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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2016, 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.h
- * @brief Definition of the Valve SMD file format
- */
- #ifndef AI_SMDLOADER_H_INCLUDED
- #define AI_SMDLOADER_H_INCLUDED
- // internal headers
- #include "BaseImporter.h"
- #include "ParsingUtils.h"
- // public Assimp headers
- #include <assimp/types.h>
- #include <assimp/texture.h>
- #include <assimp/anim.h>
- #include <assimp/material.h>
- struct aiNode;
- // STL headers
- #include <vector>
- namespace Assimp {
- namespace SMD {
- // ---------------------------------------------------------------------------
- /** Data structure for a vertex in a SMD file
- */
- struct Vertex
- {
- Vertex() : iParentNode(UINT_MAX)
- {}
- //! Vertex position, normal and texture coordinate
- aiVector3D pos,nor,uv;
- //! Vertex parent node
- unsigned int iParentNode;
- //! Links to bones: pair.first is the bone index,
- //! pair.second is the vertex weight.
- //! WARN: The remaining weight (to reach 1.0f) is assigned
- //! to the parent node/bone
- std::vector<std::pair<unsigned int, float> > aiBoneLinks;
- };
- // ---------------------------------------------------------------------------
- /** Data structure for a face in a SMD file
- */
- struct Face
- {
- Face() : iTexture(0x0)
- {}
- //! Texture index for the face
- unsigned int iTexture;
- //! The three vertices of the face
- Vertex avVertices[3];
- };
- // ---------------------------------------------------------------------------
- /** Data structure for a bone in a SMD file
- */
- struct Bone
- {
- //! Default constructor
- Bone() : iParent(UINT_MAX), bIsUsed(false)
- {
- }
- //! Destructor
- ~Bone()
- {
- }
- //! Name of the bone
- std::string mName;
- //! Parent of the bone
- uint32_t iParent;
- //! Animation of the bone
- struct Animation
- {
- //! Public default constructor
- Animation()
- : iFirstTimeKey()
- {
- asKeys.reserve(20);
- }
- //! Data structure for a matrix key
- struct MatrixKey
- {
- //! Matrix at this time
- aiMatrix4x4 matrix;
- //! Absolute transformation matrix
- aiMatrix4x4 matrixAbsolute;
- //! Position
- aiVector3D vPos;
- //! Rotation (euler angles)
- aiVector3D vRot;
- //! Current time. may be negative, this
- //! will be fixed later
- double dTime;
- };
- //! Index of the key with the smallest time value
- uint32_t iFirstTimeKey;
- //! Array of matrix keys
- std::vector<MatrixKey> asKeys;
- } sAnim;
- //! Offset matrix of the bone
- aiMatrix4x4 mOffsetMatrix;
- //! true if the bone is referenced by at least one mesh
- bool bIsUsed;
- };
- } //! namespace SMD
- // ---------------------------------------------------------------------------
- /** Used to load Half-life 1 and 2 SMD models
- */
- class ASSIMP_API SMDImporter : public BaseImporter
- {
- public:
- SMDImporter();
- ~SMDImporter();
- public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
- protected:
- // -------------------------------------------------------------------
- /** Return importer meta information.
- * See #BaseImporter::GetInfo for the details
- */
- const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
- protected:
- // -------------------------------------------------------------------
- /** Parse the SMD file and create the output scene
- */
- void ParseFile();
- // -------------------------------------------------------------------
- /** Parse the triangles section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseTrianglesSection(const char* szCurrent,
- const char** szCurrentOut);
- // -------------------------------------------------------------------
- /** Parse the vertex animation section in VTA files
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseVASection(const char* szCurrent,
- const char** szCurrentOut);
- // -------------------------------------------------------------------
- /** Parse the nodes section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseNodesSection(const char* szCurrent,
- const char** szCurrentOut);
- // -------------------------------------------------------------------
- /** Parse the skeleton section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseSkeletonSection(const char* szCurrent,
- const char** szCurrentOut);
- // -------------------------------------------------------------------
- /** Parse a single triangle in the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives the output cursor position
- */
- void ParseTriangle(const char* szCurrent,
- const char** szCurrentOut);
- // -------------------------------------------------------------------
- /** Parse a single vertex in the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives the output cursor position
- * \param vertex Vertex to be filled
- */
- void ParseVertex(const char* szCurrent,
- const char** szCurrentOut, SMD::Vertex& vertex,
- bool bVASection = false);
- // -------------------------------------------------------------------
- /** Get the index of a texture. If the texture was not yet known
- * it will be added to the internal texture list.
- * \param filename Name of the texture
- * \return Value texture index
- */
- unsigned int GetTextureIndex(const std::string& filename);
- // -------------------------------------------------------------------
- /** Computes absolute bone transformations
- * All output transformations are in worldspace.
- */
- void ComputeAbsoluteBoneTransformations();
- // -------------------------------------------------------------------
- /** Parse a line in the skeleton section
- */
- void ParseSkeletonElement(const char* szCurrent,
- const char** szCurrentOut,int iTime);
- // -------------------------------------------------------------------
- /** Parse a line in the nodes section
- */
- void ParseNodeInfo(const char* szCurrent,
- const char** szCurrentOut);
- // -------------------------------------------------------------------
- /** Parse a floating-point value
- */
- bool ParseFloat(const char* szCurrent,
- const char** szCurrentOut, float& out);
- // -------------------------------------------------------------------
- /** Parse an unsigned integer. There may be no sign!
- */
- bool ParseUnsignedInt(const char* szCurrent,
- const char** szCurrentOut, unsigned int& out);
- // -------------------------------------------------------------------
- /** Parse a signed integer. Signs (+,-) are handled.
- */
- bool ParseSignedInt(const char* szCurrent,
- const char** szCurrentOut, int& out);
- // -------------------------------------------------------------------
- /** Fix invalid time values in the file
- */
- void FixTimeValues();
- // -------------------------------------------------------------------
- /** Add all children of a bone as subnodes to a node
- * \param pcNode Parent node
- * \param iParent Parent bone index
- */
- void AddBoneChildren(aiNode* pcNode, uint32_t iParent);
- // -------------------------------------------------------------------
- /** Build output meshes/materials/nodes/animations
- */
- void CreateOutputMeshes();
- void CreateOutputNodes();
- void CreateOutputAnimations();
- void CreateOutputMaterials();
- // -------------------------------------------------------------------
- /** Print a log message together with the current line number
- */
- void LogErrorNoThrow(const char* msg);
- void LogWarning(const char* msg);
- // -------------------------------------------------------------------
- inline bool SkipLine( const char* in, const char** out)
- {
- Assimp::SkipLine(in,out);
- ++iLineNumber;
- return true;
- }
- // -------------------------------------------------------------------
- inline bool SkipSpacesAndLineEnd( const char* in, const char** out)
- {
- ++iLineNumber;
- return Assimp::SkipSpacesAndLineEnd(in,out);
- }
- private:
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
- /** Buffer to hold the loaded file */
- std::vector<char> mBuffer;
- /** Output scene to be filled
- */
- aiScene* pScene;
- /** Size of the input file in bytes
- */
- unsigned int iFileSize;
- /** Array of textures found in the file
- */
- std::vector<std::string> aszTextures;
- /** Array of triangles found in the file
- */
- std::vector<SMD::Face> asTriangles;
- /** Array of bones found in the file
- */
- std::vector<SMD::Bone> asBones;
- /** Smallest frame index found in the skeleton
- */
- int iSmallestFrame;
- /** Length of the whole animation, in frames
- */
- double dLengthOfAnim;
- /** Do we have texture coordinates?
- */
- bool bHasUVs;
- /** Current line numer
- */
- unsigned int iLineNumber;
- };
- } // end of namespace Assimp
- #endif // AI_SMDIMPORTER_H_INC
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