/* --------------------------------------------------------------------------- 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 OFF importer class */ #include "AssimpPCH.h" // internal headers #include "OFFLoader.h" #include "ParsingUtils.h" #include "fast_atof.h" using namespace Assimp; // ------------------------------------------------------------------------------------------------ // 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) 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] != 'o' && extension[1] != 'R' || extension[2] != 'f' && extension[2] != 'F' || extension[3] != 'f' && extension[3] != 'F'); } // ------------------------------------------------------------------------------------------------ // Imports the given file into the given scene structure. void OFFImporter::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 OFF file " + pFile + "."); unsigned int fileSize = (unsigned int)file->FileSize(); // allocate storage and copy the contents of the file to a memory buffer std::vector mBuffer2(fileSize+1); file->Read(&mBuffer2[0], 1, fileSize); mBuffer2[fileSize] = '\0'; const char* buffer = &mBuffer2[0]; char line[4096]; GetNextLine(buffer,line); if ('O' == line[0])GetNextLine(buffer,line); // skip the 'OFF' line const char* sz = line; SkipSpaces(&sz); const unsigned int numVertices = strtol10(sz,&sz);SkipSpaces(&sz); const unsigned int numFaces = strtol10(sz,&sz); pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ]; aiMesh* mesh = pScene->mMeshes[0] = new aiMesh(); aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces]; std::vector tempPositions(numVertices); // now read all vertex lines for (unsigned int i = 0; i< numVertices;++i) { if(!GetNextLine(buffer,line)) { DefaultLogger::get()->error("OFF: The number of verts in the header is incorrect"); break; } aiVector3D& v = tempPositions[i]; sz = line; SkipSpaces(&sz); sz = fast_atof_move(sz,(float&)v.x); SkipSpaces(&sz); sz = fast_atof_move(sz,(float&)v.y); SkipSpaces(&sz); fast_atof_move(sz,(float&)v.z); } // First find out how many vertices we'll need const char* old = buffer; for (unsigned int i = 0; i< mesh->mNumFaces;++i) { if(!GetNextLine(buffer,line)) { DefaultLogger::get()->error("OFF: The number of faces in the header is incorrect"); break; } sz = line;SkipSpaces(&sz); if(!(faces->mNumIndices = strtol10(sz,&sz)) || faces->mNumIndices > 9) { DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed"); --mesh->mNumFaces; continue; } mesh->mNumVertices += faces->mNumIndices; ++faces; } if (!mesh->mNumVertices) throw new ImportErrorException("OFF: There are no valid faces"); // allocate storage for the output vertices aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; // second: now parse all face indices buffer = old;faces = mesh->mFaces; for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;) { if(!GetNextLine(buffer,line))break; unsigned int idx; sz = line;SkipSpaces(&sz); if(!(idx = strtol10(sz,&sz)) || idx > 9) continue; faces->mIndices = new unsigned int [faces->mNumIndices]; for (unsigned int m = 0; m < faces->mNumIndices;++m) { SkipSpaces(&sz); if ((idx = strtol10(sz,&sz)) >= numVertices) { DefaultLogger::get()->error("OFF: Vertex index is out of range"); idx = numVertices-1; } faces->mIndices[m] = p++; *verts++ = tempPositions[idx]; } ++i; ++faces; } // generate the output node graph pScene->mRootNode = new aiNode(); pScene->mRootNode->mName.Set(""); pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes = 1]; pScene->mRootNode->mMeshes[0] = 0; // generate a default material pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1]; MaterialHelper* pcMat = new MaterialHelper(); aiColor4D clr(0.6f,0.6f,0.6f,1.0f); pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE); pScene->mMaterials[0] = pcMat; }