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authorK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2019-04-02 22:54:58 -0700
committerK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2019-04-05 07:17:52 -0700
commit793b0de1970db3e4e36dab249c6f42feb3b47656 (patch)
tree0849d234c84d04de2f679df6a14c3a3f24578faf /thirdparty/assimp/code/RawLoader.cpp
parenta61ad365f526e7acdbc556abc5678cd225e120d7 (diff)
Add Assimp library in thirdparty
From https://github.com/assimp/assimp repo at d2b45377e4b09a1f43be95e45553afcc06b03f4b
Diffstat (limited to 'thirdparty/assimp/code/RawLoader.cpp')
-rw-r--r--thirdparty/assimp/code/RawLoader.cpp331
1 files changed, 331 insertions, 0 deletions
diff --git a/thirdparty/assimp/code/RawLoader.cpp b/thirdparty/assimp/code/RawLoader.cpp
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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file RawLoader.cpp
+ * @brief Implementation of the RAW importer class
+ */
+
+
+#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER
+
+// internal headers
+#include "RawLoader.h"
+#include <assimp/ParsingUtils.h>
+#include <assimp/fast_atof.h>
+#include <memory>
+#include <assimp/IOSystem.hpp>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/scene.h>
+#include <assimp/importerdesc.h>
+
+using namespace Assimp;
+
+static const aiImporterDesc desc = {
+ "Raw Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "raw"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+RAWImporter::RAWImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+RAWImporter::~RAWImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool RAWImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
+{
+ return SimpleExtensionCheck(pFile,"raw");
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiImporterDesc* RAWImporter::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void RAWImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
+{
+ std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open RAW file " + pFile + ".");
+ }
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ // (terminate it with zero)
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+ const char* buffer = &mBuffer2[0];
+
+ // list of groups loaded from the file
+ std::vector< GroupInformation > outGroups(1,GroupInformation("<default>"));
+ std::vector< GroupInformation >::iterator curGroup = outGroups.begin();
+
+ // now read all lines
+ char line[4096];
+ while (GetNextLine(buffer,line))
+ {
+ // if the line starts with a non-numeric identifier, it marks
+ // the beginning of a new group
+ const char* sz = line;SkipSpaces(&sz);
+ if (IsLineEnd(*sz))continue;
+ if (!IsNumeric(*sz))
+ {
+ const char* sz2 = sz;
+ while (!IsSpaceOrNewLine(*sz2))++sz2;
+ const unsigned int length = (unsigned int)(sz2-sz);
+
+ // find an existing group with this name
+ for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
+ it != end;++it)
+ {
+ if (length == (*it).name.length() && !::strcmp(sz,(*it).name.c_str()))
+ {
+ curGroup = it;sz2 = NULL;
+ break;
+ }
+ }
+ if (sz2)
+ {
+ outGroups.push_back(GroupInformation(std::string(sz,length)));
+ curGroup = outGroups.end()-1;
+ }
+ }
+ else
+ {
+ // there can be maximally 12 floats plus an extra texture file name
+ float data[12];
+ unsigned int num;
+ for (num = 0; num < 12;++num)
+ {
+ if(!SkipSpaces(&sz) || !IsNumeric(*sz))break;
+ sz = fast_atoreal_move<float>(sz,data[num]);
+ }
+ if (num != 12 && num != 9)
+ {
+ ASSIMP_LOG_ERROR("A line may have either 9 or 12 floats and an optional texture");
+ continue;
+ }
+
+ MeshInformation* output = NULL;
+
+ const char* sz2 = sz;
+ unsigned int length;
+ if (!IsLineEnd(*sz))
+ {
+ while (!IsSpaceOrNewLine(*sz2))++sz2;
+ length = (unsigned int)(sz2-sz);
+ }
+ else if (9 == num)
+ {
+ sz = "%default%";
+ length = 9;
+ }
+ else
+ {
+ sz = "";
+ length = 0;
+ }
+
+ // search in the list of meshes whether we have one with this texture
+ for (auto &mesh : (*curGroup).meshes)
+ {
+ if (length == mesh.name.length() && (length ? !::strcmp(sz, mesh.name.c_str()) : true))
+ {
+ output = &mesh;
+ break;
+ }
+ }
+ // if we don't have the mesh, create it
+ if (!output)
+ {
+ (*curGroup).meshes.push_back(MeshInformation(std::string(sz,length)));
+ output = &((*curGroup).meshes.back());
+ }
+ if (12 == num)
+ {
+ aiColor4D v(data[0],data[1],data[2],1.0f);
+ output->colors.push_back(v);
+ output->colors.push_back(v);
+ output->colors.push_back(v);
+
+ output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
+ output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
+ output->vertices.push_back(aiVector3D(data[9],data[10],data[11]));
+ }
+ else
+ {
+ output->vertices.push_back(aiVector3D(data[0],data[1],data[2]));
+ output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
+ output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
+ }
+ }
+ }
+
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("<RawRoot>");
+
+ // count the number of valid groups
+ // (meshes can't be empty)
+ for (auto & outGroup : outGroups)
+ {
+ if (!outGroup.meshes.empty())
+ {
+ ++pScene->mRootNode->mNumChildren;
+ pScene->mNumMeshes += (unsigned int) outGroup.meshes.size();
+ }
+ }
+
+ if (!pScene->mNumMeshes)
+ {
+ throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty.");
+ }
+
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ aiNode** cc;
+ if (1 == pScene->mRootNode->mNumChildren)
+ {
+ cc = &pScene->mRootNode;
+ pScene->mRootNode->mNumChildren = 0;
+ } else {
+ cc = new aiNode*[pScene->mRootNode->mNumChildren];
+ memset(cc, 0, sizeof(aiNode*) * pScene->mRootNode->mNumChildren);
+ pScene->mRootNode->mChildren = cc;
+ }
+
+ pScene->mNumMaterials = pScene->mNumMeshes;
+ aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+
+ unsigned int meshIdx = 0;
+ for (auto & outGroup : outGroups)
+ {
+ if (outGroup.meshes.empty())continue;
+
+ aiNode* node;
+ if (pScene->mRootNode->mNumChildren)
+ {
+ node = *cc = new aiNode();
+ node->mParent = pScene->mRootNode;
+ }
+ else node = *cc;
+ node->mName.Set(outGroup.name);
+
+ // add all meshes
+ node->mNumMeshes = (unsigned int) outGroup.meshes.size();
+ unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
+ for (std::vector< MeshInformation >::iterator it2 = outGroup.meshes.begin(),
+ end2 = outGroup.meshes.end(); it2 != end2; ++it2)
+ {
+ ai_assert(!(*it2).vertices.empty());
+
+ // allocate the mesh
+ *pi++ = meshIdx;
+ aiMesh* mesh = pScene->mMeshes[meshIdx] = new aiMesh();
+ mesh->mMaterialIndex = meshIdx++;
+
+ mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // allocate storage for the vertex components and copy them
+ mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
+ mesh->mVertices = new aiVector3D[ mesh->mNumVertices ];
+ ::memcpy(mesh->mVertices,&(*it2).vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);
+
+ if ((*it2).colors.size())
+ {
+ ai_assert((*it2).colors.size() == mesh->mNumVertices);
+
+ mesh->mColors[0] = new aiColor4D[ mesh->mNumVertices ];
+ ::memcpy(mesh->mColors[0],&(*it2).colors[0],sizeof(aiColor4D)*mesh->mNumVertices);
+ }
+
+ // generate triangles
+ ai_assert(0 == mesh->mNumVertices % 3);
+ aiFace* fc = mesh->mFaces = new aiFace[ mesh->mNumFaces = mesh->mNumVertices/3 ];
+ aiFace* const fcEnd = fc + mesh->mNumFaces;
+ unsigned int n = 0;
+ while (fc != fcEnd)
+ {
+ aiFace& f = *fc++;
+ f.mIndices = new unsigned int[f.mNumIndices = 3];
+ for (unsigned int m = 0; m < 3;++m)
+ f.mIndices[m] = n++;
+ }
+
+ // generate a material for the mesh
+ aiMaterial* mat = new aiMaterial();
+
+ aiColor4D clr(1.0f,1.0f,1.0f,1.0f);
+ if ("%default%" == (*it2).name) // a gray default material
+ {
+ clr.r = clr.g = clr.b = 0.6f;
+ }
+ else if ((*it2).name.length() > 0) // a texture
+ {
+ aiString s;
+ s.Set((*it2).name);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ mat->AddProperty<aiColor4D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
+ *mats++ = mat;
+ }
+ }
+}
+
+#endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER