575 lines
20 KiB
C++
575 lines
20 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the STL importer class */
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#ifndef ASSIMP_BUILD_NO_STL_IMPORTER
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#include "STLLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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namespace Assimp {
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namespace {
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static constexpr aiImporterDesc desc = {
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"Stereolithography (STL) Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"stl"
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};
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// A valid binary STL buffer should consist of the following elements, in order:
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// 1) 80 byte header
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// 2) 4 byte face count
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// 3) 50 bytes per face
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static bool IsBinarySTL(const char *buffer, size_t fileSize) {
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if (fileSize < 84) {
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return false;
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}
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const char *facecount_pos = buffer + 80;
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uint32_t faceCount(0);
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::memcpy(&faceCount, facecount_pos, sizeof(uint32_t));
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const uint32_t expectedBinaryFileSize = faceCount * 50 + 84;
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return expectedBinaryFileSize == fileSize;
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}
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static const size_t BufferSize = 500;
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static const char UnicodeBoundary = 127;
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// An ascii STL buffer will begin with "solid NAME", where NAME is optional.
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// Note: The "solid NAME" check is necessary, but not sufficient, to determine
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// if the buffer is ASCII; a binary header could also begin with "solid NAME".
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static bool IsAsciiSTL(const char *buffer, size_t fileSize) {
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if (IsBinarySTL(buffer, fileSize))
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return false;
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const char *bufferEnd = buffer + fileSize;
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if (!SkipSpaces(&buffer, bufferEnd)) {
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return false;
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}
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if (buffer + 5 >= bufferEnd) {
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return false;
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}
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bool isASCII(strncmp(buffer, "solid", 5) == 0);
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if (isASCII) {
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// A lot of importers are write solid even if the file is binary. So we have to check for ASCII-characters.
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if (fileSize >= BufferSize) {
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isASCII = true;
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for (unsigned int i = 0; i < BufferSize; i++) {
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if (buffer[i] > UnicodeBoundary) {
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isASCII = false;
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break;
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}
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}
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}
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}
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return isASCII;
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}
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} // namespace
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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STLImporter::STLImporter() :
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mBuffer(),
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mFileSize(0),
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mScene() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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STLImporter::~STLImporter() = default;
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool STLImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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static const char *tokens[] = { "STL", "solid" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *STLImporter::GetInfo() const {
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return &desc;
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}
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void addFacesToMesh(aiMesh *pMesh) {
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces; ++i) {
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aiFace &face = pMesh->mFaces[i];
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face.mIndices = new unsigned int[face.mNumIndices = 3];
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for (unsigned int o = 0; o < 3; ++o, ++p) {
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face.mIndices[o] = p;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void STLImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
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// Check whether we can read from the file
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if (file == nullptr) {
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throw DeadlyImportError("Failed to open STL file ", pFile, ".");
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}
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mFileSize = file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> buffer2;
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TextFileToBuffer(file.get(), buffer2);
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mScene = pScene;
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mBuffer = &buffer2[0];
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// the default vertex color is light gray.
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mClrColorDefault.r = mClrColorDefault.g = mClrColorDefault.b = mClrColorDefault.a = 0.6f;
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// allocate a single node
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mScene->mRootNode = new aiNode();
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bool bMatClr = false;
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if (IsBinarySTL(mBuffer, mFileSize)) {
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bMatClr = LoadBinaryFile();
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} else if (IsAsciiSTL(mBuffer, mFileSize)) {
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LoadASCIIFile(mScene->mRootNode);
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} else {
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throw DeadlyImportError("Failed to determine STL storage representation for ", pFile, ".");
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}
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// create a single default material, using a white diffuse color for consistency with
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// other geometric types (e.g., PLY).
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aiMaterial *pcMat = new aiMaterial();
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aiString s;
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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pcMat->AddProperty(&s, AI_MATKEY_NAME);
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aiColor4D clrDiffuse(ai_real(1.0), ai_real(1.0), ai_real(1.0), ai_real(1.0));
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if (bMatClr) {
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clrDiffuse = mClrColorDefault;
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}
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pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_SPECULAR);
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clrDiffuse = aiColor4D(0.05f, 0.05f, 0.05f, 1.0f);
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pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_AMBIENT);
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mScene->mNumMaterials = 1;
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mScene->mMaterials = new aiMaterial *[1];
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mScene->mMaterials[0] = pcMat;
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mBuffer = nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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// Read an ASCII STL file
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void STLImporter::LoadASCIIFile(aiNode *root) {
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std::vector<aiMesh *> meshes;
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std::vector<aiNode *> nodes;
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const char *sz = mBuffer;
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const char *bufferEnd = mBuffer + mFileSize;
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std::vector<aiVector3D> positionBuffer;
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std::vector<aiVector3D> normalBuffer;
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// try to guess how many vertices we could have
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// assume we'll need 160 bytes for each face
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size_t sizeEstimate = std::max(1ull, mFileSize / 160ull) * 3ull;
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positionBuffer.reserve(sizeEstimate);
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normalBuffer.reserve(sizeEstimate);
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while (IsAsciiSTL(sz, static_cast<unsigned int>(bufferEnd - sz))) {
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std::vector<unsigned int> meshIndices;
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aiMesh *pMesh = new aiMesh();
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pMesh->mMaterialIndex = 0;
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meshIndices.push_back((unsigned int)meshes.size());
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meshes.push_back(pMesh);
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aiNode *node = new aiNode;
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node->mParent = root;
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nodes.push_back(node);
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SkipSpaces(&sz, bufferEnd);
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ai_assert(!IsLineEnd(sz));
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sz += 5; // skip the "solid"
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SkipSpaces(&sz, bufferEnd);
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const char *szMe = sz;
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while (!IsSpaceOrNewLine(*sz)) {
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sz++;
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}
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size_t temp = (size_t)(sz - szMe);
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// setup the name of the node
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if (temp) {
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if (temp >= AI_MAXLEN) {
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throw DeadlyImportError("STL: Node name too long");
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}
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std::string name(szMe, temp);
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node->mName.Set(name.c_str());
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pMesh->mName.Set(name.c_str());
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} else {
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mScene->mRootNode->mName.Set("<STL_ASCII>");
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}
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unsigned int faceVertexCounter = 3;
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for (;;) {
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// go to the next token
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if (!SkipSpacesAndLineEnd(&sz, bufferEnd)) {
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// seems we're finished although there was no end marker
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ASSIMP_LOG_WARN("STL: unexpected EOF. \'endsolid\' keyword was expected");
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break;
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}
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// facet normal -0.13 -0.13 -0.98
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if (!strncmp(sz, "facet", 5) && IsSpaceOrNewLine(*(sz + 5)) && *(sz + 5) != '\0') {
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if (faceVertexCounter != 3) {
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ASSIMP_LOG_WARN("STL: A new facet begins but the old is not yet complete");
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}
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faceVertexCounter = 0;
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sz += 6;
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SkipSpaces(&sz, bufferEnd);
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if (strncmp(sz, "normal", 6)) {
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ASSIMP_LOG_WARN("STL: a facet normal vector was expected but not found");
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} else {
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if (sz[6] == '\0') {
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throw DeadlyImportError("STL: unexpected EOF while parsing facet");
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}
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aiVector3D vn;
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sz += 7;
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn.x);
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn.y);
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn.z);
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normalBuffer.emplace_back(vn);
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normalBuffer.emplace_back(vn);
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normalBuffer.emplace_back(vn);
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}
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} else if (!strncmp(sz, "vertex", 6) && IsSpaceOrNewLine(*(sz + 6))) { // vertex 1.50000 1.50000 0.00000
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if (faceVertexCounter >= 3) {
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ASSIMP_LOG_ERROR("STL: a facet with more than 3 vertices has been found");
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++sz;
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} else {
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if (sz[6] == '\0') {
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throw DeadlyImportError("STL: unexpected EOF while parsing facet");
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}
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sz += 7;
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SkipSpaces(&sz, bufferEnd);
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positionBuffer.emplace_back();
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aiVector3D *vn = &positionBuffer.back();
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->x);
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->y);
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SkipSpaces(&sz, bufferEnd);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->z);
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faceVertexCounter++;
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}
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} else if (!::strncmp(sz, "endsolid", 8)) {
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do {
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++sz;
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} while (!IsLineEnd(*sz));
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SkipSpacesAndLineEnd(&sz, bufferEnd);
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// finished!
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break;
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} else { // else skip the whole identifier
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do {
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++sz;
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} while (!IsSpaceOrNewLine(*sz));
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}
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}
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if (positionBuffer.empty()) {
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pMesh->mNumFaces = 0;
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ASSIMP_LOG_WARN("STL: mesh is empty or invalid; no data loaded");
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}
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if (positionBuffer.size() % 3 != 0) {
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pMesh->mNumFaces = 0;
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throw DeadlyImportError("STL: Invalid number of vertices");
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}
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if (normalBuffer.size() != positionBuffer.size()) {
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pMesh->mNumFaces = 0;
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throw DeadlyImportError("Normal buffer size does not match position buffer size");
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}
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// only process position buffer when filled, else exception when accessing with index operator
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// see line 353: only warning is triggered
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// see line 373(now): access to empty position buffer with index operator forced exception
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if (!positionBuffer.empty()) {
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pMesh->mNumFaces = static_cast<unsigned int>(positionBuffer.size() / 3);
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pMesh->mNumVertices = static_cast<unsigned int>(positionBuffer.size());
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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for (size_t i = 0; i < pMesh->mNumVertices; ++i) {
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pMesh->mVertices[i].x = positionBuffer[i].x;
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pMesh->mVertices[i].y = positionBuffer[i].y;
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pMesh->mVertices[i].z = positionBuffer[i].z;
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}
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positionBuffer.clear();
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}
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// also only process normalBuffer when filled, else exception when accessing with index operator
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if (!normalBuffer.empty()) {
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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for (size_t i = 0; i < pMesh->mNumVertices; ++i) {
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pMesh->mNormals[i].x = normalBuffer[i].x;
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pMesh->mNormals[i].y = normalBuffer[i].y;
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pMesh->mNormals[i].z = normalBuffer[i].z;
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}
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normalBuffer.clear();
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}
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// now copy faces
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addFacesToMesh(pMesh);
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// assign the meshes to the current node
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pushMeshesToNode(meshIndices, node);
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}
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// now add the loaded meshes
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mScene->mNumMeshes = (unsigned int)meshes.size();
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mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
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for (size_t i = 0; i < meshes.size(); i++) {
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mScene->mMeshes[i] = meshes[i];
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}
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root->mNumChildren = (unsigned int)nodes.size();
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root->mChildren = new aiNode *[root->mNumChildren];
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for (size_t i = 0; i < nodes.size(); ++i) {
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root->mChildren[i] = nodes[i];
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Read a binary STL file
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bool STLImporter::LoadBinaryFile() {
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// allocate one mesh
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mScene->mNumMeshes = 1;
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mScene->mMeshes = new aiMesh *[1];
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aiMesh *pMesh = mScene->mMeshes[0] = new aiMesh();
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pMesh->mMaterialIndex = 0;
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// skip the first 80 bytes
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if (mFileSize < 84) {
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throw DeadlyImportError("STL: file is too small for the header");
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}
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bool bIsMaterialise = false;
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// search for an occurrence of "COLOR=" in the header
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const unsigned char *sz2 = (const unsigned char *)mBuffer;
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const unsigned char *const szEnd = sz2 + 80;
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while (sz2 < szEnd) {
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if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ &&
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'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++) {
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// read the default vertex color for facets
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bIsMaterialise = true;
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ASSIMP_LOG_INFO("STL: Taking code path for Materialise files");
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const ai_real invByte = (ai_real)1.0 / (ai_real)255.0;
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mClrColorDefault.r = (*sz2++) * invByte;
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mClrColorDefault.g = (*sz2++) * invByte;
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mClrColorDefault.b = (*sz2++) * invByte;
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mClrColorDefault.a = (*sz2++) * invByte;
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break;
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}
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}
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const unsigned char *sz = (const unsigned char *)mBuffer + 80;
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// now read the number of facets
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mScene->mRootNode->mName.Set("<STL_BINARY>");
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pMesh->mNumFaces = *((uint32_t *)sz);
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sz += 4;
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if (mFileSize < 84ull + pMesh->mNumFaces * 50ull) {
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throw DeadlyImportError("STL: file is too small to hold all facets");
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}
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if (!pMesh->mNumFaces) {
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throw DeadlyImportError("STL: file is empty. There are no facets defined");
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}
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pMesh->mNumVertices = pMesh->mNumFaces * 3;
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aiVector3D *vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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aiVector3D *vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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aiVector3f *theVec;
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aiVector3f theVec3F;
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for (unsigned int i = 0; i < pMesh->mNumFaces; ++i) {
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// NOTE: Blender sometimes writes empty normals ... this is not
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// our fault ... the RemoveInvalidData helper step should fix that
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// There's one normal for the face in the STL; use it three times
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// for vertex normals
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theVec = (aiVector3f *)sz;
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::memcpy(&theVec3F, theVec, sizeof(aiVector3f));
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vn->x = theVec3F.x;
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vn->y = theVec3F.y;
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vn->z = theVec3F.z;
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*(vn + 1) = *vn;
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*(vn + 2) = *vn;
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++theVec;
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vn += 3;
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// vertex 1
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::memcpy(&theVec3F, theVec, sizeof(aiVector3f));
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vp->x = theVec3F.x;
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vp->y = theVec3F.y;
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vp->z = theVec3F.z;
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++theVec;
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++vp;
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// vertex 2
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::memcpy(&theVec3F, theVec, sizeof(aiVector3f));
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vp->x = theVec3F.x;
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vp->y = theVec3F.y;
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vp->z = theVec3F.z;
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++theVec;
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++vp;
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// vertex 3
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::memcpy(&theVec3F, theVec, sizeof(aiVector3f));
|
|
vp->x = theVec3F.x;
|
|
vp->y = theVec3F.y;
|
|
vp->z = theVec3F.z;
|
|
++theVec;
|
|
++vp;
|
|
|
|
sz = (const unsigned char *)theVec;
|
|
|
|
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 j = 0; j < pMesh->mNumVertices; ++j) {
|
|
*pMesh->mColors[0]++ = mClrColorDefault;
|
|
}
|
|
pMesh->mColors[0] -= pMesh->mNumVertices;
|
|
|
|
ASSIMP_LOG_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 & 0x1fu) * invVal;
|
|
clr->g = ((color & (0x1fu << 5)) >> 5u) * invVal;
|
|
clr->b = ((color & (0x1fu << 10)) >> 10u) * invVal;
|
|
} else {
|
|
clr->b = (color & 0x1fu) * invVal;
|
|
clr->g = ((color & (0x1fu << 5)) >> 5u) * invVal;
|
|
clr->r = ((color & (0x1fu << 10)) >> 10u) * invVal;
|
|
}
|
|
// assign the color to all vertices of the face
|
|
*(clr + 1) = *clr;
|
|
*(clr + 2) = *clr;
|
|
}
|
|
}
|
|
|
|
// now copy faces
|
|
addFacesToMesh(pMesh);
|
|
|
|
aiNode *root = mScene->mRootNode;
|
|
|
|
// allocate one node
|
|
aiNode *node = new aiNode();
|
|
node->mParent = root;
|
|
|
|
root->mNumChildren = 1u;
|
|
root->mChildren = new aiNode *[root->mNumChildren];
|
|
root->mChildren[0] = node;
|
|
|
|
// add all created meshes to the single node
|
|
node->mNumMeshes = mScene->mNumMeshes;
|
|
node->mMeshes = new unsigned int[mScene->mNumMeshes];
|
|
for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
|
|
node->mMeshes[i] = i;
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
} // namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_STL_IMPORTER
|