/* --------------------------------------------------------------------------- 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 "DXFLoader.h" #include "ParsingUtils.h" #include "fast_atof.h" #include "MaterialSystem.h" // public ASSIMP headers #include "../include/aiScene.h" #include "../include/aiAssert.h" #include "../include/IOStream.h" #include "../include/IOSystem.h" #include "../include/DefaultLogger.h" // boost headers #include using namespace Assimp; // ------------------------------------------------------------------------------------------------ // 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,&buffer))return false; if(!SkipSpaces(buffer,&buffer))return GetNextLine(); return true; } // ------------------------------------------------------------------------------------------------ bool DXFImporter::GetNextToken() { SkipSpaces(buffer,&buffer); groupCode = strtol10s(buffer,&buffer); if(!GetNextLine())return false; // copy the data line to a separate buffer char* m = cursor; while (!IsLineEnd ( *buffer ) && m < (cursor+sizeof(cursor)/sizeof(char))) *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 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 buffer2(m+1); buffer = &buffer2[0]; file->Read( &buffer2[0], m,1); buffer2[m] = '\0'; mDefaultLayer = NULL; // now get all lines of the file while (GetNextToken()) { if (2 == groupCode) { // ENTITIES section if (!::strcmp(cursor,"ENTITIES")) if (!ParseEntities())break; // HEADER section - just to print the file format version else if (!::strcmp(cursor,"HEADER")) if (!ParseHeader())break; // other sections such as BLOCK - skip them to make // sure there will be no name conflicts else { bool b = false; while (GetNextToken()) { if (!groupCode && !::strcmp(cursor,"ENDSEC")) {b = true;break;} } if (!b)break; } } // print comment strings else if (999 == groupCode) { DefaultLogger::get()->info(std::string( cursor )); } else if (!groupCode && !::strcmp(cursor,"EOF")) break; } if (mLayers.empty()) throw new ImportErrorException("DXF: this file contains no 3d data"); pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = (unsigned int)mLayers.size()]; m = 0; for (std::vector::const_iterator it = mLayers.begin(),end = mLayers.end(); it != end;++it) { // generate the output mesh aiMesh* pMesh = pScene->mMeshes[m++] = new aiMesh(); const std::vector& vPositions = (*it).vPositions; 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 indices here if (vp[3] != vp[2]) { face.mNumIndices = 4; } else face.mNumIndices = 3; face.mIndices = new unsigned int[face.mNumIndices]; for (unsigned int a = 0; a < face.mNumIndices;++a) { *vpOut++ = vp[a]; face.mIndices[a] = pMesh->mNumVertices++; } vp += 4; } } // generate the output scene graph pScene->mRootNode = new aiNode(); pScene->mRootNode->mName.Set(""); 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) { while (true) { if (!::strcmp(cursor,"3DFACE")) if (!Parse3DFace()) return false; else continue; break; }; if (!::strcmp(cursor,"ENDSEC")) return true; } } return false; } // ------------------------------------------------------------------------------------------------ bool DXFImporter::ParseHeader() { // --- at the moment we don't need any information from the header while (GetNextToken()) { if (!groupCode) { if (!::strcmp(cursor,"ENDSEC")) return true; } // print comment strings else if (999 == groupCode) { DefaultLogger::get()->info(std::string( cursor )); } } return false; } // ------------------------------------------------------------------------------------------------ bool DXFImporter::Parse3DFace() { bool ret = false; LayerInfo* out = NULL; aiVector3D vip[4]; // -- vectors are initialized to zero while (GetNextToken()) { switch (groupCode) { case 0: ret = true;break; // 8 specifies the layer case 8: { for (std::vector::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); } 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);break; // y position of the third corner case 22: vip[2].y = -fast_atof(cursor);break; // z position of the third corner case 32: vip[2].z = fast_atof(cursor);break; // x position of the fourth corner case 13: vip[3].x = fast_atof(cursor);break; // y position of the fourth corner case 23: vip[3].y = -fast_atof(cursor);break; // z position of the fourth corner case 33: vip[3].z = fast_atof(cursor);break; }; if (ret)break; } // use a default layer if necessary if (!out) { if (!mDefaultLayer) { mLayers.push_back(LayerInfo()); mDefaultLayer = &mLayers.back(); } out = mDefaultLayer; } // 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]); return ret; }