/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2019, assimp 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 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 OFFLoader.cpp * @brief Implementation of the OFF importer class */ #ifndef ASSIMP_BUILD_NO_OFF_IMPORTER // internal headers #include "OFFLoader.h" #include #include #include #include #include #include #include using namespace Assimp; static const aiImporterDesc desc = { "OFF Importer", "", "", "", aiImporterFlags_SupportBinaryFlavour, 0, 0, 0, 0, "off" }; // ------------------------------------------------------------------------------------------------ // 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, bool checkSig) const { const std::string extension = GetExtension(pFile); if (extension == "off") return true; else if (!extension.length() || checkSig) { if (!pIOHandler)return true; const char* tokens[] = {"off"}; return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,3); } return false; } // ------------------------------------------------------------------------------------------------ const aiImporterDesc* OFFImporter::GetInfo () const { return &desc; } // skip blank space, lines and comments static void NextToken(const char **car, const char* end) { SkipSpacesAndLineEnd(car); while (*car < end && (**car == '#' || **car == '\n' || **car == '\r')) { SkipLine(car); SkipSpacesAndLineEnd(car); } } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void OFFImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { std::unique_ptr file( pIOHandler->Open( pFile, "rb")); // Check whether we can read from the file if( file.get() == nullptr) { throw DeadlyImportError( "Failed to open OFF file " + pFile + "."); } // allocate storage and copy the contents of the file to a memory buffer std::vector mBuffer2; TextFileToBuffer(file.get(),mBuffer2); const char* buffer = &mBuffer2[0]; // Proper OFF header parser. We only implement normal loading for now. bool hasTexCoord = false, hasNormals = false, hasColors = false; bool hasHomogenous = false, hasDimension = false; unsigned int dimensions = 3; const char* car = buffer; const char* end = buffer + mBuffer2.size(); NextToken(&car, end); if (car < end - 2 && car[0] == 'S' && car[1] == 'T') { hasTexCoord = true; car += 2; } if (car < end - 1 && car[0] == 'C') { hasColors = true; car++; } if (car < end- 1 && car[0] == 'N') { hasNormals = true; car++; } if (car < end - 1 && car[0] == '4') { hasHomogenous = true; car++; } if (car < end - 1 && car[0] == 'n') { hasDimension = true; car++; } if (car < end - 3 && car[0] == 'O' && car[1] == 'F' && car[2] == 'F') { car += 3; NextToken(&car, end); } else { // in case there is no OFF header (which is allowed by the // specification...), then we might have unintentionally read an // additional dimension from the primitive count fields dimensions = 3; hasHomogenous = false; NextToken(&car, end); // at this point the next token should be an integer number if (car >= end - 1 || *car < '0' || *car > '9') { throw DeadlyImportError("OFF: Header is invalid"); } } if (hasDimension) { dimensions = strtoul10(car, &car); NextToken(&car, end); } if (dimensions > 3) { throw DeadlyImportError ("OFF: Number of vertex coordinates higher than 3 unsupported"); } NextToken(&car, end); const unsigned int numVertices = strtoul10(car, &car); NextToken(&car, end); const unsigned int numFaces = strtoul10(car, &car); NextToken(&car, end); strtoul10(car, &car); // skip edge count NextToken(&car, end); if (!numVertices) { throw DeadlyImportError("OFF: There are no valid vertices"); } if (!numFaces) { throw DeadlyImportError("OFF: There are no valid faces"); } pScene->mNumMeshes = 1; pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ]; aiMesh* mesh = new aiMesh(); pScene->mMeshes[0] = mesh; mesh->mNumFaces = numFaces; aiFace* faces = new aiFace[mesh->mNumFaces]; mesh->mFaces = faces; mesh->mNumVertices = numVertices; mesh->mVertices = new aiVector3D[numVertices]; mesh->mNormals = hasNormals ? new aiVector3D[numVertices] : nullptr; mesh->mColors[0] = hasColors ? new aiColor4D[numVertices] : nullptr; if (hasTexCoord) { mesh->mNumUVComponents[0] = 2; mesh->mTextureCoords[0] = new aiVector3D[numVertices]; } char line[4096]; buffer = car; const char *sz = car; // now read all vertex lines for (unsigned int i = 0; i < numVertices; ++i) { if(!GetNextLine(buffer, line)) { ASSIMP_LOG_ERROR("OFF: The number of verts in the header is incorrect"); break; } aiVector3D& v = mesh->mVertices[i]; sz = line; // helper array to write a for loop over possible dimension values ai_real* vec[3] = {&v.x, &v.y, &v.z}; // stop at dimensions: this allows loading 1D or 2D coordinate vertices for (unsigned int dim = 0; dim < dimensions; ++dim ) { SkipSpaces(&sz); sz = fast_atoreal_move(sz, *vec[dim]); } // if has homogenous coordinate, divide others by this one if (hasHomogenous) { SkipSpaces(&sz); ai_real w = 1.; sz = fast_atoreal_move(sz, w); for (unsigned int dim = 0; dim < dimensions; ++dim ) { *(vec[dim]) /= w; } } // read optional normals if (hasNormals) { aiVector3D& n = mesh->mNormals[i]; SkipSpaces(&sz); sz = fast_atoreal_move(sz,(ai_real&)n.x); SkipSpaces(&sz); sz = fast_atoreal_move(sz,(ai_real&)n.y); SkipSpaces(&sz); fast_atoreal_move(sz,(ai_real&)n.z); } // reading colors is a pain because the specification says it can be // integers or floats, and any number of them between 1 and 4 included, // until the next comment or end of line // in theory should be testing type ! if (hasColors) { aiColor4D& c = mesh->mColors[0][i]; SkipSpaces(&sz); sz = fast_atoreal_move(sz,(ai_real&)c.r); if (*sz != '#' && *sz != '\n' && *sz != '\r') { SkipSpaces(&sz); sz = fast_atoreal_move(sz,(ai_real&)c.g); } else { c.g = 0.; } if (*sz != '#' && *sz != '\n' && *sz != '\r') { SkipSpaces(&sz); sz = fast_atoreal_move(sz,(ai_real&)c.b); } else { c.b = 0.; } if (*sz != '#' && *sz != '\n' && *sz != '\r') { SkipSpaces(&sz); sz = fast_atoreal_move(sz,(ai_real&)c.a); } else { c.a = 1.; } } if (hasTexCoord) { aiVector3D& t = mesh->mTextureCoords[0][i]; SkipSpaces(&sz); sz = fast_atoreal_move(sz,(ai_real&)t.x); SkipSpaces(&sz); fast_atoreal_move(sz,(ai_real&)t.y); } } // load faces with their indices faces = mesh->mFaces; for (unsigned int i = 0; i < numFaces; ) { if(!GetNextLine(buffer,line)) { ASSIMP_LOG_ERROR("OFF: The number of faces in the header is incorrect"); break; } unsigned int idx; sz = line; SkipSpaces(&sz); idx = strtoul10(sz,&sz); if(!idx || idx > 9) { ASSIMP_LOG_ERROR("OFF: Faces with zero indices aren't allowed"); --mesh->mNumFaces; continue; } faces->mNumIndices = idx; faces->mIndices = new unsigned int[faces->mNumIndices]; for (unsigned int m = 0; m < faces->mNumIndices;++m) { SkipSpaces(&sz); idx = strtoul10(sz,&sz); if (idx >= numVertices) { ASSIMP_LOG_ERROR("OFF: Vertex index is out of range"); idx = numVertices - 1; } faces->mIndices[m] = idx; } ++i; ++faces; } // generate the output node graph pScene->mRootNode = new aiNode(); pScene->mRootNode->mName.Set(""); pScene->mRootNode->mNumMeshes = 1; pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes]; pScene->mRootNode->mMeshes[0] = 0; // generate a default material pScene->mNumMaterials = 1; pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]; aiMaterial* pcMat = new aiMaterial(); aiColor4D clr( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 1.0 ) ); pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE); pScene->mMaterials[0] = pcMat; const int twosided = 1; pcMat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED); } #endif // !! ASSIMP_BUILD_NO_OFF_IMPORTER