309 lines
12 KiB
C++
309 lines
12 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file CSMLoader.cpp
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* Implementation of the CSM importer class.
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*/
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#ifndef ASSIMP_BUILD_NO_CSM_IMPORTER
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#include "CSMLoader.h"
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#include <assimp/SkeletonMeshBuilder.h>
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/Importer.hpp>
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#include <memory>
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#include <assimp/IOSystem.hpp>
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#include <assimp/anim.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"CharacterStudio Motion Importer (MoCap)",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"csm"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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CSMImporter::CSMImporter()
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: noSkeletonMesh()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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CSMImporter::~CSMImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool CSMImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// check file extension
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const std::string extension = GetExtension(pFile);
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if( extension == "csm")
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return true;
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if ((checkSig || !extension.length()) && pIOHandler) {
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const char* tokens[] = {"$Filename"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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const aiImporterDesc* CSMImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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void CSMImporter::SetupProperties(const Importer* pImp)
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{
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void CSMImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL) {
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throw DeadlyImportError( "Failed to open CSM file " + pFile + ".");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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std::vector<char> mBuffer2;
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TextFileToBuffer(file.get(),mBuffer2);
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const char* buffer = &mBuffer2[0];
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std::unique_ptr<aiAnimation> anim(new aiAnimation());
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int first = 0, last = 0x00ffffff;
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// now process the file and look out for '$' sections
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while (1) {
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SkipSpaces(&buffer);
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if ('\0' == *buffer)
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break;
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if ('$' == *buffer) {
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++buffer;
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if (TokenMatchI(buffer,"firstframe",10)) {
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SkipSpaces(&buffer);
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first = strtol10(buffer,&buffer);
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}
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else if (TokenMatchI(buffer,"lastframe",9)) {
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SkipSpaces(&buffer);
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last = strtol10(buffer,&buffer);
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}
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else if (TokenMatchI(buffer,"rate",4)) {
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SkipSpaces(&buffer);
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float d;
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buffer = fast_atoreal_move<float>(buffer,d);
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anim->mTicksPerSecond = d;
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}
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else if (TokenMatchI(buffer,"order",5)) {
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std::vector< aiNodeAnim* > anims_temp;
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anims_temp.reserve(30);
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while (1) {
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SkipSpaces(&buffer);
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if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer) && *buffer == '$')
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break; // next section
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// Construct a new node animation channel and setup its name
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anims_temp.push_back(new aiNodeAnim());
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aiNodeAnim* nda = anims_temp.back();
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char* ot = nda->mNodeName.data;
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while (!IsSpaceOrNewLine(*buffer))
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*ot++ = *buffer++;
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*ot = '\0';
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nda->mNodeName.length = static_cast<ai_uint32>(ot-nda->mNodeName.data);
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}
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anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());
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if (!anim->mNumChannels)
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throw DeadlyImportError("CSM: Empty $order section");
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// copy over to the output animation
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anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels);
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}
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else if (TokenMatchI(buffer,"points",6)) {
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if (!anim->mNumChannels)
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throw DeadlyImportError("CSM: \'$order\' section is required to appear prior to \'$points\'");
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// If we know how many frames we'll read, we can preallocate some storage
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unsigned int alloc = 100;
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if (last != 0x00ffffff)
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{
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alloc = last-first;
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alloc += alloc>>2u; // + 25%
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for (unsigned int i = 0; i < anim->mNumChannels;++i)
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anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
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}
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unsigned int filled = 0;
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// Now read all point data.
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while (1) {
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SkipSpaces(&buffer);
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if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer) || *buffer == '$')) {
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break; // next section
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}
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// read frame
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const int frame = ::strtoul10(buffer,&buffer);
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last = std::max(frame,last);
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first = std::min(frame,last);
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for (unsigned int i = 0; i < anim->mNumChannels;++i) {
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aiNodeAnim* s = anim->mChannels[i];
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if (s->mNumPositionKeys == alloc) { /* need to reallocate? */
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aiVectorKey* old = s->mPositionKeys;
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s->mPositionKeys = new aiVectorKey[s->mNumPositionKeys = alloc*2];
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::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc);
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delete[] old;
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}
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// read x,y,z
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if(!SkipSpacesAndLineEnd(&buffer))
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throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample x coord");
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if (TokenMatchI(buffer, "DROPOUT", 7)) {
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// seems this is invalid marker data; at least the doc says it's possible
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ASSIMP_LOG_WARN("CSM: Encountered invalid marker data (DROPOUT)");
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}
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else {
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aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys;
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sub->mTime = (double)frame;
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buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.x);
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if(!SkipSpacesAndLineEnd(&buffer))
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throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample y coord");
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buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.y);
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if(!SkipSpacesAndLineEnd(&buffer))
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throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample z coord");
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buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.z);
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++s->mNumPositionKeys;
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}
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}
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// update allocation granularity
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if (filled == alloc)
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alloc *= 2;
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++filled;
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}
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// all channels must be complete in order to continue safely.
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for (unsigned int i = 0; i < anim->mNumChannels;++i) {
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if (!anim->mChannels[i]->mNumPositionKeys)
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throw DeadlyImportError("CSM: Invalid marker track");
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}
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}
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}
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else {
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// advance to the next line
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SkipLine(&buffer);
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}
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}
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// Setup a proper animation duration
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anim->mDuration = last - std::min( first, 0 );
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// build a dummy root node with the tiny markers as children
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("$CSM_DummyRoot");
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pScene->mRootNode->mNumChildren = anim->mNumChannels;
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pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels];
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for (unsigned int i = 0; i < anim->mNumChannels;++i) {
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aiNodeAnim* na = anim->mChannels[i];
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aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
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nd->mName = anim->mChannels[i]->mNodeName;
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nd->mParent = pScene->mRootNode;
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aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation);
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}
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// Store the one and only animation in the scene
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pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1];
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anim->mName.Set("$CSM_MasterAnim");
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pScene->mAnimations[0] = anim.release();
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// mark the scene as incomplete and run SkeletonMeshBuilder on it
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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if (!noSkeletonMesh) {
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SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true);
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}
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}
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#endif // !! ASSIMP_BUILD_NO_CSM_IMPORTER
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