assimp/code/fast_atof.h

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine" and the "irrXML" project.
// For conditions of distribution and use, see copyright notice in irrlicht.h and irrXML.h
// ------------------------------------------------------------------------------------
// Original description: (Schrompf)
// Adapted to the ASSIMP library because the builtin atof indeed takes AGES to parse a
// float inside a large string. Before parsing, it does a strlen on the given point.
// Changes:
// 22nd October 08 (Aramis_acg): Added temporary cast to double, added strtoul10_64
// to ensure long numbers are handled correctly
// ------------------------------------------------------------------------------------
#ifndef __FAST_A_TO_F_H_INCLUDED__
#define __FAST_A_TO_F_H_INCLUDED__
#include <math.h>
#include <limits>
#include "StringComparison.h"
namespace Assimp
{
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const double fast_atof_table[16] = { // we write [16] here instead of [] to work around a swig bug
0.0,
0.1,
0.01,
0.001,
0.0001,
0.00001,
0.000001,
0.0000001,
0.00000001,
0.000000001,
0.0000000001,
0.00000000001,
0.000000000001,
0.0000000000001,
0.00000000000001,
0.000000000000001
};
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
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// ------------------------------------------------------------------------------------
// Convert a string in decimal format to a number
// ------------------------------------------------------------------------------------
inline unsigned int strtoul10( const char* in, const char** out=0)
{
unsigned int value = 0;
bool running = true;
while ( running )
{
if ( *in < '0' || *in > '9' )
break;
value = ( value * 10 ) + ( *in - '0' );
++in;
}
if (out)*out = in;
return value;
}
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
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// ------------------------------------------------------------------------------------
// Convert a string in octal format to a number
// ------------------------------------------------------------------------------------
inline unsigned int strtoul8( const char* in, const char** out=0)
{
unsigned int value = 0;
bool running = true;
while ( running )
{
if ( *in < '0' || *in > '7' )
break;
value = ( value << 3 ) + ( *in - '0' );
++in;
}
if (out)*out = in;
return value;
}
// ------------------------------------------------------------------------------------
// Convert a string in hex format to a number
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
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// ------------------------------------------------------------------------------------
inline unsigned int strtoul16( const char* in, const char** out=0)
{
unsigned int value = 0;
bool running = true;
while ( running )
{
if ( *in >= '0' && *in <= '9' )
{
value = ( value << 4u ) + ( *in - '0' );
}
else if (*in >= 'A' && *in <= 'F')
{
value = ( value << 4u ) + ( *in - 'A' ) + 10;
}
else if (*in >= 'a' && *in <= 'f')
{
value = ( value << 4u ) + ( *in - 'a' ) + 10;
}
else break;
++in;
}
if (out)*out = in;
return value;
}
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
// ------------------------------------------------------------------------------------
// Convert just one hex digit
// Return value is UINT_MAX if the input character is not a hex digit.
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
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// ------------------------------------------------------------------------------------
inline unsigned int HexDigitToDecimal(char in)
{
unsigned int out = UINT_MAX;
if (in >= '0' && in <= '9')
out = in - '0';
else if (in >= 'a' && in <= 'f')
out = 10u + in - 'a';
else if (in >= 'A' && in <= 'F')
out = 10u + in - 'A';
// return value is UINT_MAX if the input is not a hex digit
return out;
}
// ------------------------------------------------------------------------------------
// Convert a hex-encoded octet (2 characters, i.e. df or 1a).
// ------------------------------------------------------------------------------------
inline uint8_t HexOctetToDecimal(const char* in)
{
return ((uint8_t)HexDigitToDecimal(in[0])<<4)+(uint8_t)HexDigitToDecimal(in[1]);
}
// ------------------------------------------------------------------------------------
// signed variant of strtoul10
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
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// ------------------------------------------------------------------------------------
inline int strtol10( const char* in, const char** out=0)
{
bool inv = (*in=='-');
if (inv || *in=='+')
++in;
int value = strtoul10(in,out);
if (inv) {
value = -value;
}
return value;
}
// ------------------------------------------------------------------------------------
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
// Parse a C++-like integer literal - hex and oct prefixes.
// 0xNNNN - hex
// 0NNN - oct
// NNN - dec
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
// ------------------------------------------------------------------------------------
inline unsigned int strtoul_cppstyle( const char* in, const char** out=0)
{
if ('0' == in[0])
{
return 'x' == in[1] ? strtoul16(in+2,out) : strtoul8(in+1,out);
}
return strtoul10(in, out);
}
// ------------------------------------------------------------------------------------
// Special version of the function, providing higher accuracy and safety
// It is mainly used by fast_atof to prevent ugly and unwanted integer overflows.
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
// ------------------------------------------------------------------------------------
inline uint64_t strtoul10_64( const char* in, const char** out=0, unsigned int* max_inout=0)
{
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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unsigned int cur = 0;
uint64_t value = 0;
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if ( *in < '0' || *in > '9' )
throw std::invalid_argument(std::string("The string \"") + in + "\" cannot be converted into a value.");
bool running = true;
while ( running )
{
if ( *in < '0' || *in > '9' )
break;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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const uint64_t new_value = ( value * 10 ) + ( *in - '0' );
if (new_value < value) /* numeric overflow, we rely on you */
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throw std::overflow_error(std::string("Converting the string \"") + in + "\" into a value resulted in overflow.");
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
value = new_value;
++in;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
++cur;
if (max_inout && *max_inout == cur) {
if (out) { /* skip to end */
while (*in >= '0' && *in <= '9')
++in;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
*out = in;
}
return value;
}
}
if (out)
*out = in;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
if (max_inout)
*max_inout = cur;
return value;
}
// ------------------------------------------------------------------------------------
// signed variant of strtoul10_64
// ------------------------------------------------------------------------------------
inline int64_t strtol10_64(const char* in, const char** out = 0, unsigned int* max_inout = 0)
{
bool inv = (*in == '-');
if (inv || *in == '+')
++in;
2015-04-05 13:40:40 +00:00
int64_t value = strtoul10_64(in, out, max_inout);
if (inv) {
value = -value;
}
return value;
}
// Number of relevant decimals for floating-point parsing.
#define AI_FAST_ATOF_RELAVANT_DECIMALS 15
// ------------------------------------------------------------------------------------
//! Provides a fast function for converting a string into a float,
//! about 6 times faster than atof in win32.
// If you find any bugs, please send them to me, niko (at) irrlicht3d.org.
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
// ------------------------------------------------------------------------------------
template <typename Real>
2013-11-25 14:03:27 +00:00
inline const char* fast_atoreal_move( const char* c, Real& out, bool check_comma = true)
{
Real f = 0;
bool inv = (*c == '-');
if (inv || *c == '+') {
++c;
}
if ((c[0] == 'N' || c[0] == 'n') && ASSIMP_strincmp(c, "nan", 3) == 0)
{
out = std::numeric_limits<Real>::quiet_NaN();
c += 3;
return c;
}
if ((c[0] == 'I' || c[0] == 'i') && ASSIMP_strincmp(c, "inf", 3) == 0)
{
out = std::numeric_limits<Real>::infinity();
if (inv) {
out = -out;
}
c += 3;
if ((c[0] == 'I' || c[0] == 'i') && ASSIMP_strincmp(c, "inity", 5) == 0)
{
c += 5;
}
return c;
}
if (!(c[0] >= '0' && c[0] <= '9') &&
!(c[0] == '.' && c[1] >= '0' && c[1] <= '9'))
{
throw std::invalid_argument("Cannot parse string "
"as real number: does not start with digit "
"or decimal point followed by digit.");
}
if (*c != '.')
{
f = static_cast<Real>( strtoul10_64 ( c, &c) );
}
if ((*c == '.' || (check_comma && c[0] == ',')) && c[1] >= '0' && c[1] <= '9')
{
++c;
// NOTE: The original implementation is highly inaccurate here. The precision of a single
// IEEE 754 float is not high enough, everything behind the 6th digit tends to be more
// inaccurate than it would need to be. Casting to double seems to solve the problem.
// strtol_64 is used to prevent integer overflow.
// Another fix: this tends to become 0 for long numbers if we don't limit the maximum
// number of digits to be read. AI_FAST_ATOF_RELAVANT_DECIMALS can be a value between
// 1 and 15.
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
unsigned int diff = AI_FAST_ATOF_RELAVANT_DECIMALS;
double pl = static_cast<double>( strtoul10_64 ( c, &c, &diff ));
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
pl *= fast_atof_table[diff];
f += static_cast<Real>( pl );
}
// For backwards compatibility: eat trailing dots, but not trailing commas.
else if (*c == '.') {
++c;
}
// A major 'E' must be allowed. Necessary for proper reading of some DXF files.
// Thanks to Zhao Lei to point out that this if() must be outside the if (*c == '.' ..)
if (*c == 'e' || *c == 'E') {
++c;
const bool einv = (*c=='-');
if (einv || *c=='+') {
++c;
}
// The reason float constants are used here is that we've seen cases where compilers
// would perform such casts on compile-time constants at runtime, which would be
// bad considering how frequently fast_atoreal_move<float> is called in Assimp.
Real exp = static_cast<Real>( strtoul10_64(c, &c) );
if (einv) {
exp = -exp;
}
f *= std::pow(static_cast<Real>(10.0), exp);
}
if (inv) {
f = -f;
}
out = f;
return c;
}
// ------------------------------------------------------------------------------------
// The same but more human.
inline float fast_atof(const char* c)
{
float ret;
fast_atoreal_move<float>(c, ret);
return ret;
}
inline float fast_atof( const char* c, const char** cout)
{
float ret;
*cout = fast_atoreal_move<float>(c, ret);
return ret;
}
inline float fast_atof( const char** inout)
{
float ret;
*inout = fast_atoreal_move<float>(*inout, ret);
return ret;
}
inline double fast_atod(const char* c)
{
double ret;
fast_atoreal_move<double>(c, ret);
return ret;
}
inline double fast_atod( const char* c, const char** cout)
{
double ret;
*cout = fast_atoreal_move<double>(c, ret);
return ret;
}
inline double fast_atod( const char** inout)
{
double ret;
*inout = fast_atoreal_move<double>(*inout, ret);
return ret;
}
} // end of namespace Assimp
#endif