assimp/code/AssetLib/SMD/SMDLoader.cpp

1083 lines
39 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2024, assimp team
All rights reserved.
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with or without modification, are permitted provided that the following
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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*/
/** @file SMDLoader.cpp
* @brief Implementation of the SMD importer class
*/
#ifndef ASSIMP_BUILD_NO_SMD_IMPORTER
#include <assimp/fast_atof.h>
#include <assimp/SkeletonMeshBuilder.h>
#include <assimp/Importer.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <memory>
#include <assimp/DefaultIOSystem.h>
#include <tuple>
// internal headers
#include "SMDLoader.h"
#ifndef _MSC_VER
#define strtok_s strtok_r
#endif
namespace Assimp {
static constexpr aiImporterDesc desc = {
"Valve SMD Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"smd vta"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
SMDImporter::SMDImporter() :
configFrameID(),
mBuffer(),
mEnd(nullptr),
pScene(nullptr),
iFileSize( 0 ),
iSmallestFrame( INT_MAX ),
dLengthOfAnim( 0.0 ),
bHasUVs(false ),
iLineNumber((unsigned int)-1) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool SMDImporter::CanRead( const std::string& filename, IOSystem* /*pIOHandler*/, bool) const {
return SimpleExtensionCheck(filename, "smd", "vta");
}
// ------------------------------------------------------------------------------------------------
// Get a list of all supported file extensions
const aiImporterDesc* SMDImporter::GetInfo () const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void SMDImporter::SetupProperties(const Importer* pImp) {
// The
// AI_CONFIG_IMPORT_SMD_KEYFRAME option overrides the
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_SMD_KEYFRAME,-1);
if(static_cast<unsigned int>(-1) == configFrameID) {
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
}
bLoadAnimationList = pImp->GetPropertyBool(AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST, true);
noSkeletonMesh = pImp->GetPropertyBool(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, false);
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void SMDImporter::InternReadFile( const std::string& pFile, aiScene* scene, IOSystem* pIOHandler) {
this->pScene = scene;
ReadSmd(pFile, pIOHandler);
// If there are no triangles it seems to be an animation SMD,
// containing only the animation skeleton.
if (asTriangles.empty()) {
if (asBones.empty()) {
throw DeadlyImportError("SMD: 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_INCOMPLETE;
}
if (!asBones.empty()) {
// Check whether all bones have been initialized
for (const auto &asBone : asBones) {
if (!asBone.mName.length()) {
ASSIMP_LOG_WARN("SMD: Not all bones have been initialized");
break;
}
}
// now fix invalid time values and make sure the animation starts at frame 0
FixTimeValues();
}
// build output nodes (bones are added as empty dummy nodes)
CreateOutputNodes();
if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
// create output meshes
CreateOutputMeshes();
// build an output material list
CreateOutputMaterials();
// use root node that renders all meshes
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
pScene->mRootNode->mMeshes[i] = i;
}
}
// build the output animation
CreateOutputAnimations(pFile, pIOHandler);
if ((pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) && !noSkeletonMesh) {
SkeletonMeshBuilder skeleton(pScene);
}
}
// ------------------------------------------------------------------------------------------------
// Write an error message with line number to the log file
void SMDImporter::LogErrorNoThrow(const char* msg) {
const size_t _BufferSize = 1024;
char szTemp[_BufferSize];
ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg);
DefaultLogger::get()->error(szTemp);
}
// ------------------------------------------------------------------------------------------------
// Write a warning with line number to the log file
void SMDImporter::LogWarning(const char* msg) {
const size_t _BufferSize = 1024;
char szTemp[_BufferSize];
ai_assert(strlen(msg) < 1000);
ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg);
ASSIMP_LOG_WARN(szTemp);
}
// ------------------------------------------------------------------------------------------------
// Fix invalid time values in the file
void SMDImporter::FixTimeValues() {
double dDelta = (double)iSmallestFrame;
double dMax = 0.0f;
for (auto &asBone : asBones) {
for (auto &asKey : asBone.sAnim.asKeys) {
asKey.dTime -= dDelta;
dMax = std::max(dMax, asKey.dTime);
}
}
dLengthOfAnim = dMax;
}
// ------------------------------------------------------------------------------------------------
// create output meshes
void SMDImporter::CreateOutputMeshes() {
if (aszTextures.empty()) {
aszTextures.emplace_back();
}
// 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.
pScene->mNumMeshes = (unsigned int) aszTextures.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
typedef std::vector<unsigned int> FaceList;
std::unique_ptr<FaceList[]> aaiFaces(new FaceList[pScene->mNumMeshes]);
// approximate the space that will be required
unsigned int iNum = (unsigned int)asTriangles.size() / pScene->mNumMeshes;
iNum += iNum >> 1;
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
aaiFaces[i].reserve(iNum);
}
// collect all faces
iNum = 0;
for (const auto &asTriangle : asTriangles) {
if (asTriangle.iTexture >= aszTextures.size()) {
ASSIMP_LOG_INFO("[SMD/VTA] Material index overflow in face");
aaiFaces[asTriangle.iTexture].push_back((unsigned int)aszTextures.size()-1);
} else {
aaiFaces[asTriangle.iTexture].push_back(iNum);
}
++iNum;
}
// now create the output meshes
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
aiMesh*& pcMesh = pScene->mMeshes[i] = new aiMesh();
ai_assert(!aaiFaces[i].empty()); // should not be empty ...
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
pcMesh->mMaterialIndex = i;
// storage for bones
typedef std::pair<unsigned int,float> TempWeightListEntry;
typedef std::vector< TempWeightListEntry > TempBoneWeightList;
std::unique_ptr<TempBoneWeightList[]> aaiBones(new TempBoneWeightList[asBones.size()]());
// try to reserve enough memory without wasting too much
for (unsigned int iBone = 0; iBone < asBones.size();++iBone) {
aaiBones[iBone].reserve(pcMesh->mNumVertices/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 = nullptr;
if (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
unsigned int iSrcFace = aaiFaces[i][iFace];
SMD::Face& face = 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];
// FIX: The second check is here just to make sure we won't
// assign more than one weight to a single vertex index
if (pairval.first >= asBones.size() || pairval.first == face.avVertices[iVert].iParentNode) {
ASSIMP_LOG_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].emplace_back(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 ...
// FIX: We use 0.975 as limit, floating-point inaccuracies seem to
// be very strong in some SMD exporters. Furthermore it is possible
// that the parent of a vertex is 0xffffffff (if the corresponding
// entry in the file was unreadable)
// ******************************************************************
if (fSum < 0.975f && face.avVertices[iVert].iParentNode != UINT_MAX) {
if (face.avVertices[iVert].iParentNode >= asBones.size()) {
ASSIMP_LOG_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 (auto &pairval : face.avVertices[iVert].aiBoneLinks) {
if (pairval.first >= asBones.size()) {
continue;
}
aaiBones[pairval.first].back().second *= fSum;
}
}
} else {
aaiBones[face.avVertices[iVert].iParentNode].emplace_back(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 < asBones.size();++iBone) {
if (!aaiBones[iBone].empty())++iNum;
}
if (iNum) {
pcMesh->mNumBones = iNum;
pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
iNum = 0;
for (unsigned int iBone = 0; iBone < 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 = asBones[iBone].mOffsetMatrix;
bone->mName.Set( asBones[iBone].mName );
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;
}
}
}
}
// ------------------------------------------------------------------------------------------------
// add bone child nodes
void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent) {
ai_assert( nullptr != pcNode );
ai_assert( 0 == pcNode->mNumChildren );
ai_assert( nullptr == pcNode->mChildren);
// first count ...
for (auto &bone : asBones) {
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 < asBones.size();++i) {
SMD::Bone& bone = 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
if (bone.sAnim.asKeys.size()) {
pc->mTransformation = bone.sAnim.asKeys[0].matrix;
}
if (bone.iParent == static_cast<uint32_t>(-1)) {
bone.mOffsetMatrix = pc->mTransformation;
} else {
bone.mOffsetMatrix = asBones[bone.iParent].mOffsetMatrix * pc->mTransformation;
}
pc->mParent = pcNode;
// add children to this node, too
AddBoneChildren(pc,i);
}
}
// ------------------------------------------------------------------------------------------------
// create output nodes
void SMDImporter::CreateOutputNodes() {
pScene->mRootNode = new aiNode();
// now add all bones as dummy sub nodes to the graph
AddBoneChildren(pScene->mRootNode,(uint32_t)-1);
for (auto &bone : asBones) {
bone.mOffsetMatrix.Inverse();
}
// if we have only one bone we can even remove the root node
if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE && 1 == pScene->mRootNode->mNumChildren) {
aiNode* pcOldRoot = pScene->mRootNode;
pScene->mRootNode = pcOldRoot->mChildren[0];
pcOldRoot->mChildren[0] = nullptr;
delete pcOldRoot;
pScene->mRootNode->mParent = nullptr;
}
else
{
::strcpy(pScene->mRootNode->mName.data, "<SMD_root>");
pScene->mRootNode->mName.length = 10;
}
}
// ------------------------------------------------------------------------------------------------
// create output animations
void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler) {
std::vector<std::tuple<std::string, std::string>> animFileList;
if (bLoadAnimationList) {
GetAnimationFileList(pFile, pIOHandler, animFileList);
}
int animCount = static_cast<int>( animFileList.size() + 1u );
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation*[animCount];
memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount);
CreateOutputAnimation(0, "");
for (auto &animFile : animFileList) {
ReadSmd(std::get<1>(animFile), pIOHandler);
if (asBones.empty()) {
continue;
}
FixTimeValues();
CreateOutputAnimation(pScene->mNumAnimations++, std::get<0>(animFile));
}
}
void SMDImporter::CreateOutputAnimation(int index, const std::string &name) {
aiAnimation*& anim = pScene->mAnimations[index] = new aiAnimation();
if (name.length()) {
anim->mName.Set(name.c_str());
}
anim->mDuration = dLengthOfAnim;
anim->mNumChannels = static_cast<unsigned int>( asBones.size() );
anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
// now build valid keys
unsigned int a = 0;
for (const auto &asBone : asBones) {
aiNodeAnim* p = pp[a] = new aiNodeAnim();
// copy the name of the bone
p->mNodeName.Set(asBone.mName);
p->mNumRotationKeys = (unsigned int)asBone.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 (const auto &asKey : asBone.sAnim.asKeys) {
pRotKeys->mTime = pVecKeys->mTime = asKey.dTime;
// compute the rotation quaternion from the euler angles
// aiQuaternion: The order of the parameters is yzx?
pRotKeys->mValue = aiQuaternion(asKey.vRot.y, asKey.vRot.z, asKey.vRot.x);
pVecKeys->mValue = asKey.vPos;
++pVecKeys; ++pRotKeys;
}
}
++a;
// there are no scaling keys ...
}
}
void SMDImporter::GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList) {
auto base = DefaultIOSystem::absolutePath(pFile);
auto name = DefaultIOSystem::completeBaseName(pFile);
auto path = base + "/" + name + "_animation.txt";
std::unique_ptr<IOStream> file(pIOHandler->Open(path.c_str(), "rb"));
if (file == nullptr) {
return;
}
// Allocate storage and copy the contents of the file to a memory buffer
std::vector<char> buf;
size_t fileSize = file->FileSize();
buf.resize(fileSize + 1);
TextFileToBuffer(file.get(), buf);
/*
*_animation.txt format:
name path
idle idle.smd
jump anim/jump.smd
walk.smd
...
*/
std::string animName, animPath;
char *tok1, *tok2;
char *context1, *context2;
tok1 = strtok_s(&buf[0], "\r\n", &context1);
while (tok1 != nullptr) {
tok2 = strtok_s(tok1, " \t", &context2);
if (tok2) {
char *p = tok2;
tok2 = strtok_s(nullptr, " \t", &context2);
if (tok2) {
animPath = tok2;
animName = p;
} else {
// No name
animPath = p;
animName = DefaultIOSystem::completeBaseName(animPath);
}
outList.emplace_back(animName, base + "/" + animPath);
}
tok1 = strtok_s(nullptr, "\r\n", &context1);
}
}
// ------------------------------------------------------------------------------------------------
// create output materials
void SMDImporter::CreateOutputMaterials() {
ai_assert( nullptr != pScene );
pScene->mNumMaterials = (unsigned int)aszTextures.size();
pScene->mMaterials = new aiMaterial*[std::max(1u, pScene->mNumMaterials)];
for (unsigned int iMat = 0; iMat < pScene->mNumMaterials; ++iMat) {
aiMaterial* pcMat = new aiMaterial();
ai_assert( nullptr != pcMat );
pScene->mMaterials[iMat] = pcMat;
aiString szName;
szName.length = static_cast<ai_uint32>(ai_snprintf(szName.data, AI_MAXLEN, "Texture_%u", iMat));
pcMat->AddProperty(&szName,AI_MATKEY_NAME);
if (aszTextures[iMat].length())
{
::strncpy(szName.data, aszTextures[iMat].c_str(), AI_MAXLEN - 1);
szName.length = static_cast<ai_uint32>( aszTextures[iMat].length() );
pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
}
}
// create a default material if necessary
if (0 == pScene->mNumMaterials) {
pScene->mNumMaterials = 1;
aiMaterial* pcHelper = new aiMaterial();
pScene->mMaterials[0] = pcHelper;
int iMode = static_cast<int>(aiShadingMode_Gouraud);
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
aiColor3D clr;
clr.b = clr.g = clr.r = 0.7f;
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
clr.b = clr.g = clr.r = 0.05f;
pcHelper->AddProperty<aiColor3D>(&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 = &mBuffer[0];
// read line per line ...
for ( ;; ) {
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent, mEnd)) {
break;
}
// "version <n> \n", <n> should be 1 for hl and hl2 SMD files
if (TokenMatch(szCurrent,"version",7)) {
if(!SkipSpaces(szCurrent,&szCurrent, mEnd)) break;
if (1 != strtoul10(szCurrent,&szCurrent)) {
ASSIMP_LOG_WARN("SMD.version is not 1. This "
"file format is not known. Continuing happily ...");
}
continue;
}
// "nodes\n" - Starts the node section
if (TokenMatch(szCurrent,"nodes",5)) {
ParseNodesSection(szCurrent, &szCurrent, mEnd);
continue;
}
// "triangles\n" - Starts the triangle section
if (TokenMatch(szCurrent,"triangles",9)) {
ParseTrianglesSection(szCurrent, &szCurrent, mEnd);
continue;
}
// "vertexanimation\n" - Starts the vertex animation section
if (TokenMatch(szCurrent,"vertexanimation",15)) {
bHasUVs = false;
ParseVASection(szCurrent, &szCurrent, mEnd);
continue;
}
// "skeleton\n" - Starts the skeleton section
if (TokenMatch(szCurrent,"skeleton",8)) {
ParseSkeletonSection(szCurrent, &szCurrent, mEnd);
continue;
}
SkipLine(szCurrent, &szCurrent, mEnd);
}
}
void SMDImporter::ReadSmd(const std::string &pFile, IOSystem* pIOHandler) {
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
// Check whether we can read from the file
if (file == nullptr) {
throw DeadlyImportError("Failed to open SMD/VTA file ", pFile, ".");
}
iFileSize = (unsigned int)file->FileSize();
// Allocate storage and copy the contents of the file to a memory buffer
mBuffer.resize(iFileSize + 1);
TextFileToBuffer(file.get(), mBuffer);
mEnd = &mBuffer[mBuffer.size() - 1] + 1;
iSmallestFrame = INT_MAX;
bHasUVs = true;
iLineNumber = 1;
// Reserve enough space for ... hm ... 10 textures
aszTextures.reserve(10);
// Reserve enough space for ... hm ... 1000 triangles
asTriangles.reserve(1000);
// Reserve enough space for ... hm ... 20 bones
asBones.reserve(20);
aszTextures.clear();
asTriangles.clear();
asBones.clear();
// parse the file ...
ParseFile();
}
// ------------------------------------------------------------------------------------------------
unsigned int SMDImporter::GetTextureIndex(const std::string& filename) {
unsigned int iIndex = 0;
for (std::vector<std::string>::const_iterator
i = aszTextures.begin();
i != aszTextures.end();++i,++iIndex) {
// case-insensitive ... it's a path
if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str())) {
return iIndex;
}
}
iIndex = (unsigned int)aszTextures.size();
aszTextures.push_back(filename);
return iIndex;
}
// ------------------------------------------------------------------------------------------------
// Parse the nodes section of the file
void SMDImporter::ParseNodesSection(const char* szCurrent, const char** szCurrentOut, const char *end) {
for ( ;; ) {
// "end\n" - Ends the nodes section
if (0 == ASSIMP_strincmp(szCurrent, "end", 3) && IsSpaceOrNewLine(*(szCurrent+3))) {
szCurrent += 4;
break;
}
ParseNodeInfo(szCurrent,&szCurrent, end);
}
SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the triangles section of the file
void SMDImporter::ParseTrianglesSection(const char *szCurrent, const char **szCurrentOut, const char *end) {
// Parse a triangle, parse another triangle, parse the next triangle ...
// and so on until we reach a token that looks quite similar to "end"
for ( ;; ) {
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
break;
}
// "end\n" - Ends the triangles section
if (TokenMatch(szCurrent,"end",3)) {
break;
}
ParseTriangle(szCurrent,&szCurrent, end);
}
SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the vertex animation section of the file
void SMDImporter::ParseVASection(const char *szCurrent, const char **szCurrentOut, const char *end) {
unsigned int iCurIndex = 0;
for ( ;; ) {
if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
break;
}
// "end\n" - Ends the "vertexanimation" section
if (TokenMatch(szCurrent,"end",3)) {
break;
}
// "time <n>\n"
if (TokenMatch(szCurrent,"time",4)) {
// NOTE: The doc says that time values COULD be negative ...
// NOTE2: this is the shape key -> valve docs
int iTime = 0;
if (!ParseSignedInt(szCurrent, &szCurrent, end, iTime) || configFrameID != (unsigned int)iTime) {
break;
}
SkipLine(szCurrent,&szCurrent, end);
} else {
if(0 == iCurIndex) {
asTriangles.emplace_back();
}
if (++iCurIndex == 3) {
iCurIndex = 0;
}
ParseVertex(szCurrent,&szCurrent, end, asTriangles.back().avVertices[iCurIndex],true);
}
}
if (iCurIndex != 2 && !asTriangles.empty()) {
// we want to no degenerates, so throw this triangle away
asTriangles.pop_back();
}
SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the skeleton section of the file
void SMDImporter::ParseSkeletonSection(const char *szCurrent, const char **szCurrentOut, const char *end) {
int iTime = 0;
for ( ;; ) {
if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
break;
}
// "end\n" - Ends the skeleton section
if (TokenMatch(szCurrent,"end",3)) {
break;
} else if (TokenMatch(szCurrent,"time",4)) {
// "time <n>\n" - Specifies the current animation frame
if (!ParseSignedInt(szCurrent, &szCurrent, end, iTime)) {
break;
}
iSmallestFrame = std::min(iSmallestFrame,iTime);
SkipLine(szCurrent, &szCurrent, end);
} else {
ParseSkeletonElement(szCurrent, &szCurrent, end, iTime);
}
}
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
#define SMDI_PARSE_RETURN { \
SkipLine(szCurrent,&szCurrent, end); \
*szCurrentOut = szCurrent; \
return; \
}
// ------------------------------------------------------------------------------------------------
// Parse a node line
void SMDImporter::ParseNodeInfo(const char *szCurrent, const char **szCurrentOut, const char *end) {
unsigned int iBone = 0;
SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
if ( !ParseUnsignedInt(szCurrent, &szCurrent, end, iBone) || !SkipSpaces(szCurrent,&szCurrent, end)) {
throw DeadlyImportError("Unexpected EOF/EOL while parsing bone index");
}
if (iBone == UINT_MAX) {
LogErrorNoThrow("Invalid bone number while parsing bone index");
SMDI_PARSE_RETURN;
}
// add our bone to the list
if (iBone >= asBones.size()) {
asBones.resize(iBone+1);
}
SMD::Bone& bone = asBones[iBone];
bool bQuota = true;
if ('\"' != *szCurrent) {
LogWarning("Bone name is expected to be enclosed in "
"double quotation marks. ");
bQuota = false;
} else {
++szCurrent;
}
const char* szEnd = szCurrent;
for ( ;; ) {
if (bQuota && '\"' == *szEnd) {
iBone = (unsigned int)(szEnd - szCurrent);
++szEnd;
break;
} else if (!bQuota && IsSpaceOrNewLine(*szEnd)) {
iBone = (unsigned int)(szEnd - szCurrent);
break;
} else if (!(*szEnd)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name");
SMDI_PARSE_RETURN;
}
++szEnd;
}
bone.mName = std::string(szCurrent,iBone);
szCurrent = szEnd;
// the only negative bone parent index that could occur is -1 AFAIK
if(!ParseSignedInt(szCurrent, &szCurrent, end, (int&)bone.iParent)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1");
SMDI_PARSE_RETURN;
}
// go to the beginning of the next line
SMDI_PARSE_RETURN;
}
// ------------------------------------------------------------------------------------------------
// Parse a skeleton element
void SMDImporter::ParseSkeletonElement(const char *szCurrent, const char **szCurrentOut, const char *end, int iTime) {
aiVector3D vPos;
aiVector3D vRot;
unsigned int iBone = 0;
if (!ParseUnsignedInt(szCurrent, &szCurrent, end, iBone)) {
ASSIMP_LOG_ERROR("Unexpected EOF/EOL while parsing bone index");
SMDI_PARSE_RETURN;
}
if (iBone >= asBones.size()) {
LogErrorNoThrow("Bone index in skeleton section is out of range");
SMDI_PARSE_RETURN;
}
SMD::Bone& bone = asBones[iBone];
bone.sAnim.asKeys.emplace_back();
SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();
key.dTime = (double)iTime;
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.x)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.y)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.z)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.x)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.y)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.z)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z");
SMDI_PARSE_RETURN;
}
// build the transformation matrix of the key
key.matrix.FromEulerAnglesXYZ(vRot.x,vRot.y,vRot.z); {
aiMatrix4x4 mTemp;
mTemp.a4 = vPos.x;
mTemp.b4 = vPos.y;
mTemp.c4 = vPos.z;
key.matrix = mTemp * key.matrix;
}
key.vPos = vPos;
key.vRot = vRot;
// go to the beginning of the next line
SMDI_PARSE_RETURN;
}
// ------------------------------------------------------------------------------------------------
// Parse a triangle
void SMDImporter::ParseTriangle(const char *szCurrent, const char **szCurrentOut, const char *end) {
asTriangles.emplace_back();
SMD::Face& face = asTriangles.back();
if(!SkipSpaces(szCurrent, &szCurrent, end)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle");
return;
}
// read the texture file name
const char* szLast = szCurrent;
while (!IsSpaceOrNewLine(*++szCurrent));
// ... and get the index that belongs to this file name
face.iTexture = GetTextureIndex(std::string(szLast,(uintptr_t)szCurrent-(uintptr_t)szLast));
SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
// load three vertices
for (auto &avVertex : face.avVertices) {
ParseVertex(szCurrent, &szCurrent, end, avVertex);
}
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse a float
bool SMDImporter::ParseFloat(const char *szCurrent, const char **szCurrentOut, const char *end, float &out) {
if (!SkipSpaces(&szCurrent, end)) {
return false;
}
*szCurrentOut = fast_atoreal_move<float>(szCurrent,out);
return true;
}
// ------------------------------------------------------------------------------------------------
// Parse an unsigned int
bool SMDImporter::ParseUnsignedInt(const char *szCurrent, const char **szCurrentOut, const char *end, unsigned int &out) {
if(!SkipSpaces(&szCurrent, end)) {
return false;
}
out = strtoul10(szCurrent,szCurrentOut);
return true;
}
// ------------------------------------------------------------------------------------------------
// Parse a signed int
bool SMDImporter::ParseSignedInt(const char *szCurrent, const char **szCurrentOut, const char *end, int &out) {
if(!SkipSpaces(&szCurrent, end)) {
return false;
}
out = strtol10(szCurrent,szCurrentOut);
return true;
}
// ------------------------------------------------------------------------------------------------
// Parse a vertex
void SMDImporter::ParseVertex(const char* szCurrent,
const char **szCurrentOut, const char *end, SMD::Vertex &vertex,
bool bVASection /*= false*/) {
if (SkipSpaces(&szCurrent, end) && IsLineEnd(*szCurrent)) {
SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
return ParseVertex(szCurrent, szCurrentOut, end, vertex, bVASection);
}
if(!ParseSignedInt(szCurrent, &szCurrent, end, (int&)vertex.iParentNode)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.x)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.y)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.z)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,end, (float&)vertex.nor.x)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent, end, (float&)vertex.nor.y)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.nor.z)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z");
SMDI_PARSE_RETURN;
}
if (bVASection) {
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.uv.x)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.uv.y)) {
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y");
SMDI_PARSE_RETURN;
}
// 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(!ParseUnsignedInt(szCurrent, &szCurrent, end, iSize)) {
SMDI_PARSE_RETURN;
}
vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));
for (auto &aiBoneLink : vertex.aiBoneLinks) {
if(!ParseUnsignedInt(szCurrent, &szCurrent, end, aiBoneLink.first)) {
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent, &szCurrent, end, aiBoneLink.second)) {
SMDI_PARSE_RETURN;
}
}
// go to the beginning of the next line
SMDI_PARSE_RETURN;
}
} // namespace Assimp
#endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER