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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2024, 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
- #include <assimp/fast_atof.h>
- #include <assimp/SkeletonMeshBuilder.h>
- #include <assimp/Importer.hpp>
- #include <assimp/IOSystem.hpp>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/importerdesc.h>
- #include <memory>
- #include <assimp/DefaultIOSystem.h>
- #include <tuple>
- // internal headers
- #include "SMDLoader.h"
- #ifndef _MSC_VER
- #define strtok_s strtok_r
- #endif
- namespace Assimp {
- static constexpr aiImporterDesc desc = {
- "Valve SMD Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "smd vta"
- };
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- SMDImporter::SMDImporter() :
- configFrameID(),
- mBuffer(),
- mEnd(nullptr),
- pScene(nullptr),
- iFileSize( 0 ),
- iSmallestFrame( INT_MAX ),
- dLengthOfAnim( 0.0 ),
- bHasUVs(false ),
- iLineNumber((unsigned int)-1) {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool SMDImporter::CanRead( const std::string& filename, IOSystem* /*pIOHandler*/, bool) const {
- return SimpleExtensionCheck(filename, "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);
- }
- bLoadAnimationList = pImp->GetPropertyBool(AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST, true);
- noSkeletonMesh = pImp->GetPropertyBool(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, false);
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void SMDImporter::InternReadFile( const std::string& pFile, aiScene* scene, IOSystem* pIOHandler) {
- this->pScene = scene;
- ReadSmd(pFile, pIOHandler);
- // 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 (const auto &asBone : asBones) {
- if (!asBone.mName.length()) {
- ASSIMP_LOG_WARN("SMD: Not all bones have been initialized");
- break;
- }
- }
- // now fix invalid time values and make sure the animation starts at frame 0
- FixTimeValues();
- }
- // build output nodes (bones are added as empty dummy nodes)
- CreateOutputNodes();
- if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
- // create output meshes
- CreateOutputMeshes();
- // build an output material list
- CreateOutputMaterials();
- // use 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;
- }
- }
- // build the output animation
- CreateOutputAnimations(pFile, pIOHandler);
- if ((pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) && !noSkeletonMesh) {
- SkeletonMeshBuilder skeleton(pScene);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Write an error message with line number to the log file
- void SMDImporter::LogErrorNoThrow(const char* msg) {
- const size_t _BufferSize = 1024;
- char szTemp[_BufferSize];
- ai_snprintf(szTemp,_BufferSize,"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) {
- const size_t _BufferSize = 1024;
- char szTemp[_BufferSize];
- ai_assert(strlen(msg) < 1000);
- ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg);
- ASSIMP_LOG_WARN(szTemp);
- }
- // ------------------------------------------------------------------------------------------------
- // Fix invalid time values in the file
- void SMDImporter::FixTimeValues() {
- double dDelta = (double)iSmallestFrame;
- double dMax = 0.0f;
- for (auto &asBone : asBones) {
- for (auto &asKey : asBone.sAnim.asKeys) {
- asKey.dTime -= dDelta;
- dMax = std::max(dMax, asKey.dTime);
- }
- }
- dLengthOfAnim = dMax;
- }
- // ------------------------------------------------------------------------------------------------
- // create output meshes
- void SMDImporter::CreateOutputMeshes() {
- if (aszTextures.empty()) {
- aszTextures.emplace_back();
- }
- // 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;
- std::unique_ptr<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 (const auto &asTriangle : asTriangles) {
- if (asTriangle.iTexture >= aszTextures.size()) {
- ASSIMP_LOG_INFO("[SMD/VTA] Material index overflow in face");
- aaiFaces[asTriangle.iTexture].push_back((unsigned int)aszTextures.size()-1);
- } else {
- aaiFaces[asTriangle.iTexture].push_back(iNum);
- }
- ++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;
- std::unique_ptr<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 = nullptr;
- 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) {
- ASSIMP_LOG_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].emplace_back(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()) {
- ASSIMP_LOG_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 (auto &pairval : face.avVertices[iVert].aiBoneLinks) {
- if (pairval.first >= asBones.size()) {
- continue;
- }
- aaiBones[pairval.first].back().second *= fSum;
- }
- }
- } else {
- aaiBones[face.avVertices[iVert].iParentNode].emplace_back(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 (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;
- }
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // add bone child nodes
- void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent) {
- ai_assert( nullptr != pcNode );
- ai_assert( 0 == pcNode->mNumChildren );
- ai_assert( nullptr == pcNode->mChildren);
- // first count ...
- for (auto &bone : asBones) {
- if (bone.iParent == iParent) {
- ++pcNode->mNumChildren;
- }
- }
- // nothing to do
- if (pcNode->mNumChildren == 0)
- return;
- // 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
- if (bone.sAnim.asKeys.size()) {
- pc->mTransformation = bone.sAnim.asKeys[0].matrix;
- }
- if (bone.iParent == static_cast<uint32_t>(-1)) {
- bone.mOffsetMatrix = pc->mTransformation;
- } else {
- bone.mOffsetMatrix = asBones[bone.iParent].mOffsetMatrix * pc->mTransformation;
- }
- pc->mParent = pcNode;
- // add children to this node, too
- AddBoneChildren(pc,i);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // create output nodes
- void SMDImporter::CreateOutputNodes() {
- pScene->mRootNode = new aiNode();
- // now add all bones as dummy sub nodes to the graph
- AddBoneChildren(pScene->mRootNode,(uint32_t)-1);
- for (auto &bone : asBones) {
- bone.mOffsetMatrix.Inverse();
- }
- // 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] = nullptr;
- delete pcOldRoot;
- pScene->mRootNode->mParent = nullptr;
- } else {
- static constexpr char rootName[11] = "<SMD_root>";
- pScene->mRootNode->mName.length = 10;
- ::strncpy(pScene->mRootNode->mName.data, rootName, pScene->mRootNode->mName.length);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // create output animations
- void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler) {
- std::vector<std::tuple<std::string, std::string>> animFileList;
- if (bLoadAnimationList) {
- GetAnimationFileList(pFile, pIOHandler, animFileList);
- }
- int animCount = static_cast<int>( animFileList.size() + 1u );
- pScene->mNumAnimations = 1;
- pScene->mAnimations = new aiAnimation*[animCount];
- memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount);
- CreateOutputAnimation(0, "");
- for (auto &animFile : animFileList) {
- ReadSmd(std::get<1>(animFile), pIOHandler);
- if (asBones.empty()) {
- continue;
- }
- FixTimeValues();
- CreateOutputAnimation(pScene->mNumAnimations++, std::get<0>(animFile));
- }
- }
- void SMDImporter::CreateOutputAnimation(int index, const std::string &name) {
- aiAnimation*& anim = pScene->mAnimations[index] = new aiAnimation();
- if (name.length()) {
- anim->mName.Set(name.c_str());
- }
- anim->mDuration = dLengthOfAnim;
- anim->mNumChannels = static_cast<unsigned int>( asBones.size() );
- 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 (const auto &asBone : asBones) {
- aiNodeAnim* p = pp[a] = new aiNodeAnim();
- // copy the name of the bone
- p->mNodeName.Set(asBone.mName);
- p->mNumRotationKeys = (unsigned int)asBone.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 (const auto &asKey : asBone.sAnim.asKeys) {
- pRotKeys->mTime = pVecKeys->mTime = asKey.dTime;
- // compute the rotation quaternion from the euler angles
- // aiQuaternion: The order of the parameters is yzx?
- pRotKeys->mValue = aiQuaternion(asKey.vRot.y, asKey.vRot.z, asKey.vRot.x);
- pVecKeys->mValue = asKey.vPos;
- ++pVecKeys; ++pRotKeys;
- }
- }
- ++a;
- // there are no scaling keys ...
- }
- }
- void SMDImporter::GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList) {
- auto base = DefaultIOSystem::absolutePath(pFile);
- auto name = DefaultIOSystem::completeBaseName(pFile);
- auto path = base + "/" + name + "_animation.txt";
- std::unique_ptr<IOStream> file(pIOHandler->Open(path.c_str(), "rb"));
- if (file == nullptr) {
- return;
- }
- // Allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> buf;
- size_t fileSize = file->FileSize();
- buf.resize(fileSize + 1);
- TextFileToBuffer(file.get(), buf);
- /*
- *_animation.txt format:
- name path
- idle idle.smd
- jump anim/jump.smd
- walk.smd
- ...
- */
- std::string animName, animPath;
- char *tok1, *tok2;
- char *context1, *context2;
- tok1 = strtok_s(&buf[0], "\r\n", &context1);
- while (tok1 != nullptr) {
- tok2 = strtok_s(tok1, " \t", &context2);
- if (tok2) {
- char *p = tok2;
- tok2 = strtok_s(nullptr, " \t", &context2);
- if (tok2) {
- animPath = tok2;
- animName = p;
- } else {
- // No name
- animPath = p;
- animName = DefaultIOSystem::completeBaseName(animPath);
- }
- outList.emplace_back(animName, base + "/" + animPath);
- }
- tok1 = strtok_s(nullptr, "\r\n", &context1);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // 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 = static_cast<ai_uint32>(ai_snprintf(szName.data, AI_MAXLEN, "Texture_%u", iMat));
- pcMat->AddProperty(&szName,AI_MATKEY_NAME);
- if (aszTextures[iMat].length())
- {
- ::strncpy(szName.data, aszTextures[iMat].c_str(), AI_MAXLEN - 1);
- szName.length = static_cast<ai_uint32>( 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 = static_cast<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, mEnd)) {
- break;
- }
- // "version <n> \n", <n> should be 1 for hl and hl2 SMD files
- if (TokenMatch(szCurrent,"version",7)) {
- if(!SkipSpaces(szCurrent,&szCurrent, mEnd)) break;
- if (1 != strtoul10(szCurrent,&szCurrent)) {
- ASSIMP_LOG_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, mEnd);
- continue;
- }
- // "triangles\n" - Starts the triangle section
- if (TokenMatch(szCurrent,"triangles",9)) {
- ParseTrianglesSection(szCurrent, &szCurrent, mEnd);
- continue;
- }
- // "vertexanimation\n" - Starts the vertex animation section
- if (TokenMatch(szCurrent,"vertexanimation",15)) {
- bHasUVs = false;
- ParseVASection(szCurrent, &szCurrent, mEnd);
- continue;
- }
- // "skeleton\n" - Starts the skeleton section
- if (TokenMatch(szCurrent,"skeleton",8)) {
- ParseSkeletonSection(szCurrent, &szCurrent, mEnd);
- continue;
- }
- SkipLine(szCurrent, &szCurrent, mEnd);
- }
- }
- void SMDImporter::ReadSmd(const std::string &pFile, IOSystem* pIOHandler) {
- std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
- // Check whether we can read from the file
- if (file == nullptr) {
- 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
- mBuffer.resize(iFileSize + 1);
- TextFileToBuffer(file.get(), mBuffer);
- mEnd = &mBuffer[mBuffer.size() - 1] + 1;
- iSmallestFrame = INT_MAX;
- 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);
- aszTextures.clear();
- asTriangles.clear();
- asBones.clear();
- // parse the file ...
- ParseFile();
- }
- // ------------------------------------------------------------------------------------------------
- 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, const char *end) {
- for ( ;; ) {
- // "end\n" - Ends the nodes section
- if (0 == ASSIMP_strincmp(szCurrent, "end", 3) && IsSpaceOrNewLine(*(szCurrent+3))) {
- szCurrent += 4;
- break;
- }
- ParseNodeInfo(szCurrent,&szCurrent, end);
- }
- SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
- *szCurrentOut = szCurrent;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse the triangles section of the file
- void SMDImporter::ParseTrianglesSection(const char *szCurrent, const char **szCurrentOut, const char *end) {
- // 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, end)) {
- break;
- }
- // "end\n" - Ends the triangles section
- if (TokenMatch(szCurrent,"end",3)) {
- break;
- }
- ParseTriangle(szCurrent,&szCurrent, end);
- }
- SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
- *szCurrentOut = szCurrent;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse the vertex animation section of the file
- void SMDImporter::ParseVASection(const char *szCurrent, const char **szCurrentOut, const char *end) {
- unsigned int iCurIndex = 0;
- for ( ;; ) {
- if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
- 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, end, iTime) || configFrameID != (unsigned int)iTime) {
- break;
- }
- SkipLine(szCurrent,&szCurrent, end);
- } else {
- if(0 == iCurIndex) {
- asTriangles.emplace_back();
- }
- if (++iCurIndex == 3) {
- iCurIndex = 0;
- }
- ParseVertex(szCurrent,&szCurrent, end, 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, end);
- *szCurrentOut = szCurrent;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse the skeleton section of the file
- void SMDImporter::ParseSkeletonSection(const char *szCurrent, const char **szCurrentOut, const char *end) {
- int iTime = 0;
- for ( ;; ) {
- if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
- break;
- }
- // "end\n" - Ends the skeleton section
- if (TokenMatch(szCurrent,"end",3)) {
- break;
- } else if (TokenMatch(szCurrent,"time",4)) {
- // "time <n>\n" - Specifies the current animation frame
- if (!ParseSignedInt(szCurrent, &szCurrent, end, iTime)) {
- break;
- }
- iSmallestFrame = std::min(iSmallestFrame,iTime);
- SkipLine(szCurrent, &szCurrent, end);
- } else {
- ParseSkeletonElement(szCurrent, &szCurrent, end, iTime);
- }
- }
- *szCurrentOut = szCurrent;
- }
- // ------------------------------------------------------------------------------------------------
- #define SMDI_PARSE_RETURN { \
- SkipLine(szCurrent,&szCurrent, end); \
- *szCurrentOut = szCurrent; \
- return; \
- }
- // ------------------------------------------------------------------------------------------------
- // Parse a node line
- void SMDImporter::ParseNodeInfo(const char *szCurrent, const char **szCurrentOut, const char *end) {
- unsigned int iBone = 0;
- SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
- if ( !ParseUnsignedInt(szCurrent, &szCurrent, end, iBone) || !SkipSpaces(szCurrent,&szCurrent, end)) {
- throw DeadlyImportError("Unexpected EOF/EOL while parsing bone index");
- }
- if (iBone == UINT_MAX) {
- LogErrorNoThrow("Invalid bone number 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 expected 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 (!bQuota && 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, end, (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, const char *end, int iTime) {
- aiVector3D vPos;
- aiVector3D vRot;
- unsigned int iBone = 0;
- if (!ParseUnsignedInt(szCurrent, &szCurrent, end, iBone)) {
- ASSIMP_LOG_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.emplace_back();
- SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();
- key.dTime = (double)iTime;
- if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.x)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.y)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.z)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.x)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.y)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (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 = mTemp * key.matrix;
- }
- key.vPos = vPos;
- key.vRot = vRot;
- // go to the beginning of the next line
- SMDI_PARSE_RETURN;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse a triangle
- void SMDImporter::ParseTriangle(const char *szCurrent, const char **szCurrentOut, const char *end) {
- asTriangles.emplace_back();
- SMD::Face& face = asTriangles.back();
- if(!SkipSpaces(szCurrent, &szCurrent, end)) {
- 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, end);
- // load three vertices
- for (auto &avVertex : face.avVertices) {
- ParseVertex(szCurrent, &szCurrent, end, avVertex);
- }
- *szCurrentOut = szCurrent;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse a float
- bool SMDImporter::ParseFloat(const char *szCurrent, const char **szCurrentOut, const char *end, float &out) {
- if (!SkipSpaces(&szCurrent, end)) {
- return false;
- }
- *szCurrentOut = fast_atoreal_move<float>(szCurrent,out);
- return true;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse an unsigned int
- bool SMDImporter::ParseUnsignedInt(const char *szCurrent, const char **szCurrentOut, const char *end, unsigned int &out) {
- if(!SkipSpaces(&szCurrent, end)) {
- return false;
- }
- out = strtoul10(szCurrent,szCurrentOut);
- return true;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse a signed int
- bool SMDImporter::ParseSignedInt(const char *szCurrent, const char **szCurrentOut, const char *end, int &out) {
- if(!SkipSpaces(&szCurrent, end)) {
- return false;
- }
- out = strtol10(szCurrent,szCurrentOut);
- return true;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse a vertex
- void SMDImporter::ParseVertex(const char* szCurrent,
- const char **szCurrentOut, const char *end, SMD::Vertex &vertex,
- bool bVASection /*= false*/) {
- if (SkipSpaces(&szCurrent, end) && IsLineEnd(*szCurrent)) {
- SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
- return ParseVertex(szCurrent, szCurrentOut, end, vertex, bVASection);
- }
- if(!ParseSignedInt(szCurrent, &szCurrent, end, (int&)vertex.iParentNode)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.x)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.y)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.z)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent,&szCurrent,end, (float&)vertex.nor.x)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent,&szCurrent, end, (float&)vertex.nor.y)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (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, end, (float&)vertex.uv.x)) {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, (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, end, iSize)) {
- SMDI_PARSE_RETURN;
- }
- vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));
- for (auto &aiBoneLink : vertex.aiBoneLinks) {
- if(!ParseUnsignedInt(szCurrent, &szCurrent, end, aiBoneLink.first)) {
- SMDI_PARSE_RETURN;
- }
- if(!ParseFloat(szCurrent, &szCurrent, end, aiBoneLink.second)) {
- SMDI_PARSE_RETURN;
- }
- }
- // go to the beginning of the next line
- SMDI_PARSE_RETURN;
- }
- } // namespace Assimp
- #endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER
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