assimp/code/DXFLoader.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 DXF importer class */
#include "AssimpPCH.h"
#include "DXFLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
using namespace Assimp;
// AutoCAD Binary DXF<CR><LF><SUB><NULL>
#define AI_DXF_BINARY_IDENT ("AutoCAD Binary DXF\r\n\x1a\0")
#define AI_DXF_BINARY_IDENT_LEN (24)
// color indices for DXF - 16 are supported
static aiColor4D g_aclrDxfIndexColors[] =
{
aiColor4D (0.6f, 0.6f, 0.6f, 1.0f),
aiColor4D (1.0f, 0.0f, 0.0f, 1.0f), // red
aiColor4D (0.0f, 1.0f, 0.0f, 1.0f), // green
aiColor4D (0.0f, 0.0f, 1.0f, 1.0f), // blue
aiColor4D (0.3f, 1.0f, 0.3f, 1.0f), // light green
aiColor4D (0.3f, 0.3f, 1.0f, 1.0f), // light blue
aiColor4D (1.0f, 0.3f, 0.3f, 1.0f), // light red
aiColor4D (1.0f, 0.0f, 1.0f, 1.0f), // pink
aiColor4D (1.0f, 0.6f, 0.0f, 1.0f), // orange
aiColor4D (0.6f, 0.3f, 0.0f, 1.0f), // dark orange
aiColor4D (1.0f, 1.0f, 0.0f, 1.0f), // yellow
aiColor4D (0.3f, 0.3f, 0.3f, 1.0f), // dark gray
aiColor4D (0.8f, 0.8f, 0.8f, 1.0f), // light gray
aiColor4D (0.0f, 00.f, 0.0f, 1.0f), // black
aiColor4D (1.0f, 1.0f, 1.0f, 1.0f), // white
aiColor4D (0.6f, 0.0f, 1.0f, 1.0f) // violet
};
#define AI_DXF_NUM_INDEX_COLORS (sizeof(g_aclrDxfIndexColors)/sizeof(g_aclrDxfIndexColors[0]))
// invalid/unassigned color value
aiColor4D g_clrInvalid = aiColor4D(std::numeric_limits<float>::quiet_NaN(),0.f,0.f,1.f);
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
DXFImporter::DXFImporter()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
DXFImporter::~DXFImporter()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool DXFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
{
// simple check of file extension is enough for the moment
std::string::size_type pos = pFile.find_last_of('.');
// no file extension - can't read
if( pos == std::string::npos)
return false;
std::string extension = pFile.substr( pos);
return !(extension.length() != 4 || extension[0] != '.' ||
extension[1] != 'd' && extension[1] != 'D' ||
extension[2] != 'x' && extension[2] != 'X' ||
extension[3] != 'f' && extension[3] != 'F');
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::GetNextLine()
{
if(!SkipLine(&buffer))
return false;
if(!SkipSpaces(&buffer))return GetNextLine();
else if (*buffer == '{')
{
// some strange meta data ...
while (true)
{
if(!SkipLine(&buffer))
return false;
if(SkipSpaces(&buffer) && *buffer == '}')
break;
}
return GetNextLine();
}
return true;
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::GetNextToken()
{
if (bRepeat)
{
bRepeat = false;
return true;
}
SkipSpaces(&buffer);
groupCode = strtol10s(buffer,&buffer);
if(!GetNextLine())return false;
// copy the data line to a separate buffer
char* m = cursor, *end = &cursor[4096];
while (!IsLineEnd ( *buffer ) && m < end)
*m++ = *buffer++;
*m = '\0';
GetNextLine();
return true;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void DXFImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
throw new ImportErrorException( "Failed to open DXF file " + pFile + "");
// read the contents of the file in a buffer
unsigned int m = (unsigned int)file->FileSize();
std::vector<char> buffer2(m+1);
buffer = &buffer2[0];
file->Read( &buffer2[0], m,1);
buffer2[m] = '\0';
bRepeat = false;
mDefaultLayer = NULL;
// check whether this is a binaray DXF file - we can't read binary DXF files :-(
if (!strncmp(AI_DXF_BINARY_IDENT,buffer,AI_DXF_BINARY_IDENT_LEN))
throw new ImportErrorException("DXF: Binary files are not supported at the moment");
// now get all lines of the file
while (GetNextToken())
{
if (2 == groupCode)
{
// ENTITIES and BLOCKS sections - skip the whole rest, no need to waste our time with them
if (!::strcmp(cursor,"ENTITIES") || !::strcmp(cursor,"BLOCKS"))
if (!ParseEntities())break; else bRepeat = true;
// other sections - skip them to make sure there will be no name conflicts
else
{
while (GetNextToken())
{
if (!groupCode && !::strcmp(cursor,"ENDSEC"))break;
}
}
}
// print comment strings
else if (999 == groupCode)
{
DefaultLogger::get()->info(std::string( cursor ));
}
else if (!groupCode && !::strcmp(cursor,"EOF"))
break;
}
// find out how many valud layers we have
for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();
it != end;++it)
{
if (!(*it).vPositions.empty())++pScene->mNumMeshes;
}
if (!pScene->mNumMeshes)
throw new ImportErrorException("DXF: this file contains no 3d data");
pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
m = 0;
for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();
it != end;++it)
{
if ((*it).vPositions.empty())continue;
// generate the output mesh
aiMesh* pMesh = pScene->mMeshes[m++] = new aiMesh();
const std::vector<aiVector3D>& vPositions = (*it).vPositions;
const std::vector<aiColor4D>& vColors = (*it).vColors;
// check whether we need vertex colors here
aiColor4D* clrOut = NULL;
const aiColor4D* clr = NULL;
for (std::vector<aiColor4D>::const_iterator it2 = (*it).vColors.begin(), end2 = (*it).vColors.end();
it2 != end2; ++it2)
{
if ((*it2).r == (*it2).r) // check against qnan
{
clrOut = pMesh->mColors[0] = new aiColor4D[vPositions.size()];
for (unsigned int i = 0; i < vPositions.size();++i)
clrOut[i] = aiColor4D(0.6f,0.6f,0.6f,1.0f);
clr = &vColors[0];
break;
}
}
pMesh->mNumFaces = (unsigned int)vPositions.size() / 4u;
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
aiVector3D* vpOut = pMesh->mVertices = new aiVector3D[vPositions.size()];
const aiVector3D* vp = &vPositions[0];
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
{
aiFace& face = pMesh->mFaces[i];
// check whether we need four, three or two indices here
if (vp[1] == vp[2])
{
face.mNumIndices = 2;
}
else if (vp[3] == vp[2])
{
face.mNumIndices = 3;
}
else face.mNumIndices = 4;
face.mIndices = new unsigned int[face.mNumIndices];
for (unsigned int a = 0; a < face.mNumIndices;++a)
{
*vpOut++ = vp[a];
if (clr)
{
if (is_not_qnan( clr[a].r ))
*clrOut = clr[a];
++clrOut;
}
face.mIndices[a] = pMesh->mNumVertices++;
}
vp += 4;
}
}
// generate the output scene graph
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<DXF_ROOT>");
if (1 == pScene->mNumMeshes)
{
pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
pScene->mRootNode->mMeshes[0] = 0;
}
else
{
pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
for (m = 0; m < pScene->mRootNode->mNumChildren;++m)
{
aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
p->mName.length = ::strlen( mLayers[m].name );
::strcpy(p->mName.data, mLayers[m].name);
p->mMeshes = new unsigned int[p->mNumMeshes = 1];
p->mMeshes[0] = m;
p->mParent = pScene->mRootNode;
}
}
// generate a default material
MaterialHelper* pcMat = new MaterialHelper();
aiString s;
s.Set(AI_DEFAULT_MATERIAL_NAME);
pcMat->AddProperty(&s, AI_MATKEY_NAME);
aiColor4D clrDiffuse(0.6f,0.6f,0.6f,1.0f);
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
clrDiffuse = aiColor4D(1.0f,1.0f,1.0f,1.0f);
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f);
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
pScene->mNumMaterials = 1;
pScene->mMaterials = new aiMaterial*[1];
pScene->mMaterials[0] = pcMat;
// --- everything destructs automatically ---
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::ParseEntities()
{
while (GetNextToken())
{
if (!groupCode)
{
if (!::strcmp(cursor,"3DFACE") || !::strcmp(cursor,"LINE") || !::strcmp(cursor,"3DLINE"))
if (!Parse3DFace()) return false; else bRepeat = true;
if (!::strcmp(cursor,"POLYLINE") || !::strcmp(cursor,"LWPOLYLINE"))
if (!ParsePolyLine()) return false; else bRepeat = true;
if (!::strcmp(cursor,"ENDSEC"))
return true;
}
}
return false;
}
// ------------------------------------------------------------------------------------------------
void DXFImporter::SetLayer(LayerInfo*& out)
{
for (std::vector<LayerInfo>::iterator it = mLayers.begin(),end = mLayers.end();
it != end;++it)
{
if (!::strcmp( (*it).name, cursor ))
{
out = &(*it);
break;
}
}
if (!out)
{
// we don't have this layer yet
mLayers.push_back(LayerInfo());
out = &mLayers.back();
::strcpy(out->name,cursor);
}
}
// ------------------------------------------------------------------------------------------------
void DXFImporter::SetDefaultLayer(LayerInfo*& out)
{
if (!mDefaultLayer)
{
mLayers.push_back(LayerInfo());
mDefaultLayer = &mLayers.back();
}
out = mDefaultLayer;
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::ParsePolyLine()
{
bool ret = false;
LayerInfo* out = NULL;
std::vector<aiVector3D> positions;
std::vector<aiColor4D> colors;
std::vector<unsigned int> indices;
unsigned int flags = 0;
while (GetNextToken())
{
switch (groupCode)
{
case 0:
{
if (!::strcmp(cursor,"VERTEX"))
{
aiVector3D v;aiColor4D clr(g_clrInvalid);
unsigned int idx[4] = {0xffffffff,0xffffffff,0xffffffff,0xffffffff};
ParsePolyLineVertex(v, clr, idx);
if (0xffffffff == idx[0])
{
positions.push_back(v);
colors.push_back(clr);
}
else
{
// check whether we have a fourth coordinate
if (0xffffffff == idx[3])
{
idx[3] = idx[2];
}
indices.reserve(indices.size()+4);
for (unsigned int m = 0; m < 4;++m)
indices.push_back(idx[m]);
}
bRepeat = true;
}
else if (!::strcmp(cursor,"ENDSEQ"))
{
ret = true;
}
break;
}
// flags --- important that we know whether it is a polyface mesh
case 70:
{
if (!flags)
{
flags = strtol10(cursor);
}
break;
};
// optional number of vertices
case 71:
{
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
positions.reserve(strtol10(cursor));
break;
}
// optional number of faces
case 72:
{
indices.reserve(strtol10(cursor));
break;
}
// 8 specifies the layer
case 8:
{
SetLayer(out);
break;
}
}
}
if (!(flags & 64))
{
DefaultLogger::get()->warn("DXF: Only polyface meshes are currently supported");
return ret;
}
if (positions.size() < 3 || indices.size() < 3)
{
DefaultLogger::get()->warn("DXF: Unable to parse POLYLINE element - not enough vertices");
return ret;
}
// use a default layer if necessary
if (!out)SetDefaultLayer(out);
flags = (unsigned int)(out->vPositions.size()+indices.size());
out->vPositions.reserve(flags);
out->vColors.reserve(flags);
// generate unique vertices
for (std::vector<unsigned int>::const_iterator it = indices.begin(), end = indices.end();
it != end; ++it)
{
unsigned int idx = *it;
if (idx > positions.size() || !idx)
{
DefaultLogger::get()->error("DXF: Polyface mesh index os out of range");
idx = (unsigned int) positions.size();
}
out->vPositions.push_back(positions[idx-1]); // indices are one-based.
out->vColors.push_back(colors[idx-1]); // indices are one-based.
}
return ret;
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::ParsePolyLineVertex(aiVector3D& out,aiColor4D& clr, unsigned int* outIdx)
{
bool ret = false;
while (GetNextToken())
{
switch (groupCode)
{
case 0: ret = true;break;
// todo - handle the correct layer for the vertex
Fixed some minor issues in the AC loader. However, it still crashes with large and complicated models. Line handling is complete. Moved the code to find degenerated primitives to a separate step that is not anymore active by default. The FindInvalidData-Step isn't active by default now. It hast a flag and must be explicitly requested. Added line and point handling code to the CalcTangentsStep - not yet tested. Added support for the Sense 8 (WorldToolKit) NFF file format. The format uses the same file extension as the "Neutral File Format" (and is implemented in the same loader). Seems to work well, added test files for it. Added itoa10 function - so we have itoa on all platforms. Small optimizations in the SortByPType step. Fixed the material validation: textured meshes without uv coords cause a warning now. Fixed a minor isses with the OFF loader. Added empty unit tests for the new steps - to be filled in the next days. Added SceneCombiner.cpp. It contains utilities to join meshes and scenes. The latter will be needed by the LWS loader (LWS files contain references to external LWO files and the LWO loader is already to complicated that it would make sense to add an additional code path to it). Mesh joining is needed by some pp steps, but the code has not yet been moved to its new location. Added WIP light & camera support to the ASE loader. Works for the moment, but there's much missing. ASE parser refactored, the code is still quite long but at least cleaner. Fixed a bug that caused ASE to import invalid texture coordinates. Makefiles and VC8 solution are up-to-date. The rest isn't. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@192 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-10-22 20:06:16 +00:00
// At the moment it is assumed that all vertices of
// a polyline are placed on the same global layer.
// x position of the first corner
case 10: out.x = fast_atof(cursor);break;
// y position of the first corner
case 20: out.y = -fast_atof(cursor);break;
// z position of the first corner
case 30: out.z = fast_atof(cursor);break;
// POLYFACE vertex indices
case 71: outIdx[0] = strtol10(cursor);break;
case 72: outIdx[1] = strtol10(cursor);break;
case 73: outIdx[2] = strtol10(cursor);break;
// case 74: outIdx[3] = strtol10(cursor);break;
// color
case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
};
if (ret)break;
}
return ret;
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::Parse3DFace()
{
bool ret = false;
LayerInfo* out = NULL;
aiVector3D vip[4]; // -- vectors are initialized to zero
aiColor4D clr(g_clrInvalid);
// this is also used for for parsing line entities
bool bThird = false;
while (GetNextToken())
{
switch (groupCode)
{
case 0: ret = true;break;
// 8 specifies the layer
case 8:
{
SetLayer(out);
break;
}
// x position of the first corner
case 10: vip[0].x = fast_atof(cursor);break;
// y position of the first corner
case 20: vip[0].y = -fast_atof(cursor);break;
// z position of the first corner
case 30: vip[0].z = fast_atof(cursor);break;
// x position of the second corner
case 11: vip[1].x = fast_atof(cursor);break;
// y position of the second corner
case 21: vip[1].y = -fast_atof(cursor);break;
// z position of the second corner
case 31: vip[1].z = fast_atof(cursor);break;
// x position of the third corner
case 12: vip[2].x = fast_atof(cursor);
bThird = true;break;
// y position of the third corner
case 22: vip[2].y = -fast_atof(cursor);
bThird = true;break;
// z position of the third corner
case 32: vip[2].z = fast_atof(cursor);
bThird = true;break;
// x position of the fourth corner
case 13: vip[3].x = fast_atof(cursor);
bThird = true;break;
// y position of the fourth corner
case 23: vip[3].y = -fast_atof(cursor);
bThird = true;break;
// z position of the fourth corner
case 33: vip[3].z = fast_atof(cursor);
bThird = true;break;
// color
case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
};
if (ret)break;
}
if (!bThird)vip[2] = vip[1];
// use a default layer if necessary
if (!out)SetDefaultLayer(out);
// add the faces to the face list for this layer
out->vPositions.push_back(vip[0]);
out->vPositions.push_back(vip[1]);
out->vPositions.push_back(vip[2]);
out->vPositions.push_back(vip[3]); // might be equal to the third
for (unsigned int i = 0; i < 4;++i)
out->vColors.push_back(clr);
return ret;
}