assimp/code/CSMLoader.cpp

281 lines
9.6 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2009, 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 CSMLoader.cpp
* Implementation of the CSM importer class.
*/
#include "AssimpPCH.h"
#ifndef AI_BUILD_NO_CSM_IMPORTER
#include "CSMLoader.h"
#include "SkeletonMeshBuilder.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
CSMImporter::CSMImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
CSMImporter::~CSMImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool CSMImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
// check file extension
const std::string extension = GetExtension(pFile);
if( extension == "csm")
return true;
if ((checkSig || !extension.length()) && pIOHandler) {
const char* tokens[] = {"$Filename"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
void CSMImporter::GetExtensionList(std::string& append)
{
append.append("*.csm");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void CSMImporter::SetupProperties(const Importer* pImp)
{
// nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void CSMImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL) {
throw new ImportErrorException( "Failed to open CSM file " + pFile + ".");
}
// allocate storage and copy the contents of the file to a memory buffer
std::vector<char> mBuffer2;
TextFileToBuffer(file.get(),mBuffer2);
const char* buffer = &mBuffer2[0];
aiAnimation* anim = new aiAnimation();
int first = 0, last = 0x00ffffff;
// now process the file and look out for '$' sections
while (1) {
SkipSpaces(&buffer);
if ('\0' == *buffer)
break;
if ('$' == *buffer) {
++buffer;
if (TokenMatchI(buffer,"firstframe",10)) {
SkipSpaces(&buffer);
first = strtol10s(buffer,&buffer);
}
else if (TokenMatchI(buffer,"lastframe",9)) {
SkipSpaces(&buffer);
last = strtol10s(buffer,&buffer);
}
else if (TokenMatchI(buffer,"rate",4)) {
SkipSpaces(&buffer);
float d;
buffer = fast_atof_move(buffer,d);
anim->mTicksPerSecond = d;
}
else if (TokenMatchI(buffer,"order",5)) {
std::vector< aiNodeAnim* > anims_temp;
anims_temp.reserve(30);
while (1) {
SkipSpaces(&buffer);
if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer) && *buffer == '$')
break; // next section
// Construct a new node animation channel and setup its name
anims_temp.push_back(new aiNodeAnim());
aiNodeAnim* nda = anims_temp.back();
char* ot = nda->mNodeName.data;
while (!IsSpaceOrNewLine(*buffer))
*ot++ = *buffer++;
*ot = '\0';
nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
}
anim->mNumChannels = anims_temp.size();
if (!anim->mNumChannels)
throw new ImportErrorException("CSM: Empty $order section");
// copy over to the output animation
anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels);
}
else if (TokenMatchI(buffer,"points",6)) {
if (!anim->mNumChannels)
throw new ImportErrorException("CSM: \'$order\' section is required to appear prior to \'$points\'");
// If we know how many frames we'll read, we can preallocate some storage
unsigned int alloc = 100;
if (last != 0x00ffffff)
{
alloc = last-first;
alloc += alloc>>2u; // + 25%
for (unsigned int i = 0; i < anim->mNumChannels;++i)
anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
}
unsigned int filled = 0;
// Now read all point data.
while (1) {
SkipSpaces(&buffer);
if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer) || *buffer == '$')) {
break; // next section
}
// read frame
const int frame = ::strtol10(buffer,&buffer);
last = std::max(frame,last);
first = std::min(frame,last);
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* s = anim->mChannels[i];
if (s->mNumPositionKeys == alloc) { /* need to reallocate? */
aiVectorKey* old = s->mPositionKeys;
s->mPositionKeys = new aiVectorKey[s->mNumPositionKeys = alloc*2];
::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc);
delete[] old;
}
// read x,y,z
if(!SkipSpacesAndLineEnd(&buffer))
throw new ImportErrorException("CSM: Unexpected EOF occured reading sample x coord");
if (TokenMatchI(buffer, "DROPOUT", 7)) {
// seems this is invalid marker data; at least the doc says it's possible
DefaultLogger::get()->warn("CSM: Encountered invalid marker data (DROPOUT)");
}
else {
aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys;
sub->mTime = (double)frame;
buffer = fast_atof_move(buffer, (float&)sub->mValue.x);
if(!SkipSpacesAndLineEnd(&buffer))
throw new ImportErrorException("CSM: Unexpected EOF occured reading sample y coord");
buffer = fast_atof_move(buffer, (float&)sub->mValue.y);
if(!SkipSpacesAndLineEnd(&buffer))
throw new ImportErrorException("CSM: Unexpected EOF occured reading sample z coord");
buffer = fast_atof_move(buffer, (float&)sub->mValue.z);
++s->mNumPositionKeys;
}
}
// update allocation granularity
if (filled == alloc)
alloc *= 2;
++filled;
}
// all channels must be complete in order to continue safely.
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
if (!anim->mChannels[i]->mNumPositionKeys)
throw new ImportErrorException("CSM: Invalid marker track");
}
}
}
else {
// advance to the next line
SkipLine(&buffer);
}
}
// Setup a proper animation duration
anim->mDuration = last - std::min( first, 0 );
// build a dummy root node with the tiny markers as children
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("$CSM_DummyRoot");
pScene->mRootNode->mNumChildren = anim->mNumChannels;
pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels];
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
aiNodeAnim* na = anim->mChannels[i];
aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
nd->mName = anim->mChannels[i]->mNodeName;
nd->mParent = pScene->mRootNode;
aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation);
}
// Store the one and only animation in the scene
pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1];
pScene->mAnimations[0] = anim;
anim->mName.Set("$CSM_MasterAnim");
// mark the scene as incomplete and run SkeletonMeshBuilder on it
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true);
}
#endif // !! AI_BUILD_NO_CSM_IMPORTER