vrshoot
diff libs/assimp/RawLoader.cpp @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/RawLoader.cpp Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,324 @@ 1.4 +/* 1.5 +--------------------------------------------------------------------------- 1.6 +Open Asset Import Library (assimp) 1.7 +--------------------------------------------------------------------------- 1.8 + 1.9 +Copyright (c) 2006-2012, assimp team 1.10 + 1.11 +All rights reserved. 1.12 + 1.13 +Redistribution and use of this software in source and binary forms, 1.14 +with or without modification, are permitted provided that the following 1.15 +conditions are met: 1.16 + 1.17 +* Redistributions of source code must retain the above 1.18 + copyright notice, this list of conditions and the 1.19 + following disclaimer. 1.20 + 1.21 +* Redistributions in binary form must reproduce the above 1.22 + copyright notice, this list of conditions and the 1.23 + following disclaimer in the documentation and/or other 1.24 + materials provided with the distribution. 1.25 + 1.26 +* Neither the name of the assimp team, nor the names of its 1.27 + contributors may be used to endorse or promote products 1.28 + derived from this software without specific prior 1.29 + written permission of the assimp team. 1.30 + 1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.42 +--------------------------------------------------------------------------- 1.43 +*/ 1.44 + 1.45 +/** @file RawLoader.cpp 1.46 + * @brief Implementation of the RAW importer class 1.47 + */ 1.48 + 1.49 +#include "AssimpPCH.h" 1.50 +#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER 1.51 + 1.52 +// internal headers 1.53 +#include "RawLoader.h" 1.54 +#include "ParsingUtils.h" 1.55 +#include "fast_atof.h" 1.56 + 1.57 +using namespace Assimp; 1.58 + 1.59 +static const aiImporterDesc desc = { 1.60 + "Raw Importer", 1.61 + "", 1.62 + "", 1.63 + "", 1.64 + aiImporterFlags_SupportTextFlavour, 1.65 + 0, 1.66 + 0, 1.67 + 0, 1.68 + 0, 1.69 + "raw" 1.70 +}; 1.71 + 1.72 +// ------------------------------------------------------------------------------------------------ 1.73 +// Constructor to be privately used by Importer 1.74 +RAWImporter::RAWImporter() 1.75 +{} 1.76 + 1.77 +// ------------------------------------------------------------------------------------------------ 1.78 +// Destructor, private as well 1.79 +RAWImporter::~RAWImporter() 1.80 +{} 1.81 + 1.82 +// ------------------------------------------------------------------------------------------------ 1.83 +// Returns whether the class can handle the format of the given file. 1.84 +bool RAWImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const 1.85 +{ 1.86 + return SimpleExtensionCheck(pFile,"raw"); 1.87 +} 1.88 + 1.89 +// ------------------------------------------------------------------------------------------------ 1.90 +const aiImporterDesc* RAWImporter::GetInfo () const 1.91 +{ 1.92 + return &desc; 1.93 +} 1.94 + 1.95 +// ------------------------------------------------------------------------------------------------ 1.96 +// Imports the given file into the given scene structure. 1.97 +void RAWImporter::InternReadFile( const std::string& pFile, 1.98 + aiScene* pScene, IOSystem* pIOHandler) 1.99 +{ 1.100 + boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb")); 1.101 + 1.102 + // Check whether we can read from the file 1.103 + if( file.get() == NULL) { 1.104 + throw DeadlyImportError( "Failed to open RAW file " + pFile + "."); 1.105 + } 1.106 + 1.107 + // allocate storage and copy the contents of the file to a memory buffer 1.108 + // (terminate it with zero) 1.109 + std::vector<char> mBuffer2; 1.110 + TextFileToBuffer(file.get(),mBuffer2); 1.111 + const char* buffer = &mBuffer2[0]; 1.112 + 1.113 + // list of groups loaded from the file 1.114 + std::vector< GroupInformation > outGroups(1,GroupInformation("<default>")); 1.115 + std::vector< GroupInformation >::iterator curGroup = outGroups.begin(); 1.116 + 1.117 + // now read all lines 1.118 + char line[4096]; 1.119 + while (GetNextLine(buffer,line)) 1.120 + { 1.121 + // if the line starts with a non-numeric identifier, it marks 1.122 + // the beginning of a new group 1.123 + const char* sz = line;SkipSpaces(&sz); 1.124 + if (IsLineEnd(*sz))continue; 1.125 + if (!IsNumeric(*sz)) 1.126 + { 1.127 + const char* sz2 = sz; 1.128 + while (!IsSpaceOrNewLine(*sz2))++sz2; 1.129 + const unsigned int length = (unsigned int)(sz2-sz); 1.130 + 1.131 + // find an existing group with this name 1.132 + for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end(); 1.133 + it != end;++it) 1.134 + { 1.135 + if (length == (*it).name.length() && !::strcmp(sz,(*it).name.c_str())) 1.136 + { 1.137 + curGroup = it;sz2 = NULL; 1.138 + break; 1.139 + } 1.140 + } 1.141 + if (sz2) 1.142 + { 1.143 + outGroups.push_back(GroupInformation(std::string(sz,length))); 1.144 + curGroup = outGroups.end()-1; 1.145 + } 1.146 + } 1.147 + else 1.148 + { 1.149 + // there can be maximally 12 floats plus an extra texture file name 1.150 + float data[12]; 1.151 + unsigned int num; 1.152 + for (num = 0; num < 12;++num) 1.153 + { 1.154 + if(!SkipSpaces(&sz) || !IsNumeric(*sz))break; 1.155 + sz = fast_atoreal_move<float>(sz,data[num]); 1.156 + } 1.157 + if (num != 12 && num != 9) 1.158 + { 1.159 + DefaultLogger::get()->error("A line may have either 9 or 12 floats and an optional texture"); 1.160 + continue; 1.161 + } 1.162 + 1.163 + MeshInformation* output = NULL; 1.164 + 1.165 + const char* sz2 = sz; 1.166 + unsigned int length; 1.167 + if (!IsLineEnd(*sz)) 1.168 + { 1.169 + while (!IsSpaceOrNewLine(*sz2))++sz2; 1.170 + length = (unsigned int)(sz2-sz); 1.171 + } 1.172 + else if (9 == num) 1.173 + { 1.174 + sz = "%default%"; 1.175 + length = 9; 1.176 + } 1.177 + else 1.178 + { 1.179 + sz = ""; 1.180 + length = 0; 1.181 + } 1.182 + 1.183 + // search in the list of meshes whether we have one with this texture 1.184 + for (std::vector< MeshInformation >::iterator it = (*curGroup).meshes.begin(), 1.185 + end = (*curGroup).meshes.end(); it != end; ++it) 1.186 + { 1.187 + if (length == (*it).name.length() && (length ? !::strcmp(sz,(*it).name.c_str()) : true)) 1.188 + { 1.189 + output = &(*it); 1.190 + break; 1.191 + } 1.192 + } 1.193 + // if we don't have the mesh, create it 1.194 + if (!output) 1.195 + { 1.196 + (*curGroup).meshes.push_back(MeshInformation(std::string(sz,length))); 1.197 + output = &((*curGroup).meshes.back()); 1.198 + } 1.199 + if (12 == num) 1.200 + { 1.201 + aiColor4D v(data[0],data[1],data[2],1.0f); 1.202 + output->colors.push_back(v); 1.203 + output->colors.push_back(v); 1.204 + output->colors.push_back(v); 1.205 + 1.206 + output->vertices.push_back(aiVector3D(data[3],data[4],data[5])); 1.207 + output->vertices.push_back(aiVector3D(data[6],data[7],data[8])); 1.208 + output->vertices.push_back(aiVector3D(data[9],data[10],data[11])); 1.209 + } 1.210 + else 1.211 + { 1.212 + output->vertices.push_back(aiVector3D(data[0],data[1],data[2])); 1.213 + output->vertices.push_back(aiVector3D(data[3],data[4],data[5])); 1.214 + output->vertices.push_back(aiVector3D(data[6],data[7],data[8])); 1.215 + } 1.216 + } 1.217 + } 1.218 + 1.219 + pScene->mRootNode = new aiNode(); 1.220 + pScene->mRootNode->mName.Set("<RawRoot>"); 1.221 + 1.222 + // count the number of valid groups 1.223 + // (meshes can't be empty) 1.224 + for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end(); 1.225 + it != end;++it) 1.226 + { 1.227 + if (!(*it).meshes.empty()) 1.228 + { 1.229 + ++pScene->mRootNode->mNumChildren; 1.230 + pScene->mNumMeshes += (unsigned int)(*it).meshes.size(); 1.231 + } 1.232 + } 1.233 + 1.234 + if (!pScene->mNumMeshes) 1.235 + { 1.236 + throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty."); 1.237 + } 1.238 + 1.239 + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; 1.240 + aiNode** cc; 1.241 + if (1 == pScene->mRootNode->mNumChildren) 1.242 + { 1.243 + cc = &pScene->mRootNode; 1.244 + pScene->mRootNode->mNumChildren = 0; 1.245 + } 1.246 + else cc = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren]; 1.247 + 1.248 + pScene->mNumMaterials = pScene->mNumMeshes; 1.249 + aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]; 1.250 + 1.251 + unsigned int meshIdx = 0; 1.252 + for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end(); 1.253 + it != end;++it) 1.254 + { 1.255 + if ((*it).meshes.empty())continue; 1.256 + 1.257 + aiNode* node; 1.258 + if (pScene->mRootNode->mNumChildren) 1.259 + { 1.260 + node = *cc = new aiNode(); 1.261 + node->mParent = pScene->mRootNode; 1.262 + } 1.263 + else node = *cc;++cc; 1.264 + node->mName.Set((*it).name); 1.265 + 1.266 + // add all meshes 1.267 + node->mNumMeshes = (unsigned int)(*it).meshes.size(); 1.268 + unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ]; 1.269 + for (std::vector< MeshInformation >::iterator it2 = (*it).meshes.begin(), 1.270 + end2 = (*it).meshes.end(); it2 != end2; ++it2) 1.271 + { 1.272 + ai_assert(!(*it2).vertices.empty()); 1.273 + 1.274 + // allocate the mesh 1.275 + *pi++ = meshIdx; 1.276 + aiMesh* mesh = pScene->mMeshes[meshIdx] = new aiMesh(); 1.277 + mesh->mMaterialIndex = meshIdx++; 1.278 + 1.279 + mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; 1.280 + 1.281 + // allocate storage for the vertex components and copy them 1.282 + mesh->mNumVertices = (unsigned int)(*it2).vertices.size(); 1.283 + mesh->mVertices = new aiVector3D[ mesh->mNumVertices ]; 1.284 + ::memcpy(mesh->mVertices,&(*it2).vertices[0],sizeof(aiVector3D)*mesh->mNumVertices); 1.285 + 1.286 + if ((*it2).colors.size()) 1.287 + { 1.288 + ai_assert((*it2).colors.size() == mesh->mNumVertices); 1.289 + 1.290 + mesh->mColors[0] = new aiColor4D[ mesh->mNumVertices ]; 1.291 + ::memcpy(mesh->mColors[0],&(*it2).colors[0],sizeof(aiColor4D)*mesh->mNumVertices); 1.292 + } 1.293 + 1.294 + // generate triangles 1.295 + ai_assert(0 == mesh->mNumVertices % 3); 1.296 + aiFace* fc = mesh->mFaces = new aiFace[ mesh->mNumFaces = mesh->mNumVertices/3 ]; 1.297 + aiFace* const fcEnd = fc + mesh->mNumFaces; 1.298 + unsigned int n = 0; 1.299 + while (fc != fcEnd) 1.300 + { 1.301 + aiFace& f = *fc++; 1.302 + f.mIndices = new unsigned int[f.mNumIndices = 3]; 1.303 + for (unsigned int m = 0; m < 3;++m) 1.304 + f.mIndices[m] = n++; 1.305 + } 1.306 + 1.307 + // generate a material for the mesh 1.308 + aiMaterial* mat = new aiMaterial(); 1.309 + 1.310 + aiColor4D clr(1.0f,1.0f,1.0f,1.0f); 1.311 + if ("%default%" == (*it2).name) // a gray default material 1.312 + { 1.313 + clr.r = clr.g = clr.b = 0.6f; 1.314 + } 1.315 + else if ((*it2).name.length() > 0) // a texture 1.316 + { 1.317 + aiString s; 1.318 + s.Set((*it2).name); 1.319 + mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); 1.320 + } 1.321 + mat->AddProperty<aiColor4D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE); 1.322 + *mats++ = mat; 1.323 + } 1.324 + } 1.325 +} 1.326 + 1.327 +#endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER