515 lines
18 KiB
C++
515 lines
18 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) 2006-2016, 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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// internal headers
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#include "STLLoader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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#include <memory>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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using namespace Assimp;
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namespace {
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static const 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, unsigned int fileSize) {
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if( fileSize < 84 ) {
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return false;
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}
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const uint32_t faceCount = *reinterpret_cast<const uint32_t*>(buffer + 80);
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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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// 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, unsigned int 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))
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return false;
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if (buffer + 5 >= bufferEnd)
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return false;
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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 >= 500 ) {
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isASCII = true;
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for( unsigned int i = 0; i < 500; i++ ) {
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if( buffer[ i ] > 127 ) {
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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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fileSize(),
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pScene()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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STLImporter::~STLImporter()
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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 STLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if( extension == "stl" ) {
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return true;
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} else if (!extension.length() || checkSig) {
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if( !pIOHandler ) {
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return true;
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}
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const char* tokens[] = {"STL","solid"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
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}
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return false;
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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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{
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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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{
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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.get() == NULL) {
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throw DeadlyImportError( "Failed to open STL file " + pFile + ".");
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}
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fileSize = (unsigned int)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> mBuffer2;
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TextFileToBuffer(file.get(),mBuffer2);
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this->pScene = pScene;
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this->mBuffer = &mBuffer2[0];
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// the default vertex color is light gray.
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clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = (ai_real) 0.6;
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// allocate a single node
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pScene->mRootNode = new aiNode();
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bool bMatClr = false;
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if (IsBinarySTL(mBuffer, fileSize)) {
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bMatClr = LoadBinaryFile();
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} else if (IsAsciiSTL(mBuffer, fileSize)) {
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LoadASCIIFile();
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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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// add all created meshes to the single node
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pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
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pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes; i++)
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pScene->mRootNode->mMeshes[i] = i;
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// create a single default material, using a light gray 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(0.6),ai_real(0.6),ai_real(0.6),ai_real(1.0));
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if (bMatClr) {
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clrDiffuse = clrColorDefault;
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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( ai_real( 0.05), ai_real( 0.05), ai_real( 0.05), ai_real( 1.0));
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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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}
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// ------------------------------------------------------------------------------------------------
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// Read an ASCII STL file
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void STLImporter::LoadASCIIFile()
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{
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std::vector<aiMesh*> meshes;
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const char* sz = mBuffer;
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const char* bufferEnd = mBuffer + fileSize;
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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(1u, fileSize / 160u ) * 3;
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positionBuffer.reserve(sizeEstimate);
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normalBuffer.reserve(sizeEstimate);
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while (IsAsciiSTL(sz, bufferEnd - sz))
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{
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aiMesh* pMesh = new aiMesh();
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pMesh->mMaterialIndex = 0;
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meshes.push_back(pMesh);
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SkipSpaces(&sz);
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ai_assert(!IsLineEnd(sz));
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sz += 5; // skip the "solid"
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SkipSpaces(&sz);
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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;
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// setup the name of the node
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if ((temp = (size_t)(sz-szMe))) {
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if (temp >= MAXLEN) {
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throw DeadlyImportError( "STL: Node name too long" );
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}
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pScene->mRootNode->mName.length = temp;
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memcpy(pScene->mRootNode->mName.data,szMe,temp);
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pScene->mRootNode->mName.data[temp] = '\0';
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}
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else pScene->mRootNode->mName.Set("<STL_ASCII>");
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unsigned int faceVertexCounter = 3;
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for ( ;; )
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{
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// go to the next token
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if(!SkipSpacesAndLineEnd(&sz))
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{
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// seems we're finished although there was no end marker
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DefaultLogger::get()->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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DefaultLogger::get()->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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normalBuffer.push_back(aiVector3D());
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aiVector3D* vn = &normalBuffer.back();
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sz += 6;
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SkipSpaces(&sz);
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if (strncmp(sz,"normal",6)) {
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DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
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}
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else
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{
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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);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->x );
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->y );
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->z );
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normalBuffer.push_back(*vn);
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normalBuffer.push_back(*vn);
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}
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}
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// vertex 1.50000 1.50000 0.00000
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else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6)))
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{
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if (faceVertexCounter >= 3) {
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DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
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++sz;
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}
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else
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{
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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);
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positionBuffer.push_back(aiVector3D());
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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);
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sz = fast_atoreal_move<ai_real>(sz, (ai_real&)vn->y );
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SkipSpaces(&sz);
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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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}
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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);
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// finished!
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break;
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}
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// else skip the whole identifier
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else {
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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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throw DeadlyImportError("STL: ASCII file 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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pMesh->mNumFaces = positionBuffer.size() / 3;
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pMesh->mNumVertices = positionBuffer.size();
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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memcpy(pMesh->mVertices, &positionBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
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positionBuffer.clear();
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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memcpy(pMesh->mNormals, &normalBuffer[0].x, pMesh->mNumVertices * sizeof(aiVector3D));
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normalBuffer.clear();
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// now copy faces
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addFacesToMesh(pMesh);
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}
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// now add the loaded meshes
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pScene->mNumMeshes = (unsigned int)meshes.size();
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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for (size_t i = 0; i < meshes.size(); i++)
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{
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pScene->mMeshes[i] = meshes[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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{
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// allocate one mesh
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[1];
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aiMesh* pMesh = pScene->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 (fileSize < 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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DefaultLogger::get()->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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clrColorDefault.r = (*sz2++) * invByte;
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clrColorDefault.g = (*sz2++) * invByte;
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clrColorDefault.b = (*sz2++) * invByte;
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clrColorDefault.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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pScene->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 (fileSize < 84 + pMesh->mNumFaces*50) {
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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,*vn;
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vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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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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*vn = *((aiVector3D*)sz);
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sz += sizeof(aiVector3D);
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*(vn+1) = *vn;
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*(vn+2) = *vn;
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vn += 3;
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*vp++ = *((aiVector3D*)sz);
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sz += sizeof(aiVector3D);
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*vp++ = *((aiVector3D*)sz);
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sz += sizeof(aiVector3D);
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*vp++ = *((aiVector3D*)sz);
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sz += sizeof(aiVector3D);
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uint16_t color = *((uint16_t*)sz);
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sz += 2;
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if (color & (1 << 15))
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{
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// seems we need to take the color
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if (!pMesh->mColors[0])
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{
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pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
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for (unsigned int i = 0; i <pMesh->mNumVertices;++i)
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*pMesh->mColors[0]++ = this->clrColorDefault;
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pMesh->mColors[0] -= pMesh->mNumVertices;
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DefaultLogger::get()->info("STL: Mesh has vertex colors");
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}
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aiColor4D* clr = &pMesh->mColors[0][i*3];
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clr->a = 1.0;
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const ai_real invVal( (ai_real)1.0 / ( ai_real )31.0 );
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if (bIsMaterialise) // this is reversed
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{
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clr->r = (color & 0x31u) *invVal;
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clr->g = ((color & (0x31u<<5))>>5u) *invVal;
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clr->b = ((color & (0x31u<<10))>>10u) *invVal;
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}
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else
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{
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clr->b = (color & 0x31u) *invVal;
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clr->g = ((color & (0x31u<<5))>>5u) *invVal;
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clr->r = ((color & (0x31u<<10))>>10u) *invVal;
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}
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// 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;
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_STL_IMPORTER
|