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Open Asset Import Library (assimp)
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/** @file  OFFLoader.cpp
 *  @brief Implementation of the OFF importer class
 */


#ifndef ASSIMP_BUILD_NO_OFF_IMPORTER

// internal headers
#include "OFFLoader.h"
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
#include <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h>

using namespace Assimp;

static const aiImporterDesc desc = {
    "OFF Importer",
    "",
    "",
    "",
    aiImporterFlags_SupportBinaryFlavour,
    0,
    0,
    0,
    0,
    "off"
};

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OFFImporter::OFFImporter() = default;

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
OFFImporter::~OFFImporter() = default;

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool OFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const
{
    static const char* tokens[] = { "off" };
    return SearchFileHeaderForToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens),3);
}

// ------------------------------------------------------------------------------------------------
const aiImporterDesc* OFFImporter::GetInfo () const
{
    return &desc;
}


// skip blank space, lines and comments
static void NextToken(const char **car, const char* end) {
  SkipSpacesAndLineEnd(car);
  while (*car < end && (**car == '#' || **car == '\n' || **car == '\r')) {
    SkipLine(car);
    SkipSpacesAndLineEnd(car);
  }
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void OFFImporter::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 == nullptr) {
      throw DeadlyImportError("Failed to open OFF file ", pFile, ".");
    }

    // allocate storage and copy the contents of the file to a memory buffer
    std::vector<char> mBuffer2;
    TextFileToBuffer(file.get(),mBuffer2);
    const char* buffer = &mBuffer2[0];

    // Proper OFF header parser. We only implement normal loading for now.
    bool hasTexCoord = false, hasNormals = false, hasColors = false;
    bool hasHomogenous = false, hasDimension = false;
    unsigned int dimensions = 3;
    const char* car = buffer;
    const char* end = buffer + mBuffer2.size();
    NextToken(&car, end);

    if (car < end - 2 && car[0] == 'S' && car[1] == 'T') {
      hasTexCoord = true; car += 2;
    }
    if (car < end - 1 && car[0] == 'C') {
      hasColors = true; car++;
    }
    if (car < end- 1 && car[0] == 'N') {
      hasNormals = true; car++;
    }
    if (car < end - 1 && car[0] == '4') {
      hasHomogenous = true; car++;
    }
    if (car < end - 1 && car[0] == 'n') {
      hasDimension = true; car++;
    }
    if (car < end - 3 && car[0] == 'O' && car[1] == 'F' && car[2] == 'F') {
        car += 3;
	NextToken(&car, end);
    } else {
      // in case there is no OFF header (which is allowed by the
      // specification...), then we might have unintentionally read an
      // additional dimension from the primitive count fields
      dimensions = 3;
      hasHomogenous = false;
      NextToken(&car, end);

      // at this point the next token should be an integer number
      if (car >= end - 1 || *car < '0' || *car > '9') {
	throw DeadlyImportError("OFF: Header is invalid");
      }
    }
    if (hasDimension) {
        dimensions = strtoul10(car, &car);
	NextToken(&car, end);
    }
    if (dimensions > 3) {
        throw DeadlyImportError
	  ("OFF: Number of vertex coordinates higher than 3 unsupported");
    }

    NextToken(&car, end);
    const unsigned int numVertices = strtoul10(car, &car);
    NextToken(&car, end);
    const unsigned int numFaces = strtoul10(car, &car);
    NextToken(&car, end);
    strtoul10(car, &car);  // skip edge count
    NextToken(&car, end);

    if (!numVertices) {
        throw DeadlyImportError("OFF: There are no valid vertices");
    }
    if (!numFaces) {
        throw DeadlyImportError("OFF: There are no valid faces");
    }

    pScene->mNumMeshes = 1;
    pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];

    aiMesh* mesh = new aiMesh();
    pScene->mMeshes[0] = mesh;

    mesh->mNumFaces = numFaces;
    aiFace* faces = new aiFace[mesh->mNumFaces];
    mesh->mFaces = faces;

    mesh->mNumVertices = numVertices;
    mesh->mVertices = new aiVector3D[numVertices];
    mesh->mNormals = hasNormals ? new aiVector3D[numVertices] : nullptr;
    mesh->mColors[0] = hasColors ? new aiColor4D[numVertices] : nullptr;

    if (hasTexCoord) {
        mesh->mNumUVComponents[0] = 2;
        mesh->mTextureCoords[0] = new aiVector3D[numVertices];
    }
    char line[4096];
    buffer = car;
    const char *sz = car;

    // now read all vertex lines
    for (unsigned int i = 0; i < numVertices; ++i) {
        if(!GetNextLine(buffer, line)) {
            ASSIMP_LOG_ERROR("OFF: The number of verts in the header is incorrect");
            break;
        }
        aiVector3D& v = mesh->mVertices[i];
        sz = line;

	// helper array to write a for loop over possible dimension values
	ai_real* vec[3] = {&v.x, &v.y, &v.z};

	// stop at dimensions: this allows loading 1D or 2D coordinate vertices
        for (unsigned int dim = 0; dim < dimensions; ++dim ) {
	    SkipSpaces(&sz);
	    sz = fast_atoreal_move<ai_real>(sz, *vec[dim]);
	}

	// if has homogeneous coordinate, divide others by this one
	if (hasHomogenous) {
	    SkipSpaces(&sz);
	    ai_real w = 1.;
	    sz = fast_atoreal_move<ai_real>(sz, w);
            for (unsigned int dim = 0; dim < dimensions; ++dim ) {
	        *(vec[dim]) /= w;
	    }
	}

	// read optional normals
	if (hasNormals) {
	    aiVector3D& n = mesh->mNormals[i];
	    SkipSpaces(&sz);
	    sz = fast_atoreal_move<ai_real>(sz,(ai_real&)n.x);
	    SkipSpaces(&sz);
	    sz = fast_atoreal_move<ai_real>(sz,(ai_real&)n.y);
	    SkipSpaces(&sz);
	    fast_atoreal_move<ai_real>(sz,(ai_real&)n.z);
	}

	// reading colors is a pain because the specification says it can be
	// integers or floats, and any number of them between 1 and 4 included,
	// until the next comment or end of line
	// in theory should be testing type !
	if (hasColors) {
	    aiColor4D& c = mesh->mColors[0][i];
	    SkipSpaces(&sz);
	    sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.r);
            if (*sz != '#' && *sz != '\n' && *sz != '\r') {
	        SkipSpaces(&sz);
	        sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.g);
            } else {
	        c.g = 0.;
	    }
            if (*sz != '#' && *sz != '\n' && *sz != '\r') {
	        SkipSpaces(&sz);
	        sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.b);
            } else {
	        c.b = 0.;
	    }
            if (*sz != '#' && *sz != '\n' && *sz != '\r') {
	        SkipSpaces(&sz);
	        sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.a);
            } else {
	        c.a = 1.;
	    }
	}
        if (hasTexCoord) {
	    aiVector3D& t = mesh->mTextureCoords[0][i];
	    SkipSpaces(&sz);
	    sz = fast_atoreal_move<ai_real>(sz,(ai_real&)t.x);
	    SkipSpaces(&sz);
	    fast_atoreal_move<ai_real>(sz,(ai_real&)t.y);
	}
    }

    // load faces with their indices
    faces = mesh->mFaces;
    for (unsigned int i = 0; i < numFaces; ) {
        if(!GetNextLine(buffer,line)) {
            ASSIMP_LOG_ERROR("OFF: The number of faces in the header is incorrect");
            throw DeadlyImportError("OFF: The number of faces in the header is incorrect");
        }
        unsigned int idx;
        sz = line; SkipSpaces(&sz);
        idx = strtoul10(sz,&sz);
        if(!idx || idx > 9) {
	        ASSIMP_LOG_ERROR("OFF: Faces with zero indices aren't allowed");
            --mesh->mNumFaces;
            ++i;
            continue;
	    }
	    faces->mNumIndices = idx;
        faces->mIndices = new unsigned int[faces->mNumIndices];
        for (unsigned int m = 0; m < faces->mNumIndices;++m) {
            SkipSpaces(&sz);
            idx = strtoul10(sz,&sz);
            if (idx >= numVertices) {
                ASSIMP_LOG_ERROR("OFF: Vertex index is out of range");
                idx = numVertices - 1;
            }
            faces->mIndices[m] = idx;
        }
        ++i;
        ++faces;
    }

    // generate the output node graph
    pScene->mRootNode = new aiNode();
    pScene->mRootNode->mName.Set("<OFFRoot>");
    pScene->mRootNode->mNumMeshes = 1;
    pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes];
    pScene->mRootNode->mMeshes[0] = 0;

    // generate a default material
    pScene->mNumMaterials = 1;
    pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
    aiMaterial* pcMat = new aiMaterial();

    aiColor4D clr( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 1.0 ) );
    pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
    pScene->mMaterials[0] = pcMat;

    const int twosided = 1;
    pcMat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
}

#endif // !! ASSIMP_BUILD_NO_OFF_IMPORTER
