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authorMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
committerMarijn Tamis <[email protected]>2018-05-03 18:22:48 +0200
commitca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch)
treeb06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/external/assimp-4.1.0/code/SMDLoader.cpp
parentForced rename of platform folders in cmake dir. Git didn't pick this up before. (diff)
downloadnvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz
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NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/code/SMDLoader.cpp')
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+/*
+---------------------------------------------------------------------------
+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 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