395 lines
12 KiB
C++
395 lines
12 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 STL importer class */
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// internal headers
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#include "STLLoader.h"
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#include "MaterialSystem.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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// public assimp headers
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.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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STLImporter::STLImporter()
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{
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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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// ------------------------------------------------------------------------------------------------
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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) 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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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 's' && extension[1] != 'S')return false;
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if (extension[2] != 't' && extension[2] != 'T')return false;
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if (extension[3] != 'l' && extension[3] != 'L')return false;
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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 STLImporter::InternReadFile(
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const std::string& pFile, 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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{
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throw new ImportErrorException( "Failed to open STL file " + pFile + ".");
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}
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this->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(fileSize+1);
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file->Read(&mBuffer2[0], 1, fileSize);
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mBuffer2[fileSize] = '\0';
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this->pScene = pScene;
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this->mBuffer = &mBuffer2[0];
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// the default vertex color is white
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clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 1.0f;
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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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// allocate a single node
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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bool bMatClr = false;
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// check whether the file starts with 'solid' -
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// in this case we can simply assume it IS a text file. finished.
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if (!::strncmp(mBuffer,"solid",5))
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this->LoadASCIIFile();
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else bMatClr = this->LoadBinaryFile();
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// now copy faces
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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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{
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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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// create a single default material - everything white, as we have vertex colors
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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(1.0f,1.0f,1.0f,1.0f);
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if (bMatClr)clrDiffuse = this->clrColorDefault;
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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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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = pcMat;
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delete[] this->mBuffer;AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
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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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aiMesh* pMesh = pScene->mMeshes[0];
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const char* sz = mBuffer + 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))sz++;
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unsigned int temp;
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// setup the name of the node
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if (temp = (unsigned int)(sz-szMe))
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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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// 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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pMesh->mNumVertices = ( pMesh->mNumFaces = fileSize / 160 ) * 3;
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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unsigned int curFace = 0, curVertex = 0;
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while (true)
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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)))
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{
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if (3 != curVertex)DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete");
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if (pMesh->mNumFaces == curFace)
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{
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// need to resize the arrays, our size estimate was wrong
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unsigned int iNeededSize = (unsigned int)(sz-mBuffer) / pMesh->mNumFaces;
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if (iNeededSize <= 160)iNeededSize >>= 1; // prevent endless looping
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unsigned int add = (unsigned int)((mBuffer+fileSize)-sz) / iNeededSize;
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add += add >> 3; // add 12.5% as buffer
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iNeededSize = (pMesh->mNumFaces + add)*3;
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aiVector3D* pv = new aiVector3D[iNeededSize];
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::memcpy(pv,pMesh->mVertices,pMesh->mNumVertices*sizeof(aiVector3D));
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delete[] pMesh->mVertices;
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pMesh->mVertices = pv;
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pv = new aiVector3D[iNeededSize];
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::memcpy(pv,pMesh->mNormals,pMesh->mNumVertices*sizeof(aiVector3D));
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delete[] pMesh->mNormals;
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pMesh->mNormals = pv;
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pMesh->mNumVertices = iNeededSize;
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pMesh->mNumFaces += add;
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}
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aiVector3D* vn = &pMesh->mNormals[curFace++*3];
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sz += 6;
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curVertex = 0;
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SkipSpaces(&sz);
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if (::strncmp(sz,"normal",6))
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{
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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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sz += 7;
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SkipSpaces(&sz);
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sz = fast_atof_move(sz, vn->x );
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SkipSpaces(&sz);
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sz = fast_atof_move(sz, vn->y );
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SkipSpaces(&sz);
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sz = fast_atof_move(sz, vn->z );
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*(vn+1) = *vn;
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*(vn+2) = *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 (3 == curVertex)
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{
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DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
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}
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else
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{
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sz += 7;
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SkipSpaces(&sz);
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aiVector3D* vn = &pMesh->mVertices[(curFace-1)*3 + curVertex++];
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sz = fast_atof_move(sz, vn->x );
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SkipSpaces(&sz);
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sz = fast_atof_move(sz, vn->y );
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SkipSpaces(&sz);
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sz = fast_atof_move(sz, vn->z );
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}
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}
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else if (!::strncmp(sz,"endsolid",8))
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{
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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 while (!::IsSpaceOrNewLine(*sz))++sz;
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}
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if (!curFace)
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{
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pMesh->mNumFaces = 0;
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throw new ImportErrorException("STL: ASCII file is empty or invalid; no data loaded");
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}
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pMesh->mNumFaces = curFace;
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pMesh->mNumVertices = curFace*3;
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// we are finished!
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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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// skip the first 80 bytes
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if (fileSize < 84)
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throw new ImportErrorException("STL: file is too small for the header");
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bool bIsMaterialise = false;
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// search for an occurence of "COLOR=" in the header
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const char* sz2 = (const char*)mBuffer;
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const char* const szEnd = sz2+80;
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while (sz2 < szEnd)
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{
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if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ &&
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'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++)
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{
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// read the default vertex color for facets
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bIsMaterialise = true;
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this->clrColorDefault.r = (*sz2++) / 255.0f;
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this->clrColorDefault.g = (*sz2++) / 255.0f;
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this->clrColorDefault.b = (*sz2++) / 255.0f;
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this->clrColorDefault.a = (*sz2++) / 255.0f;
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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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aiMesh* pMesh = pScene->mMeshes[0];
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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 new ImportErrorException("STL: file is too small to keep all facets");
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if (!pMesh->mNumFaces)
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throw new ImportErrorException("STL: file is empty. There are no facets defined");
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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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{
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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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}
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aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
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clr->a = 1.0f;
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if (bIsMaterialise) // fuck, this is reversed
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{
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clr->r = (color & 0x31u) / 31.0f;
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clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
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clr->b = ((color & (0x31u<<10))>>10u) / 31.0f;
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}
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else
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{
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clr->b = (color & 0x31u) / 31.0f;
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clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
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clr->r = ((color & (0x31u<<10))>>10u) / 31.0f;
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}
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// assign the color to all vertices of the face
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*(clr+1) = *clr;
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*(clr+2) = *clr;
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}
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}
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if (bIsMaterialise && !pMesh->mColors[0])
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{
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// use the color was diffuse material color
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return true;
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}
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return false;
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}
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