/* --------------------------------------------------------------------------- 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 STL importer class */ // internal headers #include "STLLoader.h" #include "MaterialSystem.h" #include "ParsingUtils.h" #include "fast_atof.h" // public assimp headers #include "../include/IOStream.h" #include "../include/IOSystem.h" #include "../include/aiMesh.h" #include "../include/aiScene.h" #include "../include/aiAssert.h" #include "../include/DefaultLogger.h" // boost headers #include using namespace Assimp; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer STLImporter::STLImporter() { } // ------------------------------------------------------------------------------------------------ // Destructor, private as well STLImporter::~STLImporter() { } // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool STLImporter::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); if (extension.length() < 4)return false; if (extension[0] != '.')return false; if (extension[1] != 's' && extension[1] != 'S')return false; if (extension[2] != 't' && extension[2] != 'T')return false; if (extension[3] != 'l' && extension[3] != 'L')return false; return true; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void STLImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) { boost::scoped_ptr file( pIOHandler->Open( pFile, "rb")); // Check whether we can read from the file if( file.get() == NULL) { throw new ImportErrorException( "Failed to open STL file " + pFile + "."); } this->fileSize = (unsigned int)file->FileSize(); // allocate storage and copy the contents of the file to a memory buffer // (terminate it with zero) std::vector mBuffer2(fileSize+1); file->Read(&mBuffer2[0], 1, fileSize); mBuffer2[fileSize] = '\0'; this->pScene = pScene; this->mBuffer = &mBuffer2[0]; // the default vertex color is white clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 1.0f; // allocate one mesh pScene->mNumMeshes = 1; pScene->mMeshes = new aiMesh*[1]; aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh(); pMesh->mMaterialIndex = 0; // allocate a single node pScene->mRootNode = new aiNode(); pScene->mRootNode->mNumMeshes = 1; pScene->mRootNode->mMeshes = new unsigned int[1]; pScene->mRootNode->mMeshes[0] = 0; bool bMatClr = false; // check whether the file starts with 'solid' - // in this case we can simply assume it IS a text file. finished. if (!::strncmp(mBuffer,"solid",5)) this->LoadASCIIFile(); else bMatClr = this->LoadBinaryFile(); // now copy faces pMesh->mFaces = new aiFace[pMesh->mNumFaces]; for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces;++i) { aiFace& face = pMesh->mFaces[i]; face.mIndices = new unsigned int[face.mNumIndices = 3]; for (unsigned int o = 0; o < 3;++o,++p) face.mIndices[o] = p; } // create a single default material - everything white, as we have vertex colors MaterialHelper* pcMat = new MaterialHelper(); aiString s; s.Set(AI_DEFAULT_MATERIAL_NAME); pcMat->AddProperty(&s, AI_MATKEY_NAME); aiColor4D clrDiffuse(1.0f,1.0f,1.0f,1.0f); if (bMatClr)clrDiffuse = this->clrColorDefault; pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE); 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; } // ------------------------------------------------------------------------------------------------ // Read an ASCII STL file void STLImporter::LoadASCIIFile() { aiMesh* pMesh = pScene->mMeshes[0]; const char* sz = mBuffer + 5; // skip the "solid" SkipSpaces(&sz); const char* szMe = sz; while (!::IsSpaceOrNewLine(*sz))sz++; unsigned int temp; // setup the name of the node if (temp = (unsigned int)(sz-szMe)) { pScene->mRootNode->mName.length = temp; ::memcpy(pScene->mRootNode->mName.data,szMe,temp); pScene->mRootNode->mName.data[temp] = '\0'; } else pScene->mRootNode->mName.Set(""); // try to guess how many vertices we could have // assume we'll need 160 bytes for each face pMesh->mNumVertices = ( pMesh->mNumFaces = fileSize / 160 ) * 3; pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; unsigned int curFace = 0, curVertex = 0; while (true) { // go to the next token if(!SkipSpacesAndLineEnd(&sz)) { // seems we're finished although there was no end marker DefaultLogger::get()->warn("STL: unexpected EOF. \'endsolid\' keyword was expected"); break; } // facet normal -0.13 -0.13 -0.98 if (!::strncmp(sz,"facet",5) && ::IsSpaceOrNewLine(*(sz+5))) { if (3 != curVertex)DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete"); if (pMesh->mNumFaces == curFace) { // need to resize the arrays, our size estimate was wrong unsigned int iNeededSize = (unsigned int)(sz-mBuffer) / pMesh->mNumFaces; if (iNeededSize <= 160)iNeededSize >>= 1; // prevent endless looping unsigned int add = (unsigned int)((mBuffer+fileSize)-sz) / iNeededSize; add += add >> 3; // add 12.5% as buffer iNeededSize = (pMesh->mNumFaces + add)*3; aiVector3D* pv = new aiVector3D[iNeededSize]; ::memcpy(pv,pMesh->mVertices,pMesh->mNumVertices*sizeof(aiVector3D)); delete[] pMesh->mVertices; pMesh->mVertices = pv; pv = new aiVector3D[iNeededSize]; ::memcpy(pv,pMesh->mNormals,pMesh->mNumVertices*sizeof(aiVector3D)); delete[] pMesh->mNormals; pMesh->mNormals = pv; pMesh->mNumVertices = iNeededSize; pMesh->mNumFaces += add; } aiVector3D* vn = &pMesh->mNormals[curFace++*3]; sz += 6; curVertex = 0; SkipSpaces(&sz); if (::strncmp(sz,"normal",6)) { DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found"); } else { sz += 7; SkipSpaces(&sz); sz = fast_atof_move(sz, vn->x ); SkipSpaces(&sz); sz = fast_atof_move(sz, vn->y ); SkipSpaces(&sz); sz = fast_atof_move(sz, vn->z ); *(vn+1) = *vn; *(vn+2) = *vn; } } // vertex 1.50000 1.50000 0.00000 else if (!::strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6))) { if (3 == curVertex) { DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found"); } else { sz += 7; SkipSpaces(&sz); aiVector3D* vn = &pMesh->mVertices[(curFace-1)*3 + curVertex++]; sz = fast_atof_move(sz, vn->x ); SkipSpaces(&sz); sz = fast_atof_move(sz, vn->y ); SkipSpaces(&sz); sz = fast_atof_move(sz, vn->z ); } } else if (!::strncmp(sz,"endsolid",8)) { // finished! break; } // else skip the whole identifier else while (!::IsSpaceOrNewLine(*sz))++sz; } if (!curFace) { pMesh->mNumFaces = 0; throw new ImportErrorException("STL: ASCII file is empty or invalid; no data loaded"); } pMesh->mNumFaces = curFace; pMesh->mNumVertices = curFace*3; // we are finished! } // ------------------------------------------------------------------------------------------------ // Read a binary STL file bool STLImporter::LoadBinaryFile() { // skip the first 80 bytes if (fileSize < 84) throw new ImportErrorException("STL: file is too small for the header"); bool bIsMaterialise = false; // search for an occurence of "COLOR=" in the header const char* sz2 = (const char*)mBuffer; const char* const szEnd = sz2+80; while (sz2 < szEnd) { if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ && 'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++) { // read the default vertex color for facets bIsMaterialise = true; this->clrColorDefault.r = (*sz2++) / 255.0f; this->clrColorDefault.g = (*sz2++) / 255.0f; this->clrColorDefault.b = (*sz2++) / 255.0f; this->clrColorDefault.a = (*sz2++) / 255.0f; break; } } const unsigned char* sz = (const unsigned char*)mBuffer + 80; // now read the number of facets aiMesh* pMesh = pScene->mMeshes[0]; pScene->mRootNode->mName.Set(""); pMesh->mNumFaces = *((uint32_t*)sz); sz += 4; if (fileSize < 84 + pMesh->mNumFaces*50) throw new ImportErrorException("STL: file is too small to keep all facets"); if (!pMesh->mNumFaces) throw new ImportErrorException("STL: file is empty. There are no facets defined"); pMesh->mNumVertices = pMesh->mNumFaces*3; aiVector3D* vp,*vn; vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; for (unsigned int i = 0; i < pMesh->mNumFaces;++i) { *vn = *((aiVector3D*)sz); sz += sizeof(aiVector3D); *(vn+1) = *vn; *(vn+2) = *vn; vn += 3; *vp++ = *((aiVector3D*)sz); sz += sizeof(aiVector3D); *vp++ = *((aiVector3D*)sz); sz += sizeof(aiVector3D); *vp++ = *((aiVector3D*)sz); sz += sizeof(aiVector3D); uint16_t color = *((uint16_t*)sz); sz += 2; if (color & (1 << 15)) { // seems we need to take the color if (!pMesh->mColors[0]) { pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices]; for (unsigned int i = 0; i mNumVertices;++i) *pMesh->mColors[0]++ = this->clrColorDefault; pMesh->mColors[0] -= pMesh->mNumVertices; } aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3]; clr->a = 1.0f; if (bIsMaterialise) // fuck, this is reversed { clr->r = (color & 0x31u) / 31.0f; clr->g = ((color & (0x31u<<5))>>5u) / 31.0f; clr->b = ((color & (0x31u<<10))>>10u) / 31.0f; } else { clr->b = (color & 0x31u) / 31.0f; clr->g = ((color & (0x31u<<5))>>5u) / 31.0f; clr->r = ((color & (0x31u<<10))>>10u) / 31.0f; } // assign the color to all vertices of the face *(clr+1) = *clr; *(clr+2) = *clr; } } if (bIsMaterialise && !pMesh->mColors[0]) { // use the color was diffuse material color return true; } return false; }