/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2022, 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 RawLoader.cpp * @brief Implementation of the RAW importer class */ #ifndef ASSIMP_BUILD_NO_RAW_IMPORTER // internal headers #include "RawLoader.h" #include #include #include #include #include #include #include using namespace Assimp; static const aiImporterDesc desc = { "Raw Importer", "", "", "", aiImporterFlags_SupportTextFlavour, 0, 0, 0, 0, "raw" }; // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer RAWImporter::RAWImporter() = default; // ------------------------------------------------------------------------------------------------ // Destructor, private as well RAWImporter::~RAWImporter() = default; // ------------------------------------------------------------------------------------------------ // Returns whether the class can handle the format of the given file. bool RAWImporter::CanRead(const std::string &filename, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const { return SimpleExtensionCheck(filename, "raw"); } // ------------------------------------------------------------------------------------------------ const aiImporterDesc *RAWImporter::GetInfo() const { return &desc; } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void RAWImporter::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 RAW file ", pFile, "."); } // allocate storage and copy the contents of the file to a memory buffer // (terminate it with zero) std::vector mBuffer2; TextFileToBuffer(file.get(), mBuffer2); const char *buffer = &mBuffer2[0]; // list of groups loaded from the file std::vector outGroups(1, GroupInformation("")); std::vector::iterator curGroup = outGroups.begin(); // now read all lines char line[4096]; while (GetNextLine(buffer, line)) { // if the line starts with a non-numeric identifier, it marks // the beginning of a new group const char *sz = line; SkipSpaces(&sz); if (IsLineEnd(*sz)) continue; if (!IsNumeric(*sz)) { const char *sz2 = sz; while (!IsSpaceOrNewLine(*sz2)) ++sz2; const unsigned int length = (unsigned int)(sz2 - sz); // find an existing group with this name for (std::vector::iterator it = outGroups.begin(), end = outGroups.end(); it != end; ++it) { if (length == (*it).name.length() && !::strcmp(sz, (*it).name.c_str())) { curGroup = it; sz2 = nullptr; break; } } if (sz2) { outGroups.emplace_back(std::string(sz, length)); curGroup = outGroups.end() - 1; } } else { // there can be maximally 12 floats plus an extra texture file name float data[12]; unsigned int num; for (num = 0; num < 12; ++num) { if (!SkipSpaces(&sz) || !IsNumeric(*sz)) break; sz = fast_atoreal_move(sz, data[num]); } if (num != 12 && num != 9) { ASSIMP_LOG_ERROR("A line may have either 9 or 12 floats and an optional texture"); continue; } MeshInformation *output = nullptr; const char *sz2 = sz; unsigned int length; if (!IsLineEnd(*sz)) { while (!IsSpaceOrNewLine(*sz2)) ++sz2; length = (unsigned int)(sz2 - sz); } else if (9 == num) { sz = "%default%"; length = 9; } else { sz = ""; length = 0; } // search in the list of meshes whether we have one with this texture for (auto &mesh : (*curGroup).meshes) { if (length == mesh.name.length() && (length ? !::strcmp(sz, mesh.name.c_str()) : true)) { output = &mesh; break; } } // if we don't have the mesh, create it if (!output) { (*curGroup).meshes.emplace_back(std::string(sz, length)); output = &((*curGroup).meshes.back()); } if (12 == num) { aiColor4D v(data[0], data[1], data[2], 1.0f); output->colors.push_back(v); output->colors.push_back(v); output->colors.push_back(v); output->vertices.emplace_back(data[3], data[4], data[5]); output->vertices.emplace_back(data[6], data[7], data[8]); output->vertices.emplace_back(data[9], data[10], data[11]); } else { output->vertices.emplace_back(data[0], data[1], data[2]); output->vertices.emplace_back(data[3], data[4], data[5]); output->vertices.emplace_back(data[6], data[7], data[8]); } } } pScene->mRootNode = new aiNode(); pScene->mRootNode->mName.Set(""); // count the number of valid groups // (meshes can't be empty) for (auto &outGroup : outGroups) { if (!outGroup.meshes.empty()) { ++pScene->mRootNode->mNumChildren; pScene->mNumMeshes += (unsigned int)outGroup.meshes.size(); } } if (!pScene->mNumMeshes) { throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty."); } pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; aiNode **cc; if (1 == pScene->mRootNode->mNumChildren) { cc = &pScene->mRootNode; pScene->mRootNode->mNumChildren = 0; } else { cc = new aiNode *[pScene->mRootNode->mNumChildren]; memset(cc, 0, sizeof(aiNode *) * pScene->mRootNode->mNumChildren); pScene->mRootNode->mChildren = cc; } pScene->mNumMaterials = pScene->mNumMeshes; aiMaterial **mats = pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials]; unsigned int meshIdx = 0; for (auto &outGroup : outGroups) { if (outGroup.meshes.empty()) continue; aiNode *node; if (pScene->mRootNode->mNumChildren) { node = *cc = new aiNode(); node->mParent = pScene->mRootNode; } else node = *cc; node->mName.Set(outGroup.name); // add all meshes node->mNumMeshes = (unsigned int)outGroup.meshes.size(); unsigned int *pi = node->mMeshes = new unsigned int[node->mNumMeshes]; for (std::vector::iterator it2 = outGroup.meshes.begin(), end2 = outGroup.meshes.end(); it2 != end2; ++it2) { ai_assert(!(*it2).vertices.empty()); // allocate the mesh *pi++ = meshIdx; aiMesh *mesh = pScene->mMeshes[meshIdx] = new aiMesh(); mesh->mMaterialIndex = meshIdx++; mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; // allocate storage for the vertex components and copy them mesh->mNumVertices = (unsigned int)(*it2).vertices.size(); mesh->mVertices = new aiVector3D[mesh->mNumVertices]; ::memcpy(mesh->mVertices, &(*it2).vertices[0], sizeof(aiVector3D) * mesh->mNumVertices); if ((*it2).colors.size()) { ai_assert((*it2).colors.size() == mesh->mNumVertices); mesh->mColors[0] = new aiColor4D[mesh->mNumVertices]; ::memcpy(mesh->mColors[0], &(*it2).colors[0], sizeof(aiColor4D) * mesh->mNumVertices); } // generate triangles ai_assert(0 == mesh->mNumVertices % 3); aiFace *fc = mesh->mFaces = new aiFace[mesh->mNumFaces = mesh->mNumVertices / 3]; aiFace *const fcEnd = fc + mesh->mNumFaces; unsigned int n = 0; while (fc != fcEnd) { aiFace &f = *fc++; f.mIndices = new unsigned int[f.mNumIndices = 3]; for (unsigned int m = 0; m < 3; ++m) f.mIndices[m] = n++; } // generate a material for the mesh aiMaterial *mat = new aiMaterial(); aiColor4D clr(1.0f, 1.0f, 1.0f, 1.0f); if ("%default%" == (*it2).name) // a gray default material { clr.r = clr.g = clr.b = 0.6f; } else if ((*it2).name.length() > 0) // a texture { aiString s; s.Set((*it2).name); mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0)); } mat->AddProperty(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); *mats++ = mat; } } } #endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER