assimp/code/OFFLoader.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 OFF importer class */
#include "AssimpPCH.h"
// internal headers
#include "OFFLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// 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) 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] != 'o' && extension[1] != 'R' ||
extension[2] != 'f' && extension[2] != 'F' ||
extension[3] != 'f' && extension[3] != 'F');
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void OFFImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
throw new ImportErrorException( "Failed to open OFF file " + pFile + ".");
unsigned int fileSize = (unsigned int)file->FileSize();
// allocate storage and copy the contents of the file to a memory buffer
std::vector<char> mBuffer2(fileSize+1);
file->Read(&mBuffer2[0], 1, fileSize);
mBuffer2[fileSize] = '\0';
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 = strtol10(sz,&sz);SkipSpaces(&sz);
const unsigned int numFaces = strtol10(sz,&sz);
pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ];
aiMesh* mesh = pScene->mMeshes[0] = new aiMesh();
aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces];
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_atof_move(sz,(float&)v.x); SkipSpaces(&sz);
sz = fast_atof_move(sz,(float&)v.y); SkipSpaces(&sz);
fast_atof_move(sz,(float&)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);
if(!(faces->mNumIndices = strtol10(sz,&sz)) || 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 new ImportErrorException("OFF: There are no valid faces");
// allocate storage for the output vertices
aiVector3D* verts = mesh->mVertices = new aiVector3D[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);
if(!(idx = strtol10(sz,&sz)) || idx > 9)
continue;
faces->mIndices = new unsigned int [faces->mNumIndices];
for (unsigned int m = 0; m < faces->mNumIndices;++m)
{
SkipSpaces(&sz);
if ((idx = strtol10(sz,&sz)) >= numVertices)
{
DefaultLogger::get()->error("OFF: Vertex index is out of range");
idx = numVertices-1;
}
faces->mIndices[m] = p++;
*verts++ = tempPositions[idx];
}
++i;
++faces;
}
// generate the output node graph
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<OFFRoot>");
pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes = 1];
pScene->mRootNode->mMeshes[0] = 0;
// generate a default material
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
MaterialHelper* pcMat = new MaterialHelper();
aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
pScene->mMaterials[0] = pcMat;
}