Model loading and texturing
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1099
thirdparty/assimp/code/SMD/SMDLoader.cpp
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1099
thirdparty/assimp/code/SMD/SMDLoader.cpp
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418
thirdparty/assimp/code/SMD/SMDLoader.h
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418
thirdparty/assimp/code/SMD/SMDLoader.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file SMDLoader.h
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* @brief Definition of the Valve SMD file format
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*/
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#ifndef AI_SMDLOADER_H_INCLUDED
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#define AI_SMDLOADER_H_INCLUDED
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// internal headers
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#include <assimp/BaseImporter.h>
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#include <assimp/ParsingUtils.h>
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// public Assimp headers
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#include <assimp/types.h>
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#include <assimp/texture.h>
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#include <assimp/anim.h>
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#include <assimp/material.h>
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struct aiNode;
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// STL headers
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#include <vector>
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namespace Assimp {
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namespace SMD {
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// ---------------------------------------------------------------------------
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/** Data structure for a vertex in a SMD file
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*/
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struct Vertex {
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Vertex() AI_NO_EXCEPT
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: iParentNode(UINT_MAX) {
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// empty
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}
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//! Vertex position, normal and texture coordinate
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aiVector3D pos,nor,uv;
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//! Vertex parent node
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unsigned int iParentNode;
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//! Links to bones: pair.first is the bone index,
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//! pair.second is the vertex weight.
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//! WARN: The remaining weight (to reach 1.0f) is assigned
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//! to the parent node/bone
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std::vector<std::pair<unsigned int, float> > aiBoneLinks;
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};
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// ---------------------------------------------------------------------------
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/** Data structure for a face in a SMD file
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*/
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struct Face {
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Face() AI_NO_EXCEPT
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: iTexture(0x0)
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, avVertices{} {
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// empty
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}
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//! Texture index for the face
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unsigned int iTexture;
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//! The three vertices of the face
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Vertex avVertices[3];
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};
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// ---------------------------------------------------------------------------
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/** Data structure for a bone in a SMD file
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*/
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struct Bone {
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//! Default constructor
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Bone() AI_NO_EXCEPT
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: iParent(UINT_MAX)
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, bIsUsed(false) {
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// empty
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}
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//! Destructor
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~Bone()
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{
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}
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//! Name of the bone
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std::string mName;
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//! Parent of the bone
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uint32_t iParent;
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//! Animation of the bone
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struct Animation {
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//! Public default constructor
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Animation() AI_NO_EXCEPT
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: iFirstTimeKey() {
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asKeys.reserve(20);
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}
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//! Data structure for a matrix key
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struct MatrixKey
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{
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//! Matrix at this time
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aiMatrix4x4 matrix;
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//! Absolute transformation matrix
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aiMatrix4x4 matrixAbsolute;
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//! Position
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aiVector3D vPos;
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//! Rotation (euler angles)
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aiVector3D vRot;
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//! Current time. may be negative, this
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//! will be fixed later
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double dTime;
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};
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//! Index of the key with the smallest time value
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uint32_t iFirstTimeKey;
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//! Array of matrix keys
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std::vector<MatrixKey> asKeys;
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} sAnim;
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//! Offset matrix of the bone
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aiMatrix4x4 mOffsetMatrix;
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//! true if the bone is referenced by at least one mesh
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bool bIsUsed;
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};
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} //! namespace SMD
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// ---------------------------------------------------------------------------
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/** Used to load Half-life 1 and 2 SMD models
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*/
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class ASSIMP_API SMDImporter : public BaseImporter
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{
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public:
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SMDImporter();
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~SMDImporter();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details.
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*/
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const;
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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protected:
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// -------------------------------------------------------------------
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/** Parse the SMD file and create the output scene
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*/
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void ParseFile();
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void ReadSmd(const std::string &pFile, IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/** Parse the triangles section of the SMD file
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* \param szCurrent Current position in the file. Points to the first
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* data line of the section.
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* \param szCurrentOut Receives a pointer to the heading line of
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* the next section (or to EOF)
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*/
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void ParseTrianglesSection(const char* szCurrent,
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const char** szCurrentOut);
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// -------------------------------------------------------------------
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/** Parse the vertex animation section in VTA files
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* \param szCurrent Current position in the file. Points to the first
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* data line of the section.
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* \param szCurrentOut Receives a pointer to the heading line of
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* the next section (or to EOF)
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*/
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void ParseVASection(const char* szCurrent,
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const char** szCurrentOut);
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// -------------------------------------------------------------------
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/** Parse the nodes section of the SMD file
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* \param szCurrent Current position in the file. Points to the first
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* data line of the section.
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* \param szCurrentOut Receives a pointer to the heading line of
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* the next section (or to EOF)
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*/
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void ParseNodesSection(const char* szCurrent,
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const char** szCurrentOut);
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// -------------------------------------------------------------------
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/** Parse the skeleton section of the SMD file
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* \param szCurrent Current position in the file. Points to the first
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* data line of the section.
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* \param szCurrentOut Receives a pointer to the heading line of
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* the next section (or to EOF)
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*/
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void ParseSkeletonSection(const char* szCurrent,
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const char** szCurrentOut);
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// -------------------------------------------------------------------
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/** Parse a single triangle in the SMD file
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* \param szCurrent Current position in the file. Points to the first
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* data line of the section.
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* \param szCurrentOut Receives the output cursor position
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*/
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void ParseTriangle(const char* szCurrent,
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const char** szCurrentOut);
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// -------------------------------------------------------------------
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/** Parse a single vertex in the SMD file
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* \param szCurrent Current position in the file. Points to the first
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* data line of the section.
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* \param szCurrentOut Receives the output cursor position
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* \param vertex Vertex to be filled
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*/
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void ParseVertex(const char* szCurrent,
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const char** szCurrentOut, SMD::Vertex& vertex,
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bool bVASection = false);
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// -------------------------------------------------------------------
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/** Get the index of a texture. If the texture was not yet known
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* it will be added to the internal texture list.
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* \param filename Name of the texture
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* \return Value texture index
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*/
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unsigned int GetTextureIndex(const std::string& filename);
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// -------------------------------------------------------------------
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/** Parse a line in the skeleton section
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*/
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void ParseSkeletonElement(const char* szCurrent,
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const char** szCurrentOut,int iTime);
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// -------------------------------------------------------------------
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/** Parse a line in the nodes section
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*/
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void ParseNodeInfo(const char* szCurrent,
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const char** szCurrentOut);
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// -------------------------------------------------------------------
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/** Parse a floating-point value
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*/
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bool ParseFloat(const char* szCurrent,
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const char** szCurrentOut, float& out);
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// -------------------------------------------------------------------
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/** Parse an unsigned integer. There may be no sign!
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*/
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bool ParseUnsignedInt(const char* szCurrent,
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const char** szCurrentOut, unsigned int& out);
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// -------------------------------------------------------------------
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/** Parse a signed integer. Signs (+,-) are handled.
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*/
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bool ParseSignedInt(const char* szCurrent,
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const char** szCurrentOut, int& out);
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// -------------------------------------------------------------------
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/** Fix invalid time values in the file
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*/
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void FixTimeValues();
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// -------------------------------------------------------------------
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/** Add all children of a bone as subnodes to a node
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* \param pcNode Parent node
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* \param iParent Parent bone index
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*/
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void AddBoneChildren(aiNode* pcNode, uint32_t iParent);
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// -------------------------------------------------------------------
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/** Build output meshes/materials/nodes/animations
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*/
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void CreateOutputMeshes();
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void CreateOutputNodes();
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void CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler);
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void CreateOutputAnimation(int index, const std::string &name);
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void GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList);
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void CreateOutputMaterials();
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// -------------------------------------------------------------------
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/** Print a log message together with the current line number
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*/
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void LogErrorNoThrow(const char* msg);
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void LogWarning(const char* msg);
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// -------------------------------------------------------------------
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inline bool SkipLine( const char* in, const char** out)
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{
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Assimp::SkipLine(in,out);
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++iLineNumber;
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return true;
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}
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// -------------------------------------------------------------------
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inline bool SkipSpacesAndLineEnd( const char* in, const char** out)
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{
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++iLineNumber;
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return Assimp::SkipSpacesAndLineEnd(in,out);
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}
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private:
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/** Configuration option: frame to be loaded */
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unsigned int configFrameID;
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/** Buffer to hold the loaded file */
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std::vector<char> mBuffer;
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/** Output scene to be filled
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*/
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aiScene* pScene;
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/** Size of the input file in bytes
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*/
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unsigned int iFileSize;
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/** Array of textures found in the file
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*/
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std::vector<std::string> aszTextures;
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/** Array of triangles found in the file
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*/
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std::vector<SMD::Face> asTriangles;
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/** Array of bones found in the file
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*/
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std::vector<SMD::Bone> asBones;
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/** Smallest frame index found in the skeleton
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*/
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int iSmallestFrame;
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/** Length of the whole animation, in frames
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*/
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double dLengthOfAnim;
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/** Do we have texture coordinates?
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*/
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bool bHasUVs;
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/** Current line numer
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*/
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unsigned int iLineNumber;
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bool bLoadAnimationList = true;
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bool noSkeletonMesh = false;
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};
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} // end of namespace Assimp
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#endif // AI_SMDIMPORTER_H_INC
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