text: /*
  ---------------------------------------------------------------------------
  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 &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
      return SimpleExtensionCheck(pFile, "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
  