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| author | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
| commit | ca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch) | |
| tree | b06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/MD5Loader.cpp | |
| parent | Forced rename of platform folders in cmake dir. Git didn't pick this up before. (diff) | |
| download | nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip | |
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/MD5Loader.cpp')
| -rw-r--r-- | NvCloth/samples/external/assimp-4.1.0/code/MD5Loader.cpp | 757 |
1 files changed, 757 insertions, 0 deletions
diff --git a/NvCloth/samples/external/assimp-4.1.0/code/MD5Loader.cpp b/NvCloth/samples/external/assimp-4.1.0/code/MD5Loader.cpp new file mode 100644 index 0000000..172c98a --- /dev/null +++ b/NvCloth/samples/external/assimp-4.1.0/code/MD5Loader.cpp @@ -0,0 +1,757 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2017, assimp 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 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 MD5Loader.cpp + * @brief Implementation of the MD5 importer class + */ + + +#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER + +// internal headers +#include "RemoveComments.h" +#include "MD5Loader.h" +#include "StringComparison.h" +#include "fast_atof.h" +#include "SkeletonMeshBuilder.h" +#include <assimp/Importer.hpp> +#include <assimp/scene.h> +#include <assimp/IOSystem.hpp> +#include <assimp/DefaultLogger.hpp> +#include <assimp/importerdesc.h> +#include <memory> + +using namespace Assimp; + +// Minimum weight value. Weights inside [-n ... n] are ignored +#define AI_MD5_WEIGHT_EPSILON 1e-5f + + +static const aiImporterDesc desc = { + "Doom 3 / MD5 Mesh Importer", + "", + "", + "", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "md5mesh md5camera md5anim" +}; + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +MD5Importer::MD5Importer() + : mIOHandler() + , mBuffer() + , fileSize() + , iLineNumber() + , pScene() + , pIOHandler() + , bHadMD5Mesh() + , bHadMD5Anim() + , bHadMD5Camera() + , configNoAutoLoad (false) +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +MD5Importer::~MD5Importer() +{} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const +{ + const std::string extension = GetExtension(pFile); + + if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera") + return true; + else if (!extension.length() || checkSig) { + if (!pIOHandler) { + return true; + } + const char* tokens[] = {"MD5Version"}; + return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1); + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +// Get list of all supported extensions +const aiImporterDesc* MD5Importer::GetInfo () const +{ + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Setup import properties +void MD5Importer::SetupProperties(const Importer* pImp) +{ + // AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD + configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0)); +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void MD5Importer::InternReadFile( const std::string& pFile, + aiScene* _pScene, IOSystem* _pIOHandler) +{ + pIOHandler = _pIOHandler; + pScene = _pScene; + bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false; + + // remove the file extension + const std::string::size_type pos = pFile.find_last_of('.'); + mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1)); + + const std::string extension = GetExtension(pFile); + try { + if (extension == "md5camera") { + LoadMD5CameraFile(); + } + else if (configNoAutoLoad || extension == "md5anim") { + // determine file extension and process just *one* file + if (extension.length() == 0) { + throw DeadlyImportError("Failure, need file extension to determine MD5 part type"); + } + if (extension == "md5anim") { + LoadMD5AnimFile(); + } + else if (extension == "md5mesh") { + LoadMD5MeshFile(); + } + } + else { + LoadMD5MeshFile(); + LoadMD5AnimFile(); + } + } + catch ( ... ) { // std::exception, Assimp::DeadlyImportError + UnloadFileFromMemory(); + throw; + } + + // make sure we have at least one file + if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera) { + throw DeadlyImportError("Failed to read valid contents out of this MD5* file"); + } + + // Now rotate the whole scene 90 degrees around the x axis to match our internal coordinate system + pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f, + 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f); + + // the output scene wouldn't pass the validation without this flag + if (!bHadMD5Mesh) { + pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; + } + + // clean the instance -- the BaseImporter instance may be reused later. + UnloadFileFromMemory(); +} + +// ------------------------------------------------------------------------------------------------ +// Load a file into a memory buffer +void MD5Importer::LoadFileIntoMemory (IOStream* file) +{ + // unload the previous buffer, if any + UnloadFileFromMemory(); + + ai_assert(NULL != file); + fileSize = (unsigned int)file->FileSize(); + ai_assert(fileSize); + + // allocate storage and copy the contents of the file to a memory buffer + mBuffer = new char[fileSize+1]; + file->Read( (void*)mBuffer, 1, fileSize); + iLineNumber = 1; + + // append a terminal 0 + mBuffer[fileSize] = '\0'; + + // now remove all line comments from the file + CommentRemover::RemoveLineComments("//",mBuffer,' '); +} + +// ------------------------------------------------------------------------------------------------ +// Unload the current memory buffer +void MD5Importer::UnloadFileFromMemory () +{ + // delete the file buffer + delete[] mBuffer; + mBuffer = NULL; + fileSize = 0; +} + +// ------------------------------------------------------------------------------------------------ +// Build unique vertices +void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc) +{ + std::vector<bool> abHad(meshSrc.mVertices.size(),false); + + // allocate enough storage to keep the output structures + const unsigned int iNewNum = static_cast<unsigned int>(meshSrc.mFaces.size()*3); + unsigned int iNewIndex = static_cast<unsigned int>(meshSrc.mVertices.size()); + meshSrc.mVertices.resize(iNewNum); + + // try to guess how much storage we'll need for new weights + const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex; + const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum); + meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer + + for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();iter != iterEnd;++iter){ + const aiFace& face = *iter; + for (unsigned int i = 0; i < 3;++i) { + if (face.mIndices[0] >= meshSrc.mVertices.size()) { + throw DeadlyImportError("MD5MESH: Invalid vertex index"); + } + + if (abHad[face.mIndices[i]]) { + // generate a new vertex + meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]]; + face.mIndices[i] = iNewIndex++; + } + else abHad[face.mIndices[i]] = true; + } + // swap face order + std::swap(face.mIndices[0],face.mIndices[2]); + } +} + +// ------------------------------------------------------------------------------------------------ +// Recursive node graph construction from a MD5MESH +void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bones) +{ + ai_assert(NULL != piParent && !piParent->mNumChildren); + + // First find out how many children we'll have + for (int i = 0; i < (int)bones.size();++i) { + if (iParentID != i && bones[i].mParentIndex == iParentID) { + ++piParent->mNumChildren; + } + } + if (piParent->mNumChildren) { + piParent->mChildren = new aiNode*[piParent->mNumChildren]; + for (int i = 0; i < (int)bones.size();++i) { + // (avoid infinite recursion) + if (iParentID != i && bones[i].mParentIndex == iParentID) { + aiNode* pc; + // setup a new node + *piParent->mChildren++ = pc = new aiNode(); + pc->mName = aiString(bones[i].mName); + pc->mParent = piParent; + + // get the transformation matrix from rotation and translational components + aiQuaternion quat; + MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat ); + + bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix()); + bones[i].mTransform.a4 = bones[i].mPositionXYZ.x; + bones[i].mTransform.b4 = bones[i].mPositionXYZ.y; + bones[i].mTransform.c4 = bones[i].mPositionXYZ.z; + + // store it for later use + pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform; + bones[i].mInvTransform.Inverse(); + + // the transformations for each bone are absolute, so we need to multiply them + // with the inverse of the absolute matrix of the parent joint + if (-1 != iParentID) { + pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation; + } + + // add children to this node, too + AttachChilds_Mesh( i, pc, bones); + } + } + // undo offset computations + piParent->mChildren -= piParent->mNumChildren; + } +} + +// ------------------------------------------------------------------------------------------------ +// Recursive node graph construction from a MD5ANIM +void MD5Importer::AttachChilds_Anim(int iParentID,aiNode* piParent, AnimBoneList& bones,const aiNodeAnim** node_anims) +{ + ai_assert(NULL != piParent && !piParent->mNumChildren); + + // First find out how many children we'll have + for (int i = 0; i < (int)bones.size();++i) { + if (iParentID != i && bones[i].mParentIndex == iParentID) { + ++piParent->mNumChildren; + } + } + if (piParent->mNumChildren) { + piParent->mChildren = new aiNode*[piParent->mNumChildren]; + for (int i = 0; i < (int)bones.size();++i) { + // (avoid infinite recursion) + if (iParentID != i && bones[i].mParentIndex == iParentID) + { + aiNode* pc; + // setup a new node + *piParent->mChildren++ = pc = new aiNode(); + pc->mName = aiString(bones[i].mName); + pc->mParent = piParent; + + // get the corresponding animation channel and its first frame + const aiNodeAnim** cur = node_anims; + while ((**cur).mNodeName != pc->mName)++cur; + + aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue,pc->mTransformation); + pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix()) ; + + // add children to this node, too + AttachChilds_Anim( i, pc, bones,node_anims); + } + } + // undo offset computations + piParent->mChildren -= piParent->mNumChildren; + } +} + +// ------------------------------------------------------------------------------------------------ +// Load a MD5MESH file +void MD5Importer::LoadMD5MeshFile () +{ + std::string pFile = mFile + "md5mesh"; + std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb")); + + // Check whether we can read from the file + if( file.get() == NULL || !file->FileSize()) { + DefaultLogger::get()->warn("Failed to access MD5MESH file: " + pFile); + return; + } + bHadMD5Mesh = true; + LoadFileIntoMemory(file.get()); + + // now construct a parser and parse the file + MD5::MD5Parser parser(mBuffer,fileSize); + + // load the mesh information from it + MD5::MD5MeshParser meshParser(parser.mSections); + + // create the bone hierarchy - first the root node and dummy nodes for all meshes + pScene->mRootNode = new aiNode("<MD5_Root>"); + pScene->mRootNode->mNumChildren = 2; + pScene->mRootNode->mChildren = new aiNode*[2]; + + // build the hierarchy from the MD5MESH file + aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode(); + pcNode->mName.Set("<MD5_Hierarchy>"); + pcNode->mParent = pScene->mRootNode; + AttachChilds_Mesh(-1,pcNode,meshParser.mJoints); + + pcNode = pScene->mRootNode->mChildren[0] = new aiNode(); + pcNode->mName.Set("<MD5_Mesh>"); + pcNode->mParent = pScene->mRootNode; + +#if 0 + if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */ + SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]); +#else + + // FIX: MD5 files exported from Blender can have empty meshes + for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) { + if (!(*it).mFaces.empty() && !(*it).mVertices.empty()) + ++pScene->mNumMaterials; + } + + // generate all meshes + pScene->mNumMeshes = pScene->mNumMaterials; + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; + pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes]; + + // storage for node mesh indices + pcNode->mNumMeshes = pScene->mNumMeshes; + pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes]; + for (unsigned int m = 0; m < pcNode->mNumMeshes;++m) + pcNode->mMeshes[m] = m; + + unsigned int n = 0; + for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) { + MD5::MeshDesc& meshSrc = *it; + if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty()) + continue; + + aiMesh* mesh = pScene->mMeshes[n] = new aiMesh(); + mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + + // generate unique vertices in our internal verbose format + MakeDataUnique(meshSrc); + + mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size(); + mesh->mVertices = new aiVector3D[mesh->mNumVertices]; + mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; + mesh->mNumUVComponents[0] = 2; + + // copy texture coordinates + aiVector3D* pv = mesh->mTextureCoords[0]; + for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) { + pv->x = (*iter).mUV.x; + pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL + pv->z = 0.0f; + } + + // sort all bone weights - per bone + unsigned int* piCount = new unsigned int[meshParser.mJoints.size()]; + ::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size()); + + for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) { + for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w) + { + MD5::WeightDesc& desc = meshSrc.mWeights[w]; + /* FIX for some invalid exporters */ + if (!(desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON )) + ++piCount[desc.mBone]; + } + } + + // check how many we will need + for (unsigned int p = 0; p < meshParser.mJoints.size();++p) + if (piCount[p])mesh->mNumBones++; + + if (mesh->mNumBones) // just for safety + { + mesh->mBones = new aiBone*[mesh->mNumBones]; + for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q) + { + if (!piCount[q])continue; + aiBone* p = mesh->mBones[h] = new aiBone(); + p->mNumWeights = piCount[q]; + p->mWeights = new aiVertexWeight[p->mNumWeights]; + p->mName = aiString(meshParser.mJoints[q].mName); + p->mOffsetMatrix = meshParser.mJoints[q].mInvTransform; + + // store the index for later use + MD5::BoneDesc& boneSrc = meshParser.mJoints[q]; + boneSrc.mMap = h++; + + // compute w-component of quaternion + MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted ); + } + + //unsigned int g = 0; + pv = mesh->mVertices; + for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) { + // compute the final vertex position from all single weights + *pv = aiVector3D(); + + // there are models which have weights which don't sum to 1 ... + ai_real fSum = 0.0; + for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w) + fSum += meshSrc.mWeights[w].mWeight; + if (!fSum) { + DefaultLogger::get()->error("MD5MESH: The sum of all vertex bone weights is 0"); + continue; + } + + // process bone weights + for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w) { + if (w >= meshSrc.mWeights.size()) + throw DeadlyImportError("MD5MESH: Invalid weight index"); + + MD5::WeightDesc& desc = meshSrc.mWeights[w]; + if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON) { + continue; + } + + const ai_real fNewWeight = desc.mWeight / fSum; + + // transform the local position into worldspace + MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone]; + const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (desc.vOffsetPosition); + + // use the original weight to compute the vertex position + // (some MD5s seem to depend on the invalid weight values ...) + *pv += ((boneSrc.mPositionXYZ+v)* (ai_real)desc.mWeight); + + aiBone* bone = mesh->mBones[boneSrc.mMap]; + *bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight); + } + } + + // undo our nice offset tricks ... + for (unsigned int p = 0; p < mesh->mNumBones;++p) { + mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights; + } + } + + delete[] piCount; + + // now setup all faces - we can directly copy the list + // (however, take care that the aiFace destructor doesn't delete the mIndices array) + mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size(); + mesh->mFaces = new aiFace[mesh->mNumFaces]; + for (unsigned int c = 0; c < mesh->mNumFaces;++c) { + mesh->mFaces[c].mNumIndices = 3; + mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices; + meshSrc.mFaces[c].mIndices = NULL; + } + + // generate a material for the mesh + aiMaterial* mat = new aiMaterial(); + pScene->mMaterials[n] = mat; + + // insert the typical doom3 textures: + // nnn_local.tga - normal map + // nnn_h.tga - height map + // nnn_s.tga - specular map + // nnn_d.tga - diffuse map + if (meshSrc.mShader.length && !strchr(meshSrc.mShader.data,'.')) { + + aiString temp(meshSrc.mShader); + temp.Append("_local.tga"); + mat->AddProperty(&temp,AI_MATKEY_TEXTURE_NORMALS(0)); + + temp = aiString(meshSrc.mShader); + temp.Append("_s.tga"); + mat->AddProperty(&temp,AI_MATKEY_TEXTURE_SPECULAR(0)); + + temp = aiString(meshSrc.mShader); + temp.Append("_d.tga"); + mat->AddProperty(&temp,AI_MATKEY_TEXTURE_DIFFUSE(0)); + + temp = aiString(meshSrc.mShader); + temp.Append("_h.tga"); + mat->AddProperty(&temp,AI_MATKEY_TEXTURE_HEIGHT(0)); + + // set this also as material name + mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME); + } + else mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0)); + mesh->mMaterialIndex = n++; + } +#endif +} + +// ------------------------------------------------------------------------------------------------ +// Load an MD5ANIM file +void MD5Importer::LoadMD5AnimFile () +{ + std::string pFile = mFile + "md5anim"; + std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb")); + + // Check whether we can read from the file + if( !file.get() || !file->FileSize()) { + DefaultLogger::get()->warn("Failed to read MD5ANIM file: " + pFile); + return; + } + LoadFileIntoMemory(file.get()); + + // parse the basic file structure + MD5::MD5Parser parser(mBuffer,fileSize); + + // load the animation information from the parse tree + MD5::MD5AnimParser animParser(parser.mSections); + + // generate and fill the output animation + if (animParser.mAnimatedBones.empty() || animParser.mFrames.empty() || + animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) { + + DefaultLogger::get()->error("MD5ANIM: No frames or animated bones loaded"); + } + else { + bHadMD5Anim = true; + + pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 1]; + aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation(); + anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size(); + anim->mChannels = new aiNodeAnim*[anim->mNumChannels]; + for (unsigned int i = 0; i < anim->mNumChannels;++i) { + aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim(); + node->mNodeName = aiString( animParser.mAnimatedBones[i].mName ); + + // allocate storage for the keyframes + node->mPositionKeys = new aiVectorKey[animParser.mFrames.size()]; + node->mRotationKeys = new aiQuatKey[animParser.mFrames.size()]; + } + + // 1 tick == 1 frame + anim->mTicksPerSecond = animParser.fFrameRate; + + for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){ + double dTime = (double)(*iter).iIndex; + aiNodeAnim** pcAnimNode = anim->mChannels; + if (!(*iter).mValues.empty() || iter == animParser.mFrames.begin()) /* be sure we have at least one frame */ + { + // now process all values in there ... read all joints + MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0]; + for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2, + ++pcAnimNode,++pcBaseFrame) + { + if((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) { + + // Allow for empty frames + if ((*iter2).iFlags != 0) { + throw DeadlyImportError("MD5: Keyframe index is out of range"); + + } + continue; + } + const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex]; + aiNodeAnim* pcCurAnimBone = *pcAnimNode; + + aiVectorKey* vKey = &pcCurAnimBone->mPositionKeys[pcCurAnimBone->mNumPositionKeys++]; + aiQuatKey* qKey = &pcCurAnimBone->mRotationKeys [pcCurAnimBone->mNumRotationKeys++]; + aiVector3D vTemp; + + // translational component + for (unsigned int i = 0; i < 3; ++i) { + if ((*iter2).iFlags & (1u << i)) { + vKey->mValue[i] = *fpCur++; + } + else vKey->mValue[i] = pcBaseFrame->vPositionXYZ[i]; + } + + // orientation component + for (unsigned int i = 0; i < 3; ++i) { + if ((*iter2).iFlags & (8u << i)) { + vTemp[i] = *fpCur++; + } + else vTemp[i] = pcBaseFrame->vRotationQuat[i]; + } + + MD5::ConvertQuaternion(vTemp, qKey->mValue); + qKey->mTime = vKey->mTime = dTime; + } + } + + // compute the duration of the animation + anim->mDuration = std::max(dTime,anim->mDuration); + } + + // If we didn't build the hierarchy yet (== we didn't load a MD5MESH), + // construct it now from the data given in the MD5ANIM. + if (!pScene->mRootNode) { + pScene->mRootNode = new aiNode(); + pScene->mRootNode->mName.Set("<MD5_Hierarchy>"); + + AttachChilds_Anim(-1,pScene->mRootNode,animParser.mAnimatedBones,(const aiNodeAnim**)anim->mChannels); + + // Call SkeletonMeshBuilder to construct a mesh to represent the shape + if (pScene->mRootNode->mNumChildren) { + SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[0]); + } + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Load an MD5CAMERA file +void MD5Importer::LoadMD5CameraFile () +{ + std::string pFile = mFile + "md5camera"; + std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb")); + + // Check whether we can read from the file + if( !file.get() || !file->FileSize()) { + throw DeadlyImportError("Failed to read MD5CAMERA file: " + pFile); + } + bHadMD5Camera = true; + LoadFileIntoMemory(file.get()); + + // parse the basic file structure + MD5::MD5Parser parser(mBuffer,fileSize); + + // load the camera animation data from the parse tree + MD5::MD5CameraParser cameraParser(parser.mSections); + + if (cameraParser.frames.empty()) { + throw DeadlyImportError("MD5CAMERA: No frames parsed"); + } + + std::vector<unsigned int>& cuts = cameraParser.cuts; + std::vector<MD5::CameraAnimFrameDesc>& frames = cameraParser.frames; + + // Construct output graph - a simple root with a dummy child. + // The root node performs the coordinate system conversion + aiNode* root = pScene->mRootNode = new aiNode("<MD5CameraRoot>"); + root->mChildren = new aiNode*[root->mNumChildren = 1]; + root->mChildren[0] = new aiNode("<MD5Camera>"); + root->mChildren[0]->mParent = root; + + // ... but with one camera assigned to it + pScene->mCameras = new aiCamera*[pScene->mNumCameras = 1]; + aiCamera* cam = pScene->mCameras[0] = new aiCamera(); + cam->mName = "<MD5Camera>"; + + // FIXME: Fov is currently set to the first frame's value + cam->mHorizontalFOV = AI_DEG_TO_RAD( frames.front().fFOV ); + + // every cut is written to a separate aiAnimation + if (!cuts.size()) { + cuts.push_back(0); + cuts.push_back(static_cast<unsigned int>(frames.size()-1)); + } + else { + cuts.insert(cuts.begin(),0); + + if (cuts.back() < frames.size()-1) + cuts.push_back(static_cast<unsigned int>(frames.size()-1)); + } + + pScene->mNumAnimations = static_cast<unsigned int>(cuts.size()-1); + aiAnimation** tmp = pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations]; + for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end()-1; ++it) { + + aiAnimation* anim = *tmp++ = new aiAnimation(); + anim->mName.length = ::ai_snprintf(anim->mName.data, MAXLEN, "anim%u_from_%u_to_%u",(unsigned int)(it-cuts.begin()),(*it),*(it+1)); + + anim->mTicksPerSecond = cameraParser.fFrameRate; + anim->mChannels = new aiNodeAnim*[anim->mNumChannels = 1]; + aiNodeAnim* nd = anim->mChannels[0] = new aiNodeAnim(); + nd->mNodeName.Set("<MD5Camera>"); + + nd->mNumPositionKeys = nd->mNumRotationKeys = *(it+1) - (*it); + nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys]; + nd->mRotationKeys = new aiQuatKey [nd->mNumRotationKeys]; + for (unsigned int i = 0; i < nd->mNumPositionKeys; ++i) { + + nd->mPositionKeys[i].mValue = frames[*it+i].vPositionXYZ; + MD5::ConvertQuaternion(frames[*it+i].vRotationQuat,nd->mRotationKeys[i].mValue); + nd->mRotationKeys[i].mTime = nd->mPositionKeys[i].mTime = *it+i; + } + } +} + +#endif // !! ASSIMP_BUILD_NO_MD5_IMPORTER |