closes https://github.com/assimp/assimp/issues/2228: prepare pull-request.
parent
831cbcf699
commit
bb66af544a
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@ -106,15 +106,23 @@ const aiImporterDesc* OFFImporter::GetInfo () const
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return &desc;
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}
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// skip blank space, lines and comments
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static void NextToken(const char **car, const char* end) {
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SkipSpacesAndLineEnd(car);
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while (*car < end && (**car == '#' || **car == '\n' || **car == '\r')) {
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SkipLine(car);
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SkipSpacesAndLineEnd(car);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void OFFImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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void OFFImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL) {
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if( file.get() == nullptr) {
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throw DeadlyImportError( "Failed to open OFF file " + pFile + ".");
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}
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@ -123,15 +131,61 @@ void OFFImporter::InternReadFile( const std::string& pFile,
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TextFileToBuffer(file.get(),mBuffer2);
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const char* buffer = &mBuffer2[0];
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char line[4096];
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GetNextLine(buffer,line);
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if ('O' == line[0]) {
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GetNextLine(buffer,line); // skip the 'OFF' line
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// Proper OFF header parser. We only implement normal loading for now.
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bool hasTexCoord = false, hasNormals = false, hasColors = false;
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bool hasHomogenous = false, hasDimension = false;
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unsigned int dimensions = 3;
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const char* car = buffer;
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const char* end = buffer + mBuffer2.size();
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NextToken(&car, end);
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if (car < end - 2 && car[0] == 'S' && car[1] == 'T') {
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hasTexCoord = true; car += 2;
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}
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if (car < end - 1 && car[0] == 'C') {
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hasColors = true; car++;
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}
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if (car < end- 1 && car[0] == 'N') {
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hasNormals = true; car++;
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}
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if (car < end - 1 && car[0] == '4') {
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hasHomogenous = true; car++;
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}
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if (car < end - 1 && car[0] == 'n') {
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hasDimension = true; car++;
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}
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if (car < end - 3 && car[0] == 'O' && car[1] == 'F' && car[2] == 'F') {
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car += 3;
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NextToken(&car, end);
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} else {
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// in case there is no OFF header (which is allowed by the
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// specification...), then we might have unintentionally read an
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// additional dimension from the primitive count fields
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dimensions = 3;
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hasHomogenous = false;
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NextToken(&car, end);
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// at this point the next token should be an integer number
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if (car >= end - 1 || *car < '0' || *car > '9') {
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throw DeadlyImportError("OFF: Header is invalid");
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}
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}
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if (hasDimension) {
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dimensions = strtoul10(car, &car);
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NextToken(&car, end);
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}
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if (dimensions > 3) {
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throw DeadlyImportError
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("OFF: Number of vertex coordinates higher than 3 unsupported");
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}
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const char* sz = line; SkipSpaces(&sz);
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const unsigned int numVertices = strtoul10(sz,&sz);SkipSpaces(&sz);
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const unsigned int numFaces = strtoul10(sz,&sz);
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NextToken(&car, end);
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const unsigned int numVertices = strtoul10(car, &car);
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NextToken(&car, end);
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const unsigned int numFaces = strtoul10(car, &car);
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NextToken(&car, end);
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strtoul10(car, &car); // skip edge count
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NextToken(&car, end);
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if (!numVertices) {
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throw DeadlyImportError("OFF: There are no valid vertices");
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@ -147,91 +201,127 @@ void OFFImporter::InternReadFile( const std::string& pFile,
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pScene->mMeshes[0] = mesh;
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mesh->mNumFaces = numFaces;
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aiFace* faces = new aiFace [mesh->mNumFaces];
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aiFace* faces = new aiFace[mesh->mNumFaces];
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mesh->mFaces = faces;
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std::vector<aiVector3D> tempPositions(numVertices);
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mesh->mNumVertices = numVertices;
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mesh->mVertices = new aiVector3D[numVertices];
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mesh->mNormals = hasNormals ? new aiVector3D[numVertices] : nullptr;
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mesh->mColors[0] = hasColors ? new aiColor4D[numVertices] : nullptr;
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if (hasTexCoord) {
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mesh->mNumUVComponents[0] = 2;
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mesh->mTextureCoords[0] = new aiVector3D[numVertices];
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}
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char line[4096];
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buffer = car;
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const char *sz = car;
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// now read all vertex lines
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for (unsigned int i = 0; i< numVertices;++i)
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{
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if(!GetNextLine(buffer,line))
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{
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for (unsigned int i = 0; i < numVertices; ++i) {
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if(!GetNextLine(buffer, line)) {
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ASSIMP_LOG_ERROR("OFF: The number of verts in the header is incorrect");
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break;
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}
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aiVector3D& v = tempPositions[i];
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aiVector3D& v = mesh->mVertices[i];
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sz = line;
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sz = line; SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)v.x); SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)v.y); SkipSpaces(&sz);
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fast_atoreal_move<ai_real>(sz,(ai_real&)v.z);
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// helper array to write a for loop over possible dimension values
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ai_real* vec[3] = {&v.x, &v.y, &v.z};
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// stop at dimensions: this allows loading 1D or 2D coordinate vertices
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for (unsigned int dim = 0; dim < dimensions; ++dim ) {
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz, *vec[dim]);
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}
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// if has homogenous coordinate, divide others by this one
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if (hasHomogenous) {
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SkipSpaces(&sz);
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ai_real w = 1.;
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sz = fast_atoreal_move<ai_real>(sz, w);
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for (unsigned int dim = 0; dim < dimensions; ++dim ) {
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*(vec[dim]) /= w;
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}
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}
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// read optional normals
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if (hasNormals) {
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aiVector3D& n = mesh->mNormals[i];
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)n.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)n.y);
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SkipSpaces(&sz);
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fast_atoreal_move<ai_real>(sz,(ai_real&)n.z);
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}
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// reading colors is a pain because the specification says it can be
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// integers or floats, and any number of them between 1 and 4 included,
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// until the next comment or end of line
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// in theory should be testing type !
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if (hasColors) {
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aiColor4D& c = mesh->mColors[0][i];
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.r);
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if (*sz != '#' && *sz != '\n' && *sz != '\r') {
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.g);
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} else {
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c.g = 0.;
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}
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if (*sz != '#' && *sz != '\n' && *sz != '\r') {
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.b);
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} else {
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c.b = 0.;
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}
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if (*sz != '#' && *sz != '\n' && *sz != '\r') {
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.a);
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} else {
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c.a = 1.;
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}
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}
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if (hasTexCoord) {
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aiVector3D& t = mesh->mTextureCoords[0][i];
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)t.x);
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SkipSpaces(&sz);
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fast_atoreal_move<ai_real>(sz,(ai_real&)t.y);
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}
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}
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// First find out how many vertices we'll need
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const char* old = buffer;
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for (unsigned int i = 0; i< mesh->mNumFaces;++i)
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{
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if(!GetNextLine(buffer,line))
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{
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// load faces with their indices
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faces = mesh->mFaces;
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for (unsigned int i = 0; i < numFaces; ++i ) {
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if(!GetNextLine(buffer,line)) {
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ASSIMP_LOG_ERROR("OFF: The number of faces in the header is incorrect");
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break;
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}
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sz = line;SkipSpaces(&sz);
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faces->mNumIndices = strtoul10(sz,&sz);
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if(!(faces->mNumIndices) || faces->mNumIndices > 9)
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{
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ASSIMP_LOG_ERROR("OFF: Faces with zero indices aren't allowed");
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unsigned int idx;
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sz = line; SkipSpaces(&sz);
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idx = strtoul10(sz,&sz);
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if(!idx || idx > 9) {
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ASSIMP_LOG_ERROR("OFF: Faces with zero indices aren't allowed");
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--mesh->mNumFaces;
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continue;
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}
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mesh->mNumVertices += faces->mNumIndices;
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++faces;
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}
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if (!mesh->mNumVertices)
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throw DeadlyImportError("OFF: There are no valid faces");
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// allocate storage for the output vertices
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std::vector<aiVector3D> verts;
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verts.reserve(mesh->mNumVertices);
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// second: now parse all face indices
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buffer = old;
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faces = mesh->mFaces;
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for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
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{
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if(!GetNextLine(buffer,line))break;
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unsigned int idx;
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sz = line;SkipSpaces(&sz);
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idx = strtoul10(sz,&sz);
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if(!(idx) || idx > 9)
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continue;
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faces->mIndices = new unsigned int [faces->mNumIndices];
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for (unsigned int m = 0; m < faces->mNumIndices;++m)
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{
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}
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faces->mNumIndices = idx;
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faces->mIndices = new unsigned int[faces->mNumIndices];
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for (unsigned int m = 0; m < faces->mNumIndices;++m) {
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SkipSpaces(&sz);
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idx = strtoul10(sz,&sz);
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if ((idx) >= numVertices)
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{
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if (idx >= numVertices) {
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ASSIMP_LOG_ERROR("OFF: Vertex index is out of range");
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idx = numVertices-1;
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idx = numVertices - 1;
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}
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faces->mIndices[m] = p++;
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verts.push_back(tempPositions[idx]);
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faces->mIndices[m] = idx;
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}
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++i;
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++faces;
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}
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if (mesh->mNumVertices != verts.size()) {
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throw DeadlyImportError("OFF: Vertex count mismatch");
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}
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mesh->mVertices = new aiVector3D[verts.size()];
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memcpy(mesh->mVertices, &verts[0], verts.size() * sizeof(aiVector3D));
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// generate the output node graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<OFFRoot>");
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@ -248,8 +338,8 @@ void OFFImporter::InternReadFile( const std::string& pFile,
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pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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pScene->mMaterials[0] = pcMat;
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const int twosided =1;
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pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
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const int twosided = 1;
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pcMat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
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}
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#endif // !! ASSIMP_BUILD_NO_OFF_IMPORTER
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