200 lines
6.8 KiB
C++
200 lines
6.8 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 OFF importer class */
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#include "AssimpPCH.h"
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// internal headers
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#include "OFFLoader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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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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OFFImporter::OFFImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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OFFImporter::~OFFImporter()
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{
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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 OFFImporter::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)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] != 'o' && extension[1] != 'R' ||
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extension[2] != 'f' && extension[2] != 'F' ||
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extension[3] != 'f' && extension[3] != 'F');
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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 OFFImporter::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, "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 new ImportErrorException( "Failed to open OFF file " + pFile + ".");
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unsigned int 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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std::vector<char> mBuffer2(fileSize+1);
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file->Read(&mBuffer2[0], 1, fileSize);
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mBuffer2[fileSize] = '\0';
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const char* buffer = &mBuffer2[0];
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char line[4096];
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GetNextLine(buffer,line);
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if ('O' == line[0])GetNextLine(buffer,line); // skip the 'OFF' line
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const char* sz = line; SkipSpaces(&sz);
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const unsigned int numVertices = strtol10(sz,&sz);SkipSpaces(&sz);
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const unsigned int numFaces = strtol10(sz,&sz);
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ];
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aiMesh* mesh = pScene->mMeshes[0] = new aiMesh();
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aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces];
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std::vector<aiVector3D> tempPositions(numVertices);
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// now read all vertex lines
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for (unsigned int i = 0; i< numVertices;++i)
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{
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if(!GetNextLine(buffer,line))
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{
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DefaultLogger::get()->error("OFF: The number of verts in the header is incorrect");
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break;
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}
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aiVector3D& v = tempPositions[i];
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sz = line; SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)v.x); SkipSpaces(&sz);
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sz = fast_atof_move(sz,(float&)v.y); SkipSpaces(&sz);
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fast_atof_move(sz,(float&)v.z);
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}
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// First find out how many vertices we'll need
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const char* old = buffer;
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for (unsigned int i = 0; i< mesh->mNumFaces;++i)
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{
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if(!GetNextLine(buffer,line))
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{
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DefaultLogger::get()->error("OFF: The number of faces in the header is incorrect");
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break;
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}
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sz = line;SkipSpaces(&sz);
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if(!(faces->mNumIndices = strtol10(sz,&sz)) || faces->mNumIndices > 9)
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{
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DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed");
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--mesh->mNumFaces;
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continue;
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}
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mesh->mNumVertices += faces->mNumIndices;
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++faces;
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}
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if (!mesh->mNumVertices)
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throw new ImportErrorException("OFF: There are no valid faces");
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// allocate storage for the output vertices
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aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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// second: now parse all face indices
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buffer = old;faces = mesh->mFaces;
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for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
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{
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if(!GetNextLine(buffer,line))break;
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unsigned int idx;
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sz = line;SkipSpaces(&sz);
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if(!(idx = strtol10(sz,&sz)) || idx > 9)
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continue;
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faces->mIndices = new unsigned int [faces->mNumIndices];
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for (unsigned int m = 0; m < faces->mNumIndices;++m)
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{
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SkipSpaces(&sz);
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if ((idx = strtol10(sz,&sz)) >= numVertices)
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{
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DefaultLogger::get()->error("OFF: Vertex index is out of range");
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idx = numVertices-1;
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}
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faces->mIndices[m] = p++;
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*verts++ = tempPositions[idx];
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}
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++i;
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++faces;
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}
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// generate the output node graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<OFFRoot>");
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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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// generate a default material
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
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MaterialHelper* pcMat = new MaterialHelper();
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aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
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pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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pScene->mMaterials[0] = pcMat;
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}
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