Coverage Report

Created: 2025-08-26 06:41

/src/assimp/code/AssetLib/SMD/SMDLoader.cpp
Line
Count
Source (jump to first uncovered line)
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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  copyright notice, this list of conditions and the
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  following disclaimer.
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* Redistributions in binary form must reproduce the above
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  copyright notice, this list of conditions and the
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  following disclaimer in the documentation and/or other
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  materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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  contributors may be used to endorse or promote products
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  derived from this software without specific prior
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  written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file  SMDLoader.cpp
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 *  @brief Implementation of the SMD importer class
44
 */
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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>
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60
// internal headers
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#include "SMDLoader.h"
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63
#ifndef _MSC_VER
64
6.40k
#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
220
        mBuffer(),
87
220
        mEnd(nullptr),
88
220
        pScene(nullptr),
89
220
        iFileSize( 0 ),
90
        iSmallestFrame( INT_MAX ),
91
220
        dLengthOfAnim( 0.0 ),
92
220
        bHasUVs(false ),
93
220
        iLineNumber((unsigned int)-1)  {
94
    // empty
95
220
}
96
97
98
// ------------------------------------------------------------------------------------------------
99
// Returns whether the class can handle the format of the given file.
100
137
bool SMDImporter::CanRead( const std::string& filename, IOSystem* /*pIOHandler*/, bool) const {
101
137
    return SimpleExtensionCheck(filename, "smd", "vta");
102
137
}
103
104
// ------------------------------------------------------------------------------------------------
105
// Get a list of all supported file extensions
106
214
const aiImporterDesc* SMDImporter::GetInfo () const {
107
214
    return &desc;
108
214
}
109
110
// ------------------------------------------------------------------------------------------------
111
// Setup configuration properties
112
4
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
4
    configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_SMD_KEYFRAME,-1);
117
4
    if(static_cast<unsigned int>(-1) == configFrameID)  {
118
4
        configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
119
4
    }
120
121
4
    bLoadAnimationList = pImp->GetPropertyBool(AI_CONFIG_IMPORT_SMD_LOAD_ANIMATION_LIST, true);
122
4
    noSkeletonMesh = pImp->GetPropertyBool(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, false);
123
4
}
124
125
// ------------------------------------------------------------------------------------------------
126
// Imports the given file into the given scene structure.
127
4
void SMDImporter::InternReadFile( const std::string& pFile, aiScene* scene, IOSystem* pIOHandler) {
128
4
    this->pScene = scene;
129
4
    ReadSmd(pFile, pIOHandler);
130
131
    // If there are no triangles it seems to be an animation SMD,
132
    // containing only the animation skeleton.
133
4
    if (asTriangles.empty()) {
134
0
        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
0
        pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
142
0
    }
143
144
4
    if (!asBones.empty()) {
145
        // Check whether all bones have been initialized
146
7
        for (const auto &asBone : asBones) {
147
7
            if (!asBone.mName.length()) {
148
3
                ASSIMP_LOG_WARN("SMD: Not all bones have been initialized");
149
3
                break;
150
3
            }
151
7
        }
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153
        // now fix invalid time values and make sure the animation starts at frame 0
154
4
        FixTimeValues();
155
4
    }
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157
    // build output nodes (bones are added as empty dummy nodes)
158
4
    CreateOutputNodes();
159
160
4
    if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
161
        // create output meshes
162
4
        CreateOutputMeshes();
163
164
        // build an output material list
165
4
        CreateOutputMaterials();
166
167
        // use root node that renders all meshes
168
4
        pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
169
4
        pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
170
8
        for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
171
4
            pScene->mRootNode->mMeshes[i] = i;
172
4
        }
173
4
    }
174
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    // build the output animation
176
4
    CreateOutputAnimations(pFile, pIOHandler);
177
178
4
    if ((pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) && !noSkeletonMesh) {
179
0
        SkeletonMeshBuilder skeleton(pScene);
180
0
    }
181
4
}
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183
// ------------------------------------------------------------------------------------------------
184
// Write an error message with line number to the log file
185
14.2k
void SMDImporter::LogErrorNoThrow(const char* msg) {
186
14.2k
    const size_t _BufferSize = 1024;
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14.2k
    char szTemp[_BufferSize];
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14.2k
    ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg);
189
14.2k
    DefaultLogger::get()->error(szTemp);
190
14.2k
}
191
192
// ------------------------------------------------------------------------------------------------
193
// Write a warning with line number to the log file
194
8.84k
void SMDImporter::LogWarning(const char* msg) {
195
8.84k
    const size_t _BufferSize = 1024;
196
8.84k
    char szTemp[_BufferSize];
197
8.84k
    ai_assert(strlen(msg) < 1000);
198
8.84k
    ai_snprintf(szTemp,_BufferSize,"Line %u: %s",iLineNumber,msg);
199
8.84k
    ASSIMP_LOG_WARN(szTemp);
200
8.84k
}
201
202
// ------------------------------------------------------------------------------------------------
203
// Fix invalid time values in the file
204
2.10k
void SMDImporter::FixTimeValues() {
205
2.10k
    double dDelta = (double)iSmallestFrame;
206
2.10k
    double dMax = 0.0f;
207
4.69k
    for (auto &asBone : asBones) {
208
4.69k
        for (auto &asKey : asBone.sAnim.asKeys) {
209
0
            asKey.dTime -= dDelta;
210
0
            dMax = std::max(dMax, asKey.dTime);
211
0
        }
212
4.69k
    }
213
2.10k
    dLengthOfAnim = dMax;
214
2.10k
}
215
216
// ------------------------------------------------------------------------------------------------
217
// create output meshes
218
4
void SMDImporter::CreateOutputMeshes() {
219
4
    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
4
    pScene->mNumMeshes = (unsigned int) aszTextures.size();
227
4
    pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
228
229
4
    typedef std::vector<unsigned int> FaceList;
230
4
    std::unique_ptr<FaceList[]> aaiFaces(new FaceList[pScene->mNumMeshes]);
231
232
    // approximate the space that will be required
233
4
    unsigned int iNum = (unsigned int)asTriangles.size() / pScene->mNumMeshes;
234
4
    iNum += iNum >> 1;
235
8
    for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
236
4
        aaiFaces[i].reserve(iNum);
237
4
    }
238
239
    // collect all faces
240
4
    iNum = 0;
241
4
    for (const auto &asTriangle : asTriangles) {
242
4
        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
4
        } else {
246
4
            aaiFaces[asTriangle.iTexture].push_back(iNum);
247
4
        }
248
4
        ++iNum;
249
4
    }
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251
    // now create the output meshes
252
8
    for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
253
4
        aiMesh*& pcMesh = pScene->mMeshes[i] = new aiMesh();
254
4
        ai_assert(!aaiFaces[i].empty()); // should not be empty ...
255
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4
        pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
257
4
        pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
258
4
        pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
259
4
        pcMesh->mMaterialIndex = i;
260
261
        // storage for bones
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4
        typedef std::pair<unsigned int,float> TempWeightListEntry;
263
4
        typedef std::vector< TempWeightListEntry > TempBoneWeightList;
264
265
4
        std::unique_ptr<TempBoneWeightList[]> aaiBones(new TempBoneWeightList[asBones.size()]());
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267
        // try to reserve enough memory without wasting too much
268
44
        for (unsigned int iBone = 0; iBone < asBones.size();++iBone) {
269
40
            aaiBones[iBone].reserve(pcMesh->mNumVertices/asBones.size());
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        }
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        // allocate storage
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4
        pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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4
        aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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4
        aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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277
4
        aiVector3D* pcUVs = nullptr;
278
4
        if (bHasUVs) {
279
4
            pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
280
4
            pcMesh->mNumUVComponents[0] = 2;
281
4
        }
282
283
4
        iNum = 0;
284
8
        for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
285
4
            pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
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4
            pcMesh->mFaces[iFace].mNumIndices = 3;
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288
            // fill the vertices
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4
            unsigned int iSrcFace = aaiFaces[i][iFace];
290
4
            SMD::Face& face = asTriangles[iSrcFace];
291
292
4
            *pcVerts++ = face.avVertices[0].pos;
293
4
            *pcVerts++ = face.avVertices[1].pos;
294
4
            *pcVerts++ = face.avVertices[2].pos;
295
296
            // fill the normals
297
4
            *pcNormals++ = face.avVertices[0].nor;
298
4
            *pcNormals++ = face.avVertices[1].nor;
299
4
            *pcNormals++ = face.avVertices[2].nor;
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301
            // fill the texture coordinates
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4
            if (pcUVs) {
303
4
                *pcUVs++ = face.avVertices[0].uv;
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4
                *pcUVs++ = face.avVertices[1].uv;
305
4
                *pcUVs++ = face.avVertices[2].uv;
306
4
            }
307
308
16
            for (unsigned int iVert = 0; iVert < 3;++iVert) {
309
12
                float fSum = 0.0f;
310
12
                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
12
                if (fSum < 0.975f && face.avVertices[iVert].iParentNode != UINT_MAX) {
334
10
                    if (face.avVertices[iVert].iParentNode >= asBones.size()) {
335
7
                        ASSIMP_LOG_ERROR("[SMD/VTA] Bone index overflow. "
336
7
                            "The index of the vertex parent bone is invalid. "
337
7
                            "The remaining weights will be normalized to 1.0");
338
339
7
                        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
7
                    } else {
349
3
                        aaiBones[face.avVertices[iVert].iParentNode].emplace_back(iNum,1.0f-fSum);
350
3
                    }
351
10
                }
352
12
                pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
353
12
            }
354
4
        }
355
356
        // now build all bones of the mesh
357
4
        iNum = 0;
358
44
        for (unsigned int iBone = 0; iBone < asBones.size();++iBone) {
359
40
            if (!aaiBones[iBone].empty())++iNum;
360
40
        }
361
362
4
        if (iNum) {
363
3
            pcMesh->mNumBones = iNum;
364
3
            pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
365
3
            iNum = 0;
366
42
            for (unsigned int iBone = 0; iBone < asBones.size();++iBone) {
367
39
                if (aaiBones[iBone].empty()) {
368
36
                    continue;
369
36
                }
370
3
                aiBone*& bone = pcMesh->mBones[iNum] = new aiBone();
371
372
3
                bone->mNumWeights = (unsigned int)aaiBones[iBone].size();
373
3
                bone->mWeights = new aiVertexWeight[bone->mNumWeights];
374
3
                bone->mOffsetMatrix = asBones[iBone].mOffsetMatrix;
375
3
                bone->mName.Set( asBones[iBone].mName );
376
377
3
                asBones[iBone].bIsUsed = true;
378
379
6
                for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight) {
380
3
                    bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first;
381
3
                    bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second;
382
3
                }
383
3
                ++iNum;
384
3
            }
385
3
        }
386
4
    }
387
4
}
388
389
// ------------------------------------------------------------------------------------------------
390
// add bone child nodes
391
38
void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent) {
392
38
    ai_assert( nullptr != pcNode );
393
38
    ai_assert( 0 == pcNode->mNumChildren );
394
38
    ai_assert( nullptr == pcNode->mChildren);
395
396
    // first count ...
397
470
    for (auto &bone : asBones) {
398
470
        if (bone.iParent == iParent) {
399
34
            ++pcNode->mNumChildren;
400
34
        }
401
470
    }
402
403
    // nothing to do
404
38
    if (pcNode->mNumChildren == 0)
405
34
        return;
406
407
    // now allocate the output array
408
4
    pcNode->mChildren = new aiNode *[pcNode->mNumChildren];
409
410
    // and fill all subnodes
411
4
    unsigned int qq( 0 );
412
44
    for (unsigned int i = 0; i < asBones.size();++i) {
413
40
        SMD::Bone& bone = asBones[i];
414
40
        if (bone.iParent != iParent) {
415
6
            continue;
416
6
        }
417
418
34
        aiNode* pc = pcNode->mChildren[qq++] = new aiNode();
419
34
        pc->mName.Set(bone.mName);
420
421
        // store the local transformation matrix of the bind pose
422
34
        if (bone.sAnim.asKeys.size()) {
423
0
            pc->mTransformation = bone.sAnim.asKeys[0].matrix;
424
0
        }
425
426
34
        if (bone.iParent == static_cast<uint32_t>(-1)) {
427
34
            bone.mOffsetMatrix = pc->mTransformation;
428
34
        } else {
429
0
            bone.mOffsetMatrix = asBones[bone.iParent].mOffsetMatrix * pc->mTransformation;
430
0
        }
431
432
34
        pc->mParent = pcNode;
433
434
        // add children to this node, too
435
34
        AddBoneChildren(pc,i);
436
34
    }
437
4
}
438
439
// ------------------------------------------------------------------------------------------------
440
// create output nodes
441
4
void SMDImporter::CreateOutputNodes() {
442
4
    pScene->mRootNode = new aiNode();
443
444
    // now add all bones as dummy sub nodes to the graph
445
4
    AddBoneChildren(pScene->mRootNode,(uint32_t)-1);
446
40
    for (auto &bone : asBones) {
447
40
        bone.mOffsetMatrix.Inverse();
448
40
    }
449
450
    // if we have only one bone we can even remove the root node
451
4
    if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE && 1 == pScene->mRootNode->mNumChildren) {
452
0
        aiNode* pcOldRoot = pScene->mRootNode;
453
0
        pScene->mRootNode = pcOldRoot->mChildren[0];
454
0
        pcOldRoot->mChildren[0] = nullptr;
455
0
        delete pcOldRoot;
456
457
0
        pScene->mRootNode->mParent = nullptr;
458
4
    } else {
459
4
        static constexpr char rootName[11] = "<SMD_root>";
460
4
        pScene->mRootNode->mName.length = 10;
461
4
        ::strncpy(pScene->mRootNode->mName.data, rootName, pScene->mRootNode->mName.length);
462
4
    }
463
4
}
464
465
// ------------------------------------------------------------------------------------------------
466
// create output animations
467
4
void SMDImporter::CreateOutputAnimations(const std::string &pFile, IOSystem* pIOHandler) {
468
4
    std::vector<std::tuple<std::string, std::string>> animFileList;
469
470
4
    if (bLoadAnimationList) {
471
4
        GetAnimationFileList(pFile, pIOHandler, animFileList);
472
4
    }
473
4
    int animCount = static_cast<int>( animFileList.size() + 1u );
474
4
    pScene->mNumAnimations = 1;
475
4
    pScene->mAnimations = new aiAnimation*[animCount];
476
4
    memset(pScene->mAnimations, 0, sizeof(aiAnimation*)*animCount);
477
4
    CreateOutputAnimation(0, "");
478
479
2.09k
    for (auto &animFile : animFileList) {
480
2.09k
        ReadSmd(std::get<1>(animFile), pIOHandler);
481
2.09k
        if (asBones.empty()) {
482
0
            continue;
483
0
        }
484
485
2.09k
        FixTimeValues();
486
2.09k
        CreateOutputAnimation(pScene->mNumAnimations++, std::get<0>(animFile));
487
2.09k
    }
488
4
}
489
490
2.10k
void SMDImporter::CreateOutputAnimation(int index, const std::string &name) {
491
2.10k
    aiAnimation*& anim = pScene->mAnimations[index] = new aiAnimation();
492
493
2.10k
    if (name.length()) {
494
2.09k
        anim->mName.Set(name.c_str());
495
2.09k
    }
496
2.10k
    anim->mDuration = dLengthOfAnim;
497
2.10k
    anim->mNumChannels = static_cast<unsigned int>( asBones.size() );
498
2.10k
    anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
499
500
2.10k
    aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
501
502
    // now build valid keys
503
2.10k
    unsigned int a = 0;
504
4.69k
    for (const auto &asBone : asBones) {
505
4.69k
        aiNodeAnim* p = pp[a] = new aiNodeAnim();
506
507
        // copy the name of the bone
508
4.69k
        p->mNodeName.Set(asBone.mName);
509
510
4.69k
        p->mNumRotationKeys = (unsigned int)asBone.sAnim.asKeys.size();
511
4.69k
        if (p->mNumRotationKeys){
512
0
            p->mNumPositionKeys = p->mNumRotationKeys;
513
0
            aiVectorKey* pVecKeys = p->mPositionKeys = new aiVectorKey[p->mNumRotationKeys];
514
0
            aiQuatKey* pRotKeys = p->mRotationKeys = new aiQuatKey[p->mNumRotationKeys];
515
516
0
            for (const auto &asKey : asBone.sAnim.asKeys) {
517
0
                pRotKeys->mTime = pVecKeys->mTime = asKey.dTime;
518
519
                // compute the rotation quaternion from the euler angles
520
                // aiQuaternion: The order of the parameters is yzx?
521
0
                pRotKeys->mValue = aiQuaternion(asKey.vRot.y, asKey.vRot.z, asKey.vRot.x);
522
0
                pVecKeys->mValue = asKey.vPos;
523
524
0
                ++pVecKeys; ++pRotKeys;
525
0
            }
526
0
        }
527
4.69k
        ++a;
528
529
        // there are no scaling keys ...
530
4.69k
    }
531
2.10k
}
532
533
4
void SMDImporter::GetAnimationFileList(const std::string &pFile, IOSystem* pIOHandler, std::vector<std::tuple<std::string, std::string>>& outList) {
534
4
    auto base = DefaultIOSystem::absolutePath(pFile);
535
4
    auto name = DefaultIOSystem::completeBaseName(pFile);
536
4
    auto path = base + "/" + name + "_animation.txt";
537
538
4
    std::unique_ptr<IOStream> file(pIOHandler->Open(path.c_str(), "rb"));
539
4
    if (file == nullptr) {
540
0
        return;
541
0
    }
542
543
    // Allocate storage and copy the contents of the file to a memory buffer
544
4
    std::vector<char> buf;
545
4
    size_t fileSize = file->FileSize();
546
4
    buf.resize(fileSize + 1);
547
4
    TextFileToBuffer(file.get(), buf);
548
549
    /*
550
        *_animation.txt format:
551
        name path
552
        idle idle.smd
553
        jump anim/jump.smd
554
        walk.smd
555
        ...
556
    */
557
4
    std::string animName, animPath;
558
4
    char *tok1, *tok2;
559
4
    char *context1, *context2;
560
561
4
    tok1 = strtok_s(&buf[0], "\r\n", &context1);
562
2.15k
    while (tok1 != nullptr) {
563
2.15k
        tok2 = strtok_s(tok1, " \t", &context2);
564
2.15k
        if (tok2) {
565
2.09k
            char *p = tok2;
566
2.09k
            tok2 = strtok_s(nullptr, " \t", &context2);
567
2.09k
            if (tok2) {
568
465
                animPath = tok2;
569
465
                animName = p;
570
1.63k
            } else  {
571
                // No name
572
1.63k
                animPath = p;
573
1.63k
                animName = DefaultIOSystem::completeBaseName(animPath);
574
1.63k
            }
575
2.09k
            outList.emplace_back(animName, base + "/" + animPath);
576
2.09k
        }
577
2.15k
        tok1 = strtok_s(nullptr, "\r\n", &context1);
578
2.15k
    }
579
4
}
580
581
// ------------------------------------------------------------------------------------------------
582
// create output materials
583
4
void SMDImporter::CreateOutputMaterials() {
584
4
    ai_assert( nullptr != pScene );
585
586
4
    pScene->mNumMaterials = (unsigned int)aszTextures.size();
587
4
    pScene->mMaterials = new aiMaterial*[std::max(1u, pScene->mNumMaterials)];
588
589
8
    for (unsigned int iMat = 0; iMat < pScene->mNumMaterials; ++iMat) {
590
4
        aiMaterial* pcMat = new aiMaterial();
591
4
        ai_assert( nullptr != pcMat );
592
4
        pScene->mMaterials[iMat] = pcMat;
593
594
4
        aiString szName;
595
4
        szName.length = static_cast<ai_uint32>(ai_snprintf(szName.data, AI_MAXLEN, "Texture_%u", iMat));
596
4
        pcMat->AddProperty(&szName,AI_MATKEY_NAME);
597
598
4
        if (aszTextures[iMat].length())
599
4
        {
600
4
            ::strncpy(szName.data, aszTextures[iMat].c_str(), AI_MAXLEN - 1);
601
4
            szName.length = static_cast<ai_uint32>( aszTextures[iMat].length() );
602
4
            pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
603
4
        }
604
4
    }
605
606
    // create a default material if necessary
607
4
    if (0 == pScene->mNumMaterials) {
608
0
        pScene->mNumMaterials = 1;
609
610
0
        aiMaterial* pcHelper = new aiMaterial();
611
0
        pScene->mMaterials[0] = pcHelper;
612
613
0
        int iMode = static_cast<int>(aiShadingMode_Gouraud);
614
0
        pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
615
616
0
        aiColor3D clr;
617
0
        clr.b = clr.g = clr.r = 0.7f;
618
0
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
619
0
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
620
621
0
        clr.b = clr.g = clr.r = 0.05f;
622
0
        pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
623
624
0
        aiString szName;
625
0
        szName.Set(AI_DEFAULT_MATERIAL_NAME);
626
0
        pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
627
0
    }
628
4
}
629
630
// ------------------------------------------------------------------------------------------------
631
// Parse the file
632
2.10k
void SMDImporter::ParseFile() {
633
2.10k
    const char* szCurrent = &mBuffer[0];
634
635
    // read line per line ...
636
3.56M
    for ( ;; ) {
637
3.56M
        if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent, mEnd)) {
638
2.10k
            break;
639
2.10k
        }
640
641
        // "version <n> \n", <n> should be 1 for hl and hl2 SMD files
642
3.56M
        if (TokenMatch(szCurrent,"version",7)) {
643
0
            if(!SkipSpaces(szCurrent,&szCurrent, mEnd)) break;
644
0
            if (1 != strtoul10(szCurrent,&szCurrent)) {
645
0
                ASSIMP_LOG_WARN("SMD.version is not 1. This "
646
0
                    "file format is not known. Continuing happily ...");
647
0
            }
648
0
            continue;
649
0
        }
650
        // "nodes\n" - Starts the node section
651
3.56M
        if (TokenMatch(szCurrent,"nodes",5)) {
652
4.42k
            ParseNodesSection(szCurrent, &szCurrent, mEnd);
653
4.42k
            continue;
654
4.42k
        }
655
        // "triangles\n" - Starts the triangle section
656
3.55M
        if (TokenMatch(szCurrent,"triangles",9)) {
657
2.10k
            ParseTrianglesSection(szCurrent, &szCurrent, mEnd);
658
2.10k
            continue;
659
2.10k
        }
660
        // "vertexanimation\n" - Starts the vertex animation section
661
3.55M
        if (TokenMatch(szCurrent,"vertexanimation",15)) {
662
0
            bHasUVs = false;
663
0
            ParseVASection(szCurrent, &szCurrent, mEnd);
664
0
            continue;
665
0
        }
666
        // "skeleton\n" - Starts the skeleton section
667
3.55M
        if (TokenMatch(szCurrent,"skeleton",8)) {
668
0
            ParseSkeletonSection(szCurrent, &szCurrent, mEnd);
669
0
            continue;
670
0
        }
671
3.55M
        SkipLine(szCurrent, &szCurrent, mEnd);
672
3.55M
    }
673
2.10k
}
674
675
2.10k
void SMDImporter::ReadSmd(const std::string &pFile, IOSystem* pIOHandler) {
676
2.10k
    std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
677
678
    // Check whether we can read from the file
679
2.10k
    if (file == nullptr) {
680
0
        throw DeadlyImportError("Failed to open SMD/VTA file ", pFile, ".");
681
0
    }
682
683
2.10k
    iFileSize = (unsigned int)file->FileSize();
684
685
    // Allocate storage and copy the contents of the file to a memory buffer
686
2.10k
    mBuffer.resize(iFileSize + 1);
687
2.10k
    TextFileToBuffer(file.get(), mBuffer);
688
2.10k
    mEnd = &mBuffer[mBuffer.size() - 1] + 1;
689
690
2.10k
    iSmallestFrame = INT_MAX;
691
2.10k
    bHasUVs = true;
692
2.10k
    iLineNumber = 1;
693
694
    // Reserve enough space for ... hm ... 10 textures
695
2.10k
    aszTextures.reserve(10);
696
697
    // Reserve enough space for ... hm ... 1000 triangles
698
2.10k
    asTriangles.reserve(1000);
699
700
    // Reserve enough space for ... hm ... 20 bones
701
2.10k
    asBones.reserve(20);
702
703
2.10k
    aszTextures.clear();
704
2.10k
    asTriangles.clear();
705
2.10k
    asBones.clear();
706
707
    // parse the file ...
708
2.10k
    ParseFile();
709
2.10k
}
710
711
// ------------------------------------------------------------------------------------------------
712
2.10k
unsigned int SMDImporter::GetTextureIndex(const std::string& filename) {
713
2.10k
    unsigned int iIndex = 0;
714
2.10k
    for (std::vector<std::string>::const_iterator
715
2.10k
            i =  aszTextures.begin();
716
2.10k
            i != aszTextures.end();++i,++iIndex) {
717
        // case-insensitive ... it's a path
718
0
        if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str())) {
719
0
            return iIndex;
720
0
        }
721
0
    }
722
2.10k
    iIndex = (unsigned int)aszTextures.size();
723
2.10k
    aszTextures.push_back(filename);
724
2.10k
    return iIndex;
725
2.10k
}
726
727
// ------------------------------------------------------------------------------------------------
728
// Parse the nodes section of the file
729
4.42k
void SMDImporter::ParseNodesSection(const char* szCurrent, const char** szCurrentOut, const char *end) {
730
13.2k
    for ( ;; ) {
731
        // "end\n" - Ends the nodes section
732
13.2k
        if (0 == ASSIMP_strincmp(szCurrent, "end", 3) && IsSpaceOrNewLine(*(szCurrent+3))) {
733
4.42k
            szCurrent += 4;
734
4.42k
            break;
735
4.42k
        }
736
8.84k
        ParseNodeInfo(szCurrent,&szCurrent, end);
737
8.84k
    }
738
4.42k
    SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
739
4.42k
    *szCurrentOut = szCurrent;
740
4.42k
}
741
742
// ------------------------------------------------------------------------------------------------
743
// Parse the triangles section of the file
744
2.10k
void SMDImporter::ParseTrianglesSection(const char *szCurrent, const char **szCurrentOut, const char *end) {
745
    // Parse a triangle, parse another triangle, parse the next triangle ...
746
    // and so on until we reach a token that looks quite similar to "end"
747
4.20k
    for ( ;; ) {
748
4.20k
        if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
749
2.10k
            break;
750
2.10k
        }
751
752
        // "end\n" - Ends the triangles section
753
2.10k
        if (TokenMatch(szCurrent,"end",3)) {
754
0
            break;
755
0
        }
756
2.10k
        ParseTriangle(szCurrent,&szCurrent, end);
757
2.10k
    }
758
2.10k
    SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
759
2.10k
    *szCurrentOut = szCurrent;
760
2.10k
}
761
// ------------------------------------------------------------------------------------------------
762
// Parse the vertex animation section of the file
763
0
void SMDImporter::ParseVASection(const char *szCurrent, const char **szCurrentOut, const char *end) {
764
0
    unsigned int iCurIndex = 0;
765
0
    for ( ;; ) {
766
0
        if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
767
0
            break;
768
0
        }
769
770
        // "end\n" - Ends the "vertexanimation" section
771
0
        if (TokenMatch(szCurrent,"end",3)) {
772
0
            break;
773
0
        }
774
775
        // "time <n>\n"
776
0
        if (TokenMatch(szCurrent,"time",4)) {
777
            // NOTE: The doc says that time values COULD be negative ...
778
            // NOTE2: this is the shape key -> valve docs
779
0
            int iTime = 0;
780
0
            if (!ParseSignedInt(szCurrent, &szCurrent, end, iTime) || configFrameID != (unsigned int)iTime) {
781
0
                break;
782
0
            }
783
0
            SkipLine(szCurrent,&szCurrent, end);
784
0
        } else {
785
0
            if(0 == iCurIndex) {
786
0
                asTriangles.emplace_back();
787
0
            }
788
0
            if (++iCurIndex == 3) {
789
0
                iCurIndex = 0;
790
0
            }
791
0
            ParseVertex(szCurrent,&szCurrent, end, asTriangles.back().avVertices[iCurIndex],true);
792
0
        }
793
0
    }
794
795
0
    if (iCurIndex != 2 && !asTriangles.empty()) {
796
        // we want to no degenerates, so throw this triangle away
797
0
        asTriangles.pop_back();
798
0
    }
799
800
0
    SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
801
0
    *szCurrentOut = szCurrent;
802
0
}
803
804
// ------------------------------------------------------------------------------------------------
805
// Parse the skeleton section of the file
806
0
void SMDImporter::ParseSkeletonSection(const char *szCurrent, const char **szCurrentOut, const char *end) {
807
0
    int iTime = 0;
808
0
    for ( ;; ) {
809
0
        if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent, end)) {
810
0
            break;
811
0
        }
812
813
        // "end\n" - Ends the skeleton section
814
0
        if (TokenMatch(szCurrent,"end",3)) {
815
0
            break;
816
0
        } else if (TokenMatch(szCurrent,"time",4)) {
817
            // "time <n>\n" - Specifies the current animation frame
818
0
            if (!ParseSignedInt(szCurrent, &szCurrent, end, iTime)) {
819
0
                break;
820
0
            }
821
822
0
            iSmallestFrame = std::min(iSmallestFrame,iTime);
823
0
            SkipLine(szCurrent, &szCurrent, end);
824
0
        } else {
825
0
            ParseSkeletonElement(szCurrent, &szCurrent, end, iTime);
826
0
        }
827
0
    }
828
0
    *szCurrentOut = szCurrent;
829
0
}
830
831
// ------------------------------------------------------------------------------------------------
832
864
#define SMDI_PARSE_RETURN { \
833
864
    SkipLine(szCurrent,&szCurrent, end); \
834
864
    *szCurrentOut = szCurrent; \
835
864
    return; \
836
15.1k
}
837
// ------------------------------------------------------------------------------------------------
838
// Parse a node line
839
8.84k
void SMDImporter::ParseNodeInfo(const char *szCurrent, const char **szCurrentOut, const char *end) {
840
8.84k
    unsigned int iBone  = 0;
841
8.84k
    SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
842
8.84k
    if ( !ParseUnsignedInt(szCurrent, &szCurrent, end, iBone) || !SkipSpaces(szCurrent,&szCurrent, end)) {
843
0
        throw DeadlyImportError("Unexpected EOF/EOL while parsing bone index");
844
0
    }
845
8.84k
    if (iBone == UINT_MAX) {
846
0
        LogErrorNoThrow("Invalid bone number while parsing bone index");
847
0
        SMDI_PARSE_RETURN;
848
0
    }
849
    // add our bone to the list
850
8.84k
    if (iBone >= asBones.size()) {
851
2.31k
        asBones.resize(iBone+1);
852
2.31k
    }
853
8.84k
    SMD::Bone& bone = asBones[iBone];
854
855
8.84k
    bool bQuota = true;
856
8.84k
    if ('\"' != *szCurrent) {
857
8.84k
        LogWarning("Bone name is expected to be enclosed in "
858
8.84k
            "double quotation marks. ");
859
8.84k
        bQuota = false;
860
8.84k
    } else {
861
0
        ++szCurrent;
862
0
    }
863
864
8.84k
    const char* szEnd = szCurrent;
865
33.7k
    for ( ;; ) {
866
33.7k
        if (bQuota && '\"' == *szEnd) {
867
0
            iBone = (unsigned int)(szEnd - szCurrent);
868
0
            ++szEnd;
869
0
            break;
870
33.7k
        } else if (!bQuota && IsSpaceOrNewLine(*szEnd)) {
871
8.84k
            iBone = (unsigned int)(szEnd - szCurrent);
872
8.84k
            break;
873
24.9k
        } else if (!(*szEnd)) {
874
0
            LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name");
875
0
            SMDI_PARSE_RETURN;
876
0
        }
877
24.9k
        ++szEnd;
878
24.9k
    }
879
8.84k
    bone.mName = std::string(szCurrent,iBone);
880
8.84k
    szCurrent = szEnd;
881
882
    // the only negative bone parent index that could occur is -1 AFAIK
883
8.84k
    if(!ParseSignedInt(szCurrent, &szCurrent, end, (int&)bone.iParent))  {
884
8.19k
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1");
885
8.19k
        SMDI_PARSE_RETURN;
886
0
    }
887
888
    // go to the beginning of the next line
889
648
    SMDI_PARSE_RETURN;
890
0
}
891
892
// ------------------------------------------------------------------------------------------------
893
// Parse a skeleton element
894
0
void SMDImporter::ParseSkeletonElement(const char *szCurrent, const char **szCurrentOut, const char *end, int iTime) {
895
0
    aiVector3D vPos;
896
0
    aiVector3D vRot;
897
898
0
    unsigned int iBone  = 0;
899
0
    if (!ParseUnsignedInt(szCurrent, &szCurrent, end, iBone)) {
900
0
        ASSIMP_LOG_ERROR("Unexpected EOF/EOL while parsing bone index");
901
0
        SMDI_PARSE_RETURN;
902
0
    }
903
0
    if (iBone >= asBones.size()) {
904
0
        LogErrorNoThrow("Bone index in skeleton section is out of range");
905
0
        SMDI_PARSE_RETURN;
906
0
    }
907
0
    SMD::Bone& bone = asBones[iBone];
908
909
0
    bone.sAnim.asKeys.emplace_back();
910
0
    SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();
911
912
0
    key.dTime = (double)iTime;
913
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.x)) {
914
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
915
0
        SMDI_PARSE_RETURN;
916
0
    }
917
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.y)) {
918
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
919
0
        SMDI_PARSE_RETURN;
920
0
    }
921
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vPos.z)) {
922
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
923
0
        SMDI_PARSE_RETURN;
924
0
    }
925
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.x)) {
926
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
927
0
        SMDI_PARSE_RETURN;
928
0
    }
929
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.y)) {
930
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
931
0
        SMDI_PARSE_RETURN;
932
0
    }
933
0
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vRot.z)) {
934
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z");
935
0
        SMDI_PARSE_RETURN;
936
0
    }
937
    // build the transformation matrix of the key
938
0
    key.matrix.FromEulerAnglesXYZ(vRot.x,vRot.y,vRot.z); {
939
0
        aiMatrix4x4 mTemp;
940
0
        mTemp.a4 = vPos.x;
941
0
        mTemp.b4 = vPos.y;
942
0
        mTemp.c4 = vPos.z;
943
0
        key.matrix = mTemp * key.matrix;
944
0
    }
945
0
    key.vPos = vPos;
946
0
    key.vRot = vRot;
947
    // go to the beginning of the next line
948
0
    SMDI_PARSE_RETURN;
949
0
}
950
951
// ------------------------------------------------------------------------------------------------
952
// Parse a triangle
953
2.10k
void SMDImporter::ParseTriangle(const char *szCurrent, const char **szCurrentOut, const char *end) {
954
2.10k
    asTriangles.emplace_back();
955
2.10k
    SMD::Face& face = asTriangles.back();
956
957
2.10k
    if(!SkipSpaces(szCurrent, &szCurrent, end)) {
958
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle");
959
0
        return;
960
0
    }
961
962
    // read the texture file name
963
2.10k
    const char* szLast = szCurrent;
964
104k
    while (!IsSpaceOrNewLine(*++szCurrent));
965
966
    // ... and get the index that belongs to this file name
967
2.10k
    face.iTexture = GetTextureIndex(std::string(szLast,(uintptr_t)szCurrent-(uintptr_t)szLast));
968
969
2.10k
    SkipSpacesAndLineEnd(szCurrent, &szCurrent, end);
970
971
    // load three vertices
972
6.30k
    for (auto &avVertex : face.avVertices) {
973
6.30k
        ParseVertex(szCurrent, &szCurrent, end, avVertex);
974
6.30k
    }
975
2.10k
    *szCurrentOut = szCurrent;
976
2.10k
}
977
978
// ------------------------------------------------------------------------------------------------
979
// Parse a float
980
12.8k
bool SMDImporter::ParseFloat(const char *szCurrent, const char **szCurrentOut, const char *end, float &out) {
981
12.8k
    if (!SkipSpaces(&szCurrent, end)) {
982
2.31k
        return false;
983
2.31k
    }
984
985
10.5k
    *szCurrentOut = fast_atoreal_move(szCurrent,out);
986
10.5k
    return true;
987
12.8k
}
988
989
// ------------------------------------------------------------------------------------------------
990
// Parse an unsigned int
991
9.06k
bool SMDImporter::ParseUnsignedInt(const char *szCurrent, const char **szCurrentOut, const char *end, unsigned int &out) {
992
9.06k
    if(!SkipSpaces(&szCurrent, end)) {
993
0
        return false;
994
0
    }
995
996
9.06k
    out = strtoul10(szCurrent,szCurrentOut);
997
9.06k
    return true;
998
9.06k
}
999
1000
// ------------------------------------------------------------------------------------------------
1001
// Parse a signed int
1002
15.1k
bool SMDImporter::ParseSignedInt(const char *szCurrent, const char **szCurrentOut, const char *end, int &out) {
1003
15.1k
    if(!SkipSpaces(&szCurrent, end)) {
1004
11.9k
        return false;
1005
11.9k
    }
1006
1007
3.18k
    out = strtol10(szCurrent,szCurrentOut);
1008
3.18k
    return true;
1009
15.1k
}
1010
1011
// ------------------------------------------------------------------------------------------------
1012
// Parse a vertex
1013
void SMDImporter::ParseVertex(const char* szCurrent,
1014
        const char **szCurrentOut, const char *end, SMD::Vertex &vertex,
1015
6.30k
        bool bVASection /*= false*/) {
1016
6.30k
    if (SkipSpaces(&szCurrent, end) && IsLineEnd(*szCurrent)) {
1017
0
        SkipSpacesAndLineEnd(szCurrent,&szCurrent, end);
1018
0
        return ParseVertex(szCurrent, szCurrentOut, end, vertex, bVASection);
1019
0
    }
1020
6.30k
    if(!ParseSignedInt(szCurrent, &szCurrent, end, (int&)vertex.iParentNode)) {
1021
3.77k
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
1022
3.77k
        SMDI_PARSE_RETURN;
1023
0
    }
1024
2.53k
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.x)) {
1025
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
1026
0
        SMDI_PARSE_RETURN;
1027
0
    }
1028
2.53k
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.y)) {
1029
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
1030
0
        SMDI_PARSE_RETURN;
1031
0
    }
1032
2.53k
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.pos.z)) {
1033
216
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
1034
216
        SMDI_PARSE_RETURN;
1035
0
    }
1036
2.31k
    if(!ParseFloat(szCurrent,&szCurrent,end, (float&)vertex.nor.x)) {
1037
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
1038
0
        SMDI_PARSE_RETURN;
1039
0
    }
1040
2.31k
    if(!ParseFloat(szCurrent,&szCurrent, end, (float&)vertex.nor.y)) {
1041
2.10k
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
1042
2.10k
        SMDI_PARSE_RETURN;
1043
0
    }
1044
216
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.nor.z)) {
1045
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z");
1046
0
        SMDI_PARSE_RETURN;
1047
0
    }
1048
1049
216
    if (bVASection) {
1050
0
        SMDI_PARSE_RETURN;
1051
0
    }
1052
1053
216
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.uv.x)) {
1054
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
1055
0
        SMDI_PARSE_RETURN;
1056
0
    }
1057
216
    if(!ParseFloat(szCurrent, &szCurrent, end, (float&)vertex.uv.y)) {
1058
0
        LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y");
1059
0
        SMDI_PARSE_RETURN;
1060
0
    }
1061
1062
    // now read the number of bones affecting this vertex
1063
    // all elements from now are fully optional, we don't need them
1064
216
    unsigned int iSize = 0;
1065
216
    if(!ParseUnsignedInt(szCurrent, &szCurrent, end, iSize)) {
1066
0
        SMDI_PARSE_RETURN;
1067
0
    }
1068
216
    vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));
1069
1070
216
    for (auto &aiBoneLink : vertex.aiBoneLinks) {
1071
0
        if(!ParseUnsignedInt(szCurrent, &szCurrent, end, aiBoneLink.first)) {
1072
0
            SMDI_PARSE_RETURN;
1073
0
        }
1074
0
        if(!ParseFloat(szCurrent, &szCurrent, end, aiBoneLink.second)) {
1075
0
            SMDI_PARSE_RETURN;
1076
0
        }
1077
0
    }
1078
1079
    // go to the beginning of the next line
1080
216
    SMDI_PARSE_RETURN;
1081
0
}
1082
1083
} // namespace Assimp
1084
1085
#endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER