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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/Raw/RawLoader.cpp
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Raw/RawLoader.cpp')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/Raw/RawLoader.cpp302
1 files changed, 302 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Raw/RawLoader.cpp b/src/mesh/assimp-master/code/AssetLib/Raw/RawLoader.cpp
new file mode 100644
index 0000000..bfd2e6d
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+++ b/src/mesh/assimp-master/code/AssetLib/Raw/RawLoader.cpp
@@ -0,0 +1,302 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/IOSystem.hpp>
+#include <memory>
+
+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() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+RAWImporter::~RAWImporter() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool RAWImporter::CanRead(const std::string &filename, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
+ return SimpleExtensionCheck(filename, "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() == nullptr) {
+ 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 = nullptr;
+ 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 = nullptr;
+
+ 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