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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41
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42 /** @file SMDLoader.cpp
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43 * @brief Implementation of the SMD importer class
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44 */
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45
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46 #include "AssimpPCH.h"
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47 #ifndef ASSIMP_BUILD_NO_SMD_IMPORTER
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48
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49 // internal headers
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50 #include "SMDLoader.h"
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51 #include "fast_atof.h"
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52 #include "SkeletonMeshBuilder.h"
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53
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54 using namespace Assimp;
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55
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56 static const aiImporterDesc desc = {
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57 "Valve SMD Importer",
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58 "",
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59 "",
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60 "",
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61 aiImporterFlags_SupportTextFlavour,
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62 0,
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63 0,
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64 0,
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65 0,
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66 "smd vta"
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67 };
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68
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69 // ------------------------------------------------------------------------------------------------
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70 // Constructor to be privately used by Importer
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71 SMDImporter::SMDImporter()
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72 {}
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73
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74 // ------------------------------------------------------------------------------------------------
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75 // Destructor, private as well
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76 SMDImporter::~SMDImporter()
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77 {}
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78
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79 // ------------------------------------------------------------------------------------------------
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80 // Returns whether the class can handle the format of the given file.
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81 bool SMDImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool) const
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82 {
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83 // fixme: auto format detection
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84 return SimpleExtensionCheck(pFile,"smd","vta");
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85 }
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86
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87 // ------------------------------------------------------------------------------------------------
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88 // Get a list of all supported file extensions
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89 const aiImporterDesc* SMDImporter::GetInfo () const
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90 {
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91 return &desc;
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92 }
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93
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94 // ------------------------------------------------------------------------------------------------
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95 // Setup configuration properties
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96 void SMDImporter::SetupProperties(const Importer* pImp)
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97 {
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98 // The
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99 // AI_CONFIG_IMPORT_SMD_KEYFRAME option overrides the
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100 // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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101 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_SMD_KEYFRAME,-1);
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102 if(static_cast<unsigned int>(-1) == configFrameID) {
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103 configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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104 }
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105 }
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106
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107 // ------------------------------------------------------------------------------------------------
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108 // Imports the given file into the given scene structure.
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109 void SMDImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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110 {
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111 boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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112
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113 // Check whether we can read from the file
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114 if( file.get() == NULL) {
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115 throw DeadlyImportError( "Failed to open SMD/VTA file " + pFile + ".");
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116 }
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117
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118 iFileSize = (unsigned int)file->FileSize();
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119
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120 // Allocate storage and copy the contents of the file to a memory buffer
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121 this->pScene = pScene;
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122
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123 std::vector<char> buff(iFileSize+1);
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124 TextFileToBuffer(file.get(),buff);
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125 mBuffer = &buff[0];
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126
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127 iSmallestFrame = (1 << 31);
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128 bHasUVs = true;
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129 iLineNumber = 1;
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130
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131 // Reserve enough space for ... hm ... 10 textures
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132 aszTextures.reserve(10);
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133
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134 // Reserve enough space for ... hm ... 1000 triangles
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135 asTriangles.reserve(1000);
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136
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137 // Reserve enough space for ... hm ... 20 bones
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138 asBones.reserve(20);
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139
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140
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141 // parse the file ...
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142 ParseFile();
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143
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144 // If there are no triangles it seems to be an animation SMD,
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145 // containing only the animation skeleton.
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146 if (asTriangles.empty())
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147 {
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148 if (asBones.empty())
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149 {
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150 throw DeadlyImportError("SMD: No triangles and no bones have "
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151 "been found in the file. This file seems to be invalid.");
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152 }
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153
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154 // Set the flag in the scene structure which indicates
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155 // that there is nothing than an animation skeleton
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156 pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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157 }
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158
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159 if (!asBones.empty())
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160 {
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161 // Check whether all bones have been initialized
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162 for (std::vector<SMD::Bone>::const_iterator
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163 i = asBones.begin();
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164 i != asBones.end();++i)
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165 {
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166 if (!(*i).mName.length())
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167 {
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168 DefaultLogger::get()->warn("SMD: Not all bones have been initialized");
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169 break;
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170 }
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171 }
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172
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173 // now fix invalid time values and make sure the animation starts at frame 0
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174 FixTimeValues();
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175
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176 // compute absolute bone transformation matrices
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177 // ComputeAbsoluteBoneTransformations();
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178 }
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179
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180 if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
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181 {
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182 // create output meshes
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183 CreateOutputMeshes();
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184
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185 // build an output material list
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186 CreateOutputMaterials();
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187 }
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188
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189 // build the output animation
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190 CreateOutputAnimations();
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191
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192 // build output nodes (bones are added as empty dummy nodes)
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193 CreateOutputNodes();
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194
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195 if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)
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196 {
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197 SkeletonMeshBuilder skeleton(pScene);
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198 }
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199 }
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200 // ------------------------------------------------------------------------------------------------
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201 // Write an error message with line number to the log file
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202 void SMDImporter::LogErrorNoThrow(const char* msg)
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203 {
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204 char szTemp[1024];
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205 sprintf(szTemp,"Line %i: %s",iLineNumber,msg);
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206 DefaultLogger::get()->error(szTemp);
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207 }
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208
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209 // ------------------------------------------------------------------------------------------------
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210 // Write a warning with line number to the log file
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211 void SMDImporter::LogWarning(const char* msg)
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212 {
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213 char szTemp[1024];
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214 ai_assert(strlen(msg) < 1000);
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215 sprintf(szTemp,"Line %i: %s",iLineNumber,msg);
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216 DefaultLogger::get()->warn(szTemp);
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217 }
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218
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219 // ------------------------------------------------------------------------------------------------
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220 // Fix invalid time values in the file
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221 void SMDImporter::FixTimeValues()
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222 {
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223 double dDelta = (double)iSmallestFrame;
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224 double dMax = 0.0f;
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225 for (std::vector<SMD::Bone>::iterator
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226 iBone = asBones.begin();
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227 iBone != asBones.end();++iBone)
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228 {
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229 for (std::vector<SMD::Bone::Animation::MatrixKey>::iterator
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230 iKey = (*iBone).sAnim.asKeys.begin();
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231 iKey != (*iBone).sAnim.asKeys.end();++iKey)
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232 {
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233 (*iKey).dTime -= dDelta;
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234 dMax = std::max(dMax, (*iKey).dTime);
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235 }
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236 }
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237 dLengthOfAnim = dMax;
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238 }
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239
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240 // ------------------------------------------------------------------------------------------------
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241 // create output meshes
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242 void SMDImporter::CreateOutputMeshes()
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243 {
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244 if (aszTextures.empty())
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245 aszTextures.push_back(std::string());
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246
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247 // we need to sort all faces by their material index
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248 // in opposition to other loaders we can be sure that each
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249 // material is at least used once.
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250 pScene->mNumMeshes = (unsigned int) aszTextures.size();
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251 pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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252
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253 typedef std::vector<unsigned int> FaceList;
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254 FaceList* aaiFaces = new FaceList[pScene->mNumMeshes];
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255
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256 // approximate the space that will be required
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257 unsigned int iNum = (unsigned int)asTriangles.size() / pScene->mNumMeshes;
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258 iNum += iNum >> 1;
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259 for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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260 aaiFaces[i].reserve(iNum);
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261
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262
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263 // collect all faces
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264 iNum = 0;
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265 for (std::vector<SMD::Face>::const_iterator
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266 iFace = asTriangles.begin();
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267 iFace != asTriangles.end();++iFace,++iNum)
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268 {
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269 if (UINT_MAX == (*iFace).iTexture)aaiFaces[(*iFace).iTexture].push_back( 0 );
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270 else if ((*iFace).iTexture >= aszTextures.size())
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271 {
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272 DefaultLogger::get()->error("[SMD/VTA] Material index overflow in face");
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273 aaiFaces[(*iFace).iTexture].push_back((unsigned int)aszTextures.size()-1);
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274 }
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275 else aaiFaces[(*iFace).iTexture].push_back(iNum);
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276 }
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277
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278 // now create the output meshes
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279 for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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280 {
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281 aiMesh*& pcMesh = pScene->mMeshes[i] = new aiMesh();
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282 ai_assert(!aaiFaces[i].empty()); // should not be empty ...
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283
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284 pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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285 pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
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286 pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
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287 pcMesh->mMaterialIndex = i;
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288
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289 // storage for bones
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290 typedef std::pair<unsigned int,float> TempWeightListEntry;
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291 typedef std::vector< TempWeightListEntry > TempBoneWeightList;
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292
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293 TempBoneWeightList* aaiBones = new TempBoneWeightList[asBones.size()]();
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294
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295 // try to reserve enough memory without wasting too much
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296 for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
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297 {
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298 aaiBones[iBone].reserve(pcMesh->mNumVertices/asBones.size());
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299 }
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300
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301 // allocate storage
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302 pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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303 aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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304 aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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305
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306 aiVector3D* pcUVs = NULL;
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307 if (bHasUVs)
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308 {
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309 pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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310 pcMesh->mNumUVComponents[0] = 2;
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311 }
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312
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313 iNum = 0;
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314 for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
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315 {
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316 pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
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317 pcMesh->mFaces[iFace].mNumIndices = 3;
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318
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319 // fill the vertices
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320 unsigned int iSrcFace = aaiFaces[i][iFace];
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321 SMD::Face& face = asTriangles[iSrcFace];
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322
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323 *pcVerts++ = face.avVertices[0].pos;
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324 *pcVerts++ = face.avVertices[1].pos;
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325 *pcVerts++ = face.avVertices[2].pos;
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326
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327 // fill the normals
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328 *pcNormals++ = face.avVertices[0].nor;
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329 *pcNormals++ = face.avVertices[1].nor;
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330 *pcNormals++ = face.avVertices[2].nor;
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331
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332 // fill the texture coordinates
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333 if (pcUVs)
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334 {
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335 *pcUVs++ = face.avVertices[0].uv;
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336 *pcUVs++ = face.avVertices[1].uv;
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337 *pcUVs++ = face.avVertices[2].uv;
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338 }
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339
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340 for (unsigned int iVert = 0; iVert < 3;++iVert)
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341 {
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342 float fSum = 0.0f;
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343 for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
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344 {
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345 TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
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346
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347 // FIX: The second check is here just to make sure we won't
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348 // assign more than one weight to a single vertex index
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349 if (pairval.first >= asBones.size() ||
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350 pairval.first == face.avVertices[iVert].iParentNode)
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351 {
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352 DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
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353 "The bone index will be ignored, the weight will be assigned "
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354 "to the vertex' parent node");
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355 continue;
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356 }
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357 aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second));
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358 fSum += pairval.second;
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359 }
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360 // ******************************************************************
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361 // If the sum of all vertex weights is not 1.0 we must assign
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362 // the rest to the vertex' parent node. Well, at least the doc says
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363 // we should ...
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364 // FIX: We use 0.975 as limit, floating-point inaccuracies seem to
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365 // be very strong in some SMD exporters. Furthermore it is possible
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366 // that the parent of a vertex is 0xffffffff (if the corresponding
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367 // entry in the file was unreadable)
|
nuclear@0
|
368 // ******************************************************************
|
nuclear@0
|
369 if (fSum < 0.975f && face.avVertices[iVert].iParentNode != UINT_MAX)
|
nuclear@0
|
370 {
|
nuclear@0
|
371 if (face.avVertices[iVert].iParentNode >= asBones.size())
|
nuclear@0
|
372 {
|
nuclear@0
|
373 DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
|
nuclear@0
|
374 "The index of the vertex parent bone is invalid. "
|
nuclear@0
|
375 "The remaining weights will be normalized to 1.0");
|
nuclear@0
|
376
|
nuclear@0
|
377 if (fSum)
|
nuclear@0
|
378 {
|
nuclear@0
|
379 fSum = 1 / fSum;
|
nuclear@0
|
380 for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
|
nuclear@0
|
381 {
|
nuclear@0
|
382 TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
|
nuclear@0
|
383 if (pairval.first >= asBones.size())continue;
|
nuclear@0
|
384 aaiBones[pairval.first].back().second *= fSum;
|
nuclear@0
|
385 }
|
nuclear@0
|
386 }
|
nuclear@0
|
387 }
|
nuclear@0
|
388 else
|
nuclear@0
|
389 {
|
nuclear@0
|
390 aaiBones[face.avVertices[iVert].iParentNode].push_back(
|
nuclear@0
|
391 TempWeightListEntry(iNum,1.0f-fSum));
|
nuclear@0
|
392 }
|
nuclear@0
|
393 }
|
nuclear@0
|
394 pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
|
nuclear@0
|
395 }
|
nuclear@0
|
396 }
|
nuclear@0
|
397
|
nuclear@0
|
398 // now build all bones of the mesh
|
nuclear@0
|
399 iNum = 0;
|
nuclear@0
|
400 for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
|
nuclear@0
|
401 if (!aaiBones[iBone].empty())++iNum;
|
nuclear@0
|
402
|
nuclear@0
|
403 if (false && iNum)
|
nuclear@0
|
404 {
|
nuclear@0
|
405 pcMesh->mNumBones = iNum;
|
nuclear@0
|
406 pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
|
nuclear@0
|
407 iNum = 0;
|
nuclear@0
|
408 for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
|
nuclear@0
|
409 {
|
nuclear@0
|
410 if (aaiBones[iBone].empty())continue;
|
nuclear@0
|
411 aiBone*& bone = pcMesh->mBones[iNum] = new aiBone();
|
nuclear@0
|
412
|
nuclear@0
|
413 bone->mNumWeights = (unsigned int)aaiBones[iBone].size();
|
nuclear@0
|
414 bone->mWeights = new aiVertexWeight[bone->mNumWeights];
|
nuclear@0
|
415 bone->mOffsetMatrix = asBones[iBone].mOffsetMatrix;
|
nuclear@0
|
416 bone->mName.Set( asBones[iBone].mName );
|
nuclear@0
|
417
|
nuclear@0
|
418 asBones[iBone].bIsUsed = true;
|
nuclear@0
|
419
|
nuclear@0
|
420 for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight)
|
nuclear@0
|
421 {
|
nuclear@0
|
422 bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first;
|
nuclear@0
|
423 bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second;
|
nuclear@0
|
424 }
|
nuclear@0
|
425 ++iNum;
|
nuclear@0
|
426 }
|
nuclear@0
|
427 }
|
nuclear@0
|
428 delete[] aaiBones;
|
nuclear@0
|
429 }
|
nuclear@0
|
430 delete[] aaiFaces;
|
nuclear@0
|
431 }
|
nuclear@0
|
432
|
nuclear@0
|
433 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
434 // add bone child nodes
|
nuclear@0
|
435 void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent)
|
nuclear@0
|
436 {
|
nuclear@0
|
437 ai_assert(NULL != pcNode && 0 == pcNode->mNumChildren && NULL == pcNode->mChildren);
|
nuclear@0
|
438
|
nuclear@0
|
439 // first count ...
|
nuclear@0
|
440 for (unsigned int i = 0; i < asBones.size();++i)
|
nuclear@0
|
441 {
|
nuclear@0
|
442 SMD::Bone& bone = asBones[i];
|
nuclear@0
|
443 if (bone.iParent == iParent)++pcNode->mNumChildren;
|
nuclear@0
|
444 }
|
nuclear@0
|
445
|
nuclear@0
|
446 // now allocate the output array
|
nuclear@0
|
447 pcNode->mChildren = new aiNode*[pcNode->mNumChildren];
|
nuclear@0
|
448
|
nuclear@0
|
449 // and fill all subnodes
|
nuclear@0
|
450 unsigned int qq = 0;
|
nuclear@0
|
451 for (unsigned int i = 0; i < asBones.size();++i)
|
nuclear@0
|
452 {
|
nuclear@0
|
453 SMD::Bone& bone = asBones[i];
|
nuclear@0
|
454 if (bone.iParent != iParent)continue;
|
nuclear@0
|
455
|
nuclear@0
|
456 aiNode* pc = pcNode->mChildren[qq++] = new aiNode();
|
nuclear@0
|
457 pc->mName.Set(bone.mName);
|
nuclear@0
|
458
|
nuclear@0
|
459 // store the local transformation matrix of the bind pose
|
nuclear@0
|
460 pc->mTransformation = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrix;
|
nuclear@0
|
461 pc->mParent = pcNode;
|
nuclear@0
|
462
|
nuclear@0
|
463 // add children to this node, too
|
nuclear@0
|
464 AddBoneChildren(pc,i);
|
nuclear@0
|
465 }
|
nuclear@0
|
466 }
|
nuclear@0
|
467
|
nuclear@0
|
468 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
469 // create output nodes
|
nuclear@0
|
470 void SMDImporter::CreateOutputNodes()
|
nuclear@0
|
471 {
|
nuclear@0
|
472 pScene->mRootNode = new aiNode();
|
nuclear@0
|
473 if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
|
nuclear@0
|
474 {
|
nuclear@0
|
475 // create one root node that renders all meshes
|
nuclear@0
|
476 pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
nuclear@0
|
477 pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
nuclear@0
|
478 for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
nuclear@0
|
479 pScene->mRootNode->mMeshes[i] = i;
|
nuclear@0
|
480 }
|
nuclear@0
|
481
|
nuclear@0
|
482 // now add all bones as dummy sub nodes to the graph
|
nuclear@0
|
483 // AddBoneChildren(pScene->mRootNode,(uint32_t)-1);
|
nuclear@0
|
484
|
nuclear@0
|
485 // if we have only one bone we can even remove the root node
|
nuclear@0
|
486 if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE &&
|
nuclear@0
|
487 1 == pScene->mRootNode->mNumChildren)
|
nuclear@0
|
488 {
|
nuclear@0
|
489 aiNode* pcOldRoot = pScene->mRootNode;
|
nuclear@0
|
490 pScene->mRootNode = pcOldRoot->mChildren[0];
|
nuclear@0
|
491 pcOldRoot->mChildren[0] = NULL;
|
nuclear@0
|
492 delete pcOldRoot;
|
nuclear@0
|
493
|
nuclear@0
|
494 pScene->mRootNode->mParent = NULL;
|
nuclear@0
|
495 }
|
nuclear@0
|
496 else
|
nuclear@0
|
497 {
|
nuclear@0
|
498 ::strcpy(pScene->mRootNode->mName.data, "<SMD_root>");
|
nuclear@0
|
499 pScene->mRootNode->mName.length = 10;
|
nuclear@0
|
500 }
|
nuclear@0
|
501 }
|
nuclear@0
|
502
|
nuclear@0
|
503 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
504 // create output animations
|
nuclear@0
|
505 void SMDImporter::CreateOutputAnimations()
|
nuclear@0
|
506 {
|
nuclear@0
|
507 unsigned int iNumBones = 0;
|
nuclear@0
|
508 for (std::vector<SMD::Bone>::const_iterator
|
nuclear@0
|
509 i = asBones.begin();
|
nuclear@0
|
510 i != asBones.end();++i)
|
nuclear@0
|
511 {
|
nuclear@0
|
512 if ((*i).bIsUsed)++iNumBones;
|
nuclear@0
|
513 }
|
nuclear@0
|
514 if (!iNumBones)
|
nuclear@0
|
515 {
|
nuclear@0
|
516 // just make sure this case doesn't occur ... (it could occur
|
nuclear@0
|
517 // if the file was invalid)
|
nuclear@0
|
518 return;
|
nuclear@0
|
519 }
|
nuclear@0
|
520
|
nuclear@0
|
521 pScene->mNumAnimations = 1;
|
nuclear@0
|
522 pScene->mAnimations = new aiAnimation*[1];
|
nuclear@0
|
523 aiAnimation*& anim = pScene->mAnimations[0] = new aiAnimation();
|
nuclear@0
|
524
|
nuclear@0
|
525 anim->mDuration = dLengthOfAnim;
|
nuclear@0
|
526 anim->mNumChannels = iNumBones;
|
nuclear@0
|
527 anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
|
nuclear@0
|
528
|
nuclear@0
|
529 aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
|
nuclear@0
|
530
|
nuclear@0
|
531 // now build valid keys
|
nuclear@0
|
532 unsigned int a = 0;
|
nuclear@0
|
533 for (std::vector<SMD::Bone>::const_iterator
|
nuclear@0
|
534 i = asBones.begin();
|
nuclear@0
|
535 i != asBones.end();++i)
|
nuclear@0
|
536 {
|
nuclear@0
|
537 if (!(*i).bIsUsed)continue;
|
nuclear@0
|
538
|
nuclear@0
|
539 aiNodeAnim* p = pp[a] = new aiNodeAnim();
|
nuclear@0
|
540
|
nuclear@0
|
541 // copy the name of the bone
|
nuclear@0
|
542 p->mNodeName.Set( i->mName);
|
nuclear@0
|
543
|
nuclear@0
|
544 p->mNumRotationKeys = (unsigned int) (*i).sAnim.asKeys.size();
|
nuclear@0
|
545 if (p->mNumRotationKeys)
|
nuclear@0
|
546 {
|
nuclear@0
|
547 p->mNumPositionKeys = p->mNumRotationKeys;
|
nuclear@0
|
548 aiVectorKey* pVecKeys = p->mPositionKeys = new aiVectorKey[p->mNumRotationKeys];
|
nuclear@0
|
549 aiQuatKey* pRotKeys = p->mRotationKeys = new aiQuatKey[p->mNumRotationKeys];
|
nuclear@0
|
550
|
nuclear@0
|
551 for (std::vector<SMD::Bone::Animation::MatrixKey>::const_iterator
|
nuclear@0
|
552 qq = (*i).sAnim.asKeys.begin();
|
nuclear@0
|
553 qq != (*i).sAnim.asKeys.end(); ++qq)
|
nuclear@0
|
554 {
|
nuclear@0
|
555 pRotKeys->mTime = pVecKeys->mTime = (*qq).dTime;
|
nuclear@0
|
556
|
nuclear@0
|
557 // compute the rotation quaternion from the euler angles
|
nuclear@0
|
558 pRotKeys->mValue = aiQuaternion( (*qq).vRot.x, (*qq).vRot.y, (*qq).vRot.z );
|
nuclear@0
|
559 pVecKeys->mValue = (*qq).vPos;
|
nuclear@0
|
560
|
nuclear@0
|
561 ++pVecKeys; ++pRotKeys;
|
nuclear@0
|
562 }
|
nuclear@0
|
563 }
|
nuclear@0
|
564 ++a;
|
nuclear@0
|
565
|
nuclear@0
|
566 // there are no scaling keys ...
|
nuclear@0
|
567 }
|
nuclear@0
|
568 }
|
nuclear@0
|
569
|
nuclear@0
|
570 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
571 void SMDImporter::ComputeAbsoluteBoneTransformations()
|
nuclear@0
|
572 {
|
nuclear@0
|
573 // For each bone: determine the key with the lowest time value
|
nuclear@0
|
574 // theoretically the SMD format should have all keyframes
|
nuclear@0
|
575 // in order. However, I've seen a file where this wasn't true.
|
nuclear@0
|
576 for (unsigned int i = 0; i < asBones.size();++i)
|
nuclear@0
|
577 {
|
nuclear@0
|
578 SMD::Bone& bone = asBones[i];
|
nuclear@0
|
579
|
nuclear@0
|
580 uint32_t iIndex = 0;
|
nuclear@0
|
581 double dMin = 10e10;
|
nuclear@0
|
582 for (unsigned int i = 0; i < bone.sAnim.asKeys.size();++i)
|
nuclear@0
|
583 {
|
nuclear@0
|
584 double d = std::min(bone.sAnim.asKeys[i].dTime,dMin);
|
nuclear@0
|
585 if (d < dMin)
|
nuclear@0
|
586 {
|
nuclear@0
|
587 dMin = d;
|
nuclear@0
|
588 iIndex = i;
|
nuclear@0
|
589 }
|
nuclear@0
|
590 }
|
nuclear@0
|
591 bone.sAnim.iFirstTimeKey = iIndex;
|
nuclear@0
|
592 }
|
nuclear@0
|
593
|
nuclear@0
|
594 unsigned int iParent = 0;
|
nuclear@0
|
595 while (iParent < asBones.size())
|
nuclear@0
|
596 {
|
nuclear@0
|
597 for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
|
nuclear@0
|
598 {
|
nuclear@0
|
599 SMD::Bone& bone = asBones[iBone];
|
nuclear@0
|
600
|
nuclear@0
|
601 if (iParent == bone.iParent)
|
nuclear@0
|
602 {
|
nuclear@0
|
603 SMD::Bone& parentBone = asBones[iParent];
|
nuclear@0
|
604
|
nuclear@0
|
605
|
nuclear@0
|
606 uint32_t iIndex = bone.sAnim.iFirstTimeKey;
|
nuclear@0
|
607 const aiMatrix4x4& mat = bone.sAnim.asKeys[iIndex].matrix;
|
nuclear@0
|
608 aiMatrix4x4& matOut = bone.sAnim.asKeys[iIndex].matrixAbsolute;
|
nuclear@0
|
609
|
nuclear@0
|
610 // The same for the parent bone ...
|
nuclear@0
|
611 iIndex = parentBone.sAnim.iFirstTimeKey;
|
nuclear@0
|
612 const aiMatrix4x4& mat2 = parentBone.sAnim.asKeys[iIndex].matrixAbsolute;
|
nuclear@0
|
613
|
nuclear@0
|
614 // Compute the absolute transformation matrix
|
nuclear@0
|
615 matOut = mat * mat2;
|
nuclear@0
|
616 }
|
nuclear@0
|
617 }
|
nuclear@0
|
618 ++iParent;
|
nuclear@0
|
619 }
|
nuclear@0
|
620
|
nuclear@0
|
621 // Store the inverse of the absolute transformation matrix
|
nuclear@0
|
622 // of the first key as bone offset matrix
|
nuclear@0
|
623 for (iParent = 0; iParent < asBones.size();++iParent)
|
nuclear@0
|
624 {
|
nuclear@0
|
625 SMD::Bone& bone = asBones[iParent];
|
nuclear@0
|
626 bone.mOffsetMatrix = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrixAbsolute;
|
nuclear@0
|
627 bone.mOffsetMatrix.Inverse();
|
nuclear@0
|
628 }
|
nuclear@0
|
629 }
|
nuclear@0
|
630
|
nuclear@0
|
631 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
632 // create output materials
|
nuclear@0
|
633 void SMDImporter::CreateOutputMaterials()
|
nuclear@0
|
634 {
|
nuclear@0
|
635 pScene->mNumMaterials = (unsigned int)aszTextures.size();
|
nuclear@0
|
636 pScene->mMaterials = new aiMaterial*[std::max(1u, pScene->mNumMaterials)];
|
nuclear@0
|
637
|
nuclear@0
|
638 for (unsigned int iMat = 0; iMat < pScene->mNumMaterials;++iMat)
|
nuclear@0
|
639 {
|
nuclear@0
|
640 aiMaterial* pcMat = new aiMaterial();
|
nuclear@0
|
641 pScene->mMaterials[iMat] = pcMat;
|
nuclear@0
|
642
|
nuclear@0
|
643 aiString szName;
|
nuclear@0
|
644 szName.length = (size_t)::sprintf(szName.data,"Texture_%i",iMat);
|
nuclear@0
|
645 pcMat->AddProperty(&szName,AI_MATKEY_NAME);
|
nuclear@0
|
646
|
nuclear@0
|
647 if (aszTextures[iMat].length())
|
nuclear@0
|
648 {
|
nuclear@0
|
649 ::strcpy(szName.data, aszTextures[iMat].c_str() );
|
nuclear@0
|
650 szName.length = aszTextures[iMat].length();
|
nuclear@0
|
651 pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
nuclear@0
|
652 }
|
nuclear@0
|
653 }
|
nuclear@0
|
654
|
nuclear@0
|
655 // create a default material if necessary
|
nuclear@0
|
656 if (0 == pScene->mNumMaterials)
|
nuclear@0
|
657 {
|
nuclear@0
|
658 pScene->mNumMaterials = 1;
|
nuclear@0
|
659
|
nuclear@0
|
660 aiMaterial* pcHelper = new aiMaterial();
|
nuclear@0
|
661 pScene->mMaterials[0] = pcHelper;
|
nuclear@0
|
662
|
nuclear@0
|
663 int iMode = (int)aiShadingMode_Gouraud;
|
nuclear@0
|
664 pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
nuclear@0
|
665
|
nuclear@0
|
666 aiColor3D clr;
|
nuclear@0
|
667 clr.b = clr.g = clr.r = 0.7f;
|
nuclear@0
|
668 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
nuclear@0
|
669 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
nuclear@0
|
670
|
nuclear@0
|
671 clr.b = clr.g = clr.r = 0.05f;
|
nuclear@0
|
672 pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
nuclear@0
|
673
|
nuclear@0
|
674 aiString szName;
|
nuclear@0
|
675 szName.Set(AI_DEFAULT_MATERIAL_NAME);
|
nuclear@0
|
676 pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
|
nuclear@0
|
677 }
|
nuclear@0
|
678 }
|
nuclear@0
|
679
|
nuclear@0
|
680 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
681 // Parse the file
|
nuclear@0
|
682 void SMDImporter::ParseFile()
|
nuclear@0
|
683 {
|
nuclear@0
|
684 const char* szCurrent = mBuffer;
|
nuclear@0
|
685
|
nuclear@0
|
686 // read line per line ...
|
nuclear@0
|
687 for ( ;; )
|
nuclear@0
|
688 {
|
nuclear@0
|
689 if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
|
nuclear@0
|
690
|
nuclear@0
|
691 // "version <n> \n", <n> should be 1 for hl and hl² SMD files
|
nuclear@0
|
692 if (TokenMatch(szCurrent,"version",7))
|
nuclear@0
|
693 {
|
nuclear@0
|
694 if(!SkipSpaces(szCurrent,&szCurrent)) break;
|
nuclear@0
|
695 if (1 != strtoul10(szCurrent,&szCurrent))
|
nuclear@0
|
696 {
|
nuclear@0
|
697 DefaultLogger::get()->warn("SMD.version is not 1. This "
|
nuclear@0
|
698 "file format is not known. Continuing happily ...");
|
nuclear@0
|
699 }
|
nuclear@0
|
700 continue;
|
nuclear@0
|
701 }
|
nuclear@0
|
702 // "nodes\n" - Starts the node section
|
nuclear@0
|
703 if (TokenMatch(szCurrent,"nodes",5))
|
nuclear@0
|
704 {
|
nuclear@0
|
705 ParseNodesSection(szCurrent,&szCurrent);
|
nuclear@0
|
706 continue;
|
nuclear@0
|
707 }
|
nuclear@0
|
708 // "triangles\n" - Starts the triangle section
|
nuclear@0
|
709 if (TokenMatch(szCurrent,"triangles",9))
|
nuclear@0
|
710 {
|
nuclear@0
|
711 ParseTrianglesSection(szCurrent,&szCurrent);
|
nuclear@0
|
712 continue;
|
nuclear@0
|
713 }
|
nuclear@0
|
714 // "vertexanimation\n" - Starts the vertex animation section
|
nuclear@0
|
715 if (TokenMatch(szCurrent,"vertexanimation",15))
|
nuclear@0
|
716 {
|
nuclear@0
|
717 bHasUVs = false;
|
nuclear@0
|
718 ParseVASection(szCurrent,&szCurrent);
|
nuclear@0
|
719 continue;
|
nuclear@0
|
720 }
|
nuclear@0
|
721 // "skeleton\n" - Starts the skeleton section
|
nuclear@0
|
722 if (TokenMatch(szCurrent,"skeleton",8))
|
nuclear@0
|
723 {
|
nuclear@0
|
724 ParseSkeletonSection(szCurrent,&szCurrent);
|
nuclear@0
|
725 continue;
|
nuclear@0
|
726 }
|
nuclear@0
|
727 SkipLine(szCurrent,&szCurrent);
|
nuclear@0
|
728 }
|
nuclear@0
|
729 return;
|
nuclear@0
|
730 }
|
nuclear@0
|
731
|
nuclear@0
|
732 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
733 unsigned int SMDImporter::GetTextureIndex(const std::string& filename)
|
nuclear@0
|
734 {
|
nuclear@0
|
735 unsigned int iIndex = 0;
|
nuclear@0
|
736 for (std::vector<std::string>::const_iterator
|
nuclear@0
|
737 i = aszTextures.begin();
|
nuclear@0
|
738 i != aszTextures.end();++i,++iIndex)
|
nuclear@0
|
739 {
|
nuclear@0
|
740 // case-insensitive ... it's a path
|
nuclear@0
|
741 if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str()))return iIndex;
|
nuclear@0
|
742 }
|
nuclear@0
|
743 iIndex = (unsigned int)aszTextures.size();
|
nuclear@0
|
744 aszTextures.push_back(filename);
|
nuclear@0
|
745 return iIndex;
|
nuclear@0
|
746 }
|
nuclear@0
|
747
|
nuclear@0
|
748 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
749 // Parse the nodes section of the file
|
nuclear@0
|
750 void SMDImporter::ParseNodesSection(const char* szCurrent,
|
nuclear@0
|
751 const char** szCurrentOut)
|
nuclear@0
|
752 {
|
nuclear@0
|
753 for ( ;; )
|
nuclear@0
|
754 {
|
nuclear@0
|
755 // "end\n" - Ends the nodes section
|
nuclear@0
|
756 if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
|
nuclear@0
|
757 IsSpaceOrNewLine(*(szCurrent+3)))
|
nuclear@0
|
758 {
|
nuclear@0
|
759 szCurrent += 4;
|
nuclear@0
|
760 break;
|
nuclear@0
|
761 }
|
nuclear@0
|
762 ParseNodeInfo(szCurrent,&szCurrent);
|
nuclear@0
|
763 }
|
nuclear@0
|
764 SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
nuclear@0
|
765 *szCurrentOut = szCurrent;
|
nuclear@0
|
766 }
|
nuclear@0
|
767
|
nuclear@0
|
768 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
769 // Parse the triangles section of the file
|
nuclear@0
|
770 void SMDImporter::ParseTrianglesSection(const char* szCurrent,
|
nuclear@0
|
771 const char** szCurrentOut)
|
nuclear@0
|
772 {
|
nuclear@0
|
773 // Parse a triangle, parse another triangle, parse the next triangle ...
|
nuclear@0
|
774 // and so on until we reach a token that looks quite similar to "end"
|
nuclear@0
|
775 for ( ;; )
|
nuclear@0
|
776 {
|
nuclear@0
|
777 if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
|
nuclear@0
|
778
|
nuclear@0
|
779 // "end\n" - Ends the triangles section
|
nuclear@0
|
780 if (TokenMatch(szCurrent,"end",3))
|
nuclear@0
|
781 break;
|
nuclear@0
|
782 ParseTriangle(szCurrent,&szCurrent);
|
nuclear@0
|
783 }
|
nuclear@0
|
784 SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
nuclear@0
|
785 *szCurrentOut = szCurrent;
|
nuclear@0
|
786 }
|
nuclear@0
|
787 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
788 // Parse the vertex animation section of the file
|
nuclear@0
|
789 void SMDImporter::ParseVASection(const char* szCurrent,
|
nuclear@0
|
790 const char** szCurrentOut)
|
nuclear@0
|
791 {
|
nuclear@0
|
792 unsigned int iCurIndex = 0;
|
nuclear@0
|
793 for ( ;; )
|
nuclear@0
|
794 {
|
nuclear@0
|
795 if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
|
nuclear@0
|
796
|
nuclear@0
|
797 // "end\n" - Ends the "vertexanimation" section
|
nuclear@0
|
798 if (TokenMatch(szCurrent,"end",3))
|
nuclear@0
|
799 break;
|
nuclear@0
|
800
|
nuclear@0
|
801 // "time <n>\n"
|
nuclear@0
|
802 if (TokenMatch(szCurrent,"time",4))
|
nuclear@0
|
803 {
|
nuclear@0
|
804 // NOTE: The doc says that time values COULD be negative ...
|
nuclear@0
|
805 // NOTE2: this is the shape key -> valve docs
|
nuclear@0
|
806 int iTime = 0;
|
nuclear@0
|
807 if(!ParseSignedInt(szCurrent,&szCurrent,iTime) || configFrameID != (unsigned int)iTime)break;
|
nuclear@0
|
808 SkipLine(szCurrent,&szCurrent);
|
nuclear@0
|
809 }
|
nuclear@0
|
810 else
|
nuclear@0
|
811 {
|
nuclear@0
|
812 if(0 == iCurIndex)
|
nuclear@0
|
813 {
|
nuclear@0
|
814 asTriangles.push_back(SMD::Face());
|
nuclear@0
|
815 }
|
nuclear@0
|
816 if (++iCurIndex == 3)iCurIndex = 0;
|
nuclear@0
|
817 ParseVertex(szCurrent,&szCurrent,asTriangles.back().avVertices[iCurIndex],true);
|
nuclear@0
|
818 }
|
nuclear@0
|
819 }
|
nuclear@0
|
820
|
nuclear@0
|
821 if (iCurIndex != 2 && !asTriangles.empty())
|
nuclear@0
|
822 {
|
nuclear@0
|
823 // we want to no degenerates, so throw this triangle away
|
nuclear@0
|
824 asTriangles.pop_back();
|
nuclear@0
|
825 }
|
nuclear@0
|
826
|
nuclear@0
|
827 SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
nuclear@0
|
828 *szCurrentOut = szCurrent;
|
nuclear@0
|
829 }
|
nuclear@0
|
830 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
831 // Parse the skeleton section of the file
|
nuclear@0
|
832 void SMDImporter::ParseSkeletonSection(const char* szCurrent,
|
nuclear@0
|
833 const char** szCurrentOut)
|
nuclear@0
|
834 {
|
nuclear@0
|
835 int iTime = 0;
|
nuclear@0
|
836 for ( ;; )
|
nuclear@0
|
837 {
|
nuclear@0
|
838 if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
|
nuclear@0
|
839
|
nuclear@0
|
840 // "end\n" - Ends the skeleton section
|
nuclear@0
|
841 if (TokenMatch(szCurrent,"end",3))
|
nuclear@0
|
842 break;
|
nuclear@0
|
843
|
nuclear@0
|
844 // "time <n>\n" - Specifies the current animation frame
|
nuclear@0
|
845 else if (TokenMatch(szCurrent,"time",4))
|
nuclear@0
|
846 {
|
nuclear@0
|
847 // NOTE: The doc says that time values COULD be negative ...
|
nuclear@0
|
848 if(!ParseSignedInt(szCurrent,&szCurrent,iTime))break;
|
nuclear@0
|
849
|
nuclear@0
|
850 iSmallestFrame = std::min(iSmallestFrame,iTime);
|
nuclear@0
|
851 SkipLine(szCurrent,&szCurrent);
|
nuclear@0
|
852 }
|
nuclear@0
|
853 else ParseSkeletonElement(szCurrent,&szCurrent,iTime);
|
nuclear@0
|
854 }
|
nuclear@0
|
855 *szCurrentOut = szCurrent;
|
nuclear@0
|
856 }
|
nuclear@0
|
857
|
nuclear@0
|
858 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
859 #define SMDI_PARSE_RETURN { \
|
nuclear@0
|
860 SkipLine(szCurrent,&szCurrent); \
|
nuclear@0
|
861 *szCurrentOut = szCurrent; \
|
nuclear@0
|
862 return; \
|
nuclear@0
|
863 }
|
nuclear@0
|
864 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
865 // Parse a node line
|
nuclear@0
|
866 void SMDImporter::ParseNodeInfo(const char* szCurrent,
|
nuclear@0
|
867 const char** szCurrentOut)
|
nuclear@0
|
868 {
|
nuclear@0
|
869 unsigned int iBone = 0;
|
nuclear@0
|
870 SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
nuclear@0
|
871 if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent))
|
nuclear@0
|
872 {
|
nuclear@0
|
873 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index");
|
nuclear@0
|
874 SMDI_PARSE_RETURN;
|
nuclear@0
|
875 }
|
nuclear@0
|
876 // add our bone to the list
|
nuclear@0
|
877 if (iBone >= asBones.size())asBones.resize(iBone+1);
|
nuclear@0
|
878 SMD::Bone& bone = asBones[iBone];
|
nuclear@0
|
879
|
nuclear@0
|
880 bool bQuota = true;
|
nuclear@0
|
881 if ('\"' != *szCurrent)
|
nuclear@0
|
882 {
|
nuclear@0
|
883 LogWarning("Bone name is expcted to be enclosed in "
|
nuclear@0
|
884 "double quotation marks. ");
|
nuclear@0
|
885 bQuota = false;
|
nuclear@0
|
886 }
|
nuclear@0
|
887 else ++szCurrent;
|
nuclear@0
|
888
|
nuclear@0
|
889 const char* szEnd = szCurrent;
|
nuclear@0
|
890 for ( ;; )
|
nuclear@0
|
891 {
|
nuclear@0
|
892 if (bQuota && '\"' == *szEnd)
|
nuclear@0
|
893 {
|
nuclear@0
|
894 iBone = (unsigned int)(szEnd - szCurrent);
|
nuclear@0
|
895 ++szEnd;
|
nuclear@0
|
896 break;
|
nuclear@0
|
897 }
|
nuclear@0
|
898 else if (IsSpaceOrNewLine(*szEnd))
|
nuclear@0
|
899 {
|
nuclear@0
|
900 iBone = (unsigned int)(szEnd - szCurrent);
|
nuclear@0
|
901 break;
|
nuclear@0
|
902 }
|
nuclear@0
|
903 else if (!(*szEnd))
|
nuclear@0
|
904 {
|
nuclear@0
|
905 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name");
|
nuclear@0
|
906 SMDI_PARSE_RETURN;
|
nuclear@0
|
907 }
|
nuclear@0
|
908 ++szEnd;
|
nuclear@0
|
909 }
|
nuclear@0
|
910 bone.mName = std::string(szCurrent,iBone);
|
nuclear@0
|
911 szCurrent = szEnd;
|
nuclear@0
|
912
|
nuclear@0
|
913 // the only negative bone parent index that could occur is -1 AFAIK
|
nuclear@0
|
914 if(!ParseSignedInt(szCurrent,&szCurrent,(int&)bone.iParent))
|
nuclear@0
|
915 {
|
nuclear@0
|
916 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1");
|
nuclear@0
|
917 SMDI_PARSE_RETURN;
|
nuclear@0
|
918 }
|
nuclear@0
|
919
|
nuclear@0
|
920 // go to the beginning of the next line
|
nuclear@0
|
921 SMDI_PARSE_RETURN;
|
nuclear@0
|
922 }
|
nuclear@0
|
923
|
nuclear@0
|
924 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
925 // Parse a skeleton element
|
nuclear@0
|
926 void SMDImporter::ParseSkeletonElement(const char* szCurrent,
|
nuclear@0
|
927 const char** szCurrentOut,int iTime)
|
nuclear@0
|
928 {
|
nuclear@0
|
929 aiVector3D vPos;
|
nuclear@0
|
930 aiVector3D vRot;
|
nuclear@0
|
931
|
nuclear@0
|
932 unsigned int iBone = 0;
|
nuclear@0
|
933 if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone))
|
nuclear@0
|
934 {
|
nuclear@0
|
935 DefaultLogger::get()->error("Unexpected EOF/EOL while parsing bone index");
|
nuclear@0
|
936 SMDI_PARSE_RETURN;
|
nuclear@0
|
937 }
|
nuclear@0
|
938 if (iBone >= asBones.size())
|
nuclear@0
|
939 {
|
nuclear@0
|
940 LogErrorNoThrow("Bone index in skeleton section is out of range");
|
nuclear@0
|
941 SMDI_PARSE_RETURN;
|
nuclear@0
|
942 }
|
nuclear@0
|
943 SMD::Bone& bone = asBones[iBone];
|
nuclear@0
|
944
|
nuclear@0
|
945 bone.sAnim.asKeys.push_back(SMD::Bone::Animation::MatrixKey());
|
nuclear@0
|
946 SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();
|
nuclear@0
|
947
|
nuclear@0
|
948 key.dTime = (double)iTime;
|
nuclear@0
|
949 if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.x))
|
nuclear@0
|
950 {
|
nuclear@0
|
951 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
|
nuclear@0
|
952 SMDI_PARSE_RETURN;
|
nuclear@0
|
953 }
|
nuclear@0
|
954 if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.y))
|
nuclear@0
|
955 {
|
nuclear@0
|
956 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
|
nuclear@0
|
957 SMDI_PARSE_RETURN;
|
nuclear@0
|
958 }
|
nuclear@0
|
959 if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.z))
|
nuclear@0
|
960 {
|
nuclear@0
|
961 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
|
nuclear@0
|
962 SMDI_PARSE_RETURN;
|
nuclear@0
|
963 }
|
nuclear@0
|
964 if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.x))
|
nuclear@0
|
965 {
|
nuclear@0
|
966 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
|
nuclear@0
|
967 SMDI_PARSE_RETURN;
|
nuclear@0
|
968 }
|
nuclear@0
|
969 if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.y))
|
nuclear@0
|
970 {
|
nuclear@0
|
971 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
|
nuclear@0
|
972 SMDI_PARSE_RETURN;
|
nuclear@0
|
973 }
|
nuclear@0
|
974 if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.z))
|
nuclear@0
|
975 {
|
nuclear@0
|
976 LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z");
|
nuclear@0
|
977 SMDI_PARSE_RETURN;
|
nuclear@0
|
978 }
|
nuclear@0
|
979 // build the transformation matrix of the key
|
nuclear@0
|
980 key.matrix.FromEulerAnglesXYZ(vRot.x,vRot.y,vRot.z);
|
nuclear@0
|
981 {
|
nuclear@0
|
982 aiMatrix4x4 mTemp;
|
nuclear@0
|
983 mTemp.a4 = vPos.x;
|
nuclear@0
|
984 mTemp.b4 = vPos.y;
|
nuclear@0
|
985 mTemp.c4 = vPos.z;
|
nuclear@0
|
986 key.matrix = key.matrix * mTemp;
|
nuclear@0
|
987 }
|
nuclear@0
|
988
|
nuclear@0
|
989 // go to the beginning of the next line
|
nuclear@0
|
990 SMDI_PARSE_RETURN;
|
nuclear@0
|
991 }
|
nuclear@0
|
992
|
nuclear@0
|
993 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
994 // Parse a triangle
|
nuclear@0
|
995 void SMDImporter::ParseTriangle(const char* szCurrent,
|
nuclear@0
|
996 const char** szCurrentOut)
|
nuclear@0
|
997 {
|
nuclear@0
|
998 asTriangles.push_back(SMD::Face());
|
nuclear@0
|
999 SMD::Face& face = asTriangles.back();
|
nuclear@0
|
1000
|
nuclear@0
|
1001 if(!SkipSpaces(szCurrent,&szCurrent))
|
nuclear@0
|
1002 {
|
nuclear@0
|
1003 LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle");
|
nuclear@0
|
1004 return;
|
nuclear@0
|
1005 }
|
nuclear@0
|
1006
|
nuclear@0
|
1007 // read the texture file name
|
nuclear@0
|
1008 const char* szLast = szCurrent;
|
nuclear@0
|
1009 while (!IsSpaceOrNewLine(*szCurrent++));
|
nuclear@0
|
1010
|
nuclear@0
|
1011 // ... and get the index that belongs to this file name
|
nuclear@0
|
1012 face.iTexture = GetTextureIndex(std::string(szLast,(uintptr_t)szCurrent-(uintptr_t)szLast));
|
nuclear@0
|
1013
|
nuclear@0
|
1014 SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
nuclear@0
|
1015
|
nuclear@0
|
1016 // load three vertices
|
nuclear@0
|
1017 for (unsigned int iVert = 0; iVert < 3;++iVert)
|
nuclear@0
|
1018 {
|
nuclear@0
|
1019 ParseVertex(szCurrent,&szCurrent,
|
nuclear@0
|
1020 face.avVertices[iVert]);
|
nuclear@0
|
1021 }
|
nuclear@0
|
1022 *szCurrentOut = szCurrent;
|
nuclear@0
|
1023 }
|
nuclear@0
|
1024
|
nuclear@0
|
1025 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1026 // Parse a float
|
nuclear@0
|
1027 bool SMDImporter::ParseFloat(const char* szCurrent,
|
nuclear@0
|
1028 const char** szCurrentOut, float& out)
|
nuclear@0
|
1029 {
|
nuclear@0
|
1030 if(!SkipSpaces(&szCurrent))
|
nuclear@0
|
1031 return false;
|
nuclear@0
|
1032
|
nuclear@0
|
1033 *szCurrentOut = fast_atoreal_move<float>(szCurrent,out);
|
nuclear@0
|
1034 return true;
|
nuclear@0
|
1035 }
|
nuclear@0
|
1036
|
nuclear@0
|
1037 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1038 // Parse an unsigned int
|
nuclear@0
|
1039 bool SMDImporter::ParseUnsignedInt(const char* szCurrent,
|
nuclear@0
|
1040 const char** szCurrentOut, unsigned int& out)
|
nuclear@0
|
1041 {
|
nuclear@0
|
1042 if(!SkipSpaces(&szCurrent))
|
nuclear@0
|
1043 return false;
|
nuclear@0
|
1044
|
nuclear@0
|
1045 out = strtoul10(szCurrent,szCurrentOut);
|
nuclear@0
|
1046 return true;
|
nuclear@0
|
1047 }
|
nuclear@0
|
1048
|
nuclear@0
|
1049 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1050 // Parse a signed int
|
nuclear@0
|
1051 bool SMDImporter::ParseSignedInt(const char* szCurrent,
|
nuclear@0
|
1052 const char** szCurrentOut, int& out)
|
nuclear@0
|
1053 {
|
nuclear@0
|
1054 if(!SkipSpaces(&szCurrent))
|
nuclear@0
|
1055 return false;
|
nuclear@0
|
1056
|
nuclear@0
|
1057 out = strtol10(szCurrent,szCurrentOut);
|
nuclear@0
|
1058 return true;
|
nuclear@0
|
1059 }
|
nuclear@0
|
1060
|
nuclear@0
|
1061 // ------------------------------------------------------------------------------------------------
|
nuclear@0
|
1062 // Parse a vertex
|
nuclear@0
|
1063 void SMDImporter::ParseVertex(const char* szCurrent,
|
nuclear@0
|
1064 const char** szCurrentOut, SMD::Vertex& vertex,
|
nuclear@0
|
1065 bool bVASection /*= false*/)
|
nuclear@0
|
1066 {
|
nuclear@0
|
1067 if (SkipSpaces(&szCurrent) && IsLineEnd(*szCurrent))
|
nuclear@0
|
1068 {
|
nuclear@0
|
1069 SkipSpacesAndLineEnd(szCurrent,&szCurrent);
|
nuclear@0
|
1070 return ParseVertex(szCurrent,szCurrentOut,vertex,bVASection);
|
nuclear@0
|
1071 }
|
nuclear@0
|
1072 if(!ParseSignedInt(szCurrent,&szCurrent,(int&)vertex.iParentNode))
|
nuclear@0
|
1073 {
|
nuclear@0
|
1074 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
|
nuclear@0
|
1075 SMDI_PARSE_RETURN;
|
nuclear@0
|
1076 }
|
nuclear@0
|
1077 if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.x))
|
nuclear@0
|
1078 {
|
nuclear@0
|
1079 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
|
nuclear@0
|
1080 SMDI_PARSE_RETURN;
|
nuclear@0
|
1081 }
|
nuclear@0
|
1082 if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.y))
|
nuclear@0
|
1083 {
|
nuclear@0
|
1084 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
|
nuclear@0
|
1085 SMDI_PARSE_RETURN;
|
nuclear@0
|
1086 }
|
nuclear@0
|
1087 if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.z))
|
nuclear@0
|
1088 {
|
nuclear@0
|
1089 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
|
nuclear@0
|
1090 SMDI_PARSE_RETURN;
|
nuclear@0
|
1091 }
|
nuclear@0
|
1092 if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.x))
|
nuclear@0
|
1093 {
|
nuclear@0
|
1094 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
|
nuclear@0
|
1095 SMDI_PARSE_RETURN;
|
nuclear@0
|
1096 }
|
nuclear@0
|
1097 if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.y))
|
nuclear@0
|
1098 {
|
nuclear@0
|
1099 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
|
nuclear@0
|
1100 SMDI_PARSE_RETURN;
|
nuclear@0
|
1101 }
|
nuclear@0
|
1102 if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.z))
|
nuclear@0
|
1103 {
|
nuclear@0
|
1104 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z");
|
nuclear@0
|
1105 SMDI_PARSE_RETURN;
|
nuclear@0
|
1106 }
|
nuclear@0
|
1107
|
nuclear@0
|
1108 if (bVASection)SMDI_PARSE_RETURN;
|
nuclear@0
|
1109
|
nuclear@0
|
1110 if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.x))
|
nuclear@0
|
1111 {
|
nuclear@0
|
1112 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
|
nuclear@0
|
1113 SMDI_PARSE_RETURN;
|
nuclear@0
|
1114 }
|
nuclear@0
|
1115 if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.y))
|
nuclear@0
|
1116 {
|
nuclear@0
|
1117 LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y");
|
nuclear@0
|
1118 SMDI_PARSE_RETURN;
|
nuclear@0
|
1119 }
|
nuclear@0
|
1120
|
nuclear@0
|
1121 // now read the number of bones affecting this vertex
|
nuclear@0
|
1122 // all elements from now are fully optional, we don't need them
|
nuclear@0
|
1123 unsigned int iSize = 0;
|
nuclear@0
|
1124 if(!ParseUnsignedInt(szCurrent,&szCurrent,iSize))SMDI_PARSE_RETURN;
|
nuclear@0
|
1125 vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));
|
nuclear@0
|
1126
|
nuclear@0
|
1127 for (std::vector<std::pair<unsigned int, float> >::iterator
|
nuclear@0
|
1128 i = vertex.aiBoneLinks.begin();
|
nuclear@0
|
1129 i != vertex.aiBoneLinks.end();++i)
|
nuclear@0
|
1130 {
|
nuclear@0
|
1131 if(!ParseUnsignedInt(szCurrent,&szCurrent,(*i).first))
|
nuclear@0
|
1132 SMDI_PARSE_RETURN;
|
nuclear@0
|
1133 if(!ParseFloat(szCurrent,&szCurrent,(*i).second))
|
nuclear@0
|
1134 SMDI_PARSE_RETURN;
|
nuclear@0
|
1135 }
|
nuclear@0
|
1136
|
nuclear@0
|
1137 // go to the beginning of the next line
|
nuclear@0
|
1138 SMDI_PARSE_RETURN;
|
nuclear@0
|
1139 }
|
nuclear@0
|
1140
|
nuclear@0
|
1141 #endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER
|