Model loading and texturing
This commit is contained in:
762
thirdparty/assimp/code/MD5/MD5Loader.cpp
vendored
Normal file
762
thirdparty/assimp/code/MD5/MD5Loader.cpp
vendored
Normal file
@@ -0,0 +1,762 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, 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 MD5Loader.cpp
|
||||
* @brief Implementation of the MD5 importer class
|
||||
*/
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER
|
||||
|
||||
// internal headers
|
||||
#include <assimp/RemoveComments.h>
|
||||
#include "MD5Loader.h"
|
||||
#include <assimp/StringComparison.h>
|
||||
#include <assimp/fast_atof.h>
|
||||
#include <assimp/MathFunctions.h>
|
||||
#include <assimp/SkeletonMeshBuilder.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/importerdesc.h>
|
||||
#include <memory>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
// Minimum weight value. Weights inside [-n ... n] are ignored
|
||||
#define AI_MD5_WEIGHT_EPSILON Math::getEpsilon<float>()
|
||||
|
||||
|
||||
static const aiImporterDesc desc = {
|
||||
"Doom 3 / MD5 Mesh Importer",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
aiImporterFlags_SupportBinaryFlavour,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"md5mesh md5camera md5anim"
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
MD5Importer::MD5Importer()
|
||||
: mIOHandler()
|
||||
, mBuffer()
|
||||
, fileSize()
|
||||
, iLineNumber()
|
||||
, pScene()
|
||||
, pIOHandler()
|
||||
, bHadMD5Mesh()
|
||||
, bHadMD5Anim()
|
||||
, bHadMD5Camera()
|
||||
, configNoAutoLoad (false)
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
MD5Importer::~MD5Importer()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the class can handle the format of the given file.
|
||||
bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
|
||||
{
|
||||
const std::string extension = GetExtension(pFile);
|
||||
|
||||
if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera")
|
||||
return true;
|
||||
else if (!extension.length() || checkSig) {
|
||||
if (!pIOHandler) {
|
||||
return true;
|
||||
}
|
||||
const char* tokens[] = {"MD5Version"};
|
||||
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get list of all supported extensions
|
||||
const aiImporterDesc* MD5Importer::GetInfo () const
|
||||
{
|
||||
return &desc;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Setup import properties
|
||||
void MD5Importer::SetupProperties(const Importer* pImp)
|
||||
{
|
||||
// AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
|
||||
configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports the given file into the given scene structure.
|
||||
void MD5Importer::InternReadFile( const std::string& pFile,
|
||||
aiScene* _pScene, IOSystem* _pIOHandler)
|
||||
{
|
||||
pIOHandler = _pIOHandler;
|
||||
pScene = _pScene;
|
||||
bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
|
||||
|
||||
// remove the file extension
|
||||
const std::string::size_type pos = pFile.find_last_of('.');
|
||||
mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1));
|
||||
|
||||
const std::string extension = GetExtension(pFile);
|
||||
try {
|
||||
if (extension == "md5camera") {
|
||||
LoadMD5CameraFile();
|
||||
}
|
||||
else if (configNoAutoLoad || extension == "md5anim") {
|
||||
// determine file extension and process just *one* file
|
||||
if (extension.length() == 0) {
|
||||
throw DeadlyImportError("Failure, need file extension to determine MD5 part type");
|
||||
}
|
||||
if (extension == "md5anim") {
|
||||
LoadMD5AnimFile();
|
||||
}
|
||||
else if (extension == "md5mesh") {
|
||||
LoadMD5MeshFile();
|
||||
}
|
||||
}
|
||||
else {
|
||||
LoadMD5MeshFile();
|
||||
LoadMD5AnimFile();
|
||||
}
|
||||
}
|
||||
catch ( ... ) { // std::exception, Assimp::DeadlyImportError
|
||||
UnloadFileFromMemory();
|
||||
throw;
|
||||
}
|
||||
|
||||
// make sure we have at least one file
|
||||
if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera) {
|
||||
throw DeadlyImportError("Failed to read valid contents out of this MD5* file");
|
||||
}
|
||||
|
||||
// Now rotate the whole scene 90 degrees around the x axis to match our internal coordinate system
|
||||
pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
|
||||
0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
|
||||
|
||||
// the output scene wouldn't pass the validation without this flag
|
||||
if (!bHadMD5Mesh) {
|
||||
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
||||
}
|
||||
|
||||
// clean the instance -- the BaseImporter instance may be reused later.
|
||||
UnloadFileFromMemory();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Load a file into a memory buffer
|
||||
void MD5Importer::LoadFileIntoMemory (IOStream* file)
|
||||
{
|
||||
// unload the previous buffer, if any
|
||||
UnloadFileFromMemory();
|
||||
|
||||
ai_assert(NULL != file);
|
||||
fileSize = (unsigned int)file->FileSize();
|
||||
ai_assert(fileSize);
|
||||
|
||||
// allocate storage and copy the contents of the file to a memory buffer
|
||||
mBuffer = new char[fileSize+1];
|
||||
file->Read( (void*)mBuffer, 1, fileSize);
|
||||
iLineNumber = 1;
|
||||
|
||||
// append a terminal 0
|
||||
mBuffer[fileSize] = '\0';
|
||||
|
||||
// now remove all line comments from the file
|
||||
CommentRemover::RemoveLineComments("//",mBuffer,' ');
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Unload the current memory buffer
|
||||
void MD5Importer::UnloadFileFromMemory ()
|
||||
{
|
||||
// delete the file buffer
|
||||
delete[] mBuffer;
|
||||
mBuffer = NULL;
|
||||
fileSize = 0;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Build unique vertices
|
||||
void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
|
||||
{
|
||||
std::vector<bool> abHad(meshSrc.mVertices.size(),false);
|
||||
|
||||
// allocate enough storage to keep the output structures
|
||||
const unsigned int iNewNum = static_cast<unsigned int>(meshSrc.mFaces.size()*3);
|
||||
unsigned int iNewIndex = static_cast<unsigned int>(meshSrc.mVertices.size());
|
||||
meshSrc.mVertices.resize(iNewNum);
|
||||
|
||||
// try to guess how much storage we'll need for new weights
|
||||
const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
|
||||
const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum);
|
||||
meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
|
||||
|
||||
for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();iter != iterEnd;++iter){
|
||||
const aiFace& face = *iter;
|
||||
for (unsigned int i = 0; i < 3;++i) {
|
||||
if (face.mIndices[0] >= meshSrc.mVertices.size()) {
|
||||
throw DeadlyImportError("MD5MESH: Invalid vertex index");
|
||||
}
|
||||
|
||||
if (abHad[face.mIndices[i]]) {
|
||||
// generate a new vertex
|
||||
meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
|
||||
face.mIndices[i] = iNewIndex++;
|
||||
}
|
||||
else abHad[face.mIndices[i]] = true;
|
||||
}
|
||||
// swap face order
|
||||
std::swap(face.mIndices[0],face.mIndices[2]);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursive node graph construction from a MD5MESH
|
||||
void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bones)
|
||||
{
|
||||
ai_assert(NULL != piParent && !piParent->mNumChildren);
|
||||
|
||||
// First find out how many children we'll have
|
||||
for (int i = 0; i < (int)bones.size();++i) {
|
||||
if (iParentID != i && bones[i].mParentIndex == iParentID) {
|
||||
++piParent->mNumChildren;
|
||||
}
|
||||
}
|
||||
if (piParent->mNumChildren) {
|
||||
piParent->mChildren = new aiNode*[piParent->mNumChildren];
|
||||
for (int i = 0; i < (int)bones.size();++i) {
|
||||
// (avoid infinite recursion)
|
||||
if (iParentID != i && bones[i].mParentIndex == iParentID) {
|
||||
aiNode* pc;
|
||||
// setup a new node
|
||||
*piParent->mChildren++ = pc = new aiNode();
|
||||
pc->mName = aiString(bones[i].mName);
|
||||
pc->mParent = piParent;
|
||||
|
||||
// get the transformation matrix from rotation and translational components
|
||||
aiQuaternion quat;
|
||||
MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );
|
||||
|
||||
bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
|
||||
bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
|
||||
bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
|
||||
bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;
|
||||
|
||||
// store it for later use
|
||||
pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
|
||||
bones[i].mInvTransform.Inverse();
|
||||
|
||||
// the transformations for each bone are absolute, so we need to multiply them
|
||||
// with the inverse of the absolute matrix of the parent joint
|
||||
if (-1 != iParentID) {
|
||||
pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
|
||||
}
|
||||
|
||||
// add children to this node, too
|
||||
AttachChilds_Mesh( i, pc, bones);
|
||||
}
|
||||
}
|
||||
// undo offset computations
|
||||
piParent->mChildren -= piParent->mNumChildren;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursive node graph construction from a MD5ANIM
|
||||
void MD5Importer::AttachChilds_Anim(int iParentID,aiNode* piParent, AnimBoneList& bones,const aiNodeAnim** node_anims)
|
||||
{
|
||||
ai_assert(NULL != piParent && !piParent->mNumChildren);
|
||||
|
||||
// First find out how many children we'll have
|
||||
for (int i = 0; i < (int)bones.size();++i) {
|
||||
if (iParentID != i && bones[i].mParentIndex == iParentID) {
|
||||
++piParent->mNumChildren;
|
||||
}
|
||||
}
|
||||
if (piParent->mNumChildren) {
|
||||
piParent->mChildren = new aiNode*[piParent->mNumChildren];
|
||||
for (int i = 0; i < (int)bones.size();++i) {
|
||||
// (avoid infinite recursion)
|
||||
if (iParentID != i && bones[i].mParentIndex == iParentID)
|
||||
{
|
||||
aiNode* pc;
|
||||
// setup a new node
|
||||
*piParent->mChildren++ = pc = new aiNode();
|
||||
pc->mName = aiString(bones[i].mName);
|
||||
pc->mParent = piParent;
|
||||
|
||||
// get the corresponding animation channel and its first frame
|
||||
const aiNodeAnim** cur = node_anims;
|
||||
while ((**cur).mNodeName != pc->mName)++cur;
|
||||
|
||||
aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue,pc->mTransformation);
|
||||
pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix()) ;
|
||||
|
||||
// add children to this node, too
|
||||
AttachChilds_Anim( i, pc, bones,node_anims);
|
||||
}
|
||||
}
|
||||
// undo offset computations
|
||||
piParent->mChildren -= piParent->mNumChildren;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Load a MD5MESH file
|
||||
void MD5Importer::LoadMD5MeshFile ()
|
||||
{
|
||||
std::string pFile = mFile + "md5mesh";
|
||||
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
||||
|
||||
// Check whether we can read from the file
|
||||
if( file.get() == NULL || !file->FileSize()) {
|
||||
ASSIMP_LOG_WARN("Failed to access MD5MESH file: " + pFile);
|
||||
return;
|
||||
}
|
||||
bHadMD5Mesh = true;
|
||||
LoadFileIntoMemory(file.get());
|
||||
|
||||
// now construct a parser and parse the file
|
||||
MD5::MD5Parser parser(mBuffer,fileSize);
|
||||
|
||||
// load the mesh information from it
|
||||
MD5::MD5MeshParser meshParser(parser.mSections);
|
||||
|
||||
// create the bone hierarchy - first the root node and dummy nodes for all meshes
|
||||
pScene->mRootNode = new aiNode("<MD5_Root>");
|
||||
pScene->mRootNode->mNumChildren = 2;
|
||||
pScene->mRootNode->mChildren = new aiNode*[2];
|
||||
|
||||
// build the hierarchy from the MD5MESH file
|
||||
aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
|
||||
pcNode->mName.Set("<MD5_Hierarchy>");
|
||||
pcNode->mParent = pScene->mRootNode;
|
||||
AttachChilds_Mesh(-1,pcNode,meshParser.mJoints);
|
||||
|
||||
pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
|
||||
pcNode->mName.Set("<MD5_Mesh>");
|
||||
pcNode->mParent = pScene->mRootNode;
|
||||
|
||||
#if 0
|
||||
if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
|
||||
SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]);
|
||||
#else
|
||||
|
||||
// FIX: MD5 files exported from Blender can have empty meshes
|
||||
for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
|
||||
if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
|
||||
++pScene->mNumMaterials;
|
||||
}
|
||||
|
||||
// generate all meshes
|
||||
pScene->mNumMeshes = pScene->mNumMaterials;
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
|
||||
|
||||
// storage for node mesh indices
|
||||
pcNode->mNumMeshes = pScene->mNumMeshes;
|
||||
pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
|
||||
for (unsigned int m = 0; m < pcNode->mNumMeshes;++m)
|
||||
pcNode->mMeshes[m] = m;
|
||||
|
||||
unsigned int n = 0;
|
||||
for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
|
||||
MD5::MeshDesc& meshSrc = *it;
|
||||
if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
|
||||
continue;
|
||||
|
||||
aiMesh* mesh = pScene->mMeshes[n] = new aiMesh();
|
||||
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
|
||||
// generate unique vertices in our internal verbose format
|
||||
MakeDataUnique(meshSrc);
|
||||
|
||||
std::string name( meshSrc.mShader.C_Str() );
|
||||
name += ".msh";
|
||||
mesh->mName = name;
|
||||
mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
|
||||
mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
||||
mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
||||
mesh->mNumUVComponents[0] = 2;
|
||||
|
||||
// copy texture coordinates
|
||||
aiVector3D* pv = mesh->mTextureCoords[0];
|
||||
for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
|
||||
pv->x = (*iter).mUV.x;
|
||||
pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
|
||||
pv->z = 0.0f;
|
||||
}
|
||||
|
||||
// sort all bone weights - per bone
|
||||
unsigned int* piCount = new unsigned int[meshParser.mJoints.size()];
|
||||
::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size());
|
||||
|
||||
for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
|
||||
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
|
||||
{
|
||||
MD5::WeightDesc& weightDesc = meshSrc.mWeights[w];
|
||||
/* FIX for some invalid exporters */
|
||||
if (!(weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
|
||||
++piCount[weightDesc.mBone];
|
||||
}
|
||||
}
|
||||
|
||||
// check how many we will need
|
||||
for (unsigned int p = 0; p < meshParser.mJoints.size();++p)
|
||||
if (piCount[p])mesh->mNumBones++;
|
||||
|
||||
if (mesh->mNumBones) // just for safety
|
||||
{
|
||||
mesh->mBones = new aiBone*[mesh->mNumBones];
|
||||
for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q)
|
||||
{
|
||||
if (!piCount[q])continue;
|
||||
aiBone* p = mesh->mBones[h] = new aiBone();
|
||||
p->mNumWeights = piCount[q];
|
||||
p->mWeights = new aiVertexWeight[p->mNumWeights];
|
||||
p->mName = aiString(meshParser.mJoints[q].mName);
|
||||
p->mOffsetMatrix = meshParser.mJoints[q].mInvTransform;
|
||||
|
||||
// store the index for later use
|
||||
MD5::BoneDesc& boneSrc = meshParser.mJoints[q];
|
||||
boneSrc.mMap = h++;
|
||||
|
||||
// compute w-component of quaternion
|
||||
MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
|
||||
}
|
||||
|
||||
pv = mesh->mVertices;
|
||||
for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
|
||||
// compute the final vertex position from all single weights
|
||||
*pv = aiVector3D();
|
||||
|
||||
// there are models which have weights which don't sum to 1 ...
|
||||
ai_real fSum = 0.0;
|
||||
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
|
||||
fSum += meshSrc.mWeights[w].mWeight;
|
||||
if (!fSum) {
|
||||
ASSIMP_LOG_ERROR("MD5MESH: The sum of all vertex bone weights is 0");
|
||||
continue;
|
||||
}
|
||||
|
||||
// process bone weights
|
||||
for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w) {
|
||||
if (w >= meshSrc.mWeights.size())
|
||||
throw DeadlyImportError("MD5MESH: Invalid weight index");
|
||||
|
||||
MD5::WeightDesc& weightDesc = meshSrc.mWeights[w];
|
||||
if ( weightDesc.mWeight < AI_MD5_WEIGHT_EPSILON && weightDesc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const ai_real fNewWeight = weightDesc.mWeight / fSum;
|
||||
|
||||
// transform the local position into worldspace
|
||||
MD5::BoneDesc& boneSrc = meshParser.mJoints[weightDesc.mBone];
|
||||
const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (weightDesc.vOffsetPosition);
|
||||
|
||||
// use the original weight to compute the vertex position
|
||||
// (some MD5s seem to depend on the invalid weight values ...)
|
||||
*pv += ((boneSrc.mPositionXYZ+v)* (ai_real)weightDesc.mWeight);
|
||||
|
||||
aiBone* bone = mesh->mBones[boneSrc.mMap];
|
||||
*bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
|
||||
}
|
||||
}
|
||||
|
||||
// undo our nice offset tricks ...
|
||||
for (unsigned int p = 0; p < mesh->mNumBones;++p) {
|
||||
mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
|
||||
}
|
||||
}
|
||||
|
||||
delete[] piCount;
|
||||
|
||||
// now setup all faces - we can directly copy the list
|
||||
// (however, take care that the aiFace destructor doesn't delete the mIndices array)
|
||||
mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
|
||||
mesh->mFaces = new aiFace[mesh->mNumFaces];
|
||||
for (unsigned int c = 0; c < mesh->mNumFaces;++c) {
|
||||
mesh->mFaces[c].mNumIndices = 3;
|
||||
mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
|
||||
meshSrc.mFaces[c].mIndices = NULL;
|
||||
}
|
||||
|
||||
// generate a material for the mesh
|
||||
aiMaterial* mat = new aiMaterial();
|
||||
pScene->mMaterials[n] = mat;
|
||||
|
||||
// insert the typical doom3 textures:
|
||||
// nnn_local.tga - normal map
|
||||
// nnn_h.tga - height map
|
||||
// nnn_s.tga - specular map
|
||||
// nnn_d.tga - diffuse map
|
||||
if (meshSrc.mShader.length && !strchr(meshSrc.mShader.data,'.')) {
|
||||
|
||||
aiString temp(meshSrc.mShader);
|
||||
temp.Append("_local.tga");
|
||||
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_NORMALS(0));
|
||||
|
||||
temp = aiString(meshSrc.mShader);
|
||||
temp.Append("_s.tga");
|
||||
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_SPECULAR(0));
|
||||
|
||||
temp = aiString(meshSrc.mShader);
|
||||
temp.Append("_d.tga");
|
||||
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
|
||||
temp = aiString(meshSrc.mShader);
|
||||
temp.Append("_h.tga");
|
||||
mat->AddProperty(&temp,AI_MATKEY_TEXTURE_HEIGHT(0));
|
||||
|
||||
// set this also as material name
|
||||
mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME);
|
||||
}
|
||||
else {
|
||||
mat->AddProperty(&meshSrc.mShader, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
}
|
||||
mesh->mMaterialIndex = n++;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Load an MD5ANIM file
|
||||
void MD5Importer::LoadMD5AnimFile ()
|
||||
{
|
||||
std::string pFile = mFile + "md5anim";
|
||||
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
||||
|
||||
// Check whether we can read from the file
|
||||
if( !file.get() || !file->FileSize()) {
|
||||
ASSIMP_LOG_WARN("Failed to read MD5ANIM file: " + pFile);
|
||||
return;
|
||||
}
|
||||
LoadFileIntoMemory(file.get());
|
||||
|
||||
// parse the basic file structure
|
||||
MD5::MD5Parser parser(mBuffer,fileSize);
|
||||
|
||||
// load the animation information from the parse tree
|
||||
MD5::MD5AnimParser animParser(parser.mSections);
|
||||
|
||||
// generate and fill the output animation
|
||||
if (animParser.mAnimatedBones.empty() || animParser.mFrames.empty() ||
|
||||
animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) {
|
||||
ASSIMP_LOG_ERROR("MD5ANIM: No frames or animated bones loaded");
|
||||
}
|
||||
else {
|
||||
bHadMD5Anim = true;
|
||||
|
||||
pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 1];
|
||||
aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
|
||||
anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
|
||||
anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
|
||||
for (unsigned int i = 0; i < anim->mNumChannels;++i) {
|
||||
aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
|
||||
node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
|
||||
|
||||
// allocate storage for the keyframes
|
||||
node->mPositionKeys = new aiVectorKey[animParser.mFrames.size()];
|
||||
node->mRotationKeys = new aiQuatKey[animParser.mFrames.size()];
|
||||
}
|
||||
|
||||
// 1 tick == 1 frame
|
||||
anim->mTicksPerSecond = animParser.fFrameRate;
|
||||
|
||||
for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){
|
||||
double dTime = (double)(*iter).iIndex;
|
||||
aiNodeAnim** pcAnimNode = anim->mChannels;
|
||||
if (!(*iter).mValues.empty() || iter == animParser.mFrames.begin()) /* be sure we have at least one frame */
|
||||
{
|
||||
// now process all values in there ... read all joints
|
||||
MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
|
||||
for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2,
|
||||
++pcAnimNode,++pcBaseFrame)
|
||||
{
|
||||
if((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {
|
||||
|
||||
// Allow for empty frames
|
||||
if ((*iter2).iFlags != 0) {
|
||||
throw DeadlyImportError("MD5: Keyframe index is out of range");
|
||||
|
||||
}
|
||||
continue;
|
||||
}
|
||||
const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
|
||||
aiNodeAnim* pcCurAnimBone = *pcAnimNode;
|
||||
|
||||
aiVectorKey* vKey = &pcCurAnimBone->mPositionKeys[pcCurAnimBone->mNumPositionKeys++];
|
||||
aiQuatKey* qKey = &pcCurAnimBone->mRotationKeys [pcCurAnimBone->mNumRotationKeys++];
|
||||
aiVector3D vTemp;
|
||||
|
||||
// translational component
|
||||
for (unsigned int i = 0; i < 3; ++i) {
|
||||
if ((*iter2).iFlags & (1u << i)) {
|
||||
vKey->mValue[i] = *fpCur++;
|
||||
}
|
||||
else vKey->mValue[i] = pcBaseFrame->vPositionXYZ[i];
|
||||
}
|
||||
|
||||
// orientation component
|
||||
for (unsigned int i = 0; i < 3; ++i) {
|
||||
if ((*iter2).iFlags & (8u << i)) {
|
||||
vTemp[i] = *fpCur++;
|
||||
}
|
||||
else vTemp[i] = pcBaseFrame->vRotationQuat[i];
|
||||
}
|
||||
|
||||
MD5::ConvertQuaternion(vTemp, qKey->mValue);
|
||||
qKey->mTime = vKey->mTime = dTime;
|
||||
}
|
||||
}
|
||||
|
||||
// compute the duration of the animation
|
||||
anim->mDuration = std::max(dTime,anim->mDuration);
|
||||
}
|
||||
|
||||
// If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
|
||||
// construct it now from the data given in the MD5ANIM.
|
||||
if (!pScene->mRootNode) {
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("<MD5_Hierarchy>");
|
||||
|
||||
AttachChilds_Anim(-1,pScene->mRootNode,animParser.mAnimatedBones,(const aiNodeAnim**)anim->mChannels);
|
||||
|
||||
// Call SkeletonMeshBuilder to construct a mesh to represent the shape
|
||||
if (pScene->mRootNode->mNumChildren) {
|
||||
SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Load an MD5CAMERA file
|
||||
void MD5Importer::LoadMD5CameraFile ()
|
||||
{
|
||||
std::string pFile = mFile + "md5camera";
|
||||
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
||||
|
||||
// Check whether we can read from the file
|
||||
if( !file.get() || !file->FileSize()) {
|
||||
throw DeadlyImportError("Failed to read MD5CAMERA file: " + pFile);
|
||||
}
|
||||
bHadMD5Camera = true;
|
||||
LoadFileIntoMemory(file.get());
|
||||
|
||||
// parse the basic file structure
|
||||
MD5::MD5Parser parser(mBuffer,fileSize);
|
||||
|
||||
// load the camera animation data from the parse tree
|
||||
MD5::MD5CameraParser cameraParser(parser.mSections);
|
||||
|
||||
if (cameraParser.frames.empty()) {
|
||||
throw DeadlyImportError("MD5CAMERA: No frames parsed");
|
||||
}
|
||||
|
||||
std::vector<unsigned int>& cuts = cameraParser.cuts;
|
||||
std::vector<MD5::CameraAnimFrameDesc>& frames = cameraParser.frames;
|
||||
|
||||
// Construct output graph - a simple root with a dummy child.
|
||||
// The root node performs the coordinate system conversion
|
||||
aiNode* root = pScene->mRootNode = new aiNode("<MD5CameraRoot>");
|
||||
root->mChildren = new aiNode*[root->mNumChildren = 1];
|
||||
root->mChildren[0] = new aiNode("<MD5Camera>");
|
||||
root->mChildren[0]->mParent = root;
|
||||
|
||||
// ... but with one camera assigned to it
|
||||
pScene->mCameras = new aiCamera*[pScene->mNumCameras = 1];
|
||||
aiCamera* cam = pScene->mCameras[0] = new aiCamera();
|
||||
cam->mName = "<MD5Camera>";
|
||||
|
||||
// FIXME: Fov is currently set to the first frame's value
|
||||
cam->mHorizontalFOV = AI_DEG_TO_RAD( frames.front().fFOV );
|
||||
|
||||
// every cut is written to a separate aiAnimation
|
||||
if (!cuts.size()) {
|
||||
cuts.push_back(0);
|
||||
cuts.push_back(static_cast<unsigned int>(frames.size()-1));
|
||||
}
|
||||
else {
|
||||
cuts.insert(cuts.begin(),0);
|
||||
|
||||
if (cuts.back() < frames.size()-1)
|
||||
cuts.push_back(static_cast<unsigned int>(frames.size()-1));
|
||||
}
|
||||
|
||||
pScene->mNumAnimations = static_cast<unsigned int>(cuts.size()-1);
|
||||
aiAnimation** tmp = pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations];
|
||||
for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end()-1; ++it) {
|
||||
|
||||
aiAnimation* anim = *tmp++ = new aiAnimation();
|
||||
anim->mName.length = ::ai_snprintf(anim->mName.data, MAXLEN, "anim%u_from_%u_to_%u",(unsigned int)(it-cuts.begin()),(*it),*(it+1));
|
||||
|
||||
anim->mTicksPerSecond = cameraParser.fFrameRate;
|
||||
anim->mChannels = new aiNodeAnim*[anim->mNumChannels = 1];
|
||||
aiNodeAnim* nd = anim->mChannels[0] = new aiNodeAnim();
|
||||
nd->mNodeName.Set("<MD5Camera>");
|
||||
|
||||
nd->mNumPositionKeys = nd->mNumRotationKeys = *(it+1) - (*it);
|
||||
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
|
||||
nd->mRotationKeys = new aiQuatKey [nd->mNumRotationKeys];
|
||||
for (unsigned int i = 0; i < nd->mNumPositionKeys; ++i) {
|
||||
|
||||
nd->mPositionKeys[i].mValue = frames[*it+i].vPositionXYZ;
|
||||
MD5::ConvertQuaternion(frames[*it+i].vRotationQuat,nd->mRotationKeys[i].mValue);
|
||||
nd->mRotationKeys[i].mTime = nd->mPositionKeys[i].mTime = *it+i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_MD5_IMPORTER
|
||||
195
thirdparty/assimp/code/MD5/MD5Loader.h
vendored
Normal file
195
thirdparty/assimp/code/MD5/MD5Loader.h
vendored
Normal file
@@ -0,0 +1,195 @@
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, 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 MD5Loader.h
|
||||
* @brief Definition of the .MD5 importer class.
|
||||
* http://www.modwiki.net/wiki/MD5_(file_format)
|
||||
*/
|
||||
#ifndef AI_MD5LOADER_H_INCLUDED
|
||||
#define AI_MD5LOADER_H_INCLUDED
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include "MD5Parser.h"
|
||||
|
||||
#include <assimp/types.h>
|
||||
|
||||
struct aiNode;
|
||||
struct aiNodeAnim;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
class IOStream;
|
||||
using namespace Assimp::MD5;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Importer class for the MD5 file format
|
||||
*/
|
||||
class MD5Importer : public BaseImporter
|
||||
{
|
||||
public:
|
||||
MD5Importer();
|
||||
~MD5Importer();
|
||||
|
||||
|
||||
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;
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Return importer meta information.
|
||||
* See #BaseImporter::GetInfo for the details
|
||||
*/
|
||||
const aiImporterDesc* GetInfo () 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);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** 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:
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Load a *.MD5MESH file.
|
||||
*/
|
||||
void LoadMD5MeshFile ();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Load a *.MD5ANIM file.
|
||||
*/
|
||||
void LoadMD5AnimFile ();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Load a *.MD5CAMERA file.
|
||||
*/
|
||||
void LoadMD5CameraFile ();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Construct node hierarchy from a given MD5ANIM
|
||||
* @param iParentID Current parent ID
|
||||
* @param piParent Parent node to attach to
|
||||
* @param bones Input bones
|
||||
* @param node_anims Generated node animations
|
||||
*/
|
||||
void AttachChilds_Anim(int iParentID,aiNode* piParent,
|
||||
AnimBoneList& bones,const aiNodeAnim** node_anims);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Construct node hierarchy from a given MD5MESH
|
||||
* @param iParentID Current parent ID
|
||||
* @param piParent Parent node to attach to
|
||||
* @param bones Input bones
|
||||
*/
|
||||
void AttachChilds_Mesh(int iParentID,aiNode* piParent,BoneList& bones);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Build unique vertex buffers from a given MD5ANIM
|
||||
* @param meshSrc Input data
|
||||
*/
|
||||
void MakeDataUnique (MD5::MeshDesc& meshSrc);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Load the contents of a specific file into memory and
|
||||
* allocates a buffer to keep it.
|
||||
*
|
||||
* mBuffer is modified to point to this buffer.
|
||||
* @param pFile File stream to be read
|
||||
*/
|
||||
void LoadFileIntoMemory (IOStream* pFile);
|
||||
void UnloadFileFromMemory ();
|
||||
|
||||
|
||||
/** IOSystem to be used to access files */
|
||||
IOSystem* mIOHandler;
|
||||
|
||||
/** Path to the file, excluding the file extension but
|
||||
with the dot */
|
||||
std::string mFile;
|
||||
|
||||
/** Buffer to hold the loaded file */
|
||||
char* mBuffer;
|
||||
|
||||
/** Size of the file */
|
||||
unsigned int fileSize;
|
||||
|
||||
/** Current line number. For debugging purposes */
|
||||
unsigned int iLineNumber;
|
||||
|
||||
/** Scene to be filled */
|
||||
aiScene* pScene;
|
||||
|
||||
/** (Custom) I/O handler implementation */
|
||||
IOSystem* pIOHandler;
|
||||
|
||||
/** true if a MD5MESH file has already been parsed */
|
||||
bool bHadMD5Mesh;
|
||||
|
||||
/** true if a MD5ANIM file has already been parsed */
|
||||
bool bHadMD5Anim;
|
||||
|
||||
/** true if a MD5CAMERA file has already been parsed */
|
||||
bool bHadMD5Camera;
|
||||
|
||||
/** configuration option: prevent anim autoload */
|
||||
bool configNoAutoLoad;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
#endif // AI_3DSIMPORTER_H_INC
|
||||
487
thirdparty/assimp/code/MD5/MD5Parser.cpp
vendored
Normal file
487
thirdparty/assimp/code/MD5/MD5Parser.cpp
vendored
Normal file
@@ -0,0 +1,487 @@
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, 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 MD5Parser.cpp
|
||||
* @brief Implementation of the MD5 parser class
|
||||
*/
|
||||
|
||||
|
||||
// internal headers
|
||||
#include "MD5/MD5Loader.h"
|
||||
#include "Material/MaterialSystem.h"
|
||||
|
||||
#include <assimp/fast_atof.h>
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include <assimp/StringComparison.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/mesh.h>
|
||||
|
||||
using namespace Assimp;
|
||||
using namespace Assimp::MD5;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Parse the segment structure fo a MD5 file
|
||||
MD5Parser::MD5Parser(char* _buffer, unsigned int _fileSize )
|
||||
{
|
||||
ai_assert(NULL != _buffer && 0 != _fileSize);
|
||||
|
||||
buffer = _buffer;
|
||||
fileSize = _fileSize;
|
||||
lineNumber = 0;
|
||||
|
||||
ASSIMP_LOG_DEBUG("MD5Parser begin");
|
||||
|
||||
// parse the file header
|
||||
ParseHeader();
|
||||
|
||||
// and read all sections until we're finished
|
||||
bool running = true;
|
||||
while (running) {
|
||||
mSections.push_back(Section());
|
||||
Section& sec = mSections.back();
|
||||
if(!ParseSection(sec)) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !DefaultLogger::isNullLogger()) {
|
||||
char szBuffer[128]; // should be sufficiently large
|
||||
::ai_snprintf(szBuffer,128,"MD5Parser end. Parsed %i sections",(int)mSections.size());
|
||||
ASSIMP_LOG_DEBUG(szBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Report error to the log stream
|
||||
/*static*/ AI_WONT_RETURN void MD5Parser::ReportError (const char* error, unsigned int line)
|
||||
{
|
||||
char szBuffer[1024];
|
||||
::ai_snprintf(szBuffer, 1024, "[MD5] Line %u: %s",line,error);
|
||||
throw DeadlyImportError(szBuffer);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Report warning to the log stream
|
||||
/*static*/ void MD5Parser::ReportWarning (const char* warn, unsigned int line)
|
||||
{
|
||||
char szBuffer[1024];
|
||||
::sprintf(szBuffer,"[MD5] Line %u: %s",line,warn);
|
||||
ASSIMP_LOG_WARN(szBuffer);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Parse and validate the MD5 header
|
||||
void MD5Parser::ParseHeader()
|
||||
{
|
||||
// parse and validate the file version
|
||||
SkipSpaces();
|
||||
if (!TokenMatch(buffer,"MD5Version",10)) {
|
||||
ReportError("Invalid MD5 file: MD5Version tag has not been found");
|
||||
}
|
||||
SkipSpaces();
|
||||
unsigned int iVer = ::strtoul10(buffer,(const char**)&buffer);
|
||||
if (10 != iVer) {
|
||||
ReportError("MD5 version tag is unknown (10 is expected)");
|
||||
}
|
||||
SkipLine();
|
||||
|
||||
// print the command line options to the console
|
||||
// FIX: can break the log length limit, so we need to be careful
|
||||
char* sz = buffer;
|
||||
while (!IsLineEnd( *buffer++));
|
||||
ASSIMP_LOG_INFO(std::string(sz,std::min((uintptr_t)MAX_LOG_MESSAGE_LENGTH, (uintptr_t)(buffer-sz))));
|
||||
SkipSpacesAndLineEnd();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursive MD5 parsing function
|
||||
bool MD5Parser::ParseSection(Section& out)
|
||||
{
|
||||
// store the current line number for use in error messages
|
||||
out.iLineNumber = lineNumber;
|
||||
|
||||
// first parse the name of the section
|
||||
char* sz = buffer;
|
||||
while (!IsSpaceOrNewLine( *buffer))buffer++;
|
||||
out.mName = std::string(sz,(uintptr_t)(buffer-sz));
|
||||
SkipSpaces();
|
||||
|
||||
bool running = true;
|
||||
while (running) {
|
||||
if ('{' == *buffer) {
|
||||
// it is a normal section so read all lines
|
||||
buffer++;
|
||||
bool run = true;
|
||||
while (run)
|
||||
{
|
||||
if (!SkipSpacesAndLineEnd()) {
|
||||
return false; // seems this was the last section
|
||||
}
|
||||
if ('}' == *buffer) {
|
||||
buffer++;
|
||||
break;
|
||||
}
|
||||
|
||||
out.mElements.push_back(Element());
|
||||
Element& elem = out.mElements.back();
|
||||
|
||||
elem.iLineNumber = lineNumber;
|
||||
elem.szStart = buffer;
|
||||
|
||||
// terminate the line with zero
|
||||
while (!IsLineEnd( *buffer))buffer++;
|
||||
if (*buffer) {
|
||||
++lineNumber;
|
||||
*buffer++ = '\0';
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
else if (!IsSpaceOrNewLine(*buffer)) {
|
||||
// it is an element at global scope. Parse its value and go on
|
||||
sz = buffer;
|
||||
while (!IsSpaceOrNewLine( *buffer++));
|
||||
out.mGlobalValue = std::string(sz,(uintptr_t)(buffer-sz));
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return SkipSpacesAndLineEnd();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Some dirty macros just because they're so funny and easy to debug
|
||||
|
||||
// skip all spaces ... handle EOL correctly
|
||||
#define AI_MD5_SKIP_SPACES() if(!SkipSpaces(&sz)) \
|
||||
MD5Parser::ReportWarning("Unexpected end of line",elem.iLineNumber);
|
||||
|
||||
// read a triple float in brackets: (1.0 1.0 1.0)
|
||||
#define AI_MD5_READ_TRIPLE(vec) \
|
||||
AI_MD5_SKIP_SPACES(); \
|
||||
if ('(' != *sz++) \
|
||||
MD5Parser::ReportWarning("Unexpected token: ( was expected",elem.iLineNumber); \
|
||||
AI_MD5_SKIP_SPACES(); \
|
||||
sz = fast_atoreal_move<float>(sz,(float&)vec.x); \
|
||||
AI_MD5_SKIP_SPACES(); \
|
||||
sz = fast_atoreal_move<float>(sz,(float&)vec.y); \
|
||||
AI_MD5_SKIP_SPACES(); \
|
||||
sz = fast_atoreal_move<float>(sz,(float&)vec.z); \
|
||||
AI_MD5_SKIP_SPACES(); \
|
||||
if (')' != *sz++) \
|
||||
MD5Parser::ReportWarning("Unexpected token: ) was expected",elem.iLineNumber);
|
||||
|
||||
// parse a string, enclosed in quotation marks or not
|
||||
#define AI_MD5_PARSE_STRING(out) \
|
||||
bool bQuota = (*sz == '\"'); \
|
||||
const char* szStart = sz; \
|
||||
while (!IsSpaceOrNewLine(*sz))++sz; \
|
||||
const char* szEnd = sz; \
|
||||
if (bQuota) { \
|
||||
szStart++; \
|
||||
if ('\"' != *(szEnd-=1)) { \
|
||||
MD5Parser::ReportWarning("Expected closing quotation marks in string", \
|
||||
elem.iLineNumber); \
|
||||
continue; \
|
||||
} \
|
||||
} \
|
||||
out.length = (size_t)(szEnd - szStart); \
|
||||
::memcpy(out.data,szStart,out.length); \
|
||||
out.data[out.length] = '\0';
|
||||
|
||||
// parse a string, enclosed in quotation marks
|
||||
#define AI_MD5_PARSE_STRING_IN_QUOTATION(out) \
|
||||
while('\"'!=*sz)++sz; \
|
||||
const char* szStart = ++sz; \
|
||||
while('\"'!=*sz)++sz; \
|
||||
const char* szEnd = (sz++); \
|
||||
out.length = (ai_uint32) (szEnd - szStart); \
|
||||
::memcpy(out.data,szStart,out.length); \
|
||||
out.data[out.length] = '\0';
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// .MD5MESH parsing function
|
||||
MD5MeshParser::MD5MeshParser(SectionList& mSections)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("MD5MeshParser begin");
|
||||
|
||||
// now parse all sections
|
||||
for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter){
|
||||
if ( (*iter).mName == "numMeshes") {
|
||||
mMeshes.reserve(::strtoul10((*iter).mGlobalValue.c_str()));
|
||||
}
|
||||
else if ( (*iter).mName == "numJoints") {
|
||||
mJoints.reserve(::strtoul10((*iter).mGlobalValue.c_str()));
|
||||
}
|
||||
else if ((*iter).mName == "joints") {
|
||||
// "origin" -1 ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000000 0.707107 )
|
||||
for (const auto & elem : (*iter).mElements){
|
||||
mJoints.push_back(BoneDesc());
|
||||
BoneDesc& desc = mJoints.back();
|
||||
|
||||
const char* sz = elem.szStart;
|
||||
AI_MD5_PARSE_STRING_IN_QUOTATION(desc.mName);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
|
||||
// negative values, at least -1, is allowed here
|
||||
desc.mParentIndex = (int)strtol10(sz,&sz);
|
||||
|
||||
AI_MD5_READ_TRIPLE(desc.mPositionXYZ);
|
||||
AI_MD5_READ_TRIPLE(desc.mRotationQuat); // normalized quaternion, so w is not there
|
||||
}
|
||||
}
|
||||
else if ((*iter).mName == "mesh") {
|
||||
mMeshes.push_back(MeshDesc());
|
||||
MeshDesc& desc = mMeshes.back();
|
||||
|
||||
for (const auto & elem : (*iter).mElements){
|
||||
const char* sz = elem.szStart;
|
||||
|
||||
// shader attribute
|
||||
if (TokenMatch(sz,"shader",6)) {
|
||||
AI_MD5_SKIP_SPACES();
|
||||
AI_MD5_PARSE_STRING_IN_QUOTATION(desc.mShader);
|
||||
}
|
||||
// numverts attribute
|
||||
else if (TokenMatch(sz,"numverts",8)) {
|
||||
AI_MD5_SKIP_SPACES();
|
||||
desc.mVertices.resize(strtoul10(sz));
|
||||
}
|
||||
// numtris attribute
|
||||
else if (TokenMatch(sz,"numtris",7)) {
|
||||
AI_MD5_SKIP_SPACES();
|
||||
desc.mFaces.resize(strtoul10(sz));
|
||||
}
|
||||
// numweights attribute
|
||||
else if (TokenMatch(sz,"numweights",10)) {
|
||||
AI_MD5_SKIP_SPACES();
|
||||
desc.mWeights.resize(strtoul10(sz));
|
||||
}
|
||||
// vert attribute
|
||||
// "vert 0 ( 0.394531 0.513672 ) 0 1"
|
||||
else if (TokenMatch(sz,"vert",4)) {
|
||||
AI_MD5_SKIP_SPACES();
|
||||
const unsigned int idx = ::strtoul10(sz,&sz);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
if (idx >= desc.mVertices.size())
|
||||
desc.mVertices.resize(idx+1);
|
||||
|
||||
VertexDesc& vert = desc.mVertices[idx];
|
||||
if ('(' != *sz++)
|
||||
MD5Parser::ReportWarning("Unexpected token: ( was expected",elem.iLineNumber);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
sz = fast_atoreal_move<float>(sz,(float&)vert.mUV.x);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
sz = fast_atoreal_move<float>(sz,(float&)vert.mUV.y);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
if (')' != *sz++)
|
||||
MD5Parser::ReportWarning("Unexpected token: ) was expected",elem.iLineNumber);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
vert.mFirstWeight = ::strtoul10(sz,&sz);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
vert.mNumWeights = ::strtoul10(sz,&sz);
|
||||
}
|
||||
// tri attribute
|
||||
// "tri 0 15 13 12"
|
||||
else if (TokenMatch(sz,"tri",3)) {
|
||||
AI_MD5_SKIP_SPACES();
|
||||
const unsigned int idx = strtoul10(sz,&sz);
|
||||
if (idx >= desc.mFaces.size())
|
||||
desc.mFaces.resize(idx+1);
|
||||
|
||||
aiFace& face = desc.mFaces[idx];
|
||||
face.mIndices = new unsigned int[face.mNumIndices = 3];
|
||||
for (unsigned int i = 0; i < 3;++i) {
|
||||
AI_MD5_SKIP_SPACES();
|
||||
face.mIndices[i] = strtoul10(sz,&sz);
|
||||
}
|
||||
}
|
||||
// weight attribute
|
||||
// "weight 362 5 0.500000 ( -3.553583 11.893474 9.719339 )"
|
||||
else if (TokenMatch(sz,"weight",6)) {
|
||||
AI_MD5_SKIP_SPACES();
|
||||
const unsigned int idx = strtoul10(sz,&sz);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
if (idx >= desc.mWeights.size())
|
||||
desc.mWeights.resize(idx+1);
|
||||
|
||||
WeightDesc& weight = desc.mWeights[idx];
|
||||
weight.mBone = strtoul10(sz,&sz);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
sz = fast_atoreal_move<float>(sz,weight.mWeight);
|
||||
AI_MD5_READ_TRIPLE(weight.vOffsetPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ASSIMP_LOG_DEBUG("MD5MeshParser end");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// .MD5ANIM parsing function
|
||||
MD5AnimParser::MD5AnimParser(SectionList& mSections)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("MD5AnimParser begin");
|
||||
|
||||
fFrameRate = 24.0f;
|
||||
mNumAnimatedComponents = UINT_MAX;
|
||||
for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter) {
|
||||
if ((*iter).mName == "hierarchy") {
|
||||
// "sheath" 0 63 6
|
||||
for (const auto & elem : (*iter).mElements) {
|
||||
mAnimatedBones.push_back ( AnimBoneDesc () );
|
||||
AnimBoneDesc& desc = mAnimatedBones.back();
|
||||
|
||||
const char* sz = elem.szStart;
|
||||
AI_MD5_PARSE_STRING_IN_QUOTATION(desc.mName);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
|
||||
// parent index - negative values are allowed (at least -1)
|
||||
desc.mParentIndex = ::strtol10(sz,&sz);
|
||||
|
||||
// flags (highest is 2^6-1)
|
||||
AI_MD5_SKIP_SPACES();
|
||||
if(63 < (desc.iFlags = ::strtoul10(sz,&sz))){
|
||||
MD5Parser::ReportWarning("Invalid flag combination in hierarchy section",elem.iLineNumber);
|
||||
}
|
||||
AI_MD5_SKIP_SPACES();
|
||||
|
||||
// index of the first animation keyframe component for this joint
|
||||
desc.iFirstKeyIndex = ::strtoul10(sz,&sz);
|
||||
}
|
||||
}
|
||||
else if((*iter).mName == "baseframe") {
|
||||
// ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000242 0.707107 )
|
||||
for (const auto & elem : (*iter).mElements) {
|
||||
const char* sz = elem.szStart;
|
||||
|
||||
mBaseFrames.push_back ( BaseFrameDesc () );
|
||||
BaseFrameDesc& desc = mBaseFrames.back();
|
||||
|
||||
AI_MD5_READ_TRIPLE(desc.vPositionXYZ);
|
||||
AI_MD5_READ_TRIPLE(desc.vRotationQuat);
|
||||
}
|
||||
}
|
||||
else if((*iter).mName == "frame") {
|
||||
if (!(*iter).mGlobalValue.length()) {
|
||||
MD5Parser::ReportWarning("A frame section must have a frame index",(*iter).iLineNumber);
|
||||
continue;
|
||||
}
|
||||
|
||||
mFrames.push_back ( FrameDesc () );
|
||||
FrameDesc& desc = mFrames.back();
|
||||
desc.iIndex = strtoul10((*iter).mGlobalValue.c_str());
|
||||
|
||||
// we do already know how much storage we will presumably need
|
||||
if (UINT_MAX != mNumAnimatedComponents) {
|
||||
desc.mValues.reserve(mNumAnimatedComponents);
|
||||
}
|
||||
|
||||
// now read all elements (continuous list of floats)
|
||||
for (const auto & elem : (*iter).mElements){
|
||||
const char* sz = elem.szStart;
|
||||
while (SkipSpacesAndLineEnd(&sz)) {
|
||||
float f;sz = fast_atoreal_move<float>(sz,f);
|
||||
desc.mValues.push_back(f);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if((*iter).mName == "numFrames") {
|
||||
mFrames.reserve(strtoul10((*iter).mGlobalValue.c_str()));
|
||||
}
|
||||
else if((*iter).mName == "numJoints") {
|
||||
const unsigned int num = strtoul10((*iter).mGlobalValue.c_str());
|
||||
mAnimatedBones.reserve(num);
|
||||
|
||||
// try to guess the number of animated components if that element is not given
|
||||
if (UINT_MAX == mNumAnimatedComponents) {
|
||||
mNumAnimatedComponents = num * 6;
|
||||
}
|
||||
}
|
||||
else if((*iter).mName == "numAnimatedComponents") {
|
||||
mAnimatedBones.reserve( strtoul10((*iter).mGlobalValue.c_str()));
|
||||
}
|
||||
else if((*iter).mName == "frameRate") {
|
||||
fast_atoreal_move<float>((*iter).mGlobalValue.c_str(),fFrameRate);
|
||||
}
|
||||
}
|
||||
ASSIMP_LOG_DEBUG("MD5AnimParser end");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// .MD5CAMERA parsing function
|
||||
MD5CameraParser::MD5CameraParser(SectionList& mSections)
|
||||
{
|
||||
ASSIMP_LOG_DEBUG("MD5CameraParser begin");
|
||||
fFrameRate = 24.0f;
|
||||
|
||||
for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter) {
|
||||
if ((*iter).mName == "numFrames") {
|
||||
frames.reserve(strtoul10((*iter).mGlobalValue.c_str()));
|
||||
}
|
||||
else if ((*iter).mName == "frameRate") {
|
||||
fFrameRate = fast_atof ((*iter).mGlobalValue.c_str());
|
||||
}
|
||||
else if ((*iter).mName == "numCuts") {
|
||||
cuts.reserve(strtoul10((*iter).mGlobalValue.c_str()));
|
||||
}
|
||||
else if ((*iter).mName == "cuts") {
|
||||
for (const auto & elem : (*iter).mElements){
|
||||
cuts.push_back(strtoul10(elem.szStart)+1);
|
||||
}
|
||||
}
|
||||
else if ((*iter).mName == "camera") {
|
||||
for (const auto & elem : (*iter).mElements){
|
||||
const char* sz = elem.szStart;
|
||||
|
||||
frames.push_back(CameraAnimFrameDesc());
|
||||
CameraAnimFrameDesc& cur = frames.back();
|
||||
AI_MD5_READ_TRIPLE(cur.vPositionXYZ);
|
||||
AI_MD5_READ_TRIPLE(cur.vRotationQuat);
|
||||
AI_MD5_SKIP_SPACES();
|
||||
cur.fFOV = fast_atof(sz);
|
||||
}
|
||||
}
|
||||
}
|
||||
ASSIMP_LOG_DEBUG("MD5CameraParser end");
|
||||
}
|
||||
|
||||
467
thirdparty/assimp/code/MD5/MD5Parser.h
vendored
Normal file
467
thirdparty/assimp/code/MD5/MD5Parser.h
vendored
Normal file
@@ -0,0 +1,467 @@
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, 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 MD5Parser.h
|
||||
* @brief Definition of the .MD5 parser class.
|
||||
* http://www.modwiki.net/wiki/MD5_(file_format)
|
||||
*/
|
||||
#ifndef AI_MD5PARSER_H_INCLUDED
|
||||
#define AI_MD5PARSER_H_INCLUDED
|
||||
|
||||
#include <assimp/types.h>
|
||||
#include <assimp/ParsingUtils.h>
|
||||
#include <vector>
|
||||
#include <stdint.h>
|
||||
|
||||
struct aiFace;
|
||||
|
||||
namespace Assimp {
|
||||
namespace MD5 {
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a single element in a MD5 file
|
||||
*
|
||||
* Elements are always contained in sections.
|
||||
*/
|
||||
struct Element
|
||||
{
|
||||
//! Points to the starting point of the element
|
||||
//! Whitespace at the beginning and at the end have been removed,
|
||||
//! Elements are terminated with \0
|
||||
char* szStart;
|
||||
|
||||
//! Original line number (can be used in error messages
|
||||
//! if a parsing error occurs)
|
||||
unsigned int iLineNumber;
|
||||
};
|
||||
|
||||
typedef std::vector< Element > ElementList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a section of a MD5 file (such as the mesh or the joints section)
|
||||
*
|
||||
* A section is always enclosed in { and } brackets.
|
||||
*/
|
||||
struct Section
|
||||
{
|
||||
//! Original line number (can be used in error messages
|
||||
//! if a parsing error occurs)
|
||||
unsigned int iLineNumber;
|
||||
|
||||
//! List of all elements which have been parsed in this section.
|
||||
ElementList mElements;
|
||||
|
||||
//! Name of the section
|
||||
std::string mName;
|
||||
|
||||
//! For global elements: the value of the element as string
|
||||
//! Iif !length() the section is not a global element
|
||||
std::string mGlobalValue;
|
||||
};
|
||||
|
||||
typedef std::vector< Section> SectionList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Basic information about a joint
|
||||
*/
|
||||
struct BaseJointDescription
|
||||
{
|
||||
//! Name of the bone
|
||||
aiString mName;
|
||||
|
||||
//! Parent index of the bone
|
||||
int mParentIndex;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a bone (joint) descriptor in a MD5Mesh file
|
||||
*/
|
||||
struct BoneDesc : BaseJointDescription
|
||||
{
|
||||
//! Absolute position of the bone
|
||||
aiVector3D mPositionXYZ;
|
||||
|
||||
//! Absolute rotation of the bone
|
||||
aiVector3D mRotationQuat;
|
||||
aiQuaternion mRotationQuatConverted;
|
||||
|
||||
//! Absolute transformation of the bone
|
||||
//! (temporary)
|
||||
aiMatrix4x4 mTransform;
|
||||
|
||||
//! Inverse transformation of the bone
|
||||
//! (temporary)
|
||||
aiMatrix4x4 mInvTransform;
|
||||
|
||||
//! Internal
|
||||
unsigned int mMap;
|
||||
};
|
||||
|
||||
typedef std::vector< BoneDesc > BoneList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a bone (joint) descriptor in a MD5Anim file
|
||||
*/
|
||||
struct AnimBoneDesc : BaseJointDescription
|
||||
{
|
||||
//! Flags (AI_MD5_ANIMATION_FLAG_xxx)
|
||||
unsigned int iFlags;
|
||||
|
||||
//! Index of the first key that corresponds to this anim bone
|
||||
unsigned int iFirstKeyIndex;
|
||||
};
|
||||
|
||||
typedef std::vector< AnimBoneDesc > AnimBoneList;
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a base frame descriptor in a MD5Anim file
|
||||
*/
|
||||
struct BaseFrameDesc
|
||||
{
|
||||
aiVector3D vPositionXYZ;
|
||||
aiVector3D vRotationQuat;
|
||||
};
|
||||
|
||||
typedef std::vector< BaseFrameDesc > BaseFrameList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a camera animation frame in a MDCamera file
|
||||
*/
|
||||
struct CameraAnimFrameDesc : BaseFrameDesc
|
||||
{
|
||||
float fFOV;
|
||||
};
|
||||
|
||||
typedef std::vector< CameraAnimFrameDesc > CameraFrameList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a frame descriptor in a MD5Anim file
|
||||
*/
|
||||
struct FrameDesc
|
||||
{
|
||||
//! Index of the frame
|
||||
unsigned int iIndex;
|
||||
|
||||
//! Animation keyframes - a large blob of data at first
|
||||
std::vector< float > mValues;
|
||||
};
|
||||
|
||||
typedef std::vector< FrameDesc > FrameList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a vertex descriptor in a MD5 file
|
||||
*/
|
||||
struct VertexDesc {
|
||||
VertexDesc() AI_NO_EXCEPT
|
||||
: mFirstWeight(0)
|
||||
, mNumWeights(0) {
|
||||
// empty
|
||||
}
|
||||
|
||||
//! UV coordinate of the vertex
|
||||
aiVector2D mUV;
|
||||
|
||||
//! Index of the first weight of the vertex in
|
||||
//! the vertex weight list
|
||||
unsigned int mFirstWeight;
|
||||
|
||||
//! Number of weights assigned to this vertex
|
||||
unsigned int mNumWeights;
|
||||
};
|
||||
|
||||
typedef std::vector< VertexDesc > VertexList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a vertex weight descriptor in a MD5 file
|
||||
*/
|
||||
struct WeightDesc
|
||||
{
|
||||
//! Index of the bone to which this weight refers
|
||||
unsigned int mBone;
|
||||
|
||||
//! The weight value
|
||||
float mWeight;
|
||||
|
||||
//! The offset position of this weight
|
||||
// ! (in the coordinate system defined by the parent bone)
|
||||
aiVector3D vOffsetPosition;
|
||||
};
|
||||
|
||||
typedef std::vector< WeightDesc > WeightList;
|
||||
typedef std::vector< aiFace > FaceList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a mesh in a MD5 file
|
||||
*/
|
||||
struct MeshDesc
|
||||
{
|
||||
//! Weights of the mesh
|
||||
WeightList mWeights;
|
||||
|
||||
//! Vertices of the mesh
|
||||
VertexList mVertices;
|
||||
|
||||
//! Faces of the mesh
|
||||
FaceList mFaces;
|
||||
|
||||
//! Name of the shader (=texture) to be assigned to the mesh
|
||||
aiString mShader;
|
||||
};
|
||||
|
||||
typedef std::vector< MeshDesc > MeshList;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Convert a quaternion to its usual representation
|
||||
inline void ConvertQuaternion (const aiVector3D& in, aiQuaternion& out) {
|
||||
|
||||
out.x = in.x;
|
||||
out.y = in.y;
|
||||
out.z = in.z;
|
||||
|
||||
const float t = 1.0f - (in.x*in.x) - (in.y*in.y) - (in.z*in.z);
|
||||
|
||||
if (t < 0.0f)
|
||||
out.w = 0.0f;
|
||||
else out.w = std::sqrt (t);
|
||||
|
||||
// Assimp convention.
|
||||
out.w *= -1.f;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Parses the data sections of a MD5 mesh file
|
||||
*/
|
||||
class MD5MeshParser
|
||||
{
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Constructs a new MD5MeshParser instance from an existing
|
||||
* preparsed list of file sections.
|
||||
*
|
||||
* @param mSections List of file sections (output of MD5Parser)
|
||||
*/
|
||||
explicit MD5MeshParser(SectionList& mSections);
|
||||
|
||||
//! List of all meshes
|
||||
MeshList mMeshes;
|
||||
|
||||
//! List of all joints
|
||||
BoneList mJoints;
|
||||
};
|
||||
|
||||
// remove this flag if you need to the bounding box data
|
||||
#define AI_MD5_PARSE_NO_BOUNDS
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Parses the data sections of a MD5 animation file
|
||||
*/
|
||||
class MD5AnimParser
|
||||
{
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Constructs a new MD5AnimParser instance from an existing
|
||||
* preparsed list of file sections.
|
||||
*
|
||||
* @param mSections List of file sections (output of MD5Parser)
|
||||
*/
|
||||
explicit MD5AnimParser(SectionList& mSections);
|
||||
|
||||
|
||||
//! Output frame rate
|
||||
float fFrameRate;
|
||||
|
||||
//! List of animation bones
|
||||
AnimBoneList mAnimatedBones;
|
||||
|
||||
//! List of base frames
|
||||
BaseFrameList mBaseFrames;
|
||||
|
||||
//! List of animation frames
|
||||
FrameList mFrames;
|
||||
|
||||
//! Number of animated components
|
||||
unsigned int mNumAnimatedComponents;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Parses the data sections of a MD5 camera animation file
|
||||
*/
|
||||
class MD5CameraParser
|
||||
{
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Constructs a new MD5CameraParser instance from an existing
|
||||
* preparsed list of file sections.
|
||||
*
|
||||
* @param mSections List of file sections (output of MD5Parser)
|
||||
*/
|
||||
explicit MD5CameraParser(SectionList& mSections);
|
||||
|
||||
|
||||
//! Output frame rate
|
||||
float fFrameRate;
|
||||
|
||||
//! List of cuts
|
||||
std::vector<unsigned int> cuts;
|
||||
|
||||
//! Frames
|
||||
CameraFrameList frames;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Parses the block structure of MD5MESH and MD5ANIM files (but does no
|
||||
* further processing)
|
||||
*/
|
||||
class MD5Parser
|
||||
{
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Constructs a new MD5Parser instance from an existing buffer.
|
||||
*
|
||||
* @param buffer File buffer
|
||||
* @param fileSize Length of the file in bytes (excluding a terminal 0)
|
||||
*/
|
||||
MD5Parser(char* buffer, unsigned int fileSize);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Report a specific error message and throw an exception
|
||||
* @param error Error message to be reported
|
||||
* @param line Index of the line where the error occurred
|
||||
*/
|
||||
AI_WONT_RETURN static void ReportError (const char* error, unsigned int line) AI_WONT_RETURN_SUFFIX;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Report a specific warning
|
||||
* @param warn Warn message to be reported
|
||||
* @param line Index of the line where the error occurred
|
||||
*/
|
||||
static void ReportWarning (const char* warn, unsigned int line);
|
||||
|
||||
|
||||
void ReportError (const char* error) {
|
||||
return ReportError(error, lineNumber);
|
||||
}
|
||||
|
||||
void ReportWarning (const char* warn) {
|
||||
return ReportWarning(warn, lineNumber);
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
//! List of all sections which have been read
|
||||
SectionList mSections;
|
||||
|
||||
private:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Parses a file section. The current file pointer must be outside
|
||||
* of a section.
|
||||
* @param out Receives the section data
|
||||
* @return true if the end of the file has been reached
|
||||
* @throws ImportErrorException if an error occurs
|
||||
*/
|
||||
bool ParseSection(Section& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Parses the file header
|
||||
* @throws ImportErrorException if an error occurs
|
||||
*/
|
||||
void ParseHeader();
|
||||
|
||||
|
||||
// override these functions to make sure the line counter gets incremented
|
||||
// -------------------------------------------------------------------
|
||||
bool SkipLine( const char* in, const char** out)
|
||||
{
|
||||
++lineNumber;
|
||||
return Assimp::SkipLine(in,out);
|
||||
}
|
||||
// -------------------------------------------------------------------
|
||||
bool SkipLine( )
|
||||
{
|
||||
return SkipLine(buffer,(const char**)&buffer);
|
||||
}
|
||||
// -------------------------------------------------------------------
|
||||
bool SkipSpacesAndLineEnd( const char* in, const char** out)
|
||||
{
|
||||
bool bHad = false;
|
||||
bool running = true;
|
||||
while (running) {
|
||||
if( *in == '\r' || *in == '\n') {
|
||||
// we open files in binary mode, so there could be \r\n sequences ...
|
||||
if (!bHad) {
|
||||
bHad = true;
|
||||
++lineNumber;
|
||||
}
|
||||
}
|
||||
else if (*in == '\t' || *in == ' ')bHad = false;
|
||||
else break;
|
||||
in++;
|
||||
}
|
||||
*out = in;
|
||||
return *in != '\0';
|
||||
}
|
||||
// -------------------------------------------------------------------
|
||||
bool SkipSpacesAndLineEnd( )
|
||||
{
|
||||
return SkipSpacesAndLineEnd(buffer,(const char**)&buffer);
|
||||
}
|
||||
// -------------------------------------------------------------------
|
||||
bool SkipSpaces( )
|
||||
{
|
||||
return Assimp::SkipSpaces((const char**)&buffer);
|
||||
}
|
||||
|
||||
char* buffer;
|
||||
unsigned int fileSize;
|
||||
unsigned int lineNumber;
|
||||
};
|
||||
}}
|
||||
|
||||
#endif // AI_MD5PARSER_H_INCLUDED
|
||||
Reference in New Issue
Block a user