diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/Raw/RawLoader.cpp | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (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.cpp | 302 |
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 --- /dev/null +++ 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 |