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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 Implementation of the SMD importer class */
- // internal headers
- #include "MaterialSystem.h"
- #include "SMDLoader.h"
- #include "StringComparison.h"
- #include "fast_atof.h"
- // public headers
- #include "../include/DefaultLogger.h"
- #include "../include/IOStream.h"
- #include "../include/IOSystem.h"
- #include "../include/aiMesh.h"
- #include "../include/aiScene.h"
- #include "../include/aiAssert.h"
- // boost headers
- #include <boost/scoped_ptr.hpp>
- using namespace Assimp;
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- SMDImporter::SMDImporter()
- {
- // nothing to do here
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- SMDImporter::~SMDImporter()
- {
- // nothing to do here
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool SMDImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
- {
- // simple check of file extension is enough for the moment
- std::string::size_type pos = pFile.find_last_of('.');
- // no file extension - can't read
- if( pos == std::string::npos)
- return false;
- std::string extension = pFile.substr( pos);
- if (extension.length() < 4)return false;
- if (extension[0] != '.')return false;
- // VTA is not really supported as it contains vertex animations.
- // However, at least the first keyframe can be loaded
- if ((extension[1] != 's' && extension[1] != 'S') ||
- (extension[2] != 'm' && extension[2] != 'M') ||
- (extension[3] != 'd' && extension[3] != 'D'))
- {
- if ((extension[1] != 'v' && extension[1] != 'V') ||
- (extension[2] != 't' && extension[2] != 'T') ||
- (extension[3] != 'a' && extension[3] != 'A'))
- {
- return false;
- }
- }
- return true;
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void SMDImporter::InternReadFile(
- const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
- {
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rt"));
- // Check whether we can read from the file
- if( file.get() == NULL)
- {
- throw new ImportErrorException( "Failed to open SMD/VTA file " + pFile + ".");
- }
- this->iFileSize = (unsigned int)file->FileSize();
- // allocate storage and copy the contents of the file to a memory buffer
- this->pScene = pScene;
- this->mBuffer = new char[this->iFileSize+1];
- file->Read( (void*)mBuffer, 1, this->iFileSize);
- this->iSmallestFrame = (1 << 31);
- this->bHasUVs = true;
- this->iLineNumber = 1;
- // append a terminal 0
- this->mBuffer[this->iFileSize] = '\0';
- // reserve enough space for ... hm ... 10 textures
- this->aszTextures.reserve(10);
- // reserve enough space for ... hm ... 1000 triangles
- this->asTriangles.reserve(1000);
- // reserve enough space for ... hm ... 20 bones
- this->asBones.reserve(20);
- try
- {
- // parse the file ...
- this->ParseFile();
- // if there are no triangles it seems to be an animation SMD,
- // containing only the animation skeleton.
- if (this->asTriangles.empty())
- {
- if (this->asBones.empty())
- {
- throw new ImportErrorException("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_ANIM_SKELETON_ONLY;
- }
-
- if (!this->asBones.empty())
- {
- // 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;
- }
- }
- // now fix invalid time values and make sure the animation starts at frame 0
- this->FixTimeValues();
- // compute absolute bone transformation matrices
- this->ComputeAbsoluteBoneTransformations();
- }
- if (!(pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY))
- {
- // create output meshes
- this->CreateOutputMeshes();
- // build an output material list
- this->CreateOutputMaterials();
- }
- // build the output animation
- this->CreateOutputAnimations();
- // build output nodes (bones are added as empty dummy nodes)
- this->CreateOutputNodes();
- }
- catch (ImportErrorException* ex)
- {
- delete[] this->mBuffer;
- throw ex;
- }
- // delete the file buffer
- delete[] this->mBuffer;
- }
- // ------------------------------------------------------------------------------------------------
- // Write an error message with line number to the log file
- void SMDImporter::LogErrorNoThrow(const char* msg)
- {
- char szTemp[1024];
- #if _MSC_VER >= 1400
- sprintf_s(szTemp,"Line %i: %s",this->iLineNumber,msg);
- #else
- ai_assert(strlen(msg) < 1000);
- sprintf(szTemp,"Line %i: %s",this->iLineNumber,msg);
- #endif
- DefaultLogger::get()->error(szTemp);
- }
- // ------------------------------------------------------------------------------------------------
- // Write a warning with line number to the log file
- void SMDImporter::LogWarning(const char* msg)
- {
- char szTemp[1024];
- #if _MSC_VER >= 1400
- sprintf_s(szTemp,"Line %i: %s",this->iLineNumber,msg);
- #else
- ai_assert(strlen(msg) < 1000);
- sprintf(szTemp,"Line %i: %s",this->iLineNumber,msg);
- #endif
- DefaultLogger::get()->warn(szTemp);
- }
- // ------------------------------------------------------------------------------------------------
- // Fix invalid time values in the file
- void SMDImporter::FixTimeValues()
- {
- double dDelta = (double)this->iSmallestFrame;
- double dMax = 0.0f;
- for (std::vector<SMD::Bone>::iterator
- iBone = this->asBones.begin();
- iBone != this->asBones.end();++iBone)
- {
- for (std::vector<SMD::Bone::Animation::MatrixKey>::iterator
- iKey = (*iBone).sAnim.asKeys.begin();
- iKey != (*iBone).sAnim.asKeys.end();++iKey)
- {
- (*iKey).dTime -= dDelta;
- dMax = std::max(dMax, (*iKey).dTime);
- }
- }
- this->dLengthOfAnim = dMax;
- }
- // ------------------------------------------------------------------------------------------------
- // create output meshes
- void SMDImporter::CreateOutputMeshes()
- {
- // 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.
- this->pScene->mNumMeshes = (unsigned int) this->aszTextures.size();
- this->pScene->mMeshes = new aiMesh*[this->pScene->mNumMeshes];
- typedef std::vector<unsigned int> FaceList;
- FaceList* aaiFaces = new FaceList[this->pScene->mNumMeshes];
- // approximate the space that will be required
- unsigned int iNum = (unsigned int)this->asTriangles.size() / this->pScene->mNumMeshes;
- iNum += iNum >> 1;
- for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i)
- {
- aaiFaces[i].reserve(iNum);
- }
- // collect all faces
- iNum = 0;
- for (std::vector<SMD::Face>::const_iterator
- iFace = this->asTriangles.begin();
- iFace != this->asTriangles.end();++iFace,++iNum)
- {
- if (0xffffffff == (*iFace).iTexture)aaiFaces[(*iFace).iTexture].push_back( 0 );
- else if ((*iFace).iTexture >= this->aszTextures.size())
- {
- DefaultLogger::get()->error("[SMD/VTA] Material index overflow in face");
- aaiFaces[(*iFace).iTexture].push_back((unsigned int)this->aszTextures.size()-1);
- }
- else aaiFaces[(*iFace).iTexture].push_back(iNum);
- }
- // now create the output meshes
- for (unsigned int i = 0; i < this->pScene->mNumMeshes;++i)
- {
- aiMesh*& pcMesh = this->pScene->mMeshes[i] = new aiMesh();
- ai_assert(!aaiFaces[i].empty()); // should not be empty ...
- pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
- pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
- pcMesh->mMaterialIndex = i;
- // storage for bones
- typedef std::pair<unsigned int,float> TempWeightListEntry;
- typedef std::vector< TempWeightListEntry > TempBoneWeightList;
- TempBoneWeightList* aaiBones = new TempBoneWeightList[this->asBones.size()]();
- // try to reserve enough memory without wasting too much
- for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone)
- {
- aaiBones[iBone].reserve(pcMesh->mNumVertices/this->asBones.size());
- }
- // allocate storage
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
- aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D* pcUVs = NULL;
- if (this->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 (hardcode the loop for performance)
- unsigned int iSrcFace = aaiFaces[i][iFace];
- SMD::Face& face = this->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];
- if (pairval.first >= this->asBones.size())
- {
- DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
- "The bone index will be ignored, the weight will be assigned "
- "to the vertex' parent node");
- continue;
- }
- aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second));
- fSum += pairval.second;
- }
- // if the sum of all vertex weights is not 1.0 we must assign
- // the rest to the vertex' parent node. Well, at least the doc says
- // we should ...
- if (fSum <= 1.0f)
- {
- if (face.avVertices[iVert].iParentNode >= this->asBones.size())
- {
- DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
- "The index of the vertex parent bone is invalid. "
- "The remaining weights will be normalized to 1.0");
- if (fSum)
- {
- fSum = 1 / fSum;
- for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
- {
- TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
- if (pairval.first >= this->asBones.size())continue;
- aaiBones[pairval.first].back().second *= fSum;
- }
- }
- }
- else
- {
- aaiBones[face.avVertices[iVert].iParentNode].push_back(
- TempWeightListEntry(iNum,1.0f-fSum));
- }
- }
- pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
- }
- }
- // now build all bones of the mesh
- iNum = 0;
- for (unsigned int iBone = 0; iBone < this->asBones.size();++iBone)
- {
- if (!aaiBones[iBone].empty())++iNum;
- }
- pcMesh->mNumBones = iNum;
- pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
- iNum = 0;
- for (unsigned int iBone = 0; iBone < this->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 = this->asBones[iBone].mOffsetMatrix;
- bone->mName.Set( this->asBones[iBone].mName );
- this->asBones[iBone].bIsUsed = true;
- for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight)
- {
- bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first;
- bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second;
- }
- ++iNum;
- }
- delete[] aaiBones;
- }
- delete[] aaiFaces;
- }
- // ------------------------------------------------------------------------------------------------
- // add bone child nodes
- void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent)
- {
- ai_assert(NULL != pcNode && 0 == pcNode->mNumChildren && NULL == pcNode->mChildren);
- // first count ...
- for (unsigned int i = 0; i < this->asBones.size();++i)
- {
- SMD::Bone& bone = this->asBones[i];
- if (bone.iParent == iParent)++pcNode->mNumChildren;
- }
- // now allocate the output array
- pcNode->mChildren = new aiNode*[pcNode->mNumChildren];
- // and fill all subnodes
- unsigned int qq = 0;
- for (unsigned int i = 0; i < 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;
- pc->mParent = pcNode;
- // add children to this node, too
- AddBoneChildren(pc,i);
- }
- }
- // ------------------------------------------------------------------------------------------------
- // create output nodes
- void SMDImporter::CreateOutputNodes()
- {
- this->pScene->mRootNode = new aiNode();
- if (!(this->pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY))
- {
- // create one root node that renders all meshes
- 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);
- // if we have only one bone we can even remove the root node
- if (this->pScene->mFlags & AI_SCENE_FLAGS_ANIM_SKELETON_ONLY &&
- 1 == this->pScene->mRootNode->mNumChildren)
- {
- aiNode* pcOldRoot = this->pScene->mRootNode;
- this->pScene->mRootNode = pcOldRoot->mChildren[0];
- pcOldRoot->mChildren[0] = NULL;
- delete pcOldRoot;
- this->pScene->mRootNode->mParent = NULL;
- }
- else
- {
- ::strcpy(this->pScene->mRootNode->mName.data, "<SMD_root>");
- this->pScene->mRootNode->mName.length = 10;
- }
- }
- // ------------------------------------------------------------------------------------------------
- // create output animations
- void SMDImporter::CreateOutputAnimations()
- {
- unsigned int iNumBones = 0;
- for (std::vector<SMD::Bone>::const_iterator
- i = this->asBones.begin();
- i != this->asBones.end();++i)
- {
- if ((*i).bIsUsed)++iNumBones;
- }
- if (!iNumBones)
- {
- // just make sure this case doesn't occur ... (it could occur
- // if the file was invalid)
- return;
- }
- this->pScene->mNumAnimations = 1;
- this->pScene->mAnimations = new aiAnimation*[1];
- aiAnimation*& anim = this->pScene->mAnimations[0] = new aiAnimation();
- anim->mDuration = this->dLengthOfAnim;
- anim->mNumBones = iNumBones;
- anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
- 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::max(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(!SkipSpacesAndLineEnd(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 ...");
- }
- //continue;
- }
- // "nodes\n" - Starts the node section
- if (0 == ASSIMP_strincmp(szCurrent,"nodes",5) &&
- IsSpaceOrNewLine(*(szCurrent+5)))
- {
- szCurrent += 6;
- this->ParseNodesSection(szCurrent,&szCurrent);
- //continue;
- }
- // "triangles\n" - Starts the triangle section
- if (0 == ASSIMP_strincmp(szCurrent,"triangles",9) &&
- IsSpaceOrNewLine(*(szCurrent+9)))
- {
- szCurrent += 10;
- this->ParseTrianglesSection(szCurrent,&szCurrent);
- //continue;
- }
- // "vertexanimation\n" - Starts the vertex animation section
- if (0 == ASSIMP_strincmp(szCurrent,"vertexanimation",15) &&
- IsSpaceOrNewLine(*(szCurrent+15)))
- {
- this->bHasUVs = false;
- szCurrent += 16;
- this->ParseVASection(szCurrent,&szCurrent);
- //continue;
- }
- // "skeleton\n" - Starts the skeleton section
- if (0 == ASSIMP_strincmp(szCurrent,"skeleton",8) &&
- IsSpaceOrNewLine(*(szCurrent+8)))
- {
- szCurrent += 9;
- this->ParseSkeletonSection(szCurrent,&szCurrent);
- //continue;
- }
- else SkipLine(szCurrent,&szCurrent);
- }
- 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)
- {
- if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
- // "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)
- {
- if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
- // "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"
- 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)
- {
- if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
- // "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;
- SkipSpacesAndLineEnd(szCurrent,&szCurrent);
- 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);
- szCurrent = szEnd;
- // 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* szLast = szCurrent;
- while (!IsSpaceOrNewLine(*szCurrent++));
- face.iTexture = this->GetTextureIndex(std::string(szLast,
- (uintptr_t)szCurrent-(uintptr_t)szLast));
- this->SkipLine(szCurrent,&szCurrent);
- // load three vertices
- for (unsigned int iVert = 0; iVert < 3;++iVert)
- {
- this->ParseVertex(szCurrent,&szCurrent,
- face.avVertices[iVert]);
- }
- *szCurrentOut = szCurrent;
- }
- // ------------------------------------------------------------------------------------------------
- // Parse a float
- bool SMDImporter::ParseFloat(const char* szCurrent,
- const char** szCurrentOut, float& out)
- {
- if(!SkipSpaces(szCurrent,&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;
- }
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