/* 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 Definition of the .MD5 parser class. http://www.modwiki.net/wiki/MD5_(file_format) */ #ifndef AI_MD5PARSER_H_INCLUDED #define AI_MD5PARSER_H_INCLUDED #include "../include/aiTypes.h" #include "ParsingUtils.h" #include struct aiFace; namespace Assimp { namespace MD5 { // --------------------------------------------------------------------------- /** Represents a single element in a MD5 file * * Elements are always contained in sections. */ struct Element { //! Points to the starting point of the element //! Whitespace at the beginning and at the end have been removed, //! Elements are terminated with \0 char* szStart; //! Original line number (can be used in error messages //! if a parsing error occurs) unsigned int iLineNumber; }; typedef std::vector< Element > ElementList; // --------------------------------------------------------------------------- /** Represents a section of a MD5 file (such as the mesh or the joints section) * * A section is always enclosed in { and } brackets. */ struct Section { //! Original line number (can be used in error messages //! if a parsing error occurs) unsigned int iLineNumber; //! List of all elements which have been parsed in this section. ElementList mElements; //! Name of the section std::string mName; //! For global elements: the value of the element as string //! Iif !length() the section is not a global element std::string mGlobalValue; }; typedef std::vector< Section> SectionList; // --------------------------------------------------------------------------- /** Represents a bone (joint) descriptor in a MD5Mesh file */ struct BoneDesc { //! Name of the bone aiString mName; //! Parent index of the bone int mParentIndex; //! Relative position of the bone aiVector3D mPositionXYZ; //! Relative rotation of the bone aiVector3D mRotationQuat; //! Absolute transformation of the bone //! (temporary) aiMatrix4x4 mTransform; //! Inverse transformation of the bone //! (temporary) aiMatrix4x4 mInvTransform; //! Internal unsigned int mMap; }; typedef std::vector< BoneDesc > BoneList; // --------------------------------------------------------------------------- /** Represents a bone (joint) descriptor in a MD5Anim file */ struct AnimBoneDesc { //! Name of the bone aiString mName; //! Parent index of the bone int mParentIndex; //! Flags (AI_MD5_ANIMATION_FLAG_xxx) unsigned int iFlags; //! Index of the first key that corresponds to this anim bone unsigned int iFirstKeyIndex; }; typedef std::vector< AnimBoneDesc > AnimBoneList; // --------------------------------------------------------------------------- /** Represents a base frame descriptor in a MD5Anim file */ struct BaseFrameDesc { aiVector3D vPositionXYZ; aiVector3D vRotationQuat; }; typedef std::vector< BaseFrameDesc > BaseFrameList; // --------------------------------------------------------------------------- /** Represents a frame descriptor in a MD5Anim file */ struct FrameDesc { //! Index of the frame unsigned int iIndex; //! Animation keyframes - a large blob of data at first std::vector< float > mValues; }; typedef std::vector< FrameDesc > FrameList; // --------------------------------------------------------------------------- /** Represents a vertex descriptor in a MD5 file */ struct VertexDesc { VertexDesc() : mFirstWeight (0) , mNumWeights (0) {} //! UV cordinate of the vertex aiVector2D mUV; //! Index of the first weight of the vertex in //! the vertex weight list unsigned int mFirstWeight; //! Number of weights assigned to this vertex unsigned int mNumWeights; }; typedef std::vector< VertexDesc > VertexList; // --------------------------------------------------------------------------- /** Represents a vertex weight descriptor in a MD5 file */ struct WeightDesc { //! Index of the bone to which this weight refers unsigned int mBone; //! The weight value float mWeight; //! The offset position of this weight // ! (in the coordinate system defined by the parent bone) aiVector3D vOffsetPosition; }; typedef std::vector< WeightDesc > WeightList; typedef std::vector< aiFace > FaceList; // --------------------------------------------------------------------------- /** Represents a mesh in a MD5 file */ struct MeshDesc { //! Weights of the mesh WeightList mWeights; //! Vertices of the mesh VertexList mVertices; //! Faces of the mesh FaceList mFaces; //! Name of the shader (=texture) to be assigned to the mesh aiString mShader; }; typedef std::vector< MeshDesc > MeshList; // --------------------------------------------------------------------------- /** Parses the data sections of a MD5 mesh file */ class MD5MeshParser { public: // ------------------------------------------------------------------- /** Constructs a new MD5MeshParser instance from an existing * preparsed list of file sections. * * @param mSections List of file sections (output of MD5Parser) */ MD5MeshParser(SectionList& mSections); //! List of all meshes MeshList mMeshes; //! List of all joints BoneList mJoints; }; #define AI_MD5_ANIMATION_FLAG_TRANSLATE_X 0x1 #define AI_MD5_ANIMATION_FLAG_TRANSLATE_Y 0x2 #define AI_MD5_ANIMATION_FLAG_TRANSLATE_Z 0x4 #define AI_MD5_ANIMATION_FLAG_ROTQUAT_X 0x8 #define AI_MD5_ANIMATION_FLAG_ROTQUAT_Y 0x10 #define AI_MD5_ANIMATION_FLAG_ROTQUAT_Z 0x12 // remove this flag if you need to the bounding box data #define AI_MD5_PARSE_NO_BOUNDS // --------------------------------------------------------------------------- /** Parses the data sections of a MD5 animation file */ class MD5AnimParser { public: // ------------------------------------------------------------------- /** Constructs a new MD5AnimParser instance from an existing * preparsed list of file sections. * * @param mSections List of file sections (output of MD5Parser) */ MD5AnimParser(SectionList& mSections); //! Output frame rate float fFrameRate; //! List of animation bones AnimBoneList mAnimatedBones; //! List of base frames BaseFrameList mBaseFrames; //! List of animation frames FrameList mFrames; //! Number of animated components unsigned int mNumAnimatedComponents; }; // --------------------------------------------------------------------------- /** Parses the block structure of MD5MESH and MD5ANIM files (but does no * further processing) */ class MD5Parser { public: // ------------------------------------------------------------------- /** Constructs a new MD5Parser instance from an existing buffer. * * @param buffer File buffer * @param fileSize Length of the file in bytes (excluding a terminal 0) */ MD5Parser(char* buffer, unsigned int fileSize); // ------------------------------------------------------------------- /** Report a specific error message and throw an exception * @param error Error message to be reported * @param line Index of the line where the error occured */ static void ReportError (const char* error, unsigned int line); // ------------------------------------------------------------------- /** Report a specific warning * @param warn Warn message to be reported * @param line Index of the line where the error occured */ static void ReportWarning (const char* warn, unsigned int line); inline void ReportError (const char* error) {return ReportError(error, this->lineNumber);} inline void ReportWarning (const char* warn) {return ReportWarning(warn, this->lineNumber);} public: //! List of all sections which have been read SectionList mSections; private: // ------------------------------------------------------------------- /** Parses a file section. The current file pointer must be outside * of a section. * @param out Receives the section data * @return true if the end of the file has been reached * @throws ImportErrorException if an error occurs */ bool ParseSection(Section& out); // ------------------------------------------------------------------- /** Parses the file header * @throws ImportErrorException if an error occurs */ void ParseHeader(); // override these functions to make sure the line counter gets incremented // ------------------------------------------------------------------- inline bool SkipLine( const char* in, const char** out) { ++lineNumber; return ::SkipLine(in,out); } // ------------------------------------------------------------------- inline bool SkipLine( ) { return SkipLine(buffer,(const char**)&buffer); } // ------------------------------------------------------------------- inline bool SkipSpacesAndLineEnd( const char* in, const char** out) { bool bHad = false; while (true) { if( *in == '\r' || *in == '\n') { if (!bHad) // we open files in binary mode, so there could be \r\n sequences ... { bHad = true; ++lineNumber; } } else if (*in == '\t' || *in == ' ')bHad = false; else break; in++; } *out = in; return *in != '\0'; } // ------------------------------------------------------------------- inline bool SkipSpacesAndLineEnd( ) { return SkipSpacesAndLineEnd(buffer,(const char**)&buffer); } // ------------------------------------------------------------------- inline bool SkipSpaces( ) { return ::SkipSpaces((const char**)&buffer); } char* buffer; unsigned int fileSize; unsigned int lineNumber; }; }} #endif // AI_MD5PARSER_H_INCLUDED