389 lines
11 KiB
C++
389 lines
11 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) 2006-2008, ASSIMP Development 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 Development 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 DXF importer class */
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#include "DXFLoader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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#include "MaterialSystem.h"
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// public ASSIMP headers
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/DefaultLogger.h"
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// boost headers
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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DXFImporter::DXFImporter()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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DXFImporter::~DXFImporter()
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{
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// nothing to do here
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}
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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 DXFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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return !(extension.length() != 4 || extension[0] != '.' ||
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extension[1] != 'd' && extension[1] != 'D' ||
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extension[2] != 'x' && extension[2] != 'X' ||
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extension[3] != 'f' && extension[3] != 'F');
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}
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// ------------------------------------------------------------------------------------------------
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bool DXFImporter::GetNextLine()
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{
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if(!SkipLine(buffer,&buffer))return false;
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if(!SkipSpaces(buffer,&buffer))return GetNextLine();
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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bool DXFImporter::GetNextToken()
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{
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SkipSpaces(buffer,&buffer);
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groupCode = strtol10s(buffer,&buffer);
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if(!GetNextLine())return false;
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// copy the data line to a separate buffer
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char* m = cursor;
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while (!IsLineEnd ( *buffer ) && m < (cursor+sizeof(cursor)/sizeof(char)))
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*m++ = *buffer++;
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*m = '\0';
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GetNextLine();
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return true;
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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 DXFImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open DXF file " + pFile + "");
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// read the contents of the file in a buffer
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unsigned int m = (unsigned int)file->FileSize();
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std::vector<char> buffer2(m+1);
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buffer = &buffer2[0];
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file->Read( &buffer2[0], m,1);
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buffer2[m] = '\0';
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mDefaultLayer = NULL;
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// now get all lines of the file
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while (GetNextToken())
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{
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if (2 == groupCode)
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{
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// ENTITIES section
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if (!::strcmp(cursor,"ENTITIES"))
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if (!ParseEntities())break;
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// HEADER section - just to print the file format version
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else if (!::strcmp(cursor,"HEADER"))
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if (!ParseHeader())break;
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// other sections such as BLOCK - skip them to make
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// sure there will be no name conflicts
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else
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{
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bool b = false;
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while (GetNextToken())
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{
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if (!groupCode && !::strcmp(cursor,"ENDSEC"))
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{b = true;break;}
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}
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if (!b)break;
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}
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}
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// print comment strings
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else if (999 == groupCode)
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{
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DefaultLogger::get()->info(std::string( cursor ));
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}
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else if (!groupCode && !::strcmp(cursor,"EOF"))
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break;
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}
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if (mLayers.empty())
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throw new ImportErrorException("DXF: this file contains no 3d data");
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = (unsigned int)mLayers.size()];
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m = 0;
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for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();
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it != end;++it)
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{
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// generate the output mesh
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aiMesh* pMesh = pScene->mMeshes[m++] = new aiMesh();
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const std::vector<aiVector3D>& vPositions = (*it).vPositions;
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pMesh->mNumFaces = (unsigned int)vPositions.size() / 4u;
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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aiVector3D* vpOut = pMesh->mVertices = new aiVector3D[vPositions.size()];
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const aiVector3D* vp = &vPositions[0];
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for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
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{
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aiFace& face = pMesh->mFaces[i];
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// check whether we need four indices here
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if (vp[3] != vp[2])
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{
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face.mNumIndices = 4;
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}
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else face.mNumIndices = 3;
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face.mIndices = new unsigned int[face.mNumIndices];
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for (unsigned int a = 0; a < face.mNumIndices;++a)
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{
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*vpOut++ = vp[a];
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face.mIndices[a] = pMesh->mNumVertices++;
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}
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vp += 4;
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}
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}
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// generate the output scene graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<DXF_ROOT>");
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if (1 == pScene->mNumMeshes)
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{
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pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
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pScene->mRootNode->mMeshes[0] = 0;
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}
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else
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{
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pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
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for (m = 0; m < pScene->mRootNode->mNumChildren;++m)
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{
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aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
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p->mName.length = ::strlen( mLayers[m].name );
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::strcpy(p->mName.data, mLayers[m].name);
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p->mMeshes = new unsigned int[p->mNumMeshes = 1];
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p->mMeshes[0] = m;
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p->mParent = pScene->mRootNode;
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}
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}
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// generate a default material
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MaterialHelper* pcMat = new MaterialHelper();
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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(0.6f,0.6f,0.6f,1.0f);
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pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
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clrDiffuse = aiColor4D(1.0f,1.0f,1.0f,1.0f);
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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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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = pcMat;
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// --- everything destructs automatically ---
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}
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// ------------------------------------------------------------------------------------------------
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bool DXFImporter::ParseEntities()
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{
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while (GetNextToken())
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{
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if (!groupCode)
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{
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while (true) {
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if (!::strcmp(cursor,"3DFACE"))
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if (!Parse3DFace()) return false; else continue;
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break;
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};
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if (!::strcmp(cursor,"ENDSEC"))
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return true;
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}
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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bool DXFImporter::ParseHeader()
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{
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// --- at the moment we don't need any information from the header
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while (GetNextToken())
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{
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if (!groupCode)
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{
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if (!::strcmp(cursor,"ENDSEC"))
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return true;
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}
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// print comment strings
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else if (999 == groupCode)
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{
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DefaultLogger::get()->info(std::string( cursor ));
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}
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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bool DXFImporter::Parse3DFace()
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{
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bool ret = false;
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LayerInfo* out = NULL;
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aiVector3D vip[4]; // -- vectors are initialized to zero
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while (GetNextToken())
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{
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switch (groupCode)
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{
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case 0: ret = true;break;
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// 8 specifies the layer
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case 8:
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{
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for (std::vector<LayerInfo>::iterator it = mLayers.begin(),end = mLayers.end();
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it != end;++it)
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{
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if (!::strcmp( (*it).name, cursor ))
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{
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out = &(*it);
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break;
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}
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}
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if (!out)
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{
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// we don't have this layer yet
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mLayers.push_back(LayerInfo());
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out = &mLayers.back();
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::strcpy(out->name,cursor);
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}
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break;
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}
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// x position of the first corner
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case 10: vip[0].x = fast_atof(cursor);break;
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// y position of the first corner
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case 20: vip[0].y = -fast_atof(cursor);break;
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// z position of the first corner
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case 30: vip[0].z = fast_atof(cursor);break;
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// x position of the second corner
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case 11: vip[1].x = fast_atof(cursor);break;
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// y position of the second corner
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case 21: vip[1].y = -fast_atof(cursor);break;
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// z position of the second corner
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case 31: vip[1].z = fast_atof(cursor);break;
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// x position of the third corner
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case 12: vip[2].x = fast_atof(cursor);break;
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// y position of the third corner
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case 22: vip[2].y = -fast_atof(cursor);break;
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// z position of the third corner
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case 32: vip[2].z = fast_atof(cursor);break;
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// x position of the fourth corner
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case 13: vip[3].x = fast_atof(cursor);break;
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// y position of the fourth corner
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case 23: vip[3].y = -fast_atof(cursor);break;
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// z position of the fourth corner
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case 33: vip[3].z = fast_atof(cursor);break;
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};
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if (ret)break;
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}
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// use a default layer if necessary
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if (!out)
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{
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if (!mDefaultLayer)
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{
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mLayers.push_back(LayerInfo());
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mDefaultLayer = &mLayers.back();
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}
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out = mDefaultLayer;
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}
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// add the faces to the face list for this layer
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out->vPositions.push_back(vip[0]);
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out->vPositions.push_back(vip[1]);
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out->vPositions.push_back(vip[2]);
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out->vPositions.push_back(vip[3]);
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return ret;
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}
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