Coverage Report

Created: 2024-08-02 07:04

/src/assimp/code/AssetLib/SMD/SMDLoader.cpp
Line
Count
Source (jump to first uncovered line)
1
/*
2
---------------------------------------------------------------------------
3
Open Asset Import Library (assimp)
4
---------------------------------------------------------------------------
5
6
Copyright (c) 2006-2024, assimp team
7
8
All rights reserved.
9
10
Redistribution and use of this software in source and binary forms,
11
with or without modification, are permitted provided that the following
12
conditions are met:
13
14
* Redistributions of source code must retain the above
15
  copyright notice, this list of conditions and the
16
  following disclaimer.
17
18
* Redistributions in binary form must reproduce the above
19
  copyright notice, this list of conditions and the
20
  following disclaimer in the documentation and/or other
21
  materials provided with the distribution.
22
23
* Neither the name of the assimp team, nor the names of its
24
  contributors may be used to endorse or promote products
25
  derived from this software without specific prior
26
  written permission of the assimp team.
27
28
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
29
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
30
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
31
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
32
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
33
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
34
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
35
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
36
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
37
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
38
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
39
---------------------------------------------------------------------------
40
*/
41
42
/** @file  SMDLoader.cpp
43
 *  @brief Implementation of the SMD importer class
44
 */
45
46
47
#ifndef ASSIMP_BUILD_NO_SMD_IMPORTER
48
49
#include <assimp/fast_atof.h>
50
#include <assimp/SkeletonMeshBuilder.h>
51
#include <assimp/Importer.hpp>
52
#include <assimp/IOSystem.hpp>
53
#include <assimp/scene.h>
54
#include <assimp/DefaultLogger.hpp>
55
#include <assimp/importerdesc.h>
56
#include <memory>
57
#include <assimp/DefaultIOSystem.h>
58
#include <tuple>
59
60
// internal headers
61
#include "SMDLoader.h"
62
63
#ifndef _MSC_VER
64
344
#define strtok_s strtok_r
65
#endif
66
67
namespace Assimp {
68
69
static constexpr aiImporterDesc desc = {
70
    "Valve SMD Importer",
71
    "",
72
    "",
73
    "",
74
    aiImporterFlags_SupportTextFlavour,
75
    0,
76
    0,
77
    0,
78
    0,
79
    "smd vta"
80
};
81
82
// ------------------------------------------------------------------------------------------------
83
// Constructor to be privately used by Importer
84
SMDImporter::SMDImporter() :
85
        configFrameID(),
86
        mBuffer(),
87
        mEnd(nullptr),
88
        pScene(nullptr), 
89
        iFileSize( 0 ), 
90
        iSmallestFrame( INT_MAX ),
91
        dLengthOfAnim( 0.0 ),
92
        bHasUVs(false ),
93
33
        iLineNumber((unsigned int)-1)  {
94
    // empty
95
33
}
96
97
98
// ------------------------------------------------------------------------------------------------
99
// Returns whether the class can handle the format of the given file.
100
25
bool SMDImporter::CanRead( const std::string& filename, IOSystem* /*pIOHandler*/, bool) const {
101
25
    return SimpleExtensionCheck(filename, "smd", "vta");
102
25
}
103
104
// ------------------------------------------------------------------------------------------------
105
// Get a list of all supported file extensions
106
35
const aiImporterDesc* SMDImporter::GetInfo () const {
107
35
    return &desc;
108
35
}
109
110
// ------------------------------------------------------------------------------------------------
111
// Setup configuration properties
112
2
void SMDImporter::SetupProperties(const Importer* pImp) {
113
    // The
114
    // AI_CONFIG_IMPORT_SMD_KEYFRAME option overrides the
115
    // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
116
2
    configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_SMD_KEYFRAME,-1);
117
2
    if(static_cast<unsigned int>(-1) == configFrameID)  {
118
2
        configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
119
2
    }
120
121
2
    bLoadAnimationList = pImp->GetPropertyBool(AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST, true);
122
2
    noSkeletonMesh = pImp->GetPropertyBool(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, false);
123
2
}
124
125
// ------------------------------------------------------------------------------------------------
126
// Imports the given file into the given scene structure.
127
2
void SMDImporter::InternReadFile( const std::string& pFile, aiScene* scene, IOSystem* pIOHandler) {
128
2
    this->pScene = scene;
129
2
    ReadSmd(pFile, pIOHandler);
130
131
    // If there are no triangles it seems to be an animation SMD,
132
    // containing only the animation skeleton.
133
2
    if (asTriangles.empty()) {
134
2
        if (asBones.empty()) {
135
0
            throw DeadlyImportError("SMD: No triangles and no bones have "
136
0
                "been found in the file. This file seems to be invalid.");
137
0
        }
138
139
        // Set the flag in the scene structure which indicates
140
        // that there is nothing than an animation skeleton
141
2
        pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
142
2
    }
143
144
2
    if (!asBones.empty()) {
145
        // Check whether all bones have been initialized
146
2
        for (const auto &asBone : asBones) {
147
2
            if (!asBone.mName.length()) {
148
0
                ASSIMP_LOG_WARN("SMD: Not all bones have been initialized");
149
0
                break;
150
0
            }
151
2
        }
152
153
        // now fix invalid time values and make sure the animation starts at frame 0
154
2
        FixTimeValues();
155
2
    }
156
157
    // build output nodes (bones are added as empty dummy nodes)
158
2
    CreateOutputNodes();
159
160
2
    if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
161
        // create output meshes
162
0
        CreateOutputMeshes();
163
164
        // build an output material list
165
0
        CreateOutputMaterials();
166
167
        // use root node that renders all meshes
168
0
        pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
169
0
        pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
170
0
        for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
171
0
            pScene->mRootNode->mMeshes[i] = i;
172
0
        }
173
0
    }
174
175
    // build the output animation
176
2
    CreateOutputAnimations(pFile, pIOHandler);
177
178
2
    if ((pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) && !noSkeletonMesh) {
179
2
        SkeletonMeshBuilder skeleton(pScene);
180
2
    }
181
2
}
182
183
// ------------------------------------------------------------------------------------------------
184
// Write an error message with line number to the log file
185
0
void SMDImporter::LogErrorNoThrow(const char* msg) {
186
0
    const size_t _BufferSize = 1024;
187
0
    char szTemp[_BufferSize];
188
0
    ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg);
189
0
    DefaultLogger::get()->error(szTemp);
190
0
}
191
192
// ------------------------------------------------------------------------------------------------
193
// Write a warning with line number to the log file
194
116
void SMDImporter::LogWarning(const char* msg) {
195
116
    const size_t _BufferSize = 1024;
196
116
    char szTemp[_BufferSize];
197
116
    ai_assert(strlen(msg) < 1000);
198
116
    ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg);
199
116
    ASSIMP_LOG_WARN(szTemp);
200
116
}
201
202
// ------------------------------------------------------------------------------------------------
203
// Fix invalid time values in the file
204
116
void SMDImporter::FixTimeValues() {
205
116
    double dDelta = (double)iSmallestFrame;
206
116
    double dMax = 0.0f;
207
116
    for (auto &asBone : asBones) {
208
116
        for (auto &asKey : asBone.sAnim.asKeys) {
209
0
            asKey.dTime -= dDelta;
210
0
            dMax = std::max(dMax, asKey.dTime);
211
0
        }
212
116
    }
213
116
    dLengthOfAnim = dMax;
214
116
}
215
216
// ------------------------------------------------------------------------------------------------
217
// create output meshes
218
0
void SMDImporter::CreateOutputMeshes() {
219
0
    if (aszTextures.empty()) {
220
0
        aszTextures.emplace_back();
221
0
    }
222
223
    // we need to sort all faces by their material index
224
    // in opposition to other loaders we can be sure that each
225
    // material is at least used once.
226
0
    pScene->mNumMeshes = (unsigned int) aszTextures.size();
227
0
    pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
228
229
0
    typedef std::vector<unsigned int> FaceList;
230
0
    std::unique_ptr<FaceList[]> aaiFaces(new FaceList[pScene->mNumMeshes]);
231
232
    // approximate the space that will be required
233
0
    unsigned int iNum = (unsigned int)asTriangles.size() / pScene->mNumMeshes;
234
0
    iNum += iNum >> 1;
235
0
    for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
236
0
        aaiFaces[i].reserve(iNum);
237
0
    }
238
239
    // collect all faces
240
0
    iNum = 0;
241
0
    for (const auto &asTriangle : asTriangles) {
242
0
        if (asTriangle.iTexture >= aszTextures.size()) {
243
0
            ASSIMP_LOG_INFO("[SMD/VTA] Material index overflow in face");
244
0
            aaiFaces[asTriangle.iTexture].push_back((unsigned int)aszTextures.size()-1);
245
0
        } else {
246
0
            aaiFaces[asTriangle.iTexture].push_back(iNum);
247
0
        }
248
0
        ++iNum;
249
0
    }
250
251
    // now create the output meshes
252
0
    for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
253
0
        aiMesh*& pcMesh = pScene->mMeshes[i] = new aiMesh();
254
0
        ai_assert(!aaiFaces[i].empty()); // should not be empty ...
255
256
0
        pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
257
0
        pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
258
0
        pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
259
0
        pcMesh->mMaterialIndex = i;
260
261
        // storage for bones
262
0
        typedef std::pair<unsigned int,float> TempWeightListEntry;
263
0
        typedef std::vector< TempWeightListEntry > TempBoneWeightList;
264
265
0
        std::unique_ptr<TempBoneWeightList[]> aaiBones(new TempBoneWeightList[asBones.size()]());
266
267
        // try to reserve enough memory without wasting too much
268
0
        for (unsigned int iBone = 0; iBone < asBones.size();++iBone) {
269
0
            aaiBones[iBone].reserve(pcMesh->mNumVertices/asBones.size());
270
0
        }
271
272
        // allocate storage
273
0
        pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
274
0
        aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
275
0
        aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
276
277
0
        aiVector3D* pcUVs = nullptr;
278
0
        if (bHasUVs) {
279
0
            pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
280
0
            pcMesh->mNumUVComponents[0] = 2;
281
0
        }
282
283
0
        iNum = 0;
284
0
        for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
285
0
            pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
286
0
            pcMesh->mFaces[iFace].mNumIndices = 3;
287
288
            // fill the vertices
289
0
            unsigned int iSrcFace = aaiFaces[i][iFace];
290
0
            SMD::Face& face = asTriangles[iSrcFace];
291
292
0
            *pcVerts++ = face.avVertices[0].pos;
293
0
            *pcVerts++ = face.avVertices[1].pos;
294
0
            *pcVerts++ = face.avVertices[2].pos;
295
296
            // fill the normals
297
0
            *pcNormals++ = face.avVertices[0].nor;
298
0
            *pcNormals++ = face.avVertices[1].nor;
299
0
            *pcNormals++ = face.avVertices[2].nor;
300
301
            // fill the texture coordinates
302
0
            if (pcUVs) {
303
0
                *pcUVs++ = face.avVertices[0].uv;
304
0
                *pcUVs++ = face.avVertices[1].uv;
305
0
                *pcUVs++ = face.avVertices[2].uv;
306
0
            }
307
308
0
            for (unsigned int iVert = 0; iVert < 3;++iVert) {
309
0
                float fSum = 0.0f;
310
0
                for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)  {
311
0
                    TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
312
313
                    // FIX: The second check is here just to make sure we won't
314
                    // assign more than one weight to a single vertex index
315
0
                    if (pairval.first >= asBones.size() || pairval.first == face.avVertices[iVert].iParentNode) {
316
0
                        ASSIMP_LOG_ERROR("[SMD/VTA] Bone index overflow. "
317
0
                            "The bone index will be ignored, the weight will be assigned "
318
0
                            "to the vertex' parent node");
319
0
                        continue;
320
0
                    }
321
0
                    aaiBones[pairval.first].emplace_back(iNum,pairval.second);
322
0
                    fSum += pairval.second;
323
0
                }
324
                // ******************************************************************
325
                // If the sum of all vertex weights is not 1.0 we must assign
326
                // the rest to the vertex' parent node. Well, at least the doc says
327
                // we should ...
328
                // FIX: We use 0.975 as limit, floating-point inaccuracies seem to
329
                // be very strong in some SMD exporters. Furthermore it is possible
330
                // that the parent of a vertex is 0xffffffff (if the corresponding
331
                // entry in the file was unreadable)
332
                // ******************************************************************
333
0
                if (fSum < 0.975f && face.avVertices[iVert].iParentNode != UINT_MAX) {
334
0
                    if (face.avVertices[iVert].iParentNode >= asBones.size()) {
335
0
                        ASSIMP_LOG_ERROR("[SMD/VTA] Bone index overflow. "
336
0
                            "The index of the vertex parent bone is invalid. "
337
0
                            "The remaining weights will be normalized to 1.0");
338
339
0
                        if (fSum) {
340
0
                            fSum = 1 / fSum;
341
0
                            for (auto &pairval : face.avVertices[iVert].aiBoneLinks) {
342
0
                                if (pairval.first >= asBones.size()) {
343
0
                                    continue;
344
0
                                }
345
0
                                aaiBones[pairval.first].back().second *= fSum;
346
0
                            }
347
0
                        }
348
0
                    } else {
349
0
                        aaiBones[face.avVertices[iVert].iParentNode].emplace_back(iNum,1.0f-fSum);
350
0
                    }
351
0
                }
352
0
                pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
353
0
            }
354
0
        }
355
356
        // now build all bones of the mesh
357
0
        iNum = 0;
358
0
        for (unsigned int iBone = 0; iBone < asBones.size();++iBone) {
359
0
            if (!aaiBones[iBone].empty())++iNum;
360
0
        }
361
362
0
        if (iNum) {
363
0
            pcMesh->mNumBones = iNum;
364
0
            pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
365
0
            iNum = 0;
366
0
            for (unsigned int iBone = 0; iBone < asBones.size();++iBone) {
367
0
                if (aaiBones[iBone].empty()) {
368
0
                    continue;
369
0
                }
370
0
                aiBone*& bone = pcMesh->mBones[iNum] = new aiBone();
371
372
0
                bone->mNumWeights = (unsigned int)aaiBones[iBone].size();
373
0
                bone->mWeights = new aiVertexWeight[bone->mNumWeights];
374
0
                bone->mOffsetMatrix = asBones[iBone].mOffsetMatrix;
375
0
                bone->mName.Set( asBones[iBone].mName );
376
377
0
                asBones[iBone].bIsUsed = true;
378
379
0
                for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight) {
380
0
                    bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first;
381
0
                    bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second;
382
0
                }
383
0
                ++iNum;
384
0
            }
385
0
        }
386
0
    }
387
0
}
388
389
// ------------------------------------------------------------------------------------------------
390
// add bone child nodes
391
2
void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent) {
392
2
    ai_assert( nullptr != pcNode );
393
2
    ai_assert( 0 == pcNode->mNumChildren );
394
2
    ai_assert( nullptr == pcNode->mChildren);
395
396
    // first count ...
397
2
    for (auto &bone : asBones) {
398
2
        if (bone.iParent == iParent) {
399
0
            ++pcNode->mNumChildren;
400
0
        }
401
2
    }
402
403
    // now allocate the output array
404
2
    pcNode->mChildren = new aiNode*[pcNode->mNumChildren];
405
406
    // and fill all subnodes
407
2
    unsigned int qq( 0 );
408
4
    for (unsigned int i = 0; i < asBones.size();++i) {
409
2
        SMD::Bone& bone = asBones[i];
410
2
        if (bone.iParent != iParent) {
411
2
            continue;
412
2
        }
413
414
0
        aiNode* pc = pcNode->mChildren[qq++] = new aiNode();
415
0
        pc->mName.Set(bone.mName);
416
417
        // store the local transformation matrix of the bind pose
418
0
        if (bone.sAnim.asKeys.size()) {
419
0
            pc->mTransformation = bone.sAnim.asKeys[0].matrix;
420
0
        }
421
422
0
        if (bone.iParent == static_cast<uint32_t>(-1)) {
423
0
            bone.mOffsetMatrix = pc->mTransformation;
424
0
        } else {
425
0
            bone.mOffsetMatrix = asBones[bone.iParent].mOffsetMatrix * pc->mTransformation;
426
0
        }
427
428
0
        pc->mParent = pcNode;
429
430
        // add children to this node, too
431
0
        AddBoneChildren(pc,i);
432
0
    }
433
2
}
434
435
// ------------------------------------------------------------------------------------------------
436
// create output nodes
437
2
void SMDImporter::CreateOutputNodes() {
438
2
    pScene->mRootNode = new aiNode();
439
440
    // now add all bones as dummy sub nodes to the graph
441
2
    AddBoneChildren(pScene->mRootNode,(uint32_t)-1);
442
2
    for (auto &bone : asBones) {
443
2
        bone.mOffsetMatrix.Inverse();
444
2
    }
445
446
    // if we have only one bone we can even remove the root node
447
2
    if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE && 1 == pScene->mRootNode->mNumChildren) {
448
0
        aiNode* pcOldRoot = pScene->mRootNode;
449
0
        pScene->mRootNode = pcOldRoot->mChildren[0];
450
0
        pcOldRoot->mChildren[0] = nullptr;
451
0
        delete pcOldRoot;
452
453
0
        pScene->mRootNode->mParent = nullptr;
454
0
    }
455
2
    else
456
2
    {
457
2
        ::strcpy(pScene->mRootNode->mName.data, "<SMD_root>");
458
2
        pScene->mRootNode->mName.length = 10;
459
2
    }
460
2
}
461
462
// ------------------------------------------------------------------------------------------------
463
// create output animations
464
2
void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler) {
465
2
    std::vector<std::tuple<std::string, std::string>> animFileList;
466
467
2
    if (bLoadAnimationList) {
468
2
        GetAnimationFileList(pFile, pIOHandler, animFileList);
469
2
    }
470
2
    int animCount = static_cast<int>( animFileList.size() + 1u );
471
2
    pScene->mNumAnimations = 1;
472
2
    pScene->mAnimations = new aiAnimation*[animCount];
473
2
    memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount);
474
2
    CreateOutputAnimation(0, "");
475
476
114
    for (auto &animFile : animFileList) {
477
114
        ReadSmd(std::get<1>(animFile), pIOHandler);
478
114
        if (asBones.empty()) {
479
0
            continue;
480
0
        }
481
482
114
        FixTimeValues();
483
114
        CreateOutputAnimation(pScene->mNumAnimations++, std::get<0>(animFile));
484
114
    }
485
2
}
486
487
116
void SMDImporter::CreateOutputAnimation(int index, const std::string &name) {
488
116
    aiAnimation*& anim = pScene->mAnimations[index] = new aiAnimation();
489
490
116
    if (name.length()) {
491
114
        anim->mName.Set(name.c_str());
492
114
    }
493
116
    anim->mDuration = dLengthOfAnim;
494
116
    anim->mNumChannels = static_cast<unsigned int>( asBones.size() );
495
116
    anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
496
497
116
    aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
498
499
    // now build valid keys
500
116
    unsigned int a = 0;
501
116
    for (const auto &asBone : asBones) {
502
116
        aiNodeAnim* p = pp[a] = new aiNodeAnim();
503
504
        // copy the name of the bone
505
116
        p->mNodeName.Set(asBone.mName);
506
507
116
        p->mNumRotationKeys = (unsigned int)asBone.sAnim.asKeys.size();
508
116
        if (p->mNumRotationKeys){
509
0
            p->mNumPositionKeys = p->mNumRotationKeys;
510
0
            aiVectorKey* pVecKeys = p->mPositionKeys = new aiVectorKey[p->mNumRotationKeys];
511
0
            aiQuatKey* pRotKeys = p->mRotationKeys = new aiQuatKey[p->mNumRotationKeys];
512
513
0
            for (const auto &asKey : asBone.sAnim.asKeys) {
514
0
                pRotKeys->mTime = pVecKeys->mTime = asKey.dTime;
515
516
                // compute the rotation quaternion from the euler angles
517
                // aiQuaternion: The order of the parameters is yzx?
518
0
                pRotKeys->mValue = aiQuaternion(asKey.vRot.y, asKey.vRot.z, asKey.vRot.x);
519
0
                pVecKeys->mValue = asKey.vPos;
520
521
0
                ++pVecKeys; ++pRotKeys;
522
0
            }
523
0
        }
524
116
        ++a;
525
526
        // there are no scaling keys ...
527
116
    }
528
116
}
529
530
2
void SMDImporter::GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList) {
531
2
    auto base = DefaultIOSystem::absolutePath(pFile);
532
2
    auto name = DefaultIOSystem::completeBaseName(pFile);
533
2
    auto path = base + "/" + name + "_animation.txt";
534
535
2
    std::unique_ptr<IOStream> file(pIOHandler->Open(path.c_str(), "rb"));
536
2
    if (file == nullptr) {
537
0
        return;
538
0
    }
539
540
    // Allocate storage and copy the contents of the file to a memory buffer
541
2
    std::vector<char> buf;
542
2
    size_t fileSize = file->FileSize();
543
2
    buf.resize(fileSize + 1);
544
2
    TextFileToBuffer(file.get(), buf);
545
546
    /*
547
        *_animation.txt format:
548
        name path
549
        idle idle.smd
550
        jump anim/jump.smd
551
        walk.smd
552
        ...
553
    */
554
2
    std::string animName, animPath;
555
2
    char *tok1, *tok2;
556
2
    char *context1, *context2;
557
558
2
    tok1 = strtok_s(&buf[0], "\r\n", &context1);
559
116
    while (tok1 != nullptr) {
560
114
        tok2 = strtok_s(tok1, " \t", &context2);
561
114
        if (tok2) {
562
114
            char *p = tok2;
563
114
            tok2 = strtok_s(nullptr, " \t", &context2);
564
114
            if (tok2) {
565
56
                animPath = tok2;
566
56
                animName = p;
567
58
            } else  {
568
                // No name
569
58
                animPath = p;
570
58
                animName = DefaultIOSystem::completeBaseName(animPath);
571
58
            }
572
114
            outList.emplace_back(animName, base + "/" + animPath);
573
114
        }
574
114
        tok1 = strtok_s(nullptr, "\r\n", &context1);
575
114
    }
576
2
}
577
578
// ------------------------------------------------------------------------------------------------
579
// create output materials
580
0
void SMDImporter::CreateOutputMaterials() {
581
0
    ai_assert( nullptr != pScene );
582
583
0
    pScene->mNumMaterials = (unsigned int)aszTextures.size();
584
0
    pScene->mMaterials = new aiMaterial*[std::max(1u, pScene->mNumMaterials)];
585
586
0
    for (unsigned int iMat = 0; iMat < pScene->mNumMaterials; ++iMat) {
587
0
        aiMaterial* pcMat = new aiMaterial();
588
0
        ai_assert( nullptr != pcMat );
589
0
        pScene->mMaterials[iMat] = pcMat;
590
591
0
        aiString szName;
592
0
        szName.length = static_cast<ai_uint32>(ai_snprintf(szName.data, AI_MAXLEN, "Texture_%u", iMat));
593
0
        pcMat->AddProperty(&szName,AI_MATKEY_NAME);
594
595
0
        if (aszTextures[iMat].length())
596
0
        {
597
0
            ::strncpy(szName.data, aszTextures[iMat].c_str(), AI_MAXLEN - 1);
598
0
            szName.length = static_cast<ai_uint32>( aszTextures[iMat].length() );
599
0
            pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
600
0
        }
601
0
    }
602
603
    // create a default material if necessary
604
0
    if (0 == pScene->mNumMaterials) {
605
0
        pScene->mNumMaterials = 1;
606
607
0
        aiMaterial* pcHelper = new aiMaterial();
608
0
        pScene->mMaterials[0] = pcHelper;
609
610
0
        int iMode = static_cast<int>(aiShadingMode_Gouraud);
611
0
        pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
612
613
0
        aiColor3D clr;
614
0
        clr.b = clr.g = clr.r = 0.7f;
615
0
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
616
0
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
617
618
0
        clr.b = clr.g = clr.r = 0.05f;
619
0
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
620
621
0
        aiString szName;
622
0
        szName.Set(AI_DEFAULT_MATERIAL_NAME);
623
0
        pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
624
0
    }
625
0
}
626
627
// ------------------------------------------------------------------------------------------------
628
// Parse the file
629
116
void SMDImporter::ParseFile() {
630
116
    const char* szCurrent = &mBuffer[0];
631
632
    // read line per line ...
633
6.49k
    for ( ;; ) {
634
6.49k
        if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent, mEnd)) {
635
116
            break;
636
116
        }
637
638
        // "version <n> \n", <n> should be 1 for hl and hl2 SMD files
639
6.38k
        if (TokenMatch(szCurrent,"version",7)) {
640
0
            if(!SkipSpaces(szCurrent,&szCurrent, mEnd)) break;
641
0
            if (1 != strtoul10(szCurrent,&szCurrent)) {
642
0
                ASSIMP_LOG_WARN("SMD.version is not 1. This "
643
0
                    "file format is not known. Continuing happily ...");
644
0
            }
645
0
            continue;
646
0
        }
647
        // "nodes\n" - Starts the node section
648
6.38k
        if (TokenMatch(szCurrent,"nodes",5)) {
649
116
            ParseNodesSection(szCurrent, &szCurrent, mEnd);
650
116
            continue;
651
116
        }
652
        // "triangles\n" - Starts the triangle section
653
6.26k
        if (TokenMatch(szCurrent,"triangles",9)) {
654
0
            ParseTrianglesSection(szCurrent, &szCurrent, mEnd);
655
0
            continue;
656
0
        }
657
        // "vertexanimation\n" - Starts the vertex animation section
658
6.26k
        if (TokenMatch(szCurrent,"vertexanimation",15)) {
659
0
            bHasUVs = false;
660
0
            ParseVASection(szCurrent, &szCurrent, mEnd);
661
0
            continue;
662
0
        }
663
        // "skeleton\n" - Starts the skeleton section
664
6.26k
        if (TokenMatch(szCurrent,"skeleton",8)) {
665
0
            ParseSkeletonSection(szCurrent, &szCurrent, mEnd);
666
0
            continue;
667
0
        }
668
6.26k
        SkipLine(szCurrent, &szCurrent, mEnd);
669
6.26k
    }
670
116
}
671
672
116
void SMDImporter::ReadSmd(const std::string &pFile, IOSystem* pIOHandler) {
673
116
    std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
674
675
    // Check whether we can read from the file
676
116
    if (file == nullptr) {
677
0
        throw DeadlyImportError("Failed to open SMD/VTA file ", pFile, ".");
678
0
    }
679
680
116
    iFileSize = (unsigned int)file->FileSize();
681
682
    // Allocate storage and copy the contents of the file to a memory buffer
683
116
    mBuffer.resize(iFileSize + 1);
684
116
    TextFileToBuffer(file.get(), mBuffer);
685
116
    mEnd = &mBuffer[mBuffer.size() - 1] + 1;
686
687
116
    iSmallestFrame = INT_MAX;
688
116
    bHasUVs = true;
689
116
    iLineNumber = 1;
690
691
    // Reserve enough space for ... hm ... 10 textures
692
116
    aszTextures.reserve(10);
693
694
    // Reserve enough space for ... hm ... 1000 triangles
695
116
    asTriangles.reserve(1000);
696
697
    // Reserve enough space for ... hm ... 20 bones
698
116
    asBones.reserve(20);
699
700
116
    aszTextures.clear();
701
116
    asTriangles.clear();
702
116
    asBones.clear();
703
704
    // parse the file ...
705
116
    ParseFile();
706
116
}
707
708
// ------------------------------------------------------------------------------------------------
709
0
unsigned int SMDImporter::GetTextureIndex(const std::string& filename) {
710
0
    unsigned int iIndex = 0;
711
0
    for (std::vector<std::string>::const_iterator
712
0
            i =  aszTextures.begin();
713
0
            i != aszTextures.end();++i,++iIndex) {
714
        // case-insensitive ... it's a path
715
0
        if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str())) {
716
0
            return iIndex;
717
0
        }
718
0
    }
719
0
    iIndex = (unsigned int)aszTextures.size();
720
0
    aszTextures.push_back(filename);
721
0
    return iIndex;
722
0
}
723
724
// ------------------------------------------------------------------------------------------------
725
// Parse the nodes section of the file
726
116
void SMDImporter::ParseNodesSection(const char* szCurrent, const char** szCurrentOut, const char *end) {
727
232
    for ( ;; ) {
728
        // "end\n" - Ends the nodes section
729
232
        if (0 == ASSIMP_strincmp(szCurrent, "end", 3) && IsSpaceOrNewLine(*(szCurrent+3))) {
730
116
            szCurrent += 4;
731
116
            break;
732
116
        }
733
116
        ParseNodeInfo(szCurrent,&szCurrent, end);
734
116
    }
735
116
    SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
736
116
    *szCurrentOut = szCurrent;
737
116
}
738
739
// ------------------------------------------------------------------------------------------------
740
// Parse the triangles section of the file
741
0
void SMDImporter::ParseTrianglesSection(const char *szCurrent, const char **szCurrentOut, const char *end) {
742
    // Parse a triangle, parse another triangle, parse the next triangle ...
743
    // and so on until we reach a token that looks quite similar to "end"
744
0
    for ( ;; ) {
745
0
        if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
746
0
            break;
747
0
        }
748
749
        // "end\n" - Ends the triangles section
750
0
        if (TokenMatch(szCurrent,"end",3)) {
751
0
            break;
752
0
        }
753
0
        ParseTriangle(szCurrent,&szCurrent, end);
754
0
    }
755
0
    SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
756
0
    *szCurrentOut = szCurrent;
757
0
}
758
// ------------------------------------------------------------------------------------------------
759
// Parse the vertex animation section of the file
760
0
void SMDImporter::ParseVASection(const char *szCurrent, const char **szCurrentOut, const char *end) {
761
0
    unsigned int iCurIndex = 0;
762
0
    for ( ;; ) {
763
0
        if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
764
0
            break;
765
0
        }
766
767
        // "end\n" - Ends the "vertexanimation" section
768
0
        if (TokenMatch(szCurrent,"end",3)) {
769
0
            break;
770
0
        }
771
772
        // "time <n>\n"
773
0
        if (TokenMatch(szCurrent,"time",4)) {
774
            // NOTE: The doc says that time values COULD be negative ...
775
            // NOTE2: this is the shape key -> valve docs
776
0
            int iTime = 0;
777
0
            if (!ParseSignedInt(szCurrent, &szCurrent, end, iTime) || configFrameID != (unsigned int)iTime) {
778
0
                break;
779
0
            }
780
0
            SkipLine(szCurrent,&szCurrent, end);
781
0
        } else {
782
0
            if(0 == iCurIndex) {
783
0
                asTriangles.emplace_back();
784
0
            }
785
0
            if (++iCurIndex == 3) {
786
0
                iCurIndex = 0;
787
0
            }
788
0
            ParseVertex(szCurrent,&szCurrent, end, asTriangles.back().avVertices[iCurIndex],true);
789
0
        }
790
0
    }
791
792
0
    if (iCurIndex != 2 && !asTriangles.empty()) {
793
        // we want to no degenerates, so throw this triangle away
794
0
        asTriangles.pop_back();
795
0
    }
796
797
0
    SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
798
0
    *szCurrentOut = szCurrent;
799
0
}
800
801
// ------------------------------------------------------------------------------------------------
802
// Parse the skeleton section of the file
803
0
void SMDImporter::ParseSkeletonSection(const char *szCurrent, const char **szCurrentOut, const char *end) {
804
0
    int iTime = 0;
805
0
    for ( ;; ) {
806
0
        if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
807
0
            break;
808
0
        }
809
810
        // "end\n" - Ends the skeleton section
811
0
        if (TokenMatch(szCurrent,"end",3)) {
812
0
            break;
813
0
        } else if (TokenMatch(szCurrent,"time",4)) {
814
            // "time <n>\n" - Specifies the current animation frame
815
0
            if (!ParseSignedInt(szCurrent, &szCurrent, end, iTime)) {
816
0
                break;
817
0
            }
818
819
0
            iSmallestFrame = std::min(iSmallestFrame,iTime);
820
0
            SkipLine(szCurrent, &szCurrent, end);
821
0
        } else {
822
0
            ParseSkeletonElement(szCurrent, &szCurrent, end, iTime);
823
0
        }
824
0
    }
825
0
    *szCurrentOut = szCurrent;
826
0
}
827
828
// ------------------------------------------------------------------------------------------------
829
116
#define SMDI_PARSE_RETURN { \
830
116
    SkipLine(szCurrent,&szCurrent, end); \
831
116
    *szCurrentOut = szCurrent; \
832
116
    return; \
833
116
}
834
// ------------------------------------------------------------------------------------------------
835
// Parse a node line
836
116
void SMDImporter::ParseNodeInfo(const char *szCurrent, const char **szCurrentOut, const char *end) {
837
116
    unsigned int iBone  = 0;
838
116
    SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
839
116
    if ( !ParseUnsignedInt(szCurrent, &szCurrent, end, iBone) || !SkipSpaces(szCurrent,&szCurrent, end)) {
840
0
        throw DeadlyImportError("Unexpected EOF/EOL while parsing bone index");
841
0
    }
842
116
    if (iBone == UINT_MAX) {
843
0
        LogErrorNoThrow("Invalid bone number while parsing bone index");
844
0
        SMDI_PARSE_RETURN;
845
0
    }
846
    // add our bone to the list
847
116
    if (iBone >= asBones.size()) {
848
116
        asBones.resize(iBone+1);
849
116
    }
850
116
    SMD::Bone& bone = asBones[iBone];
851
852
116
    bool bQuota = true;
853
116
    if ('\"' != *szCurrent) {
854
116
        LogWarning("Bone name is expected to be enclosed in "
855
116
            "double quotation marks. ");
856
116
        bQuota = false;
857
116
    } else {
858
0
        ++szCurrent;
859
0
    }
860
861
116
    const char* szEnd = szCurrent;
862
1.27k
    for ( ;; ) {
863
1.27k
        if (bQuota && '\"' == *szEnd) {
864
0
            iBone = (unsigned int)(szEnd - szCurrent);
865
0
            ++szEnd;
866
0
            break;
867
1.27k
        } else if (!bQuota && IsSpaceOrNewLine(*szEnd)) {
868
116
            iBone = (unsigned int)(szEnd - szCurrent);
869
116
            break;
870
1.16k
        } else if (!(*szEnd)) {
871
0
            LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name");
872
0
            SMDI_PARSE_RETURN;
873
0
        }
874
1.16k
        ++szEnd;
875
1.16k
    }
876
116
    bone.mName = std::string(szCurrent,iBone);
877
116
    szCurrent = szEnd;
878
879
    // the only negative bone parent index that could occur is -1 AFAIK
880
116
    if(!ParseSignedInt(szCurrent, &szCurrent, end, (int&)bone.iParent))  {
881
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1");
882
0
        SMDI_PARSE_RETURN;
883
0
    }
884
885
    // go to the beginning of the next line
886
116
    SMDI_PARSE_RETURN;
887
0
}
888
889
// ------------------------------------------------------------------------------------------------
890
// Parse a skeleton element
891
0
void SMDImporter::ParseSkeletonElement(const char *szCurrent, const char **szCurrentOut, const char *end, int iTime) {
892
0
    aiVector3D vPos;
893
0
    aiVector3D vRot;
894
895
0
    unsigned int iBone  = 0;
896
0
    if (!ParseUnsignedInt(szCurrent, &szCurrent, end, iBone)) {
897
0
        ASSIMP_LOG_ERROR("Unexpected EOF/EOL while parsing bone index");
898
0
        SMDI_PARSE_RETURN;
899
0
    }
900
0
    if (iBone >= asBones.size()) {
901
0
        LogErrorNoThrow("Bone index in skeleton section is out of range");
902
0
        SMDI_PARSE_RETURN;
903
0
    }
904
0
    SMD::Bone& bone = asBones[iBone];
905
906
0
    bone.sAnim.asKeys.emplace_back();
907
0
    SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();
908
909
0
    key.dTime = (double)iTime;
910
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.x)) {
911
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
912
0
        SMDI_PARSE_RETURN;
913
0
    }
914
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.y)) {
915
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
916
0
        SMDI_PARSE_RETURN;
917
0
    }
918
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.z)) {
919
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
920
0
        SMDI_PARSE_RETURN;
921
0
    }
922
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.x)) {
923
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
924
0
        SMDI_PARSE_RETURN;
925
0
    }
926
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.y)) {
927
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
928
0
        SMDI_PARSE_RETURN;
929
0
    }
930
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.z)) {
931
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z");
932
0
        SMDI_PARSE_RETURN;
933
0
    }
934
    // build the transformation matrix of the key
935
0
    key.matrix.FromEulerAnglesXYZ(vRot.x,vRot.y,vRot.z); {
936
0
        aiMatrix4x4 mTemp;
937
0
        mTemp.a4 = vPos.x;
938
0
        mTemp.b4 = vPos.y;
939
0
        mTemp.c4 = vPos.z;
940
0
        key.matrix = mTemp * key.matrix;
941
0
    }
942
0
    key.vPos = vPos;
943
0
    key.vRot = vRot;
944
    // go to the beginning of the next line
945
0
    SMDI_PARSE_RETURN;
946
0
}
947
948
// ------------------------------------------------------------------------------------------------
949
// Parse a triangle
950
0
void SMDImporter::ParseTriangle(const char *szCurrent, const char **szCurrentOut, const char *end) {
951
0
    asTriangles.emplace_back();
952
0
    SMD::Face& face = asTriangles.back();
953
954
0
    if(!SkipSpaces(szCurrent, &szCurrent, end)) {
955
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle");
956
0
        return;
957
0
    }
958
959
    // read the texture file name
960
0
    const char* szLast = szCurrent;
961
0
    while (!IsSpaceOrNewLine(*++szCurrent));
962
963
    // ... and get the index that belongs to this file name
964
0
    face.iTexture = GetTextureIndex(std::string(szLast,(uintptr_t)szCurrent-(uintptr_t)szLast));
965
966
0
    SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
967
968
    // load three vertices
969
0
    for (auto &avVertex : face.avVertices) {
970
0
        ParseVertex(szCurrent, &szCurrent, end, avVertex);
971
0
    }
972
0
    *szCurrentOut = szCurrent;
973
0
}
974
975
// ------------------------------------------------------------------------------------------------
976
// Parse a float
977
0
bool SMDImporter::ParseFloat(const char *szCurrent, const char **szCurrentOut, const char *end, float &out) {
978
0
    if (!SkipSpaces(&szCurrent, end)) {
979
0
        return false;
980
0
    }
981
982
0
    *szCurrentOut = fast_atoreal_move<float>(szCurrent,out);
983
0
    return true;
984
0
}
985
986
// ------------------------------------------------------------------------------------------------
987
// Parse an unsigned int
988
116
bool SMDImporter::ParseUnsignedInt(const char *szCurrent, const char **szCurrentOut, const char *end, unsigned int &out) {
989
116
    if(!SkipSpaces(&szCurrent, end)) {
990
0
        return false;
991
0
    }
992
993
116
    out = strtoul10(szCurrent,szCurrentOut);
994
116
    return true;
995
116
}
996
997
// ------------------------------------------------------------------------------------------------
998
// Parse a signed int
999
116
bool SMDImporter::ParseSignedInt(const char *szCurrent, const char **szCurrentOut, const char *end, int &out) {
1000
116
    if(!SkipSpaces(&szCurrent, end)) {
1001
0
        return false;
1002
0
    }
1003
1004
116
    out = strtol10(szCurrent,szCurrentOut);
1005
116
    return true;
1006
116
}
1007
1008
// ------------------------------------------------------------------------------------------------
1009
// Parse a vertex
1010
void SMDImporter::ParseVertex(const char* szCurrent,
1011
        const char **szCurrentOut, const char *end, SMD::Vertex &vertex,
1012
0
        bool bVASection /*= false*/) {
1013
0
    if (SkipSpaces(&szCurrent, end) && IsLineEnd(*szCurrent)) {
1014
0
        SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
1015
0
        return ParseVertex(szCurrent, szCurrentOut, end, vertex, bVASection);
1016
0
    }
1017
0
    if(!ParseSignedInt(szCurrent, &szCurrent, end, (int&)vertex.iParentNode)) {
1018
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
1019
0
        SMDI_PARSE_RETURN;
1020
0
    }
1021
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.x)) {
1022
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
1023
0
        SMDI_PARSE_RETURN;
1024
0
    }
1025
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.y)) {
1026
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
1027
0
        SMDI_PARSE_RETURN;
1028
0
    }
1029
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.z)) {
1030
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
1031
0
        SMDI_PARSE_RETURN;
1032
0
    }
1033
0
    if(!ParseFloat(szCurrent,&szCurrent,end, (float&)vertex.nor.x)) {
1034
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
1035
0
        SMDI_PARSE_RETURN;
1036
0
    }
1037
0
    if(!ParseFloat(szCurrent,&szCurrent, end, (float&)vertex.nor.y)) {
1038
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
1039
0
        SMDI_PARSE_RETURN;
1040
0
    }
1041
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.nor.z)) {
1042
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z");
1043
0
        SMDI_PARSE_RETURN;
1044
0
    }
1045
1046
0
    if (bVASection) {
1047
0
        SMDI_PARSE_RETURN;
1048
0
    }
1049
1050
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.uv.x)) {
1051
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
1052
0
        SMDI_PARSE_RETURN;
1053
0
    }
1054
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.uv.y)) {
1055
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y");
1056
0
        SMDI_PARSE_RETURN;
1057
0
    }
1058
1059
    // now read the number of bones affecting this vertex
1060
    // all elements from now are fully optional, we don't need them
1061
0
    unsigned int iSize = 0;
1062
0
    if(!ParseUnsignedInt(szCurrent, &szCurrent, end, iSize)) {
1063
0
        SMDI_PARSE_RETURN;
1064
0
    }
1065
0
    vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));
1066
1067
0
    for (auto &aiBoneLink : vertex.aiBoneLinks) {
1068
0
        if(!ParseUnsignedInt(szCurrent, &szCurrent, end, aiBoneLink.first)) {
1069
0
            SMDI_PARSE_RETURN;
1070
0
        }
1071
0
        if(!ParseFloat(szCurrent, &szCurrent, end, aiBoneLink.second)) {
1072
0
            SMDI_PARSE_RETURN;
1073
0
        }
1074
0
    }
1075
1076
    // go to the beginning of the next line
1077
0
    SMDI_PARSE_RETURN;
1078
0
}
1079
1080
} // namespace Assimp
1081
1082
#endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER