if (iParent == bone.iParent) { SMD::Bone& parentBone = this->asBones[iParent]; uint32_t iIndex = bone.sAnim.iFirstTimeKey; const aiMatrix4x4& mat = bone.sAnim.asKeys[iIndex].matrix; aiMatrix4x4& matOut = bone.sAnim.asKeys[iIndex].matrixAbsolute; // the same for the parent bone ... iIndex = parentBone.sAnim.iFirstTimeKey; const aiMatrix4x4& mat2 = parentBone.sAnim.asKeys[iIndex].matrix; // compute the absolute transformation matrix matOut = mat * mat2; } } ++iParent; } // store the inverse of the absolute transformation matrix // of the first key as bone offset matrix for (iParent = 0; iParent < this->asBones.size();++iParent) { SMD::Bone& bone = this->asBones[iParent]; aiMatrix4x4& mat = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrixAbsolute; bone.mOffsetMatrix = mat; bone.mOffsetMatrix.Inverse(); } } // ------------------------------------------------------------------------------------------------ // create output materials void SMDImporter::CreateOutputMaterials() { this->pScene->mNumMaterials = (unsigned int)this->aszTextures.size(); this->pScene->mMaterials = new aiMaterial*[std::max(1u, this->pScene->mNumMaterials)]; for (unsigned int iMat = 0; iMat < this->pScene->mNumMaterials;++iMat) { MaterialHelper* pcMat = new MaterialHelper(); this->pScene->mMaterials[iMat] = pcMat; aiString szName; #if _MSC_VER >= 1400 szName.length = (size_t)::sprintf_s(szName.data,"Texture_%i",iMat); #else szName.length = (size_t)::sprintf(szName.data,"Texture_%i",iMat); #endif pcMat->AddProperty(&szName,AI_MATKEY_NAME); ::strcpy(szName.data, this->aszTextures[iMat].c_str() ); szName.length = this->aszTextures[iMat].length(); pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0)); } // create a default material if necessary if (0 == this->pScene->mNumMaterials) { this->pScene->mNumMaterials = 1; MaterialHelper* pcHelper = new MaterialHelper(); this->pScene->mMaterials[0] = pcHelper; int iMode = (int)aiShadingMode_Gouraud; pcHelper->AddProperty(&iMode, 1, AI_MATKEY_SHADING_MODEL); aiColor3D clr; clr.b = clr.g = clr.r = 0.7f; pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_DIFFUSE); pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_SPECULAR); clr.b = clr.g = clr.r = 0.05f; pcHelper->AddProperty(&clr, 1,AI_MATKEY_COLOR_AMBIENT); aiString szName; szName.Set(AI_DEFAULT_MATERIAL_NAME); pcHelper->AddProperty(&szName,AI_MATKEY_NAME); } } // ------------------------------------------------------------------------------------------------ // Parse the file void SMDImporter::ParseFile() { const char* szCurrent = this->mBuffer; // read line per line ... while (true) { if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break; // "version \n", should be 1 for hl and hlČ SMD files if (0 == ASSIMP_strincmp(szCurrent,"version",7) && IsSpaceOrNewLine(*(szCurrent+7))) { szCurrent += 8; if(!SkipSpaces(szCurrent,&szCurrent)) break; if (1 != strtol10(szCurrent,&szCurrent)) { DefaultLogger::get()->warn("SMD.version is not 1. This " "file format is not known. Continuing happily ..."); } //continue; } // "nodes\n" - Starts the node section if (0 == ASSIMP_strincmp(szCurrent,"nodes",5) && IsSpaceOrNewLine(*(szCurrent+5))) { szCurrent += 6; this->ParseNodesSection(szCurrent,&szCurrent); //continue; } // "triangles\n" - Starts the triangle section if (0 == ASSIMP_strincmp(szCurrent,"triangles",9) && IsSpaceOrNewLine(*(szCurrent+9))) { szCurrent += 10; this->ParseTrianglesSection(szCurrent,&szCurrent); //continue; } // "vertexanimation\n" - Starts the vertex animation section if (0 == ASSIMP_strincmp(szCurrent,"vertexanimation",15) && IsSpaceOrNewLine(*(szCurrent+15))) { this->bHasUVs = false; szCurrent += 16; this->ParseVASection(szCurrent,&szCurrent); //continue; } // "skeleton\n" - Starts the skeleton section if (0 == ASSIMP_strincmp(szCurrent,"skeleton",8) && IsSpaceOrNewLine(*(szCurrent+8))) { szCurrent += 9; this->ParseSkeletonSection(szCurrent,&szCurrent); //continue; } else SkipLine(szCurrent,&szCurrent); } return; } // ------------------------------------------------------------------------------------------------ unsigned int SMDImporter::GetTextureIndex(const std::string& filename) { unsigned int iIndex = 0; for (std::vector::const_iterator i = this->aszTextures.begin(); i != this->aszTextures.end();++i,++iIndex) { // case-insensitive ... just for safety if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str()))return iIndex; } iIndex = (unsigned int)this->aszTextures.size(); this->aszTextures.push_back(filename); return iIndex; } // ------------------------------------------------------------------------------------------------ // Parse the nodes section of the file void SMDImporter::ParseNodesSection(const char* szCurrent, const char** szCurrentOut) { while (true) { // "end\n" - Ends the nodes section if (0 == ASSIMP_strincmp(szCurrent,"end",3) && IsSpaceOrNewLine(*(szCurrent+3))) { szCurrent += 4; break; } this->ParseNodeInfo(szCurrent,&szCurrent); } *szCurrentOut = szCurrent; SkipSpacesAndLineEnd(szCurrent,&szCurrent); } // ------------------------------------------------------------------------------------------------ // Parse the triangles section of the file void SMDImporter::ParseTrianglesSection(const char* szCurrent, const char** szCurrentOut) { // parse a triangle, parse another triangle, parse the next triangle ... // and so on until we reach a token that looks quite similar to "end" while (true) { if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break; // "end\n" - Ends the triangles section if (0 == ASSIMP_strincmp(szCurrent,"end",3) && IsSpaceOrNewLine(*(szCurrent+3))) { szCurrent += 4; break; } this->ParseTriangle(szCurrent,&szCurrent); } *szCurrentOut = szCurrent; SkipSpacesAndLineEnd(szCurrent,&szCurrent); } // ------------------------------------------------------------------------------------------------ // Parse the vertex animation section of the file void SMDImporter::ParseVASection(const char* szCurrent, const char** szCurrentOut) { unsigned int iCurIndex = 0; while (true) { if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break; // "end\n" - Ends the "vertexanimation" section if (0 == ASSIMP_strincmp(szCurrent,"end",3) && IsSpaceOrNewLine(*(szCurrent+3))) { szCurrent += 4; SkipLine(szCurrent,&szCurrent); break; } // "time \n" if (0 == ASSIMP_strincmp(szCurrent,"time",4) && IsSpaceOrNewLine(*(szCurrent+4))) { szCurrent += 5; // NOTE: The doc says that time values COULD be negative ... int iTime = 0; if(!this->ParseSignedInt(szCurrent,&szCurrent,iTime) || iTime)break; SkipLine(szCurrent,&szCurrent); } else { this->ParseVertex(szCurrent,&szCurrent,this->asTriangles.back().avVertices[iCurIndex],true); if(3 == ++iCurIndex) { this->asTriangles.push_back(SMD::Face()); iCurIndex = 0; } } } if (iCurIndex) { // no degenerates, so let this triangle this->aszTextures.pop_back(); } *szCurrentOut = szCurrent; SkipSpacesAndLineEnd(szCurrent,&szCurrent); } // ------------------------------------------------------------------------------------------------ // Parse the skeleton section of the file void SMDImporter::ParseSkeletonSection(const char* szCurrent, const char** szCurrentOut) { int iTime = 0; while (true) { if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break; // "end\n" - Ends the skeleton section if (0 == ASSIMP_strincmp(szCurrent,"end",3) && IsSpaceOrNewLine(*(szCurrent+3))) { szCurrent += 4; SkipLine(szCurrent,&szCurrent); break; } // "time \n" - Specifies the current animation frame else if (0 == ASSIMP_strincmp(szCurrent,"time",4) && IsSpaceOrNewLine(*(szCurrent+4))) { szCurrent += 5; // NOTE: The doc says that time values COULD be negative ... if(!this->ParseSignedInt(szCurrent,&szCurrent,iTime))break; this->iSmallestFrame = std::min(this->iSmallestFrame,iTime); SkipLine(szCurrent,&szCurrent); } else this->ParseSkeletonElement(szCurrent,&szCurrent,iTime); } *szCurrentOut = szCurrent; } // ------------------------------------------------------------------------------------------------ // Parse a node line void SMDImporter::ParseNodeInfo(const char* szCurrent, const char** szCurrentOut) { unsigned int iBone = 0; SkipSpacesAndLineEnd(szCurrent,&szCurrent); if(!this->ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index"); goto __RETURN; // YEAH!!! } // add our bone to the list if (iBone >= this->asBones.size())this->asBones.resize(iBone+1); SMD::Bone& bone = this->asBones[iBone]; bool bQuota = true; if ('\"' != *szCurrent) { this->LogWarning("Bone name is expcted to be enclosed in " "double quotation marks. "); bQuota = false; } else ++szCurrent; const char* szEnd = szCurrent; while (true) { if (bQuota && '\"' == *szEnd) { iBone = (unsigned int)(szEnd - szCurrent); ++szEnd; break; } else if (IsSpaceOrNewLine(*szEnd)) { iBone = (unsigned int)(szEnd - szCurrent); break; } else if (!(*szEnd)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name"); goto __RETURN; // YEAH!!! } ++szEnd; } bone.mName = std::string(szCurrent,iBone); szCurrent = szEnd; // the only negative bone parent index that could occur is -1 AFAIK if(!this->ParseSignedInt(szCurrent,&szCurrent,(int&)bone.iParent)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1"); goto __RETURN; // YEAH!!! } // go to the beginning of the next line __RETURN: SkipLine(szCurrent,&szCurrent); *szCurrentOut = szCurrent; } // ------------------------------------------------------------------------------------------------ // Parse a skeleton element void SMDImporter::ParseSkeletonElement(const char* szCurrent, const char** szCurrentOut,int iTime) { aiVector3D vPos; aiVector3D vRot; unsigned int iBone = 0; if(!this->ParseUnsignedInt(szCurrent,&szCurrent,iBone)) { DefaultLogger::get()->error("Unexpected EOF/EOL while parsing bone index"); goto __RETURN; // YEAH!!! } if (iBone >= this->asBones.size()) { this->LogErrorNoThrow("Bone index in skeleton section is out of range"); goto __RETURN; // YEAH!!! } SMD::Bone& bone = this->asBones[iBone]; bone.sAnim.asKeys.push_back(SMD::Bone::Animation::MatrixKey()); SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back(); key.dTime = (double)iTime; if(!this->ParseFloat(szCurrent,&szCurrent,vPos.x)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vPos.y)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vPos.z)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vRot.x)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vRot.y)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vRot.z)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z"); goto __RETURN; // YEAH!!! } // build the transformation matrix of the key key.matrix.FromEulerAngles(vRot.x,vRot.y,vRot.z); { aiMatrix4x4 mTemp; mTemp.a4 = vPos.x; mTemp.b4 = vPos.y; mTemp.c4 = vPos.z; key.matrix = key.matrix * mTemp; } // go to the beginning of the next line __RETURN: SkipLine(szCurrent,&szCurrent); *szCurrentOut = szCurrent; } // ------------------------------------------------------------------------------------------------ // Parse a triangle void SMDImporter::ParseTriangle(const char* szCurrent, const char** szCurrentOut) { this->asTriangles.push_back(SMD::Face()); SMD::Face& face = this->asTriangles.back(); if(!SkipSpaces(szCurrent,&szCurrent)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle"); return; } // read the texture file name const char* szLast = szCurrent; while (!IsSpaceOrNewLine(*szCurrent++)); face.iTexture = this->GetTextureIndex(std::string(szLast, (uintptr_t)szCurrent-(uintptr_t)szLast)); this->SkipLine(szCurrent,&szCurrent); // load three vertices for (unsigned int iVert = 0; iVert < 3;++iVert) { this->ParseVertex(szCurrent,&szCurrent, face.avVertices[iVert]); } *szCurrentOut = szCurrent; } // ------------------------------------------------------------------------------------------------ // Parse a float bool SMDImporter::ParseFloat(const char* szCurrent, const char** szCurrentOut, float& out) { if(!SkipSpaces(szCurrent,&szCurrent)) { return false; } *szCurrentOut = fast_atof_move(szCurrent,out); return true; } // ------------------------------------------------------------------------------------------------ // Parse an unsigned int bool SMDImporter::ParseUnsignedInt(const char* szCurrent, const char** szCurrentOut, uint32_t& out) { if(!SkipSpaces(szCurrent,&szCurrent)) { return false; } out = (uint32_t)strtol10(szCurrent,szCurrentOut); return true; } // ------------------------------------------------------------------------------------------------ // Parse a signed int bool SMDImporter::ParseSignedInt(const char* szCurrent, const char** szCurrentOut, int32_t& out) { if(!SkipSpaces(szCurrent,&szCurrent)) { return false; } // handle signs bool bInv = false; if ('-' == *szCurrent) { ++szCurrent; bInv = true; } else if ('+' == *szCurrent)++szCurrent; // parse the integer out = (int32_t)strtol10(szCurrent,szCurrentOut); if (bInv)out = -out; return true; } // ------------------------------------------------------------------------------------------------ // Parse a vertex void SMDImporter::ParseVertex(const char* szCurrent, const char** szCurrentOut, SMD::Vertex& vertex, bool bVASection /*= false*/) { if(!this->ParseSignedInt(szCurrent,&szCurrent,(int32_t&)vertex.iParentNode)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vertex.pos.x)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vertex.pos.y)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vertex.pos.z)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vertex.nor.x)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vertex.nor.y)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vertex.nor.z)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z"); goto __RETURN; // YEAH!!! } if (bVASection)goto __RETURN; if(!this->ParseFloat(szCurrent,&szCurrent,vertex.uv.x)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x"); goto __RETURN; // YEAH!!! } if(!this->ParseFloat(szCurrent,&szCurrent,vertex.uv.y)) { this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y"); goto __RETURN; // YEAH!!! } // now read the number of bones affecting this vertex // all elements from now are fully optional, we don't need them unsigned int iSize = 0; if(!this->ParseUnsignedInt(szCurrent,&szCurrent,iSize))goto __RETURN; vertex.aiBoneLinks.resize(iSize,std::pair(-1,0.0f)); for (std::vector >::iterator i = vertex.aiBoneLinks.begin(); i != vertex.aiBoneLinks.end();++i) { if(!this->ParseUnsignedInt(szCurrent,&szCurrent,(*i).first))goto __RETURN; if(!this->ParseFloat(szCurrent,&szCurrent,(*i).second))goto __RETURN; } // go to the beginning of the next line __RETURN: SkipLine(szCurrent,&szCurrent); *szCurrentOut = szCurrent; return; }