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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 <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
