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/*
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Open Asset Import Library (assimp)
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/** @file OFFLoader.cpp
* @brief Implementation of the OFF importer class
*/
#ifndef ASSIMP_BUILD_NO_OFF_IMPORTER
// internal headers
#include "OFFLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
#include <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>
using namespace Assimp;
static const aiImporterDesc desc = {
"OFF Importer",
"",
"",
"",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"off"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OFFImporter::OFFImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
OFFImporter::~OFFImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool OFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
const std::string extension = GetExtension(pFile);
if (extension == "off")
return true;
else if (!extension.length() || checkSig)
{
if (!pIOHandler)return true;
const char* tokens[] = {"off"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,3);
}
return false;
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* OFFImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void OFFImporter::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 OFF file " + pFile + ".");
}
// allocate storage and copy the contents of the file to a memory buffer
std::vector<char> mBuffer2;
TextFileToBuffer(file.get(),mBuffer2);
const char* buffer = &mBuffer2[0];
char line[4096];
GetNextLine(buffer,line);
if ('O' == line[0]) {
GetNextLine(buffer,line); // skip the 'OFF' line
}
const char* sz = line; SkipSpaces(&sz);
const unsigned int numVertices = strtoul10(sz,&sz);SkipSpaces(&sz);
const unsigned int numFaces = strtoul10(sz,&sz);
if (!numVertices) {
throw DeadlyImportError("OFF: There are no valid vertices");
}
if (!numFaces) {
throw DeadlyImportError("OFF: There are no valid faces");
}
pScene->mNumMeshes = 1;
pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
aiMesh* mesh = new aiMesh();
pScene->mMeshes[0] = mesh;
mesh->mNumFaces = numFaces;
aiFace* faces = new aiFace [mesh->mNumFaces];
mesh->mFaces = faces;
std::vector<aiVector3D> tempPositions(numVertices);
// now read all vertex lines
for (unsigned int i = 0; i< numVertices;++i)
{
if(!GetNextLine(buffer,line))
{
DefaultLogger::get()->error("OFF: The number of verts in the header is incorrect");
break;
}
aiVector3D& v = tempPositions[i];
sz = line; SkipSpaces(&sz);
sz = fast_atoreal_move<ai_real>(sz,(ai_real&)v.x); SkipSpaces(&sz);
sz = fast_atoreal_move<ai_real>(sz,(ai_real&)v.y); SkipSpaces(&sz);
fast_atoreal_move<ai_real>(sz,(ai_real&)v.z);
}
// First find out how many vertices we'll need
const char* old = buffer;
for (unsigned int i = 0; i< mesh->mNumFaces;++i)
{
if(!GetNextLine(buffer,line))
{
DefaultLogger::get()->error("OFF: The number of faces in the header is incorrect");
break;
}
sz = line;SkipSpaces(&sz);
faces->mNumIndices = strtoul10(sz,&sz);
if(!(faces->mNumIndices) || faces->mNumIndices > 9)
{
DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed");
--mesh->mNumFaces;
continue;
}
mesh->mNumVertices += faces->mNumIndices;
++faces;
}
if (!mesh->mNumVertices)
throw DeadlyImportError("OFF: There are no valid faces");
// allocate storage for the output vertices
std::vector<aiVector3D> verts;
verts.reserve(mesh->mNumVertices);
// second: now parse all face indices
buffer = old;
faces = mesh->mFaces;
for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
{
if(!GetNextLine(buffer,line))break;
unsigned int idx;
sz = line;SkipSpaces(&sz);
idx = strtoul10(sz,&sz);
if(!(idx) || idx > 9)
continue;
faces->mIndices = new unsigned int [faces->mNumIndices];
for (unsigned int m = 0; m < faces->mNumIndices;++m)
{
SkipSpaces(&sz);
idx = strtoul10(sz,&sz);
if ((idx) >= numVertices)
{
DefaultLogger::get()->error("OFF: Vertex index is out of range");
idx = numVertices-1;
}
faces->mIndices[m] = p++;
verts.push_back(tempPositions[idx]);
}
++i;
++faces;
}
if (mesh->mNumVertices != verts.size()) {
throw DeadlyImportError("OFF: Vertex count mismatch");
}
mesh->mVertices = new aiVector3D[verts.size()];
memcpy(mesh->mVertices, &verts[0], verts.size() * sizeof(aiVector3D));
// generate the output node graph
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<OFFRoot>");
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes];
pScene->mRootNode->mMeshes[0] = 0;
// generate a default material
pScene->mNumMaterials = 1;
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
aiMaterial* pcMat = new aiMaterial();
aiColor4D clr( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 1.0 ) );
pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
pScene->mMaterials[0] = pcMat;
const int twosided =1;
pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
}
#endif // !! ASSIMP_BUILD_NO_OFF_IMPORTER