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Open Asset Import Library (assimp)
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*/

/** @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 <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>

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()
{}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
RAWImporter::~RAWImporter()
{}

// ------------------------------------------------------------------------------------------------
// 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() == NULL) {
        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 = NULL;
                    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 = NULL;

            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
