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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2022, 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 CSMLoader.cpp
- * Implementation of the CSM importer class.
- */
- #ifndef ASSIMP_BUILD_NO_CSM_IMPORTER
- #include "CSMLoader.h"
- #include <assimp/SkeletonMeshBuilder.h>
- #include <assimp/ParsingUtils.h>
- #include <assimp/fast_atof.h>
- #include <assimp/Importer.hpp>
- #include <memory>
- #include <assimp/IOSystem.hpp>
- #include <assimp/anim.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/scene.h>
- #include <assimp/importerdesc.h>
- using namespace Assimp;
- static const aiImporterDesc desc = {
- "CharacterStudio Motion Importer (MoCap)",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "csm"
- };
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- CSMImporter::CSMImporter()
- : noSkeletonMesh()
- {}
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- CSMImporter::~CSMImporter() = default;
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool CSMImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const
- {
- static const char* tokens[] = {"$Filename"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens));
- }
- // ------------------------------------------------------------------------------------------------
- // Build a string of all file extensions supported
- const aiImporterDesc* CSMImporter::GetInfo () const
- {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Setup configuration properties for the loader
- void CSMImporter::SetupProperties(const Importer* pImp)
- {
- noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void CSMImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
- {
- std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
- // Check whether we can read from the file
- if( file.get() == nullptr) {
- throw DeadlyImportError( "Failed to open CSM file ", pFile, ".");
- }
- // allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
- const char* buffer = &mBuffer2[0];
- std::unique_ptr<aiAnimation> anim(new aiAnimation());
- int first = 0, last = 0x00ffffff;
- // now process the file and look out for '$' sections
- while (1) {
- SkipSpaces(&buffer);
- if ('\0' == *buffer)
- break;
- if ('$' == *buffer) {
- ++buffer;
- if (TokenMatchI(buffer,"firstframe",10)) {
- SkipSpaces(&buffer);
- first = strtol10(buffer,&buffer);
- }
- else if (TokenMatchI(buffer,"lastframe",9)) {
- SkipSpaces(&buffer);
- last = strtol10(buffer,&buffer);
- }
- else if (TokenMatchI(buffer,"rate",4)) {
- SkipSpaces(&buffer);
- float d;
- buffer = fast_atoreal_move<float>(buffer,d);
- anim->mTicksPerSecond = d;
- }
- else if (TokenMatchI(buffer,"order",5)) {
- std::vector< aiNodeAnim* > anims_temp;
- anims_temp.reserve(30);
- while (1) {
- SkipSpaces(&buffer);
- if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer) && *buffer == '$')
- break; // next section
- // Construct a new node animation channel and setup its name
- anims_temp.push_back(new aiNodeAnim());
- aiNodeAnim* nda = anims_temp.back();
- char* ot = nda->mNodeName.data;
- while (!IsSpaceOrNewLine(*buffer))
- *ot++ = *buffer++;
- *ot = '\0';
- nda->mNodeName.length = static_cast<ai_uint32>(ot-nda->mNodeName.data);
- }
- anim->mNumChannels = static_cast<unsigned int>(anims_temp.size());
- if (!anim->mNumChannels)
- throw DeadlyImportError("CSM: Empty $order section");
- // copy over to the output animation
- anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
- ::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels);
- }
- else if (TokenMatchI(buffer,"points",6)) {
- if (!anim->mNumChannels)
- throw DeadlyImportError("CSM: \'$order\' section is required to appear prior to \'$points\'");
- // If we know how many frames we'll read, we can preallocate some storage
- unsigned int alloc = 100;
- if (last != 0x00ffffff)
- {
- alloc = last-first;
- alloc += alloc>>2u; // + 25%
- for (unsigned int i = 0; i < anim->mNumChannels;++i)
- anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
- }
- unsigned int filled = 0;
- // Now read all point data.
- while (1) {
- SkipSpaces(&buffer);
- if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer) || *buffer == '$')) {
- break; // next section
- }
- // read frame
- const int frame = ::strtoul10(buffer,&buffer);
- last = std::max(frame,last);
- first = std::min(frame,last);
- for (unsigned int i = 0; i < anim->mNumChannels;++i) {
- aiNodeAnim* s = anim->mChannels[i];
- if (s->mNumPositionKeys == alloc) { /* need to reallocate? */
- aiVectorKey* old = s->mPositionKeys;
- s->mPositionKeys = new aiVectorKey[s->mNumPositionKeys = alloc*2];
- ::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc);
- delete[] old;
- }
- // read x,y,z
- if(!SkipSpacesAndLineEnd(&buffer))
- throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample x coord");
- if (TokenMatchI(buffer, "DROPOUT", 7)) {
- // seems this is invalid marker data; at least the doc says it's possible
- ASSIMP_LOG_WARN("CSM: Encountered invalid marker data (DROPOUT)");
- }
- else {
- aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys;
- sub->mTime = (double)frame;
- buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.x);
- if(!SkipSpacesAndLineEnd(&buffer))
- throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample y coord");
- buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.y);
- if(!SkipSpacesAndLineEnd(&buffer))
- throw DeadlyImportError("CSM: Unexpected EOF occurred reading sample z coord");
- buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.z);
- ++s->mNumPositionKeys;
- }
- }
- // update allocation granularity
- if (filled == alloc)
- alloc *= 2;
- ++filled;
- }
- // all channels must be complete in order to continue safely.
- for (unsigned int i = 0; i < anim->mNumChannels;++i) {
- if (!anim->mChannels[i]->mNumPositionKeys)
- throw DeadlyImportError("CSM: Invalid marker track");
- }
- }
- }
- else {
- // advance to the next line
- SkipLine(&buffer);
- }
- }
- // Setup a proper animation duration
- anim->mDuration = last - std::min( first, 0 );
- // build a dummy root node with the tiny markers as children
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("$CSM_DummyRoot");
- pScene->mRootNode->mNumChildren = anim->mNumChannels;
- pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels];
- for (unsigned int i = 0; i < anim->mNumChannels;++i) {
- aiNodeAnim* na = anim->mChannels[i];
- aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
- nd->mName = anim->mChannels[i]->mNodeName;
- nd->mParent = pScene->mRootNode;
- aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation);
- }
- // Store the one and only animation in the scene
- pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1];
- anim->mName.Set("$CSM_MasterAnim");
- pScene->mAnimations[0] = anim.release();
- // mark the scene as incomplete and run SkeletonMeshBuilder on it
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- if (!noSkeletonMesh) {
- SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true);
- }
- }
- #endif // !! ASSIMP_BUILD_NO_CSM_IMPORTER
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