diff options
author | K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> | 2019-04-02 22:54:58 -0700 |
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committer | K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> | 2019-04-05 07:17:52 -0700 |
commit | 793b0de1970db3e4e36dab249c6f42feb3b47656 (patch) | |
tree | 0849d234c84d04de2f679df6a14c3a3f24578faf /thirdparty/assimp/code/RawLoader.cpp | |
parent | a61ad365f526e7acdbc556abc5678cd225e120d7 (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.cpp | 331 |
1 files changed, 331 insertions, 0 deletions
diff --git a/thirdparty/assimp/code/RawLoader.cpp b/thirdparty/assimp/code/RawLoader.cpp new file mode 100644 index 0000000000..d0da247e47 --- /dev/null +++ b/thirdparty/assimp/code/RawLoader.cpp @@ -0,0 +1,331 @@ +/* +--------------------------------------------------------------------------- +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 |