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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2020, 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 RawLoader.cpp
- * @brief Implementation of the RAW importer class
- */
- #ifndef ASSIMP_BUILD_NO_RAW_IMPORTER
- // internal headers
- #include "RawLoader.h"
- #include <assimp/ParsingUtils.h>
- #include <assimp/fast_atof.h>
- #include <assimp/importerdesc.h>
- #include <assimp/scene.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/IOSystem.hpp>
- #include <memory>
- using namespace Assimp;
- static const aiImporterDesc desc = {
- "Raw Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour,
- 0,
- 0,
- 0,
- 0,
- "raw"
- };
- // ------------------------------------------------------------------------------------------------
- // Constructor to be privately used by Importer
- RAWImporter::RAWImporter() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Destructor, private as well
- RAWImporter::~RAWImporter() {
- // empty
- }
- // ------------------------------------------------------------------------------------------------
- // Returns whether the class can handle the format of the given file.
- bool RAWImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
- return SimpleExtensionCheck(pFile, "raw");
- }
- // ------------------------------------------------------------------------------------------------
- const aiImporterDesc *RAWImporter::GetInfo() const {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // Imports the given file into the given scene structure.
- void RAWImporter::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() == nullptr) {
- throw DeadlyImportError("Failed to open RAW file " + pFile + ".");
- }
- // 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);
- const char *buffer = &mBuffer2[0];
- // list of groups loaded from the file
- std::vector<GroupInformation> outGroups(1, GroupInformation("<default>"));
- std::vector<GroupInformation>::iterator curGroup = outGroups.begin();
- // now read all lines
- char line[4096];
- while (GetNextLine(buffer, line)) {
- // if the line starts with a non-numeric identifier, it marks
- // the beginning of a new group
- const char *sz = line;
- SkipSpaces(&sz);
- if (IsLineEnd(*sz)) continue;
- if (!IsNumeric(*sz)) {
- const char *sz2 = sz;
- while (!IsSpaceOrNewLine(*sz2))
- ++sz2;
- const unsigned int length = (unsigned int)(sz2 - sz);
- // find an existing group with this name
- for (std::vector<GroupInformation>::iterator it = outGroups.begin(), end = outGroups.end();
- it != end; ++it) {
- if (length == (*it).name.length() && !::strcmp(sz, (*it).name.c_str())) {
- curGroup = it;
- sz2 = nullptr;
- break;
- }
- }
- if (sz2) {
- outGroups.push_back(GroupInformation(std::string(sz, length)));
- curGroup = outGroups.end() - 1;
- }
- } else {
- // there can be maximally 12 floats plus an extra texture file name
- float data[12];
- unsigned int num;
- for (num = 0; num < 12; ++num) {
- if (!SkipSpaces(&sz) || !IsNumeric(*sz)) break;
- sz = fast_atoreal_move<float>(sz, data[num]);
- }
- if (num != 12 && num != 9) {
- ASSIMP_LOG_ERROR("A line may have either 9 or 12 floats and an optional texture");
- continue;
- }
- MeshInformation *output = nullptr;
- const char *sz2 = sz;
- unsigned int length;
- if (!IsLineEnd(*sz)) {
- while (!IsSpaceOrNewLine(*sz2))
- ++sz2;
- length = (unsigned int)(sz2 - sz);
- } else if (9 == num) {
- sz = "%default%";
- length = 9;
- } else {
- sz = "";
- length = 0;
- }
- // search in the list of meshes whether we have one with this texture
- for (auto &mesh : (*curGroup).meshes) {
- if (length == mesh.name.length() && (length ? !::strcmp(sz, mesh.name.c_str()) : true)) {
- output = &mesh;
- break;
- }
- }
- // if we don't have the mesh, create it
- if (!output) {
- (*curGroup).meshes.push_back(MeshInformation(std::string(sz, length)));
- output = &((*curGroup).meshes.back());
- }
- if (12 == num) {
- aiColor4D v(data[0], data[1], data[2], 1.0f);
- output->colors.push_back(v);
- output->colors.push_back(v);
- output->colors.push_back(v);
- output->vertices.push_back(aiVector3D(data[3], data[4], data[5]));
- output->vertices.push_back(aiVector3D(data[6], data[7], data[8]));
- output->vertices.push_back(aiVector3D(data[9], data[10], data[11]));
- } else {
- output->vertices.push_back(aiVector3D(data[0], data[1], data[2]));
- output->vertices.push_back(aiVector3D(data[3], data[4], data[5]));
- output->vertices.push_back(aiVector3D(data[6], data[7], data[8]));
- }
- }
- }
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("<RawRoot>");
- // count the number of valid groups
- // (meshes can't be empty)
- for (auto &outGroup : outGroups) {
- if (!outGroup.meshes.empty()) {
- ++pScene->mRootNode->mNumChildren;
- pScene->mNumMeshes += (unsigned int)outGroup.meshes.size();
- }
- }
- if (!pScene->mNumMeshes) {
- throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty.");
- }
- pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
- aiNode **cc;
- if (1 == pScene->mRootNode->mNumChildren) {
- cc = &pScene->mRootNode;
- pScene->mRootNode->mNumChildren = 0;
- } else {
- cc = new aiNode *[pScene->mRootNode->mNumChildren];
- memset(cc, 0, sizeof(aiNode *) * pScene->mRootNode->mNumChildren);
- pScene->mRootNode->mChildren = cc;
- }
- pScene->mNumMaterials = pScene->mNumMeshes;
- aiMaterial **mats = pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
- unsigned int meshIdx = 0;
- for (auto &outGroup : outGroups) {
- if (outGroup.meshes.empty()) continue;
- aiNode *node;
- if (pScene->mRootNode->mNumChildren) {
- node = *cc = new aiNode();
- node->mParent = pScene->mRootNode;
- } else
- node = *cc;
- node->mName.Set(outGroup.name);
- // add all meshes
- node->mNumMeshes = (unsigned int)outGroup.meshes.size();
- unsigned int *pi = node->mMeshes = new unsigned int[node->mNumMeshes];
- for (std::vector<MeshInformation>::iterator it2 = outGroup.meshes.begin(),
- end2 = outGroup.meshes.end();
- it2 != end2; ++it2) {
- ai_assert(!(*it2).vertices.empty());
- // allocate the mesh
- *pi++ = meshIdx;
- aiMesh *mesh = pScene->mMeshes[meshIdx] = new aiMesh();
- mesh->mMaterialIndex = meshIdx++;
- mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- // allocate storage for the vertex components and copy them
- mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
- mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- ::memcpy(mesh->mVertices, &(*it2).vertices[0], sizeof(aiVector3D) * mesh->mNumVertices);
- if ((*it2).colors.size()) {
- ai_assert((*it2).colors.size() == mesh->mNumVertices);
- mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
- ::memcpy(mesh->mColors[0], &(*it2).colors[0], sizeof(aiColor4D) * mesh->mNumVertices);
- }
- // generate triangles
- ai_assert(0 == mesh->mNumVertices % 3);
- aiFace *fc = mesh->mFaces = new aiFace[mesh->mNumFaces = mesh->mNumVertices / 3];
- aiFace *const fcEnd = fc + mesh->mNumFaces;
- unsigned int n = 0;
- while (fc != fcEnd) {
- aiFace &f = *fc++;
- f.mIndices = new unsigned int[f.mNumIndices = 3];
- for (unsigned int m = 0; m < 3; ++m)
- f.mIndices[m] = n++;
- }
- // generate a material for the mesh
- aiMaterial *mat = new aiMaterial();
- aiColor4D clr(1.0f, 1.0f, 1.0f, 1.0f);
- if ("%default%" == (*it2).name) // a gray default material
- {
- clr.r = clr.g = clr.b = 0.6f;
- } else if ((*it2).name.length() > 0) // a texture
- {
- aiString s;
- s.Set((*it2).name);
- mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- mat->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
- *mats++ = mat;
- }
- }
- }
- #endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER
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