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-rw-r--r--src/mesh/assimp-master/code/AssetLib/STL/STLLoader.cpp575
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diff --git a/src/mesh/assimp-master/code/AssetLib/STL/STLLoader.cpp b/src/mesh/assimp-master/code/AssetLib/STL/STLLoader.cpp
deleted file mode 100644
index 8de57f1..0000000
--- a/src/mesh/assimp-master/code/AssetLib/STL/STLLoader.cpp
+++ /dev/null
@@ -1,575 +0,0 @@
-/*
----------------------------------------------------------------------------
-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 Implementation of the STL importer class */
-
-#ifndef ASSIMP_BUILD_NO_STL_IMPORTER
-
-#include "STLLoader.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;
-
-namespace {
-
-static const aiImporterDesc desc = {
- "Stereolithography (STL) Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "stl"
-};
-
-// A valid binary STL buffer should consist of the following elements, in order:
-// 1) 80 byte header
-// 2) 4 byte face count
-// 3) 50 bytes per face
-static bool IsBinarySTL(const char *buffer, unsigned int fileSize) {
- if (fileSize < 84) {
- return false;
- }
-
- const char *facecount_pos = buffer + 80;
- uint32_t faceCount(0);
- ::memcpy(&faceCount, facecount_pos, sizeof(uint32_t));
- const uint32_t expectedBinaryFileSize = faceCount * 50 + 84;
-
- return expectedBinaryFileSize == fileSize;
-}
-
-static const size_t BufferSize = 500;
-static const char UnicodeBoundary = 127;
-
-// An ascii STL buffer will begin with "solid NAME", where NAME is optional.
-// Note: The "solid NAME" check is necessary, but not sufficient, to determine
-// if the buffer is ASCII; a binary header could also begin with "solid NAME".
-static bool IsAsciiSTL(const char *buffer, unsigned int fileSize) {
- if (IsBinarySTL(buffer, fileSize))
- return false;
-
- const char *bufferEnd = buffer + fileSize;
-
- if (!SkipSpaces(&buffer)) {
- return false;
- }
-
- if (buffer + 5 >= bufferEnd) {
- return false;
- }
-
- bool isASCII(strncmp(buffer, "solid", 5) == 0);
- if (isASCII) {
- // A lot of importers are write solid even if the file is binary. So we have to check for ASCII-characters.
- if (fileSize >= BufferSize) {
- isASCII = true;
- for (unsigned int i = 0; i < BufferSize; i++) {
- if (buffer[i] > UnicodeBoundary) {
- isASCII = false;
- break;
- }
- }
- }
- }
- return isASCII;
-}
-} // namespace
-
-// ------------------------------------------------------------------------------------------------
-// Constructor to be privately used by Importer
-STLImporter::STLImporter() :
- mBuffer(),
- mFileSize(0),
- mScene() {
- // empty
-}
-
-// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
-STLImporter::~STLImporter() {
- // empty
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool STLImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
- static const char *tokens[] = { "STL", "solid" };
- return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
-}
-
-// ------------------------------------------------------------------------------------------------
-const aiImporterDesc *STLImporter::GetInfo() const {
- return &desc;
-}
-
-void addFacesToMesh(aiMesh *pMesh) {
- pMesh->mFaces = new aiFace[pMesh->mNumFaces];
- for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces; ++i) {
-
- aiFace &face = pMesh->mFaces[i];
- face.mIndices = new unsigned int[face.mNumIndices = 3];
- for (unsigned int o = 0; o < 3; ++o, ++p) {
- face.mIndices[o] = p;
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void STLImporter::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 STL file ", pFile, ".");
- }
-
- mFileSize = (unsigned int)file->FileSize();
-
- // allocate storage and copy the contents of the file to a memory buffer
- // (terminate it with zero)
- std::vector<char> buffer2;
- TextFileToBuffer(file.get(), buffer2);
-
- mScene = pScene;
- mBuffer = &buffer2[0];
-
- // the default vertex color is light gray.
- mClrColorDefault.r = mClrColorDefault.g = mClrColorDefault.b = mClrColorDefault.a = (ai_real)0.6;
-
- // allocate a single node
- mScene->mRootNode = new aiNode();
-
- bool bMatClr = false;
-
- if (IsBinarySTL(mBuffer, mFileSize)) {
- bMatClr = LoadBinaryFile();
- } else if (IsAsciiSTL(mBuffer, mFileSize)) {
- LoadASCIIFile(mScene->mRootNode);
- } else {
- throw DeadlyImportError("Failed to determine STL storage representation for ", pFile, ".");
- }
-
- // create a single default material, using a white diffuse color for consistency with
- // other geometric types (e.g., PLY).
- aiMaterial *pcMat = new aiMaterial();
- aiString s;
- s.Set(AI_DEFAULT_MATERIAL_NAME);
- pcMat->AddProperty(&s, AI_MATKEY_NAME);
-
- aiColor4D clrDiffuse(ai_real(1.0), ai_real(1.0), ai_real(1.0), ai_real(1.0));
- if (bMatClr) {
- clrDiffuse = mClrColorDefault;
- }
- pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_SPECULAR);
- clrDiffuse = aiColor4D(ai_real(0.05), ai_real(0.05), ai_real(0.05), ai_real(1.0));
- pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_AMBIENT);
-
- mScene->mNumMaterials = 1;
- mScene->mMaterials = new aiMaterial *[1];
- mScene->mMaterials[0] = pcMat;
-
- mBuffer = nullptr;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read an ASCII STL file
-void STLImporter::LoadASCIIFile(aiNode *root) {
- std::vector<aiMesh *> meshes;
- std::vector<aiNode *> nodes;
- const char *sz = mBuffer;
- const char *bufferEnd = mBuffer + mFileSize;
- std::vector<aiVector3D> positionBuffer;
- std::vector<aiVector3D> normalBuffer;
-
- // try to guess how many vertices we could have
- // assume we'll need 160 bytes for each face
- size_t sizeEstimate = std::max(1u, mFileSize / 160u) * 3;
- positionBuffer.reserve(sizeEstimate);
- normalBuffer.reserve(sizeEstimate);
-
- while (IsAsciiSTL(sz, static_cast<unsigned int>(bufferEnd - sz))) {
- std::vector<unsigned int> meshIndices;
- aiMesh *pMesh = new aiMesh();
- pMesh->mMaterialIndex = 0;
- meshIndices.push_back((unsigned int)meshes.size());
- meshes.push_back(pMesh);
- aiNode *node = new aiNode;
- node->mParent = root;
- nodes.push_back(node);
- SkipSpaces(&sz);
- ai_assert(!IsLineEnd(sz));
-
- sz += 5; // skip the "solid"
- SkipSpaces(&sz);
- const char *szMe = sz;
- while (!::IsSpaceOrNewLine(*sz)) {
- sz++;
- }
-
- size_t temp = (size_t)(sz - szMe);
- // setup the name of the node
- if ( temp ) {
- if (temp >= MAXLEN) {
- throw DeadlyImportError("STL: Node name too long");
- }
- std::string name(szMe, temp);
- node->mName.Set(name.c_str());
- pMesh->mName.Set(name.c_str());
- } else {
- mScene->mRootNode->mName.Set("<STL_ASCII>");
- }
-
- unsigned int faceVertexCounter = 3;
- for (;;) {
- // go to the next token
- if (!SkipSpacesAndLineEnd(&sz)) {
- // seems we're finished although there was no end marker
- ASSIMP_LOG_WARN("STL: unexpected EOF. \'endsolid\' keyword was expected");
- break;
- }
- // facet normal -0.13 -0.13 -0.98
- if (!strncmp(sz, "facet", 5) && IsSpaceOrNewLine(*(sz + 5)) && *(sz + 5) != '\0') {
-
- if (faceVertexCounter != 3) {
- ASSIMP_LOG_WARN("STL: A new facet begins but the old is not yet complete");
- }
- faceVertexCounter = 0;
- normalBuffer.push_back(aiVector3D());
- aiVector3D *vn = &normalBuffer.back();
-
- sz += 6;
- SkipSpaces(&sz);
- if (strncmp(sz, "normal", 6)) {
- ASSIMP_LOG_WARN("STL: a facet normal vector was expected but not found");
- } else {
- if (sz[6] == '\0') {
- throw DeadlyImportError("STL: unexpected EOF while parsing facet");
- }
- sz += 7;
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->x);
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->y);
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->z);
- normalBuffer.push_back(*vn);
- normalBuffer.push_back(*vn);
- }
- } else if (!strncmp(sz, "vertex", 6) && ::IsSpaceOrNewLine(*(sz + 6))) { // vertex 1.50000 1.50000 0.00000
- if (faceVertexCounter >= 3) {
- ASSIMP_LOG_ERROR("STL: a facet with more than 3 vertices has been found");
- ++sz;
- } else {
- if (sz[6] == '\0') {
- throw DeadlyImportError("STL: unexpected EOF while parsing facet");
- }
- sz += 7;
- SkipSpaces(&sz);
- positionBuffer.push_back(aiVector3D());
- aiVector3D *vn = &positionBuffer.back();
- sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->x);
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->y);
- SkipSpaces(&sz);
- sz = fast_atoreal_move<ai_real>(sz, (ai_real &)vn->z);
- faceVertexCounter++;
- }
- } else if (!::strncmp(sz, "endsolid", 8)) {
- do {
- ++sz;
- } while (!::IsLineEnd(*sz));
- SkipSpacesAndLineEnd(&sz);
- // finished!
- break;
- } else { // else skip the whole identifier
- do {
- ++sz;
- } while (!::IsSpaceOrNewLine(*sz));
- }
- }
-
- if (positionBuffer.empty()) {
- pMesh->mNumFaces = 0;
- ASSIMP_LOG_WARN("STL: mesh is empty or invalid; no data loaded");
- }
- if (positionBuffer.size() % 3 != 0) {
- pMesh->mNumFaces = 0;
- throw DeadlyImportError("STL: Invalid number of vertices");
- }
- if (normalBuffer.size() != positionBuffer.size()) {
- pMesh->mNumFaces = 0;
- throw DeadlyImportError("Normal buffer size does not match position buffer size");
- }
-
- // only process positionbuffer when filled, else exception when accessing with index operator
- // see line 353: only warning is triggered
- // see line 373(now): access to empty positionbuffer with index operator forced exception
- if (!positionBuffer.empty()) {
- pMesh->mNumFaces = static_cast<unsigned int>(positionBuffer.size() / 3);
- pMesh->mNumVertices = static_cast<unsigned int>(positionBuffer.size());
- pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- for (size_t i=0; i<pMesh->mNumVertices; ++i ) {
- pMesh->mVertices[i].x = positionBuffer[i].x;
- pMesh->mVertices[i].y = positionBuffer[i].y;
- pMesh->mVertices[i].z = positionBuffer[i].z;
- }
- positionBuffer.clear();
- }
- // also only process normalBuffer when filled, else exception when accessing with index operator
- if (!normalBuffer.empty()) {
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- for (size_t i=0; i<pMesh->mNumVertices; ++i ) {
- pMesh->mNormals[i].x = normalBuffer[i].x;
- pMesh->mNormals[i].y = normalBuffer[i].y;
- pMesh->mNormals[i].z = normalBuffer[i].z;
- }
- normalBuffer.clear();
- }
-
- // now copy faces
- addFacesToMesh(pMesh);
-
- // assign the meshes to the current node
- pushMeshesToNode(meshIndices, node);
- }
-
- // now add the loaded meshes
- mScene->mNumMeshes = (unsigned int)meshes.size();
- mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
- for (size_t i = 0; i < meshes.size(); i++) {
- mScene->mMeshes[i] = meshes[i];
- }
-
- root->mNumChildren = (unsigned int)nodes.size();
- root->mChildren = new aiNode *[root->mNumChildren];
- for (size_t i = 0; i < nodes.size(); ++i) {
- root->mChildren[i] = nodes[i];
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-// Read a binary STL file
-bool STLImporter::LoadBinaryFile() {
- // allocate one mesh
- mScene->mNumMeshes = 1;
- mScene->mMeshes = new aiMesh *[1];
- aiMesh *pMesh = mScene->mMeshes[0] = new aiMesh();
- pMesh->mMaterialIndex = 0;
-
- // skip the first 80 bytes
- if (mFileSize < 84) {
- throw DeadlyImportError("STL: file is too small for the header");
- }
- bool bIsMaterialise = false;
-
- // search for an occurrence of "COLOR=" in the header
- const unsigned char *sz2 = (const unsigned char *)mBuffer;
- const unsigned char *const szEnd = sz2 + 80;
- while (sz2 < szEnd) {
-
- if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ &&
- 'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++) {
-
- // read the default vertex color for facets
- bIsMaterialise = true;
- ASSIMP_LOG_INFO("STL: Taking code path for Materialise files");
- const ai_real invByte = (ai_real)1.0 / (ai_real)255.0;
- mClrColorDefault.r = (*sz2++) * invByte;
- mClrColorDefault.g = (*sz2++) * invByte;
- mClrColorDefault.b = (*sz2++) * invByte;
- mClrColorDefault.a = (*sz2++) * invByte;
- break;
- }
- }
- const unsigned char *sz = (const unsigned char *)mBuffer + 80;
-
- // now read the number of facets
- mScene->mRootNode->mName.Set("<STL_BINARY>");
-
- pMesh->mNumFaces = *((uint32_t *)sz);
- sz += 4;
-
- if (mFileSize < 84 + pMesh->mNumFaces * 50) {
- throw DeadlyImportError("STL: file is too small to hold all facets");
- }
-
- if (!pMesh->mNumFaces) {
- throw DeadlyImportError("STL: file is empty. There are no facets defined");
- }
-
- pMesh->mNumVertices = pMesh->mNumFaces * 3;
-
- aiVector3D *vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- aiVector3D *vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
-
- typedef aiVector3t<float> aiVector3F;
- aiVector3F *theVec;
- aiVector3F theVec3F;
-
- for (unsigned int i = 0; i < pMesh->mNumFaces; ++i) {
- // NOTE: Blender sometimes writes empty normals ... this is not
- // our fault ... the RemoveInvalidData helper step should fix that
-
- // There's one normal for the face in the STL; use it three times
- // for vertex normals
- theVec = (aiVector3F *)sz;
- ::memcpy(&theVec3F, theVec, sizeof(aiVector3F));
- vn->x = theVec3F.x;
- vn->y = theVec3F.y;
- vn->z = theVec3F.z;
- *(vn + 1) = *vn;
- *(vn + 2) = *vn;
- ++theVec;
- vn += 3;
-
- // vertex 1
- ::memcpy(&theVec3F, theVec, sizeof(aiVector3F));
- vp->x = theVec3F.x;
- vp->y = theVec3F.y;
- vp->z = theVec3F.z;
- ++theVec;
- ++vp;
-
- // vertex 2
- ::memcpy(&theVec3F, theVec, sizeof(aiVector3F));
- vp->x = theVec3F.x;
- vp->y = theVec3F.y;
- vp->z = theVec3F.z;
- ++theVec;
- ++vp;
-
- // vertex 3
- ::memcpy(&theVec3F, theVec, sizeof(aiVector3F));
- vp->x = theVec3F.x;
- vp->y = theVec3F.y;
- vp->z = theVec3F.z;
- ++theVec;
- ++vp;
-
- sz = (const unsigned char *)theVec;
-
- uint16_t color = *((uint16_t *)sz);
- sz += 2;
-
- if (color & (1 << 15)) {
- // seems we need to take the color
- if (!pMesh->mColors[0]) {
- pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
- for (unsigned int j = 0; j < pMesh->mNumVertices; ++j) {
- *pMesh->mColors[0]++ = mClrColorDefault;
- }
- pMesh->mColors[0] -= pMesh->mNumVertices;
-
- ASSIMP_LOG_INFO("STL: Mesh has vertex colors");
- }
- aiColor4D *clr = &pMesh->mColors[0][i * 3];
- clr->a = 1.0;
- const ai_real invVal((ai_real)1.0 / (ai_real)31.0);
- if (bIsMaterialise) // this is reversed
- {
- clr->r = (color & 0x31u) * invVal;
- clr->g = ((color & (0x31u << 5)) >> 5u) * invVal;
- clr->b = ((color & (0x31u << 10)) >> 10u) * invVal;
- } else {
- clr->b = (color & 0x31u) * invVal;
- clr->g = ((color & (0x31u << 5)) >> 5u) * invVal;
- clr->r = ((color & (0x31u << 10)) >> 10u) * invVal;
- }
- // assign the color to all vertices of the face
- *(clr + 1) = *clr;
- *(clr + 2) = *clr;
- }
- }
-
- // now copy faces
- addFacesToMesh(pMesh);
-
- aiNode *root = mScene->mRootNode;
-
- // allocate one node
- aiNode *node = new aiNode();
- node->mParent = root;
-
- root->mNumChildren = 1u;
- root->mChildren = new aiNode *[root->mNumChildren];
- root->mChildren[0] = node;
-
- // add all created meshes to the single node
- node->mNumMeshes = mScene->mNumMeshes;
- node->mMeshes = new unsigned int[mScene->mNumMeshes];
- for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
- node->mMeshes[i] = i;
- }
-
- if (bIsMaterialise && !pMesh->mColors[0]) {
- // use the color as diffuse material color
- return true;
- }
- return false;
-}
-
-void STLImporter::pushMeshesToNode(std::vector<unsigned int> &meshIndices, aiNode *node) {
- ai_assert(nullptr != node);
- if (meshIndices.empty()) {
- return;
- }
-
- node->mNumMeshes = static_cast<unsigned int>(meshIndices.size());
- node->mMeshes = new unsigned int[meshIndices.size()];
- for (size_t i = 0; i < meshIndices.size(); ++i) {
- node->mMeshes[i] = meshIndices[i];
- }
- meshIndices.clear();
-}
-
-#endif // !! ASSIMP_BUILD_NO_STL_IMPORTER