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@@ -0,0 +1,1070 @@
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+/*
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+---------------------------------------------------------------------------
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+Open Asset Import Library (ASSIMP)
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+---------------------------------------------------------------------------
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+
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+Copyright (c) 2006-2008, ASSIMP Development Team
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+
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+All rights reserved.
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+
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+Redistribution and use of this software in source and binary forms,
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+with or without modification, are permitted provided that the following
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+conditions are met:
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+
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+* Redistributions of source code must retain the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer.
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+
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+* Redistributions in binary form must reproduce the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer in the documentation and/or other
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+ materials provided with the distribution.
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+
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+* Neither the name of the ASSIMP team, nor the names of its
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+ contributors may be used to endorse or promote products
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+ derived from this software without specific prior
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+ written permission of the ASSIMP Development Team.
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+
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+---------------------------------------------------------------------------
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+*/
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+
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+/** @file Implementation of the SMD importer class */
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+
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+#include "MaterialSystem.h"
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+#include "SMDLoader.h"
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+#include "StringComparison.h"
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+#include "fast_atof.h"
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+
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+#include "../include/DefaultLogger.h"
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+#include "../include/IOStream.h"
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+#include "../include/IOSystem.h"
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+#include "../include/aiMesh.h"
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+#include "../include/aiScene.h"
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+#include "../include/aiAssert.h"
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+
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+#include <boost/scoped_ptr.hpp>
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+
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+using namespace Assimp;
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+
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+// ------------------------------------------------------------------------------------------------
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+// Constructor to be privately used by Importer
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+SMDImporter::SMDImporter()
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+{
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+ // nothing to do here
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+// Destructor, private as well
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+SMDImporter::~SMDImporter()
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+{
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+ // nothing to do here
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+// Returns whether the class can handle the format of the given file.
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+bool SMDImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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+{
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+ // simple check of file extension is enough for the moment
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+ std::string::size_type pos = pFile.find_last_of('.');
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+ // no file extension - can't read
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+ if( pos == std::string::npos)
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+ return false;
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+ std::string extension = pFile.substr( pos);
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+
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+ if (extension.length() < 4)return false;
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+ if (extension[0] != '.')return false;
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+
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+ // VTA is not really supported as it contains vertex animations.
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+ // However, at least the first keyframe can be loaded
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+ if ((extension[1] != 's' && extension[1] != 'S') ||
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+ (extension[2] != 'm' && extension[2] != 'M') ||
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+ (extension[3] != 'd' && extension[3] != 'D'))
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+ {
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+ if ((extension[1] != 'v' && extension[1] != 'V') ||
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+ (extension[2] != 't' && extension[2] != 'T') ||
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+ (extension[3] != 'a' && extension[3] != 'A'))
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+ {
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+ return false;
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+ }
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+ }
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+ return true;
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+}
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+// ------------------------------------------------------------------------------------------------
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+// Imports the given file into the given scene structure.
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+void SMDImporter::InternReadFile(
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+ const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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+{
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+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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+
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+ // Check whether we can read from the file
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+ if( file.get() == NULL)
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+ {
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+ throw new ImportErrorException( "Failed to open SMD/VTA file " + pFile + ".");
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+ }
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+
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+ this->iFileSize = (unsigned int)file->FileSize();
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+
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+ // allocate storage and copy the contents of the file to a memory buffer
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+ this->pScene = pScene;
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+ this->mBuffer = new char[this->iFileSize+1];
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+ file->Read( (void*)mBuffer, 1, this->iFileSize);
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+ this->iSmallestFrame = (1 << 31);
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+ this->bHasUVs = true;
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+ this->iLineNumber = 1;
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+
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+ // reserve enough space for ... hm ... 10 textures
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+ this->aszTextures.reserve(10);
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+
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+ // reserve enough space for ... hm ... 1000 triangles
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+ this->asTriangles.reserve(1000);
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+
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+ // reserve enough space for ... hm ... 20 bones
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+ this->asBones.reserve(20);
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+
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+ try
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+ {
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+ // parse the file ...
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+ this->ParseFile();
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+
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+ // now fix invalid time values and make sure the animation starts at frame 0
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+ this->FixTimeValues();
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+
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+ // compute absolute bone transformation matrices
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+ this->ComputeAbsoluteBoneTransformations();
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+
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+ // create output meshes
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+ this->CreateOutputMeshes();
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+
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+ // build the output animation
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+ this->CreateOutputAnimations();
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+
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+ // build output nodes (bones are added as empty dummy nodes)
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+ this->CreateOutputNodes();
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+ }
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+ catch (ImportErrorException* ex)
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+ {
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+ delete[] this->mBuffer;
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+ throw ex;
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+ }
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+
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+ // delete the file buffer
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+ delete[] this->mBuffer;
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+}
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+// ------------------------------------------------------------------------------------------------
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+// Write an error message with line number to the log file
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+void SMDImporter::LogErrorNoThrow(const char* msg)
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+{
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+ char szTemp[1024];
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+
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+#if _MSC_VER >= 1400
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+ sprintf_s(szTemp,"Line %i: %s",this->iLineNumber,msg);
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+#else
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+ ai_assert(strlen(msg) < 1000);
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+ sprintf(szTemp,"Line %i: %s",this->iLineNumber,msg);
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+#endif
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+
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+ DefaultLogger::get()->error(szTemp);
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+}
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+// ------------------------------------------------------------------------------------------------
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+// Write a warning with line number to the log file
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+void SMDImporter::LogWarning(const char* msg)
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+{
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+ char szTemp[1024];
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+
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+#if _MSC_VER >= 1400
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+ sprintf_s(szTemp,"Line %i: %s",this->iLineNumber,msg);
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+#else
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+ ai_assert(strlen(msg) < 1000);
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+ sprintf(szTemp,"Line %i: %s",this->iLineNumber,msg);
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+#endif
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+ DefaultLogger::get()->warn(szTemp);
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+}
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+// ------------------------------------------------------------------------------------------------
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+// Fix invalid time values in the file
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+void SMDImporter::FixTimeValues()
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+{
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+ double dDelta = (double)this->iSmallestFrame;
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+ double dMax = 0.0f;
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+ for (std::vector<SMD::Bone>::iterator
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+ iBone = this->asBones.begin();
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+ iBone != this->asBones.end();++iBone)
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+ {
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+ for (std::vector<SMD::Bone::Animation::MatrixKey>::iterator
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+ iKey = (*iBone).sAnim.asKeys.begin();
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+ iKey != (*iBone).sAnim.asKeys.end();++iKey)
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+ {
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+ (*iKey).dTime -= dDelta;
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+ dMax = std::max(dMax, (*iKey).dTime);
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+ }
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+ }
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+ this->dLengthOfAnim = dMax;
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+}
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+// ------------------------------------------------------------------------------------------------
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+// create output meshes
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+void SMDImporter::CreateOutputMeshes()
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+{
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+ // we need to sort all faces by their material index
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+ // in opposition to other loaders we can be sure that each
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+ // material is at least used once.
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+ this->pScene->mNumMeshes = (unsigned int) this->aszTextures.size();
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+ this->pScene->mMeshes = new aiMesh*[this->pScene->mNumMeshes];
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+
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+ typedef std::vector<unsigned int> FaceList;
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+ FaceList* aaiFaces = new FaceList[this->pScene->mNumMeshes];
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+
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+ // approximate the space that will be required
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+ unsigned int iNum = (unsigned int)this->asTriangles.size() / this->pScene->mNumMeshes;
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+ iNum += iNum >> 1;
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+ for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i)
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+ {
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+ aaiFaces[i].reserve(iNum);
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+ }
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+
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+ // collect all faces
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+ iNum = 0;
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+ for (std::vector<SMD::Face>::const_iterator
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+ iFace = this->asTriangles.begin();
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+ iFace != this->asTriangles.end();++iFace,++iNum)
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+ {
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+ if (0xffffffff == (*iFace).iTexture)aaiFaces[(*iFace).iTexture].push_back( 0 );
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+ else if ((*iFace).iTexture >= this->aszTextures.size())
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+ {
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+ DefaultLogger::get()->error("[SMD/VTA] Material index overflow in face");
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+ aaiFaces[(*iFace).iTexture].push_back((unsigned int)this->aszTextures.size()-1);
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+ }
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+ else aaiFaces[(*iFace).iTexture].push_back(iNum);
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+ }
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+
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+ // now create the output meshes
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+ for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i)
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+ {
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+ aiMesh*& pcMesh = this->pScene->mMeshes[i] = new aiMesh();
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+ ai_assert(!aaiFaces[i].empty()); // should not be empty ...
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+
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+ pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
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+ pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
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+ pcMesh->mMaterialIndex = i;
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+
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+ // storage for bones
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+ typedef std::pair<unsigned int,float> TempWeightListEntry;
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+ typedef std::vector< TempWeightListEntry > TempBoneWeightList;
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+
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+ TempBoneWeightList* aaiBones = new TempBoneWeightList[this->asBones.size()]();
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+
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+ // try to reserve enough memory without wasting too much
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+ for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone)
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+ {
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+ aaiBones[iBone].reserve(pcMesh->mNumVertices/this->asBones.size());
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+ }
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+
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+ // allocate storage
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+ pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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+ aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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+ aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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+
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+ aiVector3D* pcUVs = NULL;
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+ if (this->bHasUVs)
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+ {
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+ pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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+ pcMesh->mNumUVComponents[0] = 2;
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+ }
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+
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+ iNum = 0;
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+ for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
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+ {
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+ pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
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+ pcMesh->mFaces[iFace].mNumIndices = 3;
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+
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+ // fill the vertices (hardcode the loop for performance)
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+ unsigned int iSrcFace = aaiFaces[i][iFace];
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+ SMD::Face& face = this->asTriangles[iSrcFace];
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+
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+ *pcVerts++ = face.avVertices[0].pos;
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+ *pcVerts++ = face.avVertices[1].pos;
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+ *pcVerts++ = face.avVertices[2].pos;
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+
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+ // fill the normals
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+ *pcNormals++ = face.avVertices[0].nor;
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+ *pcNormals++ = face.avVertices[1].nor;
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+ *pcNormals++ = face.avVertices[2].nor;
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+
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+ // fill the texture coordinates
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+ if (pcUVs)
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+ {
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+ *pcUVs++ = face.avVertices[0].uv;
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+ *pcUVs++ = face.avVertices[1].uv;
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+ *pcUVs++ = face.avVertices[2].uv;
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+ }
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+
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+ for (unsigned int iVert = 0; iVert < 3;++iVert)
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+ {
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+ float fSum = 0.0f;
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+ for (unsigned int iBone = 0;iBone < face.avVertices[0].aiBoneLinks.size();++iBone)
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+ {
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+ TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
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+
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+ if (pairval.first >= this->asBones.size())
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+ {
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+ DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
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+ "The bone index will be ignored, the weight will be assigned "
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+ "to the vertex' parent node");
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+ continue;
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+ }
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+ aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second));
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+
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+ fSum += pairval.second;
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+ }
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+ // if the sum of all vertex weights is not 1.0 we must assign
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+ // the rest to the vertex' parent node. Well, at least the doc says
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+ // we should ...
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+ if (fSum <= 0.995f)
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+ {
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+ aaiBones[face.avVertices[iVert].iParentNode].push_back(
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+ TempWeightListEntry(iNum,1.0f-fSum));
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+ }
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+
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+ pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
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+ }
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+ }
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+
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+ // now build all bones of the mesh
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+ iNum = 0;
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+ for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone)
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+ {
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+ if (!aaiBones[iBone].empty())++iNum;
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+ }
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+ pcMesh->mNumBones = iNum;
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+ pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
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+ iNum = 0;
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+ for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone)
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+ {
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+ if (aaiBones[iBone].empty())continue;
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+ aiBone*& bone = pcMesh->mBones[iNum] = new aiBone();
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+
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+ bone->mNumWeights = (unsigned int)aaiBones[iBone].size();
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+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
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+ bone->mOffsetMatrix = this->asBones[iBone].mOffsetMatrix;
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+ bone->mName.Set( this->asBones[iBone].mName );
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+
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+ this->asBones[iBone].bIsUsed = true;
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+
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+ for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight)
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+ {
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+ bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first;
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+ bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second;
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+ }
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+ ++iNum;
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+ }
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+
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+ delete[] aaiBones;
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+ }
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+ delete[] aaiFaces;
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+}
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+// ------------------------------------------------------------------------------------------------
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+// add bone child nodes
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+void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent)
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+{
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+ ai_assert(NULL != pcNode && 0 != pcNode->mNumChildren && NULL != pcNode->mChildren);
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+
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+ // first count ...
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+ for (unsigned int i = 0; i < this->asBones.size();++i)
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+ {
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+ SMD::Bone& bone = this->asBones[i];
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+ if (bone.iParent == iParent)++pcNode->mNumChildren;
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+ }
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+
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+ // now allocate the output array
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+ pcNode->mChildren = new aiNode*[pcNode->mNumChildren];
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+
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+ // and fill all subnodes
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+ unsigned int qq = 0;
|
|
|
+ for (unsigned int i = 0; i < this->asBones.size();++i)
|
|
|
+ {
|
|
|
+ SMD::Bone& bone = this->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;
|
|
|
+ }
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// create output nodes
|
|
|
+void SMDImporter::CreateOutputNodes()
|
|
|
+{
|
|
|
+ // create one root node that renders all meshes
|
|
|
+ this->pScene->mRootNode = new aiNode();
|
|
|
+ ::strcpy(this->pScene->mRootNode->mName.data, "SMD_root");
|
|
|
+ this->pScene->mRootNode->mName.length = 8;
|
|
|
+ this->pScene->mRootNode->mNumMeshes = this->pScene->mNumMeshes;
|
|
|
+ this->pScene->mRootNode->mMeshes = new unsigned int[this->pScene->mNumMeshes];
|
|
|
+ for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i)
|
|
|
+ this->pScene->mRootNode->mMeshes[i] = i;
|
|
|
+
|
|
|
+ // now add all bones as dummy sub nodes to the graph
|
|
|
+ this->AddBoneChildren(this->pScene->mRootNode,(uint32_t)-1);
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// create output animations
|
|
|
+void SMDImporter::CreateOutputAnimations()
|
|
|
+{
|
|
|
+ this->pScene->mNumAnimations = 1;
|
|
|
+ this->pScene->mAnimations = new aiAnimation*[1];
|
|
|
+ aiAnimation*& anim = this->pScene->mAnimations[0] = new aiAnimation();
|
|
|
+
|
|
|
+ anim->mDuration = this->dLengthOfAnim;
|
|
|
+ anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
|
|
|
+
|
|
|
+ // this->pScene->mAnimations[0]->mNumBones = 0;
|
|
|
+ for (std::vector<SMD::Bone>::const_iterator
|
|
|
+ i = this->asBones.begin();
|
|
|
+ i != this->asBones.end();++i)
|
|
|
+ {
|
|
|
+ if ((*i).bIsUsed)++anim->mNumBones;
|
|
|
+ }
|
|
|
+ aiBoneAnim** pp = anim->mBones = new aiBoneAnim*[anim->mNumBones];
|
|
|
+
|
|
|
+ // now build valid keys
|
|
|
+ unsigned int a = 0;
|
|
|
+ for (std::vector<SMD::Bone>::const_iterator
|
|
|
+ i = this->asBones.begin();
|
|
|
+ i != this->asBones.end();++i)
|
|
|
+ {
|
|
|
+ if (!(*i).bIsUsed)continue;
|
|
|
+
|
|
|
+ aiBoneAnim* p = pp[a] = new aiBoneAnim();
|
|
|
+
|
|
|
+ // copy the name of the bone
|
|
|
+ p->mBoneName.length = (*i).mName.length();
|
|
|
+ ::memcpy(p->mBoneName.data,(*i).mName.c_str(),p->mBoneName.length);
|
|
|
+ p->mBoneName.data[p->mBoneName.length] = '\0';
|
|
|
+
|
|
|
+ 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 < this->asBones.size();++i)
|
|
|
+ {
|
|
|
+ SMD::Bone& bone = this->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 < this->asBones.size())
|
|
|
+ {
|
|
|
+ for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone)
|
|
|
+ {
|
|
|
+ SMD::Bone& bone = this->asBones[iBone];
|
|
|
+
|
|
|
+ if (iParent == bone.iParent)
|
|
|
+ {
|
|
|
+ SMD::Bone& parentBone = this->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].matrix;
|
|
|
+
|
|
|
+ // 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 < this->asBones.size();++iParent)
|
|
|
+ {
|
|
|
+ SMD::Bone& bone = this->asBones[iParent];
|
|
|
+ aiMatrix4x4& mat = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrixAbsolute;
|
|
|
+ bone.mOffsetMatrix = mat;
|
|
|
+ bone.mOffsetMatrix.Inverse();
|
|
|
+ }
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// create output materials
|
|
|
+void SMDImporter::CreateOutputMaterials()
|
|
|
+{
|
|
|
+ this->pScene->mNumMaterials = (unsigned int)this->aszTextures.size();
|
|
|
+ this->pScene->mMaterials = new aiMaterial*[std::min(1u, this->pScene->mNumMaterials)];
|
|
|
+
|
|
|
+ for (unsigned int iMat = 0; iMat < this->pScene->mNumMaterials;++iMat)
|
|
|
+ {
|
|
|
+ MaterialHelper* pcMat = new MaterialHelper();
|
|
|
+ this->pScene->mMaterials[iMat] = pcMat;
|
|
|
+
|
|
|
+ aiString szName;
|
|
|
+#if _MSC_VER >= 1400
|
|
|
+ szName.length = (size_t)::sprintf_s(szName.data,"Texture_%i",iMat);
|
|
|
+#else
|
|
|
+ szName.length = (size_t)::sprintf(szName.data,"Texture_%i",iMat);
|
|
|
+#endif
|
|
|
+ pcMat->AddProperty(&szName,AI_MATKEY_NAME);
|
|
|
+
|
|
|
+ strcpy(szName.data, this->aszTextures[iMat].c_str() );
|
|
|
+ szName.length = this->aszTextures[iMat].length();
|
|
|
+ pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
+ }
|
|
|
+
|
|
|
+ // create a default material if necessary
|
|
|
+ if (0 == this->pScene->mNumMaterials)
|
|
|
+ {
|
|
|
+ this->pScene->mNumMaterials = 1;
|
|
|
+
|
|
|
+ MaterialHelper* pcHelper = new MaterialHelper();
|
|
|
+ this->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 = this->mBuffer;
|
|
|
+
|
|
|
+ // read line per line ...
|
|
|
+ while (true)
|
|
|
+ {
|
|
|
+ if(!SkipSpaces(szCurrent,&szCurrent)) break;
|
|
|
+
|
|
|
+ // "version <n> \n", <n> should be 1 for hl and hl² SMD files
|
|
|
+ if (0 == ASSIMP_strincmp(szCurrent,"version",7) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+7)))
|
|
|
+ {
|
|
|
+ szCurrent += 8;
|
|
|
+ if(!SkipSpaces(szCurrent,&szCurrent)) break;
|
|
|
+ if (1 != strtol10(szCurrent,&szCurrent))
|
|
|
+ {
|
|
|
+ DefaultLogger::get()->warn("SMD.version is not 1. This "
|
|
|
+ "file format is not known. Continuing happily ...");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // "nodes\n" - Starts the node section
|
|
|
+ else if (0 == ASSIMP_strincmp(szCurrent,"nodes",5) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+5)))
|
|
|
+ {
|
|
|
+ szCurrent += 6;
|
|
|
+ this->ParseNodesSection(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+ // "triangles\n" - Starts the triangle section
|
|
|
+ else if (0 == ASSIMP_strincmp(szCurrent,"triangles",9) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+9)))
|
|
|
+ {
|
|
|
+ szCurrent += 10;
|
|
|
+ this->ParseTrianglesSection(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+ // "vertexanimation\n" - Starts the vertex animation section
|
|
|
+ else if (0 == ASSIMP_strincmp(szCurrent,"vertexanimation",15) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+15)))
|
|
|
+ {
|
|
|
+ this->bHasUVs = false;
|
|
|
+ szCurrent += 16;
|
|
|
+ this->ParseVASection(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+ // "skeleton\n" - Starts the skeleton section
|
|
|
+ else if (0 == ASSIMP_strincmp(szCurrent,"skeleton",8) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+8)))
|
|
|
+ {
|
|
|
+ szCurrent += 9;
|
|
|
+ this->ParseSkeletonSection(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+ else SkipLine(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+
|
|
|
+ // if there are no triangles, we can't load the model
|
|
|
+ if (this->asTriangles.empty())
|
|
|
+ {
|
|
|
+ throw new ImportErrorException("No triangles have been found in the file");
|
|
|
+ }
|
|
|
+ // check whether all bones have been initialized
|
|
|
+ for (std::vector<SMD::Bone>::const_iterator
|
|
|
+ i = this->asBones.begin();
|
|
|
+ i != this->asBones.end();++i)
|
|
|
+ {
|
|
|
+ if (!(*i).mName.length())
|
|
|
+ {
|
|
|
+ DefaultLogger::get()->warn("Not all bones have been initialized");
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return;
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+unsigned int SMDImporter::GetTextureIndex(const std::string& filename)
|
|
|
+{
|
|
|
+ unsigned int iIndex = 0;
|
|
|
+ for (std::vector<std::string>::const_iterator
|
|
|
+ i = this->aszTextures.begin();
|
|
|
+ i != this->aszTextures.end();++i,++iIndex)
|
|
|
+ {
|
|
|
+ // case-insensitive ... just for safety
|
|
|
+ if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str()))return iIndex;
|
|
|
+ }
|
|
|
+ iIndex = (unsigned int)this->aszTextures.size();
|
|
|
+ this->aszTextures.push_back(filename);
|
|
|
+ return iIndex;
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse the nodes section of the file
|
|
|
+void SMDImporter::ParseNodesSection(const char* szCurrent,
|
|
|
+ const char** szCurrentOut)
|
|
|
+{
|
|
|
+ while (true)
|
|
|
+ {
|
|
|
+ // "end\n" - Ends the nodes section
|
|
|
+ if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+3)))
|
|
|
+ {
|
|
|
+ szCurrent += 4;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ this->ParseNodeInfo(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+ *szCurrentOut = szCurrent;
|
|
|
+ SkipSpacesAndLineEnd(szCurrent,&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"
|
|
|
+ while (true)
|
|
|
+ {
|
|
|
+ // "end\n" - Ends the triangles section
|
|
|
+ if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+3)))
|
|
|
+ {
|
|
|
+ szCurrent += 4;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ this->ParseTriangle(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+ *szCurrentOut = szCurrent;
|
|
|
+ SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse the vertex animation section of the file
|
|
|
+void SMDImporter::ParseVASection(const char* szCurrent,
|
|
|
+ const char** szCurrentOut)
|
|
|
+{
|
|
|
+ unsigned int iCurIndex = 0;
|
|
|
+ while (true)
|
|
|
+ {
|
|
|
+ // "end\n" - Ends the "vertexanimation" section
|
|
|
+ if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+3)))
|
|
|
+ {
|
|
|
+ szCurrent += 4;
|
|
|
+ SkipLine(szCurrent,&szCurrent);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ // "time <n>\n"
|
|
|
+ else if (0 == ASSIMP_strincmp(szCurrent,"time",4) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+4)))
|
|
|
+ {
|
|
|
+ szCurrent += 5;
|
|
|
+ // NOTE: The doc says that time values COULD be negative ...
|
|
|
+ int iTime = 0;
|
|
|
+ if(!this->ParseSignedInt(szCurrent,&szCurrent,iTime) || iTime)break;
|
|
|
+ SkipLine(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ this->ParseVertex(szCurrent,&szCurrent,this->asTriangles.back().avVertices[iCurIndex],true);
|
|
|
+ if(3 == ++iCurIndex)
|
|
|
+ {
|
|
|
+ this->asTriangles.push_back(SMD::Face());
|
|
|
+ iCurIndex = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (iCurIndex)
|
|
|
+ {
|
|
|
+ // no degenerates, so let this triangle
|
|
|
+ this->aszTextures.pop_back();
|
|
|
+ }
|
|
|
+
|
|
|
+ *szCurrentOut = szCurrent;
|
|
|
+ SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse the skeleton section of the file
|
|
|
+void SMDImporter::ParseSkeletonSection(const char* szCurrent,
|
|
|
+ const char** szCurrentOut)
|
|
|
+{
|
|
|
+ int iTime = 0;
|
|
|
+ while (true)
|
|
|
+ {
|
|
|
+ // "end\n" - Ends the skeleton section
|
|
|
+ if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+3)))
|
|
|
+ {
|
|
|
+ szCurrent += 4;
|
|
|
+ SkipLine(szCurrent,&szCurrent);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ // "time <n>\n" - Specifies the current animation frame
|
|
|
+ else if (0 == ASSIMP_strincmp(szCurrent,"time",4) &&
|
|
|
+ IsSpaceOrNewLine(*(szCurrent+4)))
|
|
|
+ {
|
|
|
+ szCurrent += 5;
|
|
|
+ // NOTE: The doc says that time values COULD be negative ...
|
|
|
+ if(!this->ParseSignedInt(szCurrent,&szCurrent,iTime))break;
|
|
|
+
|
|
|
+ this->iSmallestFrame = std::min(this->iSmallestFrame,iTime);
|
|
|
+ SkipLine(szCurrent,&szCurrent);
|
|
|
+ }
|
|
|
+ else this->ParseSkeletonElement(szCurrent,&szCurrent,iTime);
|
|
|
+ }
|
|
|
+ *szCurrentOut = szCurrent;
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse a node line
|
|
|
+void SMDImporter::ParseNodeInfo(const char* szCurrent,
|
|
|
+ const char** szCurrentOut)
|
|
|
+{
|
|
|
+ unsigned int iBone = 0;
|
|
|
+ if(!this->ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ // add our bone to the list
|
|
|
+ if (iBone >= this->asBones.size())this->asBones.resize(iBone+1);
|
|
|
+ SMD::Bone& bone = this->asBones[iBone];
|
|
|
+
|
|
|
+ bool bQuota = true;
|
|
|
+ if ('\"' != *szCurrent)
|
|
|
+ {
|
|
|
+ this->LogWarning("Bone name is expcted to be enclosed in "
|
|
|
+ "double quotation marks. ");
|
|
|
+ bQuota = false;
|
|
|
+ }
|
|
|
+ else ++szCurrent;
|
|
|
+
|
|
|
+ const char* szEnd = szCurrent;
|
|
|
+ while (true)
|
|
|
+ {
|
|
|
+ if (bQuota && '\"' == *szEnd)
|
|
|
+ {
|
|
|
+ iBone = (unsigned int)(szEnd - szCurrent);
|
|
|
+ ++szEnd;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else if (IsSpaceOrNewLine(*szEnd))
|
|
|
+ {
|
|
|
+ iBone = (unsigned int)(szEnd - szCurrent);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else if (!(*szEnd))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ ++szEnd;
|
|
|
+ }
|
|
|
+ bone.mName = std::string(szCurrent,iBone);
|
|
|
+ // the only negative bone parent index that could occur is -1 AFAIK
|
|
|
+ if(!this->ParseSignedInt(szCurrent,&szCurrent,(int&)bone.iParent))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+
|
|
|
+ // go to the beginning of the next line
|
|
|
+__RETURN:
|
|
|
+ SkipLine(szCurrent,&szCurrent);
|
|
|
+ *szCurrentOut = szCurrent;
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse a skeleton element
|
|
|
+void SMDImporter::ParseSkeletonElement(const char* szCurrent,
|
|
|
+ const char** szCurrentOut,int iTime)
|
|
|
+{
|
|
|
+ aiVector3D vPos;
|
|
|
+ aiVector3D vRot;
|
|
|
+
|
|
|
+ unsigned int iBone = 0;
|
|
|
+ if(!this->ParseUnsignedInt(szCurrent,&szCurrent,iBone))
|
|
|
+ {
|
|
|
+ DefaultLogger::get()->error("Unexpected EOF/EOL while parsing bone index");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if (iBone >= this->asBones.size())
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Bone index in skeleton section is out of range");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ SMD::Bone& bone = this->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(!this->ParseFloat(szCurrent,&szCurrent,vPos.x))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vPos.y))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vPos.z))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vRot.x))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vRot.y))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vRot.z))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ // build the transformation matrix of the key
|
|
|
+ key.matrix.FromEulerAngles(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
|
|
|
+__RETURN:
|
|
|
+ SkipLine(szCurrent,&szCurrent);
|
|
|
+ *szCurrentOut = szCurrent;
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse a triangle
|
|
|
+void SMDImporter::ParseTriangle(const char* szCurrent,
|
|
|
+ const char** szCurrentOut)
|
|
|
+{
|
|
|
+ this->asTriangles.push_back(SMD::Face());
|
|
|
+ SMD::Face& face = this->asTriangles.back();
|
|
|
+
|
|
|
+ if(!SkipSpaces(szCurrent,&szCurrent))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // read the texture file name
|
|
|
+ const char* szEnd = szCurrent;
|
|
|
+ while (!IsSpaceOrNewLine(*szEnd++));
|
|
|
+
|
|
|
+ face.iTexture = this->GetTextureIndex(std::string(szCurrent,
|
|
|
+ (uintptr_t)szEnd-(uintptr_t)szCurrent));
|
|
|
+
|
|
|
+ // load three vertices
|
|
|
+ for (unsigned int iVert = 0; iVert < 3;++iVert)
|
|
|
+ {
|
|
|
+ this->ParseVertex(szCurrent,&szCurrent,
|
|
|
+ face.avVertices[iVert]);
|
|
|
+ }
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse a float
|
|
|
+bool SMDImporter::ParseFloat(const char* szCurrent,
|
|
|
+ const char** szCurrentOut, float& out)
|
|
|
+{
|
|
|
+ if(!SkipSpaces(szCurrent,&szCurrent))
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ *szCurrentOut = fast_atof_move(szCurrent,out);
|
|
|
+ return true;
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse an unsigned int
|
|
|
+bool SMDImporter::ParseUnsignedInt(const char* szCurrent,
|
|
|
+ const char** szCurrentOut, uint32_t& out)
|
|
|
+{
|
|
|
+ if(!SkipSpaces(szCurrent,&szCurrent))
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ out = (uint32_t)strtol10(szCurrent,szCurrentOut);
|
|
|
+ return true;
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse a signed int
|
|
|
+bool SMDImporter::ParseSignedInt(const char* szCurrent,
|
|
|
+ const char** szCurrentOut, int32_t& out)
|
|
|
+{
|
|
|
+ if(!SkipSpaces(szCurrent,&szCurrent))
|
|
|
+ {
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+ // handle signs
|
|
|
+ bool bInv = false;
|
|
|
+ if ('-' == *szCurrent)
|
|
|
+ {
|
|
|
+ ++szCurrent;
|
|
|
+ bInv = true;
|
|
|
+ }
|
|
|
+ else if ('+' == *szCurrent)++szCurrent;
|
|
|
+
|
|
|
+ // parse the integer
|
|
|
+ out = (int32_t)strtol10(szCurrent,szCurrentOut);
|
|
|
+ if (bInv)out = -out;
|
|
|
+ return true;
|
|
|
+}
|
|
|
+// ------------------------------------------------------------------------------------------------
|
|
|
+// Parse a vertex
|
|
|
+void SMDImporter::ParseVertex(const char* szCurrent,
|
|
|
+ const char** szCurrentOut, SMD::Vertex& vertex,
|
|
|
+ bool bVASection /*= false*/)
|
|
|
+{
|
|
|
+ if(!this->ParseSignedInt(szCurrent,&szCurrent,(int32_t&)vertex.iParentNode))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vertex.pos.x))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vertex.pos.y))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vertex.pos.z))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vertex.nor.x))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vertex.nor.y))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vertex.nor.z))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+
|
|
|
+ if (bVASection)goto __RETURN;
|
|
|
+
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vertex.uv.x))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,vertex.uv.y))
|
|
|
+ {
|
|
|
+ this->LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y");
|
|
|
+ goto __RETURN; // YEAH!!!
|
|
|
+ }
|
|
|
+
|
|
|
+ // 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(!this->ParseUnsignedInt(szCurrent,&szCurrent,iSize))goto __RETURN;
|
|
|
+ vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(-1,0.0f));
|
|
|
+
|
|
|
+ for (std::vector<std::pair<unsigned int, float> >::iterator
|
|
|
+ i = vertex.aiBoneLinks.begin();
|
|
|
+ i != vertex.aiBoneLinks.end();++i)
|
|
|
+ {
|
|
|
+ if(!this->ParseUnsignedInt(szCurrent,&szCurrent,(*i).first))goto __RETURN;
|
|
|
+ if(!this->ParseFloat(szCurrent,&szCurrent,(*i).second))goto __RETURN;
|
|
|
+ }
|
|
|
+
|
|
|
+ // go to the beginning of the next line
|
|
|
+__RETURN:
|
|
|
+ SkipLine(szCurrent,&szCurrent);
|
|
|
+ *szCurrentOut = szCurrent;
|
|
|
+ return;
|
|
|
+}
|