vrshoot
diff libs/assimp/STLLoader.cpp @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sat, 01 Feb 2014 19:58:19 +0200 |
parents | |
children |
line diff
1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/STLLoader.cpp Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,412 @@ 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 Implementation of the STL importer class */ 1.46 + 1.47 +#include "AssimpPCH.h" 1.48 +#ifndef ASSIMP_BUILD_NO_STL_IMPORTER 1.49 + 1.50 +// internal headers 1.51 +#include "STLLoader.h" 1.52 +#include "ParsingUtils.h" 1.53 +#include "fast_atof.h" 1.54 + 1.55 +using namespace Assimp; 1.56 + 1.57 +static const aiImporterDesc desc = { 1.58 + "Stereolithography (STL) Importer", 1.59 + "", 1.60 + "", 1.61 + "", 1.62 + aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour, 1.63 + 0, 1.64 + 0, 1.65 + 0, 1.66 + 0, 1.67 + "stl" 1.68 +}; 1.69 + 1.70 +// ------------------------------------------------------------------------------------------------ 1.71 +// Constructor to be privately used by Importer 1.72 +STLImporter::STLImporter() 1.73 +{} 1.74 + 1.75 +// ------------------------------------------------------------------------------------------------ 1.76 +// Destructor, private as well 1.77 +STLImporter::~STLImporter() 1.78 +{} 1.79 + 1.80 +// ------------------------------------------------------------------------------------------------ 1.81 +// Returns whether the class can handle the format of the given file. 1.82 +bool STLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const 1.83 +{ 1.84 + const std::string extension = GetExtension(pFile); 1.85 + 1.86 + if (extension == "stl") 1.87 + return true; 1.88 + else if (!extension.length() || checkSig) { 1.89 + if (!pIOHandler) 1.90 + return true; 1.91 + const char* tokens[] = {"STL","solid"}; 1.92 + return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2); 1.93 + } 1.94 + return false; 1.95 +} 1.96 + 1.97 +// ------------------------------------------------------------------------------------------------ 1.98 +const aiImporterDesc* STLImporter::GetInfo () const 1.99 +{ 1.100 + return &desc; 1.101 +} 1.102 + 1.103 +// ------------------------------------------------------------------------------------------------ 1.104 +// Imports the given file into the given scene structure. 1.105 +void STLImporter::InternReadFile( const std::string& pFile, 1.106 + aiScene* pScene, IOSystem* pIOHandler) 1.107 +{ 1.108 + boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb")); 1.109 + 1.110 + // Check whether we can read from the file 1.111 + if( file.get() == NULL) { 1.112 + throw DeadlyImportError( "Failed to open STL file " + pFile + "."); 1.113 + } 1.114 + 1.115 + fileSize = (unsigned int)file->FileSize(); 1.116 + 1.117 + // allocate storage and copy the contents of the file to a memory buffer 1.118 + // (terminate it with zero) 1.119 + std::vector<char> mBuffer2; 1.120 + TextFileToBuffer(file.get(),mBuffer2); 1.121 + 1.122 + this->pScene = pScene; 1.123 + this->mBuffer = &mBuffer2[0]; 1.124 + 1.125 + // the default vertex color is white 1.126 + clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 1.0f; 1.127 + 1.128 + // allocate one mesh 1.129 + pScene->mNumMeshes = 1; 1.130 + pScene->mMeshes = new aiMesh*[1]; 1.131 + aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh(); 1.132 + pMesh->mMaterialIndex = 0; 1.133 + 1.134 + // allocate a single node 1.135 + pScene->mRootNode = new aiNode(); 1.136 + pScene->mRootNode->mNumMeshes = 1; 1.137 + pScene->mRootNode->mMeshes = new unsigned int[1]; 1.138 + pScene->mRootNode->mMeshes[0] = 0; 1.139 + 1.140 + bool bMatClr = false; 1.141 + 1.142 + // check whether the file starts with 'solid' - 1.143 + // in this case we can simply assume it IS a text file. finished. 1.144 + if (!::strncmp(mBuffer,"solid",5)) { 1.145 + LoadASCIIFile(); 1.146 + } 1.147 + else bMatClr = LoadBinaryFile(); 1.148 + 1.149 + // now copy faces 1.150 + pMesh->mFaces = new aiFace[pMesh->mNumFaces]; 1.151 + for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces;++i) { 1.152 + 1.153 + aiFace& face = pMesh->mFaces[i]; 1.154 + face.mIndices = new unsigned int[face.mNumIndices = 3]; 1.155 + for (unsigned int o = 0; o < 3;++o,++p) { 1.156 + face.mIndices[o] = p; 1.157 + } 1.158 + } 1.159 + 1.160 + // create a single default material - everything white, as we have vertex colors 1.161 + aiMaterial* pcMat = new aiMaterial(); 1.162 + aiString s; 1.163 + s.Set(AI_DEFAULT_MATERIAL_NAME); 1.164 + pcMat->AddProperty(&s, AI_MATKEY_NAME); 1.165 + 1.166 + aiColor4D clrDiffuse(1.0f,1.0f,1.0f,1.0f); 1.167 + if (bMatClr) { 1.168 + clrDiffuse = clrColorDefault; 1.169 + } 1.170 + pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE); 1.171 + pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR); 1.172 + clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f); 1.173 + pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT); 1.174 + 1.175 + pScene->mNumMaterials = 1; 1.176 + pScene->mMaterials = new aiMaterial*[1]; 1.177 + pScene->mMaterials[0] = pcMat; 1.178 +} 1.179 +// ------------------------------------------------------------------------------------------------ 1.180 +// Read an ASCII STL file 1.181 +void STLImporter::LoadASCIIFile() 1.182 +{ 1.183 + aiMesh* pMesh = pScene->mMeshes[0]; 1.184 + 1.185 + const char* sz = mBuffer + 5; // skip the "solid" 1.186 + SkipSpaces(&sz); 1.187 + const char* szMe = sz; 1.188 + while (!::IsSpaceOrNewLine(*sz)) { 1.189 + sz++; 1.190 + } 1.191 + 1.192 + size_t temp; 1.193 + // setup the name of the node 1.194 + if ((temp = (size_t)(sz-szMe))) { 1.195 + 1.196 + pScene->mRootNode->mName.length = temp; 1.197 + memcpy(pScene->mRootNode->mName.data,szMe,temp); 1.198 + pScene->mRootNode->mName.data[temp] = '\0'; 1.199 + } 1.200 + else pScene->mRootNode->mName.Set("<STL_ASCII>"); 1.201 + 1.202 + // try to guess how many vertices we could have 1.203 + // assume we'll need 160 bytes for each face 1.204 + pMesh->mNumVertices = ( pMesh->mNumFaces = std::max(1u,fileSize / 160u )) * 3; 1.205 + pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; 1.206 + pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; 1.207 + 1.208 + unsigned int curFace = 0, curVertex = 3; 1.209 + for ( ;; ) 1.210 + { 1.211 + // go to the next token 1.212 + if(!SkipSpacesAndLineEnd(&sz)) 1.213 + { 1.214 + // seems we're finished although there was no end marker 1.215 + DefaultLogger::get()->warn("STL: unexpected EOF. \'endsolid\' keyword was expected"); 1.216 + break; 1.217 + } 1.218 + // facet normal -0.13 -0.13 -0.98 1.219 + if (!strncmp(sz,"facet",5) && IsSpaceOrNewLine(*(sz+5))) { 1.220 + 1.221 + if (3 != curVertex) { 1.222 + DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete"); 1.223 + } 1.224 + if (pMesh->mNumFaces == curFace) { 1.225 + ai_assert(pMesh->mNumFaces != 0); 1.226 + 1.227 + // need to resize the arrays, our size estimate was wrong 1.228 + unsigned int iNeededSize = (unsigned int)(sz-mBuffer) / pMesh->mNumFaces; 1.229 + if (iNeededSize <= 160)iNeededSize >>= 1; // prevent endless looping 1.230 + unsigned int add = (unsigned int)((mBuffer+fileSize)-sz) / iNeededSize; 1.231 + add += add >> 3; // add 12.5% as buffer 1.232 + iNeededSize = (pMesh->mNumFaces + add)*3; 1.233 + aiVector3D* pv = new aiVector3D[iNeededSize]; 1.234 + memcpy(pv,pMesh->mVertices,pMesh->mNumVertices*sizeof(aiVector3D)); 1.235 + delete[] pMesh->mVertices; 1.236 + pMesh->mVertices = pv; 1.237 + pv = new aiVector3D[iNeededSize]; 1.238 + memcpy(pv,pMesh->mNormals,pMesh->mNumVertices*sizeof(aiVector3D)); 1.239 + delete[] pMesh->mNormals; 1.240 + pMesh->mNormals = pv; 1.241 + 1.242 + pMesh->mNumVertices = iNeededSize; 1.243 + pMesh->mNumFaces += add; 1.244 + } 1.245 + aiVector3D* vn = &pMesh->mNormals[curFace++*3]; 1.246 + 1.247 + sz += 6; 1.248 + curVertex = 0; 1.249 + SkipSpaces(&sz); 1.250 + if (strncmp(sz,"normal",6)) { 1.251 + DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found"); 1.252 + } 1.253 + else 1.254 + { 1.255 + sz += 7; 1.256 + SkipSpaces(&sz); 1.257 + sz = fast_atoreal_move<float>(sz, (float&)vn->x ); 1.258 + SkipSpaces(&sz); 1.259 + sz = fast_atoreal_move<float>(sz, (float&)vn->y ); 1.260 + SkipSpaces(&sz); 1.261 + sz = fast_atoreal_move<float>(sz, (float&)vn->z ); 1.262 + *(vn+1) = *vn; 1.263 + *(vn+2) = *vn; 1.264 + } 1.265 + } 1.266 + // vertex 1.50000 1.50000 0.00000 1.267 + else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6))) 1.268 + { 1.269 + if (3 == curVertex) { 1.270 + DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found"); 1.271 + } 1.272 + else 1.273 + { 1.274 + sz += 7; 1.275 + SkipSpaces(&sz); 1.276 + aiVector3D* vn = &pMesh->mVertices[(curFace-1)*3 + curVertex++]; 1.277 + sz = fast_atoreal_move<float>(sz, (float&)vn->x ); 1.278 + SkipSpaces(&sz); 1.279 + sz = fast_atoreal_move<float>(sz, (float&)vn->y ); 1.280 + SkipSpaces(&sz); 1.281 + sz = fast_atoreal_move<float>(sz, (float&)vn->z ); 1.282 + } 1.283 + } 1.284 + else if (!::strncmp(sz,"endsolid",8)) { 1.285 + // finished! 1.286 + break; 1.287 + } 1.288 + // else skip the whole identifier 1.289 + else while (!::IsSpaceOrNewLine(*sz)) { 1.290 + ++sz; 1.291 + } 1.292 + } 1.293 + 1.294 + if (!curFace) { 1.295 + pMesh->mNumFaces = 0; 1.296 + throw DeadlyImportError("STL: ASCII file is empty or invalid; no data loaded"); 1.297 + } 1.298 + pMesh->mNumFaces = curFace; 1.299 + pMesh->mNumVertices = curFace*3; 1.300 + // we are finished! 1.301 +} 1.302 + 1.303 +// ------------------------------------------------------------------------------------------------ 1.304 +// Read a binary STL file 1.305 +bool STLImporter::LoadBinaryFile() 1.306 +{ 1.307 + // skip the first 80 bytes 1.308 + if (fileSize < 84) { 1.309 + throw DeadlyImportError("STL: file is too small for the header"); 1.310 + } 1.311 + bool bIsMaterialise = false; 1.312 + 1.313 + // search for an occurence of "COLOR=" in the header 1.314 + const char* sz2 = (const char*)mBuffer; 1.315 + const char* const szEnd = sz2+80; 1.316 + while (sz2 < szEnd) { 1.317 + 1.318 + if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ && 1.319 + 'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++) { 1.320 + 1.321 + // read the default vertex color for facets 1.322 + bIsMaterialise = true; 1.323 + DefaultLogger::get()->info("STL: Taking code path for Materialise files"); 1.324 + clrColorDefault.r = (*sz2++) / 255.0f; 1.325 + clrColorDefault.g = (*sz2++) / 255.0f; 1.326 + clrColorDefault.b = (*sz2++) / 255.0f; 1.327 + clrColorDefault.a = (*sz2++) / 255.0f; 1.328 + break; 1.329 + } 1.330 + } 1.331 + const unsigned char* sz = (const unsigned char*)mBuffer + 80; 1.332 + 1.333 + // now read the number of facets 1.334 + aiMesh* pMesh = pScene->mMeshes[0]; 1.335 + pScene->mRootNode->mName.Set("<STL_BINARY>"); 1.336 + 1.337 + pMesh->mNumFaces = *((uint32_t*)sz); 1.338 + sz += 4; 1.339 + 1.340 + if (fileSize < 84 + pMesh->mNumFaces*50) { 1.341 + throw DeadlyImportError("STL: file is too small to hold all facets"); 1.342 + } 1.343 + 1.344 + if (!pMesh->mNumFaces) { 1.345 + throw DeadlyImportError("STL: file is empty. There are no facets defined"); 1.346 + } 1.347 + 1.348 + pMesh->mNumVertices = pMesh->mNumFaces*3; 1.349 + 1.350 + aiVector3D* vp,*vn; 1.351 + vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; 1.352 + vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; 1.353 + 1.354 + for (unsigned int i = 0; i < pMesh->mNumFaces;++i) { 1.355 + 1.356 + // NOTE: Blender sometimes writes empty normals ... this is not 1.357 + // our fault ... the RemoveInvalidData helper step should fix that 1.358 + *vn = *((aiVector3D*)sz); 1.359 + sz += sizeof(aiVector3D); 1.360 + *(vn+1) = *vn; 1.361 + *(vn+2) = *vn; 1.362 + vn += 3; 1.363 + 1.364 + *vp++ = *((aiVector3D*)sz); 1.365 + sz += sizeof(aiVector3D); 1.366 + 1.367 + *vp++ = *((aiVector3D*)sz); 1.368 + sz += sizeof(aiVector3D); 1.369 + 1.370 + *vp++ = *((aiVector3D*)sz); 1.371 + sz += sizeof(aiVector3D); 1.372 + 1.373 + uint16_t color = *((uint16_t*)sz); 1.374 + sz += 2; 1.375 + 1.376 + if (color & (1 << 15)) 1.377 + { 1.378 + // seems we need to take the color 1.379 + if (!pMesh->mColors[0]) 1.380 + { 1.381 + pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices]; 1.382 + for (unsigned int i = 0; i <pMesh->mNumVertices;++i) 1.383 + *pMesh->mColors[0]++ = this->clrColorDefault; 1.384 + pMesh->mColors[0] -= pMesh->mNumVertices; 1.385 + 1.386 + DefaultLogger::get()->info("STL: Mesh has vertex colors"); 1.387 + } 1.388 + aiColor4D* clr = &pMesh->mColors[0][i*3]; 1.389 + clr->a = 1.0f; 1.390 + if (bIsMaterialise) // this is reversed 1.391 + { 1.392 + clr->r = (color & 0x31u) / 31.0f; 1.393 + clr->g = ((color & (0x31u<<5))>>5u) / 31.0f; 1.394 + clr->b = ((color & (0x31u<<10))>>10u) / 31.0f; 1.395 + } 1.396 + else 1.397 + { 1.398 + clr->b = (color & 0x31u) / 31.0f; 1.399 + clr->g = ((color & (0x31u<<5))>>5u) / 31.0f; 1.400 + clr->r = ((color & (0x31u<<10))>>10u) / 31.0f; 1.401 + } 1.402 + // assign the color to all vertices of the face 1.403 + *(clr+1) = *clr; 1.404 + *(clr+2) = *clr; 1.405 + } 1.406 + } 1.407 + if (bIsMaterialise && !pMesh->mColors[0]) 1.408 + { 1.409 + // use the color as diffuse material color 1.410 + return true; 1.411 + } 1.412 + return false; 1.413 +} 1.414 + 1.415 +#endif // !! ASSIMP_BUILD_NO_STL_IMPORTER