Added SortByPType and DeterminePType (anon.) steps Optimized ASE, fixed 3DS. Rewrite all loaders to conform to the api changes. Optimized normal computation code in LWOLoader.cpp Added new unit tests Added test file for AC3D (good old wuson again) git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@167 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
333 lines
11 KiB
C++
333 lines
11 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the RAW importer class */
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// internal headers
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#include "RawLoader.h"
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#include "MaterialSystem.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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// public assimp headers
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include "../include/DefaultLogger.h"
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// boost headers
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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RAWImporter::RAWImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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RAWImporter::~RAWImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool RAWImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)return false;
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std::string extension = pFile.substr( pos);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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return !(extension.length() != 4 || extension[0] != '.' ||
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extension[1] != 'r' && extension[1] != 'R' ||
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extension[2] != 'a' && extension[2] != 'A' ||
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extension[3] != 'w' && extension[3] != 'W');
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}
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// ------------------------------------------------------------------------------------------------
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#define AI_RAW_IS_NON_INTEGRAL(sz) \
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((*sz < '0' || *sz > '9') && *sz != '+' && *sz != '-')
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void RAWImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open RAW file " + pFile + ".");
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unsigned int fileSize = (unsigned int)file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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std::vector<char> mBuffer2(fileSize+1);
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file->Read(&mBuffer2[0], 1, fileSize);
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mBuffer2[fileSize] = '\0';
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const char* buffer = &mBuffer2[0];
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// list of groups loaded from the file
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std::vector< GroupInformation > outGroups(1,GroupInformation("<default>"));
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std::vector< GroupInformation >::iterator curGroup = outGroups.begin();
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// now read all lines
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char line[4096];
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while (GetNextLine(buffer,line))
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{
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// if the line starts with a non-numeric identifier, it marks
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// the beginning of a new group
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const char* sz = line;SkipSpaces(&sz);
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if (IsLineEnd(*sz))continue;
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if (AI_RAW_IS_NON_INTEGRAL(sz))
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{
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const char* sz2 = sz;
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while (!IsSpaceOrNewLine(*sz2))++sz2;
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const unsigned int length = (unsigned int)(sz2-sz);
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// find an existing group with this name
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for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
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it != end;++it)
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{
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if (length == (*it).name.length() && !::strcmp(sz,(*it).name.c_str()))
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{
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curGroup = it;sz2 = NULL;
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break;
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}
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}
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if (sz2)
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{
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outGroups.push_back(GroupInformation(std::string(sz,length)));
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curGroup = outGroups.end()-1;
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}
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}
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else
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{
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// there can be maximally 12 floats plus an extra texture file name
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float data[12];
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unsigned int num;
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for (num = 0; num < 12;++num)
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{
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if(!SkipSpaces(&sz) || AI_RAW_IS_NON_INTEGRAL(sz))break;
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sz = fast_atof_move(sz,data[num]);
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}
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if (num != 12 && num != 9)
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{
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DefaultLogger::get()->error("A line may have either 9 or 12 floats and an optional texture");
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continue;
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}
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MeshInformation* output = NULL;
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const char* sz2 = sz;
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unsigned int length;
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if (!IsLineEnd(*sz))
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{
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while (!IsSpaceOrNewLine(*sz2))++sz2;
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length = (unsigned int)(sz2-sz);
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}
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else if (9 == num)
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{
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sz = "%default%";
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length = 9;
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}
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else
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{
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sz = "";
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length = 0;
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}
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// search in the list of meshes whether we have one with this texture
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for (std::vector< MeshInformation >::iterator it = (*curGroup).meshes.begin(),
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end = (*curGroup).meshes.end(); it != end; ++it)
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{
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if (length == (*it).name.length() && (length ? !::strcmp(sz,(*it).name.c_str()) : true))
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{
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output = &(*it);
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break;
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}
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}
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// if we don't have the mesh, create it
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if (!output)
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{
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(*curGroup).meshes.push_back(MeshInformation(std::string(sz,length)));
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output = &((*curGroup).meshes.back());
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}
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if (12 == num)
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{
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aiColor4D v(data[0],data[1],data[2],1.0f);
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output->colors.push_back(v);
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output->colors.push_back(v);
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output->colors.push_back(v);
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output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
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output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
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output->vertices.push_back(aiVector3D(data[9],data[10],data[11]));
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}
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else
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{
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output->vertices.push_back(aiVector3D(data[0],data[1],data[2]));
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output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
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output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
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}
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}
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}
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<RawRoot>");
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// count the number of valid groups
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// (meshes can't be empty)
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for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
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it != end;++it)
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{
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if (!(*it).meshes.empty())
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{
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++pScene->mRootNode->mNumChildren;
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pScene->mNumMeshes += (unsigned int)(*it).meshes.size();
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}
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}
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if (!pScene->mNumMeshes)
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{
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throw new ImportErrorException("RAW: No meshes loaded. The file seems to be corrupt or empty.");
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}
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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aiNode** cc;
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if (1 == pScene->mRootNode->mNumChildren)
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{
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cc = &pScene->mRootNode;
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pScene->mRootNode->mNumChildren = 0;
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}
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else cc = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
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pScene->mNumMaterials = pScene->mNumMeshes;
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aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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unsigned int meshIdx = 0;
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for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
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it != end;++it)
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{
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if ((*it).meshes.empty())continue;
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aiNode* node;
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if (pScene->mRootNode->mNumChildren)
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{
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node = *cc = new aiNode();
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node->mParent = pScene->mRootNode;
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}
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else node = *cc;++cc;
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node->mName.Set((*it).name);
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// add all meshes
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node->mNumMeshes = (unsigned int)(*it).meshes.size();
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unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
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for (std::vector< MeshInformation >::iterator it2 = (*it).meshes.begin(),
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end2 = (*it).meshes.end(); it2 != end2; ++it2)
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{
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ai_assert(!(*it2).vertices.empty());
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// allocate the mesh
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*pi++ = meshIdx;
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aiMesh* mesh = pScene->mMeshes[meshIdx] = new aiMesh();
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mesh->mMaterialIndex = meshIdx++;
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for the vertex components and copy them
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mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
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mesh->mVertices = new aiVector3D[ mesh->mNumVertices ];
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::memcpy(mesh->mVertices,&(*it2).vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);
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if ((*it2).colors.size())
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{
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ai_assert((*it2).colors.size() == mesh->mNumVertices);
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mesh->mColors[0] = new aiColor4D[ mesh->mNumVertices ];
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::memcpy(mesh->mColors[0],&(*it2).colors[0],sizeof(aiColor4D)*mesh->mNumVertices);
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}
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// generate triangles
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ai_assert(0 == mesh->mNumVertices % 3);
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aiFace* fc = mesh->mFaces = new aiFace[ mesh->mNumFaces = mesh->mNumVertices/3 ];
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aiFace* const fcEnd = fc + mesh->mNumFaces;
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unsigned int n = 0;
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while (fc != fcEnd)
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{
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aiFace& f = *fc++;
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f.mIndices = new unsigned int[f.mNumIndices = 3];
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for (unsigned int m = 0; m < 3;++m)
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f.mIndices[m] = n++;
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}
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// generate a material for the mesh
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MaterialHelper* mat = new MaterialHelper();
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aiColor4D clr(1.0f,1.0f,1.0f,1.0f);
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if ("%default%" == (*it2).name) // a gray default material
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{
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clr.r = clr.g = clr.b = 0.6f;
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}
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else if ((*it2).name.length() > 0) // a texture
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{
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aiString s;
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s.Set((*it2).name);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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mat->AddProperty<aiColor4D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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*mats++ = mat;
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}
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}
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}
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