537 lines
19 KiB
C++
537 lines
19 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2017, 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 Implementation of the STL importer class */
|
|
|
|
|
|
#ifndef ASSIMP_BUILD_NO_STL_IMPORTER
|
|
|
|
// internal headers
|
|
#include "STLLoader.h"
|
|
#include "ParsingUtils.h"
|
|
#include "fast_atof.h"
|
|
#include <memory>
|
|
#include <assimp/IOSystem.hpp>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/DefaultLogger.hpp>
|
|
#include <assimp/importerdesc.h>
|
|
|
|
using namespace Assimp;
|
|
|
|
namespace {
|
|
static const aiImporterDesc desc = {
|
|
"Stereolithography (STL) Importer",
|
|
"",
|
|
"",
|
|
"",
|
|
aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
"stl"
|
|
};
|
|
|
|
// A valid binary STL buffer should consist of the following elements, in order:
|
|
// 1) 80 byte header
|
|
// 2) 4 byte face count
|
|
// 3) 50 bytes per face
|
|
static bool IsBinarySTL(const char* buffer, unsigned int fileSize) {
|
|
if( fileSize < 84 ) {
|
|
return false;
|
|
}
|
|
|
|
const char *facecount_pos = buffer + 80;
|
|
uint32_t faceCount( 0 );
|
|
::memcpy( &faceCount, facecount_pos, sizeof( uint32_t ) );
|
|
const uint32_t expectedBinaryFileSize = faceCount * 50 + 84;
|
|
|
|
return expectedBinaryFileSize == fileSize;
|
|
}
|
|
|
|
// An ascii STL buffer will begin with "solid NAME", where NAME is optional.
|
|
// Note: The "solid NAME" check is necessary, but not sufficient, to determine
|
|
// if the buffer is ASCII; a binary header could also begin with "solid NAME".
|
|
static bool IsAsciiSTL(const char* buffer, unsigned int fileSize) {
|
|
if (IsBinarySTL(buffer, fileSize))
|
|
return false;
|
|
|
|
const char* bufferEnd = buffer + fileSize;
|
|
|
|
if (!SkipSpaces(&buffer))
|
|
return false;
|
|
|
|
if (buffer + 5 >= bufferEnd)
|
|
return false;
|
|
|
|
bool isASCII( strncmp( buffer, "solid", 5 ) == 0 );
|
|
if( isASCII ) {
|
|
// A lot of importers are write solid even if the file is binary. So we have to check for ASCII-characters.
|
|
if( fileSize >= 500 ) {
|
|
isASCII = true;
|
|
for( unsigned int i = 0; i < 500; i++ ) {
|
|
if( buffer[ i ] > 127 ) {
|
|
isASCII = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return isASCII;
|
|
}
|
|
} // namespace
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
STLImporter::STLImporter()
|
|
: mBuffer(),
|
|
fileSize(),
|
|
pScene()
|
|
{}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// 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, bool checkSig) const
|
|
{
|
|
const std::string extension = GetExtension(pFile);
|
|
|
|
if( extension == "stl" ) {
|
|
return true;
|
|
} else if (!extension.length() || checkSig) {
|
|
if( !pIOHandler ) {
|
|
return true;
|
|
}
|
|
const char* tokens[] = {"STL","solid"};
|
|
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const aiImporterDesc* STLImporter::GetInfo () const {
|
|
return &desc;
|
|
}
|
|
|
|
void addFacesToMesh(aiMesh* pMesh)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void STLImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
|
|
{
|
|
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == NULL) {
|
|
throw DeadlyImportError( "Failed to open STL file " + pFile + ".");
|
|
}
|
|
|
|
fileSize = (unsigned int)file->FileSize();
|
|
|
|
// allocate storage and copy the contents of the file to a memory buffer
|
|
// (terminate it with zero)
|
|
std::vector<char> mBuffer2;
|
|
TextFileToBuffer(file.get(),mBuffer2);
|
|
|
|
this->pScene = pScene;
|
|
this->mBuffer = &mBuffer2[0];
|
|
|
|
// the default vertex color is light gray.
|
|
clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = (ai_real) 0.6;
|
|
|
|
// allocate a single node
|
|
pScene->mRootNode = new aiNode();
|
|
|
|
bool bMatClr = false;
|
|
|
|
if (IsBinarySTL(mBuffer, fileSize)) {
|
|
bMatClr = LoadBinaryFile();
|
|
} else if (IsAsciiSTL(mBuffer, fileSize)) {
|
|
LoadASCIIFile( pScene->mRootNode );
|
|
} else {
|
|
throw DeadlyImportError( "Failed to determine STL storage representation for " + pFile + ".");
|
|
}
|
|
|
|
// add all created meshes to the single node
|
|
/*pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
|
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes; i++)
|
|
pScene->mRootNode->mMeshes[i] = i;
|
|
*/
|
|
// create a single default material, using a white diffuse color for consistency with
|
|
// other geometric types (e.g., PLY).
|
|
aiMaterial* pcMat = new aiMaterial();
|
|
aiString s;
|
|
s.Set(AI_DEFAULT_MATERIAL_NAME);
|
|
pcMat->AddProperty(&s, AI_MATKEY_NAME);
|
|
|
|
aiColor4D clrDiffuse(ai_real(1.0),ai_real(1.0),ai_real(1.0),ai_real(1.0));
|
|
if (bMatClr) {
|
|
clrDiffuse = clrColorDefault;
|
|
}
|
|
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
|
|
clrDiffuse = aiColor4D( ai_real(1.0), ai_real(1.0), ai_real(1.0), ai_real(1.0));
|
|
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( aiNode *root ) {
|
|
std::vector<aiMesh*> meshes;
|
|
std::vector<aiNode*> nodes;
|
|
const char* sz = mBuffer;
|
|
const char* bufferEnd = mBuffer + fileSize;
|
|
std::vector<aiVector3D> positionBuffer;
|
|
std::vector<aiVector3D> normalBuffer;
|
|
|
|
// try to guess how many vertices we could have
|
|
// assume we'll need 160 bytes for each face
|
|
size_t sizeEstimate = std::max(1u, fileSize / 160u ) * 3;
|
|
positionBuffer.reserve(sizeEstimate);
|
|
normalBuffer.reserve(sizeEstimate);
|
|
|
|
while (IsAsciiSTL(sz, static_cast<unsigned int>(bufferEnd - sz))) {
|
|
std::vector<unsigned int> meshIndices;
|
|
aiMesh* pMesh = new aiMesh();
|
|
pMesh->mMaterialIndex = 0;
|
|
meshIndices.push_back( meshes.size() );
|
|
meshes.push_back(pMesh);
|
|
aiNode *node = new aiNode;
|
|
node->mParent = root;
|
|
nodes.push_back( node );
|
|
SkipSpaces(&sz);
|
|
ai_assert(!IsLineEnd(sz));
|
|
|
|
sz += 5; // skip the "solid"
|
|
SkipSpaces(&sz);
|
|
const char* szMe = sz;
|
|
while (!::IsSpaceOrNewLine(*sz)) {
|
|
sz++;
|
|
}
|
|
|
|
size_t temp;
|
|
// setup the name of the node
|
|
if ((temp = (size_t)(sz-szMe))) {
|
|
if (temp >= MAXLEN) {
|
|
throw DeadlyImportError( "STL: Node name too long" );
|
|
}
|
|
std::string name( szMe, temp );
|
|
node->mName.Set( name.c_str() );
|
|
//pScene->mRootNode->mName.length = temp;
|
|
//memcpy(pScene->mRootNode->mName.data,szMe,temp);
|
|
//pScene->mRootNode->mName.data[temp] = '\0';
|
|
} else {
|
|
pScene->mRootNode->mName.Set("<STL_ASCII>");
|
|
}
|
|
|
|
unsigned int faceVertexCounter = 3;
|
|
for ( ;; ) {
|
|
// 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)) && *(sz + 5) != '\0') {
|
|
|
|
if (faceVertexCounter != 3) {
|
|
DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete");
|
|
}
|
|
faceVertexCounter = 0;
|
|
normalBuffer.push_back(aiVector3D());
|
|
aiVector3D* vn = &normalBuffer.back();
|
|
|
|
sz += 6;
|
|
SkipSpaces(&sz);
|
|
if (strncmp(sz,"normal",6)) {
|
|
DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
|
|
} else {
|
|
if (sz[6] == '\0') {
|
|
throw DeadlyImportError("STL: unexpected EOF while parsing facet");
|
|
}
|
|
sz += 7;
|
|
SkipSpaces(&sz);
|
|
sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->x );
|
|
SkipSpaces(&sz);
|
|
sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->y );
|
|
SkipSpaces(&sz);
|
|
sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->z );
|
|
normalBuffer.push_back(*vn);
|
|
normalBuffer.push_back(*vn);
|
|
}
|
|
} else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6))) { // vertex 1.50000 1.50000 0.00000
|
|
if (faceVertexCounter >= 3) {
|
|
DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
|
|
++sz;
|
|
} else {
|
|
if (sz[6] == '\0') {
|
|
throw DeadlyImportError("STL: unexpected EOF while parsing facet");
|
|
}
|
|
sz += 7;
|
|
SkipSpaces(&sz);
|
|
positionBuffer.push_back(aiVector3D());
|
|
aiVector3D* vn = &positionBuffer.back();
|
|
sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->x );
|
|
SkipSpaces(&sz);
|
|
sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->y );
|
|
SkipSpaces(&sz);
|
|
sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->z );
|
|
faceVertexCounter++;
|
|
}
|
|
} else if (!::strncmp(sz,"endsolid",8)) {
|
|
do {
|
|
++sz;
|
|
} while (!::IsLineEnd(*sz));
|
|
SkipSpacesAndLineEnd(&sz);
|
|
// finished!
|
|
break;
|
|
} else { // else skip the whole identifier
|
|
do {
|
|
++sz;
|
|
} while (!::IsSpaceOrNewLine(*sz));
|
|
}
|
|
}
|
|
|
|
if (positionBuffer.empty()) {
|
|
pMesh->mNumFaces = 0;
|
|
throw DeadlyImportError("STL: ASCII file is empty or invalid; no data loaded");
|
|
}
|
|
if (positionBuffer.size() % 3 != 0) {
|
|
pMesh->mNumFaces = 0;
|
|
throw DeadlyImportError("STL: Invalid number of vertices");
|
|
}
|
|
if (normalBuffer.size() != positionBuffer.size()) {
|
|
pMesh->mNumFaces = 0;
|
|
throw DeadlyImportError("Normal buffer size does not match position buffer size");
|
|
}
|
|
pMesh->mNumFaces = static_cast<unsigned int>(positionBuffer.size() / 3);
|
|
pMesh->mNumVertices = static_cast<unsigned int>(positionBuffer.size());
|
|
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
|
|
memcpy(pMesh->mVertices, &positionBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
|
|
positionBuffer.clear();
|
|
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
|
memcpy(pMesh->mNormals, &normalBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
|
|
normalBuffer.clear();
|
|
|
|
// now copy faces
|
|
addFacesToMesh(pMesh);
|
|
|
|
// assign the meshes to the current node
|
|
pushMeshesToNode( meshIndices, node );
|
|
}
|
|
|
|
// now add the loaded meshes
|
|
pScene->mNumMeshes = (unsigned int)meshes.size();
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
for (size_t i = 0; i < meshes.size(); i++) {
|
|
pScene->mMeshes[ i ] = meshes[i];
|
|
}
|
|
|
|
root->mNumChildren = nodes.size();
|
|
root->mChildren = new aiNode*[ root->mNumChildren ];
|
|
for ( size_t i=0; i<nodes.size(); ++i ) {
|
|
root->mChildren[ i ] = nodes[ i ];
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a binary STL file
|
|
bool STLImporter::LoadBinaryFile()
|
|
{
|
|
// allocate one mesh
|
|
pScene->mNumMeshes = 1;
|
|
pScene->mMeshes = new aiMesh*[1];
|
|
aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh();
|
|
pMesh->mMaterialIndex = 0;
|
|
|
|
// skip the first 80 bytes
|
|
if (fileSize < 84) {
|
|
throw DeadlyImportError("STL: file is too small for the header");
|
|
}
|
|
bool bIsMaterialise = false;
|
|
|
|
// search for an occurrence of "COLOR=" in the header
|
|
const unsigned char* sz2 = (const unsigned char*)mBuffer;
|
|
const unsigned 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;
|
|
DefaultLogger::get()->info("STL: Taking code path for Materialise files");
|
|
const ai_real invByte = (ai_real)1.0 / ( ai_real )255.0;
|
|
clrColorDefault.r = (*sz2++) * invByte;
|
|
clrColorDefault.g = (*sz2++) * invByte;
|
|
clrColorDefault.b = (*sz2++) * invByte;
|
|
clrColorDefault.a = (*sz2++) * invByte;
|
|
break;
|
|
}
|
|
}
|
|
const unsigned char* sz = (const unsigned char*)mBuffer + 80;
|
|
|
|
// now read the number of facets
|
|
pScene->mRootNode->mName.Set("<STL_BINARY>");
|
|
|
|
pMesh->mNumFaces = *((uint32_t*)sz);
|
|
sz += 4;
|
|
|
|
if (fileSize < 84 + pMesh->mNumFaces*50) {
|
|
throw DeadlyImportError("STL: file is too small to hold all facets");
|
|
}
|
|
|
|
if (!pMesh->mNumFaces) {
|
|
throw DeadlyImportError("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) {
|
|
|
|
// NOTE: Blender sometimes writes empty normals ... this is not
|
|
// our fault ... the RemoveInvalidData helper step should fix that
|
|
*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 <pMesh->mNumVertices;++i)
|
|
*pMesh->mColors[0]++ = this->clrColorDefault;
|
|
pMesh->mColors[0] -= pMesh->mNumVertices;
|
|
|
|
DefaultLogger::get()->info("STL: Mesh has vertex colors");
|
|
}
|
|
aiColor4D* clr = &pMesh->mColors[0][i*3];
|
|
clr->a = 1.0;
|
|
const ai_real invVal( (ai_real)1.0 / ( ai_real )31.0 );
|
|
if (bIsMaterialise) // this is reversed
|
|
{
|
|
clr->r = (color & 0x31u) *invVal;
|
|
clr->g = ((color & (0x31u<<5))>>5u) *invVal;
|
|
clr->b = ((color & (0x31u<<10))>>10u) *invVal;
|
|
}
|
|
else
|
|
{
|
|
clr->b = (color & 0x31u) *invVal;
|
|
clr->g = ((color & (0x31u<<5))>>5u) *invVal;
|
|
clr->r = ((color & (0x31u<<10))>>10u) *invVal;
|
|
}
|
|
// assign the color to all vertices of the face
|
|
*(clr+1) = *clr;
|
|
*(clr+2) = *clr;
|
|
}
|
|
}
|
|
|
|
// now copy faces
|
|
addFacesToMesh(pMesh);
|
|
|
|
if (bIsMaterialise && !pMesh->mColors[0])
|
|
{
|
|
// use the color as diffuse material color
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void STLImporter::pushMeshesToNode( std::vector<unsigned int> &meshIndices, aiNode *node ) {
|
|
ai_assert( nullptr != node );
|
|
if ( meshIndices.empty() ) {
|
|
return;
|
|
}
|
|
|
|
node->mNumMeshes = static_cast<unsigned int>( meshIndices.size() );
|
|
node->mMeshes = new unsigned int[ meshIndices.size() ];
|
|
for ( size_t i=0; i<meshIndices.size(); ++i ) {
|
|
node->mMeshes[ i ] = meshIndices[ i ];
|
|
}
|
|
meshIndices.clear();
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_STL_IMPORTER
|