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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2016, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file Implementation of the STL importer class */
- #ifndef ASSIMP_BUILD_NO_STL_IMPORTER
- // internal headers
- #include "STLLoader.h"
- #include "ParsingUtils.h"
- #include "fast_atof.h"
- #include <memory>
- #include <assimp/IOSystem.hpp>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- using namespace Assimp;
- namespace {
- static const aiImporterDesc desc = {
- "Stereolithography (STL) Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "stl"
- };
- // A valid binary STL buffer should consist of the following elements, in order:
- // 1) 80 byte header
- // 2) 4 byte face count
- // 3) 50 bytes per face
- static bool IsBinarySTL(const char* buffer, unsigned int fileSize) {
- if( fileSize < 84 ) {
- return false;
- }
- const uint32_t faceCount = *reinterpret_cast<const uint32_t*>(buffer + 80);
- const uint32_t expectedBinaryFileSize = faceCount * 50 + 84;
- return expectedBinaryFileSize == fileSize;
- }
- // An ascii STL buffer will begin with "solid NAME", where NAME is optional.
- // Note: The "solid NAME" check is necessary, but not sufficient, to determine
- // if the buffer is ASCII; a binary header could also begin with "solid NAME".
- static bool IsAsciiSTL(const char* buffer, unsigned int fileSize) {
- if (IsBinarySTL(buffer, fileSize))
- return false;
- const char* bufferEnd = buffer + fileSize;
- if (!SkipSpaces(&buffer))
- return false;
- if (buffer + 5 >= bufferEnd)
- return false;
- bool isASCII( strncmp( buffer, "solid", 5 ) == 0 );
- if( isASCII ) {
- // A lot of importers are write solid even if the file is binary. So we have to check for ASCII-characters.
- if( fileSize >= 500 ) {
- isASCII = true;
- for( unsigned int i = 0; i < 500; i++ ) {
- if( buffer[ i ] > 127 ) {
- isASCII = false;
- break;
- }
- }
- }
- }
- return isASCII;
- }
- } // namespace
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- STLImporter::STLImporter()
- : mBuffer(),
- fileSize(),
- pScene()
- {}
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- STLImporter::~STLImporter()
- {}
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool STLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
- {
- const std::string extension = GetExtension(pFile);
- if( extension == "stl" ) {
- return true;
- } else if (!extension.length() || checkSig) {
- if( !pIOHandler ) {
- return true;
- }
- const char* tokens[] = {"STL","solid"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
- }
- return false;
- }
- // ------------------------------------------------------------------------------------------------
- const aiImporterDesc* STLImporter::GetInfo () const {
- return &desc;
- }
- void addFacesToMesh(aiMesh* pMesh)
- {
- pMesh->mFaces = new aiFace[pMesh->mNumFaces];
- for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces;++i) {
- aiFace& face = pMesh->mFaces[i];
- face.mIndices = new unsigned int[face.mNumIndices = 3];
- for (unsigned int o = 0; o < 3;++o,++p) {
- face.mIndices[o] = p;
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void STLImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
- {
- std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
- // Check whether we can read from the file
- if( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open STL file " + pFile + ".");
- }
- fileSize = (unsigned int)file->FileSize();
- // allocate storage and copy the contents of the file to a memory buffer
- // (terminate it with zero)
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
- this->pScene = pScene;
- this->mBuffer = &mBuffer2[0];
- // the default vertex color is light gray.
- clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = (ai_real) 0.6;
- // allocate a single node
- pScene->mRootNode = new aiNode();
- bool bMatClr = false;
- if (IsBinarySTL(mBuffer, fileSize)) {
- bMatClr = LoadBinaryFile();
- } else if (IsAsciiSTL(mBuffer, fileSize)) {
- LoadASCIIFile();
- } else {
- throw DeadlyImportError( "Failed to determine STL storage representation for " + pFile + ".");
- }
- // add all created meshes to the single node
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes; i++)
- pScene->mRootNode->mMeshes[i] = i;
- // create a single default material, using a light gray diffuse color for consistency with
- // other geometric types (e.g., PLY).
- aiMaterial* pcMat = new aiMaterial();
- aiString s;
- s.Set(AI_DEFAULT_MATERIAL_NAME);
- pcMat->AddProperty(&s, AI_MATKEY_NAME);
- aiColor4D clrDiffuse(ai_real(0.6),ai_real(0.6),ai_real(0.6),ai_real(1.0));
- if (bMatClr) {
- clrDiffuse = clrColorDefault;
- }
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
- clrDiffuse = aiColor4D( ai_real( 0.05), ai_real( 0.05), ai_real( 0.05), ai_real( 1.0));
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
- pScene->mNumMaterials = 1;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = pcMat;
- }
- // ------------------------------------------------------------------------------------------------
- // Read an ASCII STL file
- void STLImporter::LoadASCIIFile()
- {
- std::vector<aiMesh*> meshes;
- const char* sz = mBuffer;
- const char* bufferEnd = mBuffer + fileSize;
- std::vector<aiVector3D> positionBuffer;
- std::vector<aiVector3D> normalBuffer;
- // try to guess how many vertices we could have
- // assume we'll need 160 bytes for each face
- size_t sizeEstimate = std::max(1u, fileSize / 160u ) * 3;
- positionBuffer.reserve(sizeEstimate);
- normalBuffer.reserve(sizeEstimate);
- while (IsAsciiSTL(sz, static_cast<unsigned int>(bufferEnd - sz)))
- {
- aiMesh* pMesh = new aiMesh();
- pMesh->mMaterialIndex = 0;
- meshes.push_back(pMesh);
- SkipSpaces(&sz);
- ai_assert(!IsLineEnd(sz));
- sz += 5; // skip the "solid"
- SkipSpaces(&sz);
- const char* szMe = sz;
- while (!::IsSpaceOrNewLine(*sz)) {
- sz++;
- }
- size_t temp;
- // setup the name of the node
- if ((temp = (size_t)(sz-szMe))) {
- if (temp >= MAXLEN) {
- throw DeadlyImportError( "STL: Node name too long" );
- }
- pScene->mRootNode->mName.length = temp;
- memcpy(pScene->mRootNode->mName.data,szMe,temp);
- pScene->mRootNode->mName.data[temp] = '\0';
- }
- else pScene->mRootNode->mName.Set("<STL_ASCII>");
- unsigned int faceVertexCounter = 3;
- for ( ;; )
- {
- // go to the next token
- if(!SkipSpacesAndLineEnd(&sz))
- {
- // seems we're finished although there was no end marker
- DefaultLogger::get()->warn("STL: unexpected EOF. \'endsolid\' keyword was expected");
- break;
- }
- // facet normal -0.13 -0.13 -0.98
- if (!strncmp(sz,"facet",5) && IsSpaceOrNewLine(*(sz+5)) && *(sz + 5) != '\0') {
- if (faceVertexCounter != 3) {
- DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete");
- }
- faceVertexCounter = 0;
- normalBuffer.push_back(aiVector3D());
- aiVector3D* vn = &normalBuffer.back();
- sz += 6;
- SkipSpaces(&sz);
- if (strncmp(sz,"normal",6)) {
- DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
- }
- else
- {
- if (sz[6] == '\0') {
- throw DeadlyImportError("STL: unexpected EOF while parsing facet");
- }
- sz += 7;
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->x );
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->y );
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->z );
- normalBuffer.push_back(*vn);
- normalBuffer.push_back(*vn);
- }
- }
- // vertex 1.50000 1.50000 0.00000
- else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6)))
- {
- if (faceVertexCounter >= 3) {
- DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
- ++sz;
- }
- else
- {
- if (sz[6] == '\0') {
- throw DeadlyImportError("STL: unexpected EOF while parsing facet");
- }
- sz += 7;
- SkipSpaces(&sz);
- positionBuffer.push_back(aiVector3D());
- aiVector3D* vn = &positionBuffer.back();
- sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->x );
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->y );
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->z );
- faceVertexCounter++;
- }
- }
- else if (!::strncmp(sz,"endsolid",8)) {
- do {
- ++sz;
- } while (!::IsLineEnd(*sz));
- SkipSpacesAndLineEnd(&sz);
- // finished!
- break;
- }
- // else skip the whole identifier
- else {
- do {
- ++sz;
- } while (!::IsSpaceOrNewLine(*sz));
- }
- }
- if (positionBuffer.empty()) {
- pMesh->mNumFaces = 0;
- throw DeadlyImportError("STL: ASCII file is empty or invalid; no data loaded");
- }
- if (positionBuffer.size() % 3 != 0) {
- pMesh->mNumFaces = 0;
- throw DeadlyImportError("STL: Invalid number of vertices");
- }
- if (normalBuffer.size() != positionBuffer.size()) {
- pMesh->mNumFaces = 0;
- throw DeadlyImportError("Normal buffer size does not match position buffer size");
- }
- pMesh->mNumFaces = static_cast<unsigned int>(positionBuffer.size() / 3);
- pMesh->mNumVertices = static_cast<unsigned int>(positionBuffer.size());
- pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- memcpy(pMesh->mVertices, &positionBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
- positionBuffer.clear();
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- memcpy(pMesh->mNormals, &normalBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
- normalBuffer.clear();
- // now copy faces
- addFacesToMesh(pMesh);
- }
- // now add the loaded meshes
- pScene->mNumMeshes = (unsigned int)meshes.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- for (size_t i = 0; i < meshes.size(); i++)
- {
- pScene->mMeshes[i] = meshes[i];
- }
- }
- // ------------------------------------------------------------------------------------------------
- // Read a binary STL file
- bool STLImporter::LoadBinaryFile()
- {
- // allocate one mesh
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh();
- pMesh->mMaterialIndex = 0;
- // skip the first 80 bytes
- if (fileSize < 84) {
- throw DeadlyImportError("STL: file is too small for the header");
- }
- bool bIsMaterialise = false;
- // search for an occurrence of "COLOR=" in the header
- const unsigned char* sz2 = (const unsigned char*)mBuffer;
- const unsigned char* const szEnd = sz2+80;
- while (sz2 < szEnd) {
- if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ &&
- 'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++) {
- // read the default vertex color for facets
- bIsMaterialise = true;
- DefaultLogger::get()->info("STL: Taking code path for Materialise files");
- const ai_real invByte = (ai_real)1.0 / ( ai_real )255.0;
- clrColorDefault.r = (*sz2++) * invByte;
- clrColorDefault.g = (*sz2++) * invByte;
- clrColorDefault.b = (*sz2++) * invByte;
- clrColorDefault.a = (*sz2++) * invByte;
- break;
- }
- }
- const unsigned char* sz = (const unsigned char*)mBuffer + 80;
- // now read the number of facets
- pScene->mRootNode->mName.Set("<STL_BINARY>");
- pMesh->mNumFaces = *((uint32_t*)sz);
- sz += 4;
- if (fileSize < 84 + pMesh->mNumFaces*50) {
- throw DeadlyImportError("STL: file is too small to hold all facets");
- }
- if (!pMesh->mNumFaces) {
- throw DeadlyImportError("STL: file is empty. There are no facets defined");
- }
- pMesh->mNumVertices = pMesh->mNumFaces*3;
- aiVector3D* vp,*vn;
- vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
- // NOTE: Blender sometimes writes empty normals ... this is not
- // our fault ... the RemoveInvalidData helper step should fix that
- *vn = *((aiVector3D*)sz);
- sz += sizeof(aiVector3D);
- *(vn+1) = *vn;
- *(vn+2) = *vn;
- vn += 3;
- *vp++ = *((aiVector3D*)sz);
- sz += sizeof(aiVector3D);
- *vp++ = *((aiVector3D*)sz);
- sz += sizeof(aiVector3D);
- *vp++ = *((aiVector3D*)sz);
- sz += sizeof(aiVector3D);
- uint16_t color = *((uint16_t*)sz);
- sz += 2;
- if (color & (1 << 15))
- {
- // seems we need to take the color
- if (!pMesh->mColors[0])
- {
- pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
- for (unsigned int i = 0; i <pMesh->mNumVertices;++i)
- *pMesh->mColors[0]++ = this->clrColorDefault;
- pMesh->mColors[0] -= pMesh->mNumVertices;
- DefaultLogger::get()->info("STL: Mesh has vertex colors");
- }
- aiColor4D* clr = &pMesh->mColors[0][i*3];
- clr->a = 1.0;
- const ai_real invVal( (ai_real)1.0 / ( ai_real )31.0 );
- if (bIsMaterialise) // this is reversed
- {
- clr->r = (color & 0x31u) *invVal;
- clr->g = ((color & (0x31u<<5))>>5u) *invVal;
- clr->b = ((color & (0x31u<<10))>>10u) *invVal;
- }
- else
- {
- clr->b = (color & 0x31u) *invVal;
- clr->g = ((color & (0x31u<<5))>>5u) *invVal;
- clr->r = ((color & (0x31u<<10))>>10u) *invVal;
- }
- // assign the color to all vertices of the face
- *(clr+1) = *clr;
- *(clr+2) = *clr;
- }
- }
- // now copy faces
- addFacesToMesh(pMesh);
- if (bIsMaterialise && !pMesh->mColors[0])
- {
- // use the color as diffuse material color
- return true;
- }
- return false;
- }
- #endif // !! ASSIMP_BUILD_NO_STL_IMPORTER
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