assimp/code/DXFLoader.cpp

389 lines
11 KiB
C++

/*
---------------------------------------------------------------------------
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 DXF importer class */
#include "DXFLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
#include "MaterialSystem.h"
// public ASSIMP headers
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/DefaultLogger.h"
// boost headers
#include <boost/scoped_ptr.hpp>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
DXFImporter::DXFImporter()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
DXFImporter::~DXFImporter()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool DXFImporter::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] != 'd' && extension[1] != 'D' ||
extension[2] != 'x' && extension[2] != 'X' ||
extension[3] != 'f' && extension[3] != 'F');
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::GetNextLine()
{
if(!SkipLine(buffer,&buffer))return false;
if(!SkipSpaces(buffer,&buffer))return GetNextLine();
return true;
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::GetNextToken()
{
SkipSpaces(buffer,&buffer);
groupCode = strtol10s(buffer,&buffer);
if(!GetNextLine())return false;
// copy the data line to a separate buffer
char* m = cursor;
while (!IsLineEnd ( *buffer ) && m < (cursor+sizeof(cursor)/sizeof(char)))
*m++ = *buffer++;
*m = '\0';
GetNextLine();
return true;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void DXFImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
// Check whether we can read from the file
if( file.get() == NULL)
throw new ImportErrorException( "Failed to open DXF file " + pFile + "");
// read the contents of the file in a buffer
unsigned int m = (unsigned int)file->FileSize();
std::vector<char> buffer2(m+1);
buffer = &buffer2[0];
file->Read( &buffer2[0], m,1);
buffer2[m] = '\0';
mDefaultLayer = NULL;
// now get all lines of the file
while (GetNextToken())
{
if (2 == groupCode)
{
// ENTITIES section
if (!::strcmp(cursor,"ENTITIES"))
if (!ParseEntities())break;
// HEADER section - just to print the file format version
else if (!::strcmp(cursor,"HEADER"))
if (!ParseHeader())break;
// other sections such as BLOCK - skip them to make
// sure there will be no name conflicts
else
{
bool b = false;
while (GetNextToken())
{
if (!groupCode && !::strcmp(cursor,"ENDSEC"))
{b = true;break;}
}
if (!b)break;
}
}
// print comment strings
else if (999 == groupCode)
{
DefaultLogger::get()->info(std::string( cursor ));
}
else if (!groupCode && !::strcmp(cursor,"EOF"))
break;
}
if (mLayers.empty())
throw new ImportErrorException("DXF: this file contains no 3d data");
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = (unsigned int)mLayers.size()];
m = 0;
for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();
it != end;++it)
{
// generate the output mesh
aiMesh* pMesh = pScene->mMeshes[m++] = new aiMesh();
const std::vector<aiVector3D>& vPositions = (*it).vPositions;
pMesh->mNumFaces = (unsigned int)vPositions.size() / 4u;
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
aiVector3D* vpOut = pMesh->mVertices = new aiVector3D[vPositions.size()];
const aiVector3D* vp = &vPositions[0];
for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
{
aiFace& face = pMesh->mFaces[i];
// check whether we need four indices here
if (vp[3] != vp[2])
{
face.mNumIndices = 4;
}
else face.mNumIndices = 3;
face.mIndices = new unsigned int[face.mNumIndices];
for (unsigned int a = 0; a < face.mNumIndices;++a)
{
*vpOut++ = vp[a];
face.mIndices[a] = pMesh->mNumVertices++;
}
vp += 4;
}
}
// generate the output scene graph
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<DXF_ROOT>");
if (1 == pScene->mNumMeshes)
{
pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
pScene->mRootNode->mMeshes[0] = 0;
}
else
{
pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
for (m = 0; m < pScene->mRootNode->mNumChildren;++m)
{
aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
p->mName.length = ::strlen( mLayers[m].name );
::strcpy(p->mName.data, mLayers[m].name);
p->mMeshes = new unsigned int[p->mNumMeshes = 1];
p->mMeshes[0] = m;
p->mParent = pScene->mRootNode;
}
}
// generate a default material
MaterialHelper* pcMat = new MaterialHelper();
aiString s;
s.Set(AI_DEFAULT_MATERIAL_NAME);
pcMat->AddProperty(&s, AI_MATKEY_NAME);
aiColor4D clrDiffuse(0.6f,0.6f,0.6f,1.0f);
pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
clrDiffuse = aiColor4D(1.0f,1.0f,1.0f,1.0f);
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;
// --- everything destructs automatically ---
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::ParseEntities()
{
while (GetNextToken())
{
if (!groupCode)
{
while (true) {
if (!::strcmp(cursor,"3DFACE"))
if (!Parse3DFace()) return false; else continue;
break;
};
if (!::strcmp(cursor,"ENDSEC"))
return true;
}
}
return false;
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::ParseHeader()
{
// --- at the moment we don't need any information from the header
while (GetNextToken())
{
if (!groupCode)
{
if (!::strcmp(cursor,"ENDSEC"))
return true;
}
// print comment strings
else if (999 == groupCode)
{
DefaultLogger::get()->info(std::string( cursor ));
}
}
return false;
}
// ------------------------------------------------------------------------------------------------
bool DXFImporter::Parse3DFace()
{
bool ret = false;
LayerInfo* out = NULL;
aiVector3D vip[4]; // -- vectors are initialized to zero
while (GetNextToken())
{
switch (groupCode)
{
case 0: ret = true;break;
// 8 specifies the layer
case 8:
{
for (std::vector<LayerInfo>::iterator it = mLayers.begin(),end = mLayers.end();
it != end;++it)
{
if (!::strcmp( (*it).name, cursor ))
{
out = &(*it);
break;
}
}
if (!out)
{
// we don't have this layer yet
mLayers.push_back(LayerInfo());
out = &mLayers.back();
::strcpy(out->name,cursor);
}
break;
}
// x position of the first corner
case 10: vip[0].x = fast_atof(cursor);break;
// y position of the first corner
case 20: vip[0].y = -fast_atof(cursor);break;
// z position of the first corner
case 30: vip[0].z = fast_atof(cursor);break;
// x position of the second corner
case 11: vip[1].x = fast_atof(cursor);break;
// y position of the second corner
case 21: vip[1].y = -fast_atof(cursor);break;
// z position of the second corner
case 31: vip[1].z = fast_atof(cursor);break;
// x position of the third corner
case 12: vip[2].x = fast_atof(cursor);break;
// y position of the third corner
case 22: vip[2].y = -fast_atof(cursor);break;
// z position of the third corner
case 32: vip[2].z = fast_atof(cursor);break;
// x position of the fourth corner
case 13: vip[3].x = fast_atof(cursor);break;
// y position of the fourth corner
case 23: vip[3].y = -fast_atof(cursor);break;
// z position of the fourth corner
case 33: vip[3].z = fast_atof(cursor);break;
};
if (ret)break;
}
// use a default layer if necessary
if (!out)
{
if (!mDefaultLayer)
{
mLayers.push_back(LayerInfo());
mDefaultLayer = &mLayers.back();
}
out = mDefaultLayer;
}
// add the faces to the face list for this layer
out->vPositions.push_back(vip[0]);
out->vPositions.push_back(vip[1]);
out->vPositions.push_back(vip[2]);
out->vPositions.push_back(vip[3]);
return ret;
}