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/*
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Open Asset Import Library (assimp)
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*/
/** @file RawLoader.cpp
* @brief Implementation of the RAW importer class
*/
#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER
// internal headers
#include "RawLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
#include <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
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()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
RAWImporter::~RAWImporter()
{}
// ------------------------------------------------------------------------------------------------
// 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() == NULL) {
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 = NULL;
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)
{
DefaultLogger::get()->error("A line may have either 9 or 12 floats and an optional texture");
continue;
}
MeshInformation* output = NULL;
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 = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
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