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/*
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Open Asset Import Library (assimp)
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/** @file SMDLoader.cpp
* @brief Implementation of the SMD importer class
*/
#ifndef ASSIMP_BUILD_NO_SMD_IMPORTER
// internal headers
#include "SMDLoader.h"
#include "fast_atof.h"
#include "SkeletonMeshBuilder.h"
#include <assimp/Importer.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
#include <memory>
using namespace Assimp;
static const aiImporterDesc desc = {
"Valve SMD Importer",
"",
"",
"",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"smd vta"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
SMDImporter::SMDImporter()
: configFrameID(),
mBuffer(),
pScene( nullptr ),
iFileSize( 0 ),
iSmallestFrame( -1 ),
dLengthOfAnim( 0.0 ),
bHasUVs(false ),
iLineNumber(-1) {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
SMDImporter::~SMDImporter() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool SMDImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool) const
{
// fixme: auto format detection
return SimpleExtensionCheck(pFile,"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);
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void SMDImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL) {
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
this->pScene = pScene;
mBuffer.resize( iFileSize + 1 );
TextFileToBuffer(file.get(), mBuffer );
iSmallestFrame = (1 << 31);
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);
// parse the file ...
ParseFile();
// 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 (std::vector<SMD::Bone>::const_iterator
i = asBones.begin();
i != asBones.end();++i)
{
if (!(*i).mName.length())
{
DefaultLogger::get()->warn("SMD: Not all bones have been initialized");
break;
}
}
// now fix invalid time values and make sure the animation starts at frame 0
FixTimeValues();
// compute absolute bone transformation matrices
// ComputeAbsoluteBoneTransformations();
}
if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
{
// create output meshes
CreateOutputMeshes();
// build an output material list
CreateOutputMaterials();
}
// build the output animation
CreateOutputAnimations();
// build output nodes (bones are added as empty dummy nodes)
CreateOutputNodes();
if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)
{
SkeletonMeshBuilder skeleton(pScene);
}
}
// ------------------------------------------------------------------------------------------------
// Write an error message with line number to the log file
void SMDImporter::LogErrorNoThrow(const char* msg)
{
char szTemp[1024];
ai_snprintf(szTemp,1024,"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)
{
char szTemp[1024];
ai_assert(strlen(msg) < 1000);
ai_snprintf(szTemp,1024,"Line %u: %s",iLineNumber,msg);
DefaultLogger::get()->warn(szTemp);
}
// ------------------------------------------------------------------------------------------------
// Fix invalid time values in the file
void SMDImporter::FixTimeValues()
{
double dDelta = (double)iSmallestFrame;
double dMax = 0.0f;
for (std::vector<SMD::Bone>::iterator
iBone = asBones.begin();
iBone != asBones.end();++iBone)
{
for (std::vector<SMD::Bone::Animation::MatrixKey>::iterator
iKey = (*iBone).sAnim.asKeys.begin();
iKey != (*iBone).sAnim.asKeys.end();++iKey)
{
(*iKey).dTime -= dDelta;
dMax = std::max(dMax, (*iKey).dTime);
}
}
dLengthOfAnim = dMax;
}
// ------------------------------------------------------------------------------------------------
// create output meshes
void SMDImporter::CreateOutputMeshes()
{
if (aszTextures.empty())
aszTextures.push_back(std::string());
// 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;
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 (std::vector<SMD::Face>::const_iterator
iFace = asTriangles.begin();
iFace != asTriangles.end();++iFace,++iNum)
{
if (UINT_MAX == (*iFace).iTexture)aaiFaces[(*iFace).iTexture].push_back( 0 );
else if ((*iFace).iTexture >= aszTextures.size())
{
DefaultLogger::get()->error("[SMD/VTA] Material index overflow in face");
aaiFaces[(*iFace).iTexture].push_back((unsigned int)aszTextures.size()-1);
}
else aaiFaces[(*iFace).iTexture].push_back(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;
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 = NULL;
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)
{
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 ...
// 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())
{
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 >= 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 < asBones.size();++iBone)
if (!aaiBones[iBone].empty())++iNum;
if (false && 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;
}
}
delete[] aaiBones;
}
delete[] aaiFaces;
}
// ------------------------------------------------------------------------------------------------
// add bone child nodes
void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent)
{
ai_assert( NULL != pcNode );
ai_assert( 0 == pcNode->mNumChildren );
ai_assert( NULL == pcNode->mChildren);
// first count ...
for (unsigned int i = 0; i < asBones.size();++i)
{
SMD::Bone& bone = 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 < 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
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()
{
pScene->mRootNode = new aiNode();
if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
{
// create one 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;
}
// now add all bones as dummy sub nodes to the graph
// AddBoneChildren(pScene->mRootNode,(uint32_t)-1);
// 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] = NULL;
delete pcOldRoot;
pScene->mRootNode->mParent = NULL;
}
else
{
::strcpy(pScene->mRootNode->mName.data, "<SMD_root>");
pScene->mRootNode->mName.length = 10;
}
}
// ------------------------------------------------------------------------------------------------
// create output animations
void SMDImporter::CreateOutputAnimations()
{
unsigned int iNumBones = 0;
for (std::vector<SMD::Bone>::const_iterator
i = asBones.begin();
i != 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;
}
pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation*[1];
aiAnimation*& anim = pScene->mAnimations[0] = new aiAnimation();
anim->mDuration = dLengthOfAnim;
anim->mNumChannels = iNumBones;
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 (std::vector<SMD::Bone>::const_iterator
i = asBones.begin();
i != asBones.end();++i)
{
if (!(*i).bIsUsed)continue;
aiNodeAnim* p = pp[a] = new aiNodeAnim();
// copy the name of the bone
p->mNodeName.Set( i->mName);
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<SMD::Bone::Animation::MatrixKey>::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 < asBones.size();++i)
{
SMD::Bone& bone = 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 < asBones.size())
{
for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
{
SMD::Bone& bone = asBones[iBone];
if (iParent == bone.iParent)
{
SMD::Bone& parentBone = 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].matrixAbsolute;
// 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 < asBones.size();++iParent)
{
SMD::Bone& bone = asBones[iParent];
bone.mOffsetMatrix = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrixAbsolute;
bone.mOffsetMatrix.Inverse();
}
}
\
// ------------------------------------------------------------------------------------------------
// 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 = (size_t)ai_snprintf(szName.data,MAXLEN,"Texture_%u",iMat);
pcMat->AddProperty(&szName,AI_MATKEY_NAME);
if (aszTextures[iMat].length())
{
::strncpy(szName.data, aszTextures[iMat].c_str(),MAXLEN-1);
szName.length = 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 = (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)) break;
// "version <n> \n", <n> should be 1 for hl and hl2 SMD files
if (TokenMatch(szCurrent,"version",7))
{
if(!SkipSpaces(szCurrent,&szCurrent)) break;
if (1 != strtoul10(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 (TokenMatch(szCurrent,"nodes",5))
{
ParseNodesSection(szCurrent,&szCurrent);
continue;
}
// "triangles\n" - Starts the triangle section
if (TokenMatch(szCurrent,"triangles",9))
{
ParseTrianglesSection(szCurrent,&szCurrent);
continue;
}
// "vertexanimation\n" - Starts the vertex animation section
if (TokenMatch(szCurrent,"vertexanimation",15))
{
bHasUVs = false;
ParseVASection(szCurrent,&szCurrent);
continue;
}
// "skeleton\n" - Starts the skeleton section
if (TokenMatch(szCurrent,"skeleton",8))
{
ParseSkeletonSection(szCurrent,&szCurrent);
continue;
}
SkipLine(szCurrent,&szCurrent);
}
return;
}
// ------------------------------------------------------------------------------------------------
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)
{
for ( ;; )
{
// "end\n" - Ends the nodes section
if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
IsSpaceOrNewLine(*(szCurrent+3)))
{
szCurrent += 4;
break;
}
ParseNodeInfo(szCurrent,&szCurrent);
}
SkipSpacesAndLineEnd(szCurrent,&szCurrent);
*szCurrentOut = 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"
for ( ;; )
{
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
// "end\n" - Ends the triangles section
if (TokenMatch(szCurrent,"end",3))
break;
ParseTriangle(szCurrent,&szCurrent);
}
SkipSpacesAndLineEnd(szCurrent,&szCurrent);
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the vertex animation section of the file
void SMDImporter::ParseVASection(const char* szCurrent,
const char** szCurrentOut)
{
unsigned int iCurIndex = 0;
for ( ;; )
{
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) 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,iTime) || configFrameID != (unsigned int)iTime)break;
SkipLine(szCurrent,&szCurrent);
}
else
{
if(0 == iCurIndex)
{
asTriangles.push_back(SMD::Face());
}
if (++iCurIndex == 3)iCurIndex = 0;
ParseVertex(szCurrent,&szCurrent,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);
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the skeleton section of the file
void SMDImporter::ParseSkeletonSection(const char* szCurrent,
const char** szCurrentOut)
{
int iTime = 0;
for ( ;; )
{
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
// "end\n" - Ends the skeleton section
if (TokenMatch(szCurrent,"end",3))
break;
// "time <n>\n" - Specifies the current animation frame
else if (TokenMatch(szCurrent,"time",4))
{
// NOTE: The doc says that time values COULD be negative ...
if(!ParseSignedInt(szCurrent,&szCurrent,iTime))break;
iSmallestFrame = std::min(iSmallestFrame,iTime);
SkipLine(szCurrent,&szCurrent);
}
else ParseSkeletonElement(szCurrent,&szCurrent,iTime);
}
*szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
#define SMDI_PARSE_RETURN { \
SkipLine(szCurrent,&szCurrent); \
*szCurrentOut = szCurrent; \
return; \
}
// ------------------------------------------------------------------------------------------------
// Parse a node line
void SMDImporter::ParseNodeInfo(const char* szCurrent,
const char** szCurrentOut)
{
unsigned int iBone = 0;
SkipSpacesAndLineEnd(szCurrent,&szCurrent);
if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent))
{
LogErrorNoThrow("Unexpected EOF/EOL 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 expcted 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 (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,(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,int iTime)
{
aiVector3D vPos;
aiVector3D vRot;
unsigned int iBone = 0;
if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone))
{
DefaultLogger::get()->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.push_back(SMD::Bone::Animation::MatrixKey());
SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();
key.dTime = (double)iTime;
if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.x))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.y))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.z))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.x))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.y))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(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 = key.matrix * mTemp;
}
// go to the beginning of the next line
SMDI_PARSE_RETURN;
}
// ------------------------------------------------------------------------------------------------
// Parse a triangle
void SMDImporter::ParseTriangle(const char* szCurrent,
const char** szCurrentOut)
{
asTriangles.push_back(SMD::Face());
SMD::Face& face = asTriangles.back();
if(!SkipSpaces(szCurrent,&szCurrent))
{
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);
// load three vertices
for (unsigned int iVert = 0; iVert < 3;++iVert)
{
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))
return false;
*szCurrentOut = fast_atoreal_move<float>(szCurrent,out);
return true;
}
// ------------------------------------------------------------------------------------------------
// Parse an unsigned int
bool SMDImporter::ParseUnsignedInt(const char* szCurrent,
const char** szCurrentOut, unsigned int& out)
{
if(!SkipSpaces(&szCurrent))
return false;
out = strtoul10(szCurrent,szCurrentOut);
return true;
}
// ------------------------------------------------------------------------------------------------
// Parse a signed int
bool SMDImporter::ParseSignedInt(const char* szCurrent,
const char** szCurrentOut, int& out)
{
if(!SkipSpaces(&szCurrent))
return false;
out = strtol10(szCurrent,szCurrentOut);
return true;
}
// ------------------------------------------------------------------------------------------------
// Parse a vertex
void SMDImporter::ParseVertex(const char* szCurrent,
const char** szCurrentOut, SMD::Vertex& vertex,
bool bVASection /*= false*/)
{
if (SkipSpaces(&szCurrent) && IsLineEnd(*szCurrent))
{
SkipSpacesAndLineEnd(szCurrent,&szCurrent);
return ParseVertex(szCurrent,szCurrentOut,vertex,bVASection);
}
if(!ParseSignedInt(szCurrent,&szCurrent,(int&)vertex.iParentNode))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.x))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.y))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.z))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.x))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.y))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(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,(float&)vertex.uv.x))
{
LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
SMDI_PARSE_RETURN;
}
if(!ParseFloat(szCurrent,&szCurrent,(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,iSize))SMDI_PARSE_RETURN;
vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));
for (std::vector<std::pair<unsigned int, float> >::iterator
i = vertex.aiBoneLinks.begin();
i != vertex.aiBoneLinks.end();++i)
{
if(!ParseUnsignedInt(szCurrent,&szCurrent,(*i).first))
SMDI_PARSE_RETURN;
if(!ParseFloat(szCurrent,&szCurrent,(*i).second))
SMDI_PARSE_RETURN;
}
// go to the beginning of the next line
SMDI_PARSE_RETURN;
}
#endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER