Coverage Report

Created: 2025-08-28 06:38

/src/assimp/code/AssetLib/STL/STLLoader.cpp
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Count
Source (jump to first uncovered line)
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2025, assimp 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 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 STL importer class */
43
44
#ifndef ASSIMP_BUILD_NO_STL_IMPORTER
45
46
#include "STLLoader.h"
47
#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
49
#include <assimp/importerdesc.h>
50
#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <memory>
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namespace Assimp {
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namespace {
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static constexpr aiImporterDesc desc = {
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    "Stereolithography (STL) Importer",
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    "",
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    "",
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    "",
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    aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
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    0,
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    0,
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    0,
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    0,
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    "stl"
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};
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// A valid binary STL buffer should consist of the following elements, in order:
73
// 1) 80 byte header
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// 2) 4 byte face count
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// 3) 50 bytes per face
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8
static bool IsBinarySTL(const char *buffer, size_t fileSize) {
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8
    if (fileSize < 84) {
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0
        return false;
79
0
    }
80
81
8
    const char *facecount_pos = buffer + 80;
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8
    uint32_t faceCount(0);
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8
    ::memcpy(&faceCount, facecount_pos, sizeof(uint32_t));
84
8
    const uint32_t expectedBinaryFileSize = faceCount * 50 + 84;
85
86
8
    return expectedBinaryFileSize == fileSize;
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8
}
88
89
static const size_t BufferSize = 500;
90
static const char UnicodeBoundary = 127;
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92
// An ascii STL buffer will begin with "solid NAME", where NAME is optional.
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// Note: The "solid NAME" check is necessary, but not sufficient, to determine
94
// if the buffer is ASCII; a binary header could also begin with "solid NAME".
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6
static bool IsAsciiSTL(const char *buffer, size_t fileSize) {
96
6
    if (IsBinarySTL(buffer, fileSize))
97
0
        return false;
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99
6
    const char *bufferEnd = buffer + fileSize;
100
101
6
    if (!SkipSpaces(&buffer, bufferEnd)) {
102
1
        return false;
103
1
    }
104
105
5
    if (buffer + 5 >= bufferEnd) {
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0
        return false;
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0
    }
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109
5
    bool isASCII(strncmp(buffer, "solid", 5) == 0);
110
5
    if (isASCII) {
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        // A lot of importers are write solid even if the file is binary. So we have to check for ASCII-characters.
112
4
        if (fileSize >= BufferSize) {
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4
            isASCII = true;
114
2.00k
            for (unsigned int i = 0; i < BufferSize; i++) {
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2.00k
                if (buffer[i] > UnicodeBoundary) {
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0
                    isASCII = false;
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0
                    break;
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0
                }
119
2.00k
            }
120
4
        }
121
4
    }
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5
    return isASCII;
123
5
}
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} // namespace
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126
// ------------------------------------------------------------------------------------------------
127
// Constructor to be privately used by Importer
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STLImporter::STLImporter() :
129
        mBuffer(),
130
379
        mFileSize(0),
131
379
        mScene() {
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    // empty
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379
}
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135
// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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379
STLImporter::~STLImporter() = default;
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139
// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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220
bool STLImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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220
    static const char *tokens[] = { "STL", "solid" };
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220
    return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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220
}
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// ------------------------------------------------------------------------------------------------
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401
const aiImporterDesc *STLImporter::GetInfo() const {
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401
    return &desc;
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401
}
150
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3
void addFacesToMesh(aiMesh *pMesh) {
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3
    pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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3
    for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces; ++i) {
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0
        aiFace &face = pMesh->mFaces[i];
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0
        face.mIndices = new unsigned int[face.mNumIndices = 3];
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0
        for (unsigned int o = 0; o < 3; ++o, ++p) {
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0
            face.mIndices[o] = p;
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0
        }
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0
    }
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3
}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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2
void STLImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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2
    std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
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    // Check whether we can read from the file
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2
    if (file == nullptr) {
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0
        throw DeadlyImportError("Failed to open STL file ", pFile, ".");
171
0
    }
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173
2
    mFileSize = 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)
177
2
    std::vector<char> buffer2;
178
2
    TextFileToBuffer(file.get(), buffer2);
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2
    mScene = pScene;
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2
    mBuffer = &buffer2[0];
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    // the default vertex color is light gray.
184
2
    mClrColorDefault.r = mClrColorDefault.g = mClrColorDefault.b = mClrColorDefault.a = 0.6f;
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    // allocate a single node
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2
    mScene->mRootNode = new aiNode();
188
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2
    bool bMatClr = false;
190
191
2
    if (IsBinarySTL(mBuffer, mFileSize)) {
192
0
        bMatClr = LoadBinaryFile();
193
2
    } else if (IsAsciiSTL(mBuffer, mFileSize)) {
194
1
        LoadASCIIFile(mScene->mRootNode);
195
1
    } else {
196
1
        throw DeadlyImportError("Failed to determine STL storage representation for ", pFile, ".");
197
1
    }
198
199
    // create a single default material, using a white diffuse color for consistency with
200
    // other geometric types (e.g., PLY).
201
1
    aiMaterial *pcMat = new aiMaterial();
202
1
    aiString s;
203
1
    s.Set(AI_DEFAULT_MATERIAL_NAME);
204
1
    pcMat->AddProperty(&s, AI_MATKEY_NAME);
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1
    aiColor4D clrDiffuse(ai_real(1.0), ai_real(1.0), ai_real(1.0), ai_real(1.0));
207
1
    if (bMatClr) {
208
0
        clrDiffuse = mClrColorDefault;
209
0
    }
210
1
    pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
211
1
    pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_SPECULAR);
212
1
    clrDiffuse = aiColor4D(0.05f, 0.05f, 0.05f, 1.0f);
213
1
    pcMat->AddProperty(&clrDiffuse, 1, AI_MATKEY_COLOR_AMBIENT);
214
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1
    mScene->mNumMaterials = 1;
216
1
    mScene->mMaterials = new aiMaterial *[1];
217
1
    mScene->mMaterials[0] = pcMat;
218
219
1
    mBuffer = nullptr;
220
1
}
221
222
// ------------------------------------------------------------------------------------------------
223
// Read an ASCII STL file
224
1
void STLImporter::LoadASCIIFile(aiNode *root) {
225
1
    MeshArray meshes;
226
1
    std::vector<aiNode *> nodes;
227
1
    const char *sz = mBuffer;
228
1
    const char *bufferEnd = mBuffer + mFileSize;
229
1
    std::vector<aiVector3D> positionBuffer;
230
1
    std::vector<aiVector3D> normalBuffer;
231
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    // try to guess how many vertices we could have
233
    // assume we'll need 160 bytes for each face
234
1
    size_t sizeEstimate = std::max(1ull, mFileSize / 160ull) * 3ull;
235
1
    positionBuffer.reserve(sizeEstimate);
236
1
    normalBuffer.reserve(sizeEstimate);
237
238
4
    while (IsAsciiSTL(sz, static_cast<unsigned int>(bufferEnd - sz))) {
239
3
        std::vector<unsigned int> meshIndices;
240
3
        aiMesh *pMesh = new aiMesh();
241
3
        pMesh->mMaterialIndex = 0;
242
3
        meshIndices.push_back((unsigned int)meshes.size());
243
3
        meshes.push_back(pMesh);
244
3
        aiNode *node = new aiNode;
245
3
        node->mParent = root;
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3
        nodes.push_back(node);
247
3
        SkipSpaces(&sz, bufferEnd);
248
3
        ai_assert(!IsLineEnd(sz));
249
250
3
        sz += 5; // skip the "solid"
251
3
        SkipSpaces(&sz, bufferEnd);
252
3
        const char *szMe = sz;
253
52
        while (!IsSpaceOrNewLine(*sz)) {
254
49
            sz++;
255
49
        }
256
257
3
        size_t temp = (size_t)(sz - szMe);
258
        // setup the name of the node
259
3
        if (temp) {
260
3
            if (temp >= AI_MAXLEN) {
261
0
                throw DeadlyImportError("STL: Node name too long");
262
0
            }
263
3
            std::string name(szMe, temp);
264
3
            node->mName.Set(name.c_str());
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3
            pMesh->mName.Set(name.c_str());
266
3
        } else {
267
0
            mScene->mRootNode->mName.Set("<STL_ASCII>");
268
0
        }
269
270
3
        unsigned int faceVertexCounter = 3;
271
90
        for (;;) {
272
            // go to the next token
273
90
            if (!SkipSpacesAndLineEnd(&sz, bufferEnd)) {
274
                // seems we're finished although there was no end marker
275
1
                ASSIMP_LOG_WARN("STL: unexpected EOF. \'endsolid\' keyword was expected");
276
1
                break;
277
1
            }
278
            // facet normal -0.13 -0.13 -0.98
279
89
            if (!strncmp(sz, "facet", 5) && IsSpaceOrNewLine(*(sz + 5)) && *(sz + 5) != '\0') {
280
281
0
                if (faceVertexCounter != 3) {
282
0
                    ASSIMP_LOG_WARN("STL: A new facet begins but the old is not yet complete");
283
0
                }
284
0
                faceVertexCounter = 0;
285
286
0
                sz += 6;
287
0
                SkipSpaces(&sz, bufferEnd);
288
0
                if (strncmp(sz, "normal", 6)) {
289
0
                    ASSIMP_LOG_WARN("STL: a facet normal vector was expected but not found");
290
0
                } else {
291
0
                    if (sz[6] == '\0') {
292
0
                        throw DeadlyImportError("STL: unexpected EOF while parsing facet");
293
0
                    }
294
0
                    aiVector3D vn;
295
0
                    sz += 7;
296
0
                    SkipSpaces(&sz, bufferEnd);
297
0
                    sz = fast_atoreal_move(sz, vn.x);
298
0
                    SkipSpaces(&sz, bufferEnd);
299
0
                    sz = fast_atoreal_move(sz, vn.y);
300
0
                    SkipSpaces(&sz, bufferEnd);
301
0
                    sz = fast_atoreal_move(sz, vn.z);
302
0
                    normalBuffer.emplace_back(vn);
303
0
                    normalBuffer.emplace_back(vn);
304
0
                    normalBuffer.emplace_back(vn);
305
0
                }
306
89
            } else if (!strncmp(sz, "vertex", 6) && IsSpaceOrNewLine(*(sz + 6))) { // vertex 1.50000 1.50000 0.00000
307
0
                if (faceVertexCounter >= 3) {
308
0
                    ASSIMP_LOG_ERROR("STL: a facet with more than 3 vertices has been found");
309
0
                    ++sz;
310
0
                } else {
311
0
                    if (sz[6] == '\0') {
312
0
                        throw DeadlyImportError("STL: unexpected EOF while parsing facet");
313
0
                    }
314
0
                    sz += 7;
315
0
                    SkipSpaces(&sz, bufferEnd);
316
0
                    positionBuffer.emplace_back();
317
0
                    aiVector3D *vn = &positionBuffer.back();
318
0
                    sz = fast_atoreal_move(sz, vn->x);
319
0
                    SkipSpaces(&sz, bufferEnd);
320
0
                    sz = fast_atoreal_move(sz, vn->y);
321
0
                    SkipSpaces(&sz, bufferEnd);
322
0
                    sz = fast_atoreal_move(sz, vn->z);
323
0
                    faceVertexCounter++;
324
0
                }
325
89
            } else if (!::strncmp(sz, "endsolid", 8)) {
326
19
                do {
327
19
                    ++sz;
328
19
                } while (!IsLineEnd(*sz));
329
2
                SkipSpacesAndLineEnd(&sz, bufferEnd);
330
                // finished!
331
2
                break;
332
87
            } else { // else skip the whole identifier
333
512
                do {
334
512
                    ++sz;
335
512
                } while (!IsSpaceOrNewLine(*sz));
336
87
            }
337
89
        }
338
339
3
        if (positionBuffer.empty()) {
340
3
            pMesh->mNumFaces = 0;
341
3
            ASSIMP_LOG_WARN("STL: mesh is empty or invalid; no data loaded");
342
3
        }
343
3
        if (positionBuffer.size() % 3 != 0) {
344
0
            pMesh->mNumFaces = 0;
345
0
            throw DeadlyImportError("STL: Invalid number of vertices");
346
0
        }
347
3
        if (normalBuffer.size() != positionBuffer.size()) {
348
0
            pMesh->mNumFaces = 0;
349
0
            throw DeadlyImportError("Normal buffer size does not match position buffer size");
350
0
        }
351
352
        // only process position buffer when filled, else exception when accessing with index operator
353
        // see line 353: only warning is triggered
354
        // see line 373(now): access to empty position buffer with index operator forced exception
355
3
        if (!positionBuffer.empty()) {
356
0
            pMesh->mNumFaces = static_cast<unsigned int>(positionBuffer.size() / 3);
357
0
            pMesh->mNumVertices = static_cast<unsigned int>(positionBuffer.size());
358
0
            pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
359
0
            for (size_t i = 0; i < pMesh->mNumVertices; ++i) {
360
0
                pMesh->mVertices[i].x = positionBuffer[i].x;
361
0
                pMesh->mVertices[i].y = positionBuffer[i].y;
362
0
                pMesh->mVertices[i].z = positionBuffer[i].z;
363
0
            }
364
0
            positionBuffer.clear();
365
0
        }
366
        // also only process normalBuffer when filled, else exception when accessing with index operator
367
3
        if (!normalBuffer.empty()) {
368
0
            pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
369
0
            for (size_t i = 0; i < pMesh->mNumVertices; ++i) {
370
0
                pMesh->mNormals[i].x = normalBuffer[i].x;
371
0
                pMesh->mNormals[i].y = normalBuffer[i].y;
372
0
                pMesh->mNormals[i].z = normalBuffer[i].z;
373
0
            }
374
0
            normalBuffer.clear();
375
0
        }
376
377
        // now copy faces
378
3
        addFacesToMesh(pMesh);
379
380
        // assign the meshes to the current node
381
3
        pushMeshesToNode(meshIndices, node);
382
3
    }
383
384
    // now add the loaded meshes
385
1
    mScene->mNumMeshes = (unsigned int)meshes.size();
386
1
    mScene->mMeshes = new aiMesh *[mScene->mNumMeshes];
387
4
    for (size_t i = 0; i < meshes.size(); i++) {
388
3
        mScene->mMeshes[i] = meshes[i];
389
3
    }
390
391
1
    root->mNumChildren = (unsigned int)nodes.size();
392
1
    root->mChildren = new aiNode *[root->mNumChildren];
393
4
    for (size_t i = 0; i < nodes.size(); ++i) {
394
3
        root->mChildren[i] = nodes[i];
395
3
    }
396
1
}
397
398
// ------------------------------------------------------------------------------------------------
399
// Read a binary STL file
400
0
bool STLImporter::LoadBinaryFile() {
401
    // allocate one mesh
402
0
    mScene->mNumMeshes = 1;
403
0
    mScene->mMeshes = new aiMesh *[1];
404
0
    aiMesh *pMesh = mScene->mMeshes[0] = new aiMesh();
405
0
    pMesh->mMaterialIndex = 0;
406
407
    // skip the first 80 bytes
408
0
    if (mFileSize < 84) {
409
0
        throw DeadlyImportError("STL: file is too small for the header");
410
0
    }
411
0
    bool bIsMaterialise = false;
412
413
    // search for an occurrence of "COLOR=" in the header
414
0
    const unsigned char *sz2 = (const unsigned char *)mBuffer;
415
0
    const unsigned char *const szEnd = sz2 + 80;
416
0
    while (sz2 < szEnd) {
417
418
0
        if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ &&
419
0
                'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++) {
420
421
            // read the default vertex color for facets
422
0
            bIsMaterialise = true;
423
0
            ASSIMP_LOG_INFO("STL: Taking code path for Materialise files");
424
0
            const ai_real invByte = (ai_real)1.0 / (ai_real)255.0;
425
0
            mClrColorDefault.r = (*sz2++) * invByte;
426
0
            mClrColorDefault.g = (*sz2++) * invByte;
427
0
            mClrColorDefault.b = (*sz2++) * invByte;
428
0
            mClrColorDefault.a = (*sz2++) * invByte;
429
0
            break;
430
0
        }
431
0
    }
432
0
    const unsigned char *sz = (const unsigned char *)mBuffer + 80;
433
434
    // now read the number of facets
435
0
    mScene->mRootNode->mName.Set("<STL_BINARY>");
436
437
0
    pMesh->mNumFaces = *((uint32_t *)sz);
438
0
    sz += 4;
439
440
0
    if (mFileSize < 84ull + pMesh->mNumFaces * 50ull) {
441
0
        throw DeadlyImportError("STL: file is too small to hold all facets");
442
0
    }
443
444
0
    if (!pMesh->mNumFaces) {
445
0
        throw DeadlyImportError("STL: file is empty. There are no facets defined");
446
0
    }
447
448
0
    pMesh->mNumVertices = pMesh->mNumFaces * 3;
449
450
0
    aiVector3D *vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
451
0
    aiVector3D *vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
452
453
0
    aiVector3f *theVec;
454
0
    aiVector3f theVec3F;
455
456
0
    for (unsigned int i = 0; i < pMesh->mNumFaces; ++i) {
457
        // NOTE: Blender sometimes writes empty normals ... this is not
458
        // our fault ... the RemoveInvalidData helper step should fix that
459
460
        // There's one normal for the face in the STL; use it three times
461
        // for vertex normals
462
0
        theVec = (aiVector3f *)sz;
463
0
        ::memcpy(&theVec3F, theVec, sizeof(aiVector3f));
464
0
        vn->x = theVec3F.x;
465
0
        vn->y = theVec3F.y;
466
0
        vn->z = theVec3F.z;
467
0
        *(vn + 1) = *vn;
468
0
        *(vn + 2) = *vn;
469
0
        ++theVec;
470
0
        vn += 3;
471
472
        // vertex 1
473
0
        ::memcpy(&theVec3F, theVec, sizeof(aiVector3f));
474
0
        vp->x = theVec3F.x;
475
0
        vp->y = theVec3F.y;
476
0
        vp->z = theVec3F.z;
477
0
        ++theVec;
478
0
        ++vp;
479
480
        // vertex 2
481
0
        ::memcpy(&theVec3F, theVec, sizeof(aiVector3f));
482
0
        vp->x = theVec3F.x;
483
0
        vp->y = theVec3F.y;
484
0
        vp->z = theVec3F.z;
485
0
        ++theVec;
486
0
        ++vp;
487
488
        // vertex 3
489
0
        ::memcpy(&theVec3F, theVec, sizeof(aiVector3f));
490
0
        vp->x = theVec3F.x;
491
0
        vp->y = theVec3F.y;
492
0
        vp->z = theVec3F.z;
493
0
        ++theVec;
494
0
        ++vp;
495
496
0
        sz = (const unsigned char *)theVec;
497
498
0
        uint16_t color = *((uint16_t *)sz);
499
0
        sz += 2;
500
501
0
        if (color & (1 << 15)) {
502
            // seems we need to take the color
503
0
            if (!pMesh->mColors[0]) {
504
0
                pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
505
0
                for (unsigned int j = 0; j < pMesh->mNumVertices; ++j) {
506
0
                    *pMesh->mColors[0]++ = mClrColorDefault;
507
0
                }
508
0
                pMesh->mColors[0] -= pMesh->mNumVertices;
509
510
0
                ASSIMP_LOG_INFO("STL: Mesh has vertex colors");
511
0
            }
512
0
            aiColor4D *clr = &pMesh->mColors[0][i * 3];
513
0
            clr->a = 1.0;
514
0
            const ai_real invVal((ai_real)1.0 / (ai_real)31.0);
515
0
            if (bIsMaterialise) // this is reversed
516
0
            {
517
0
                clr->r = (color & 0x1fu) * invVal;
518
0
                clr->g = ((color & (0x1fu << 5)) >> 5u) * invVal;
519
0
                clr->b = ((color & (0x1fu << 10)) >> 10u) * invVal;
520
0
            } else {
521
0
                clr->b = (color & 0x1fu) * invVal;
522
0
                clr->g = ((color & (0x1fu << 5)) >> 5u) * invVal;
523
0
                clr->r = ((color & (0x1fu << 10)) >> 10u) * invVal;
524
0
            }
525
            // assign the color to all vertices of the face
526
0
            *(clr + 1) = *clr;
527
0
            *(clr + 2) = *clr;
528
0
        }
529
0
    }
530
531
    // now copy faces
532
0
    addFacesToMesh(pMesh);
533
534
0
    aiNode *root = mScene->mRootNode;
535
536
    // allocate one node
537
0
    aiNode *node = new aiNode();
538
0
    node->mParent = root;
539
540
0
    root->mNumChildren = 1u;
541
0
    root->mChildren = new aiNode *[root->mNumChildren];
542
0
    root->mChildren[0] = node;
543
544
    // add all created meshes to the single node
545
0
    node->mNumMeshes = mScene->mNumMeshes;
546
0
    node->mMeshes = new unsigned int[mScene->mNumMeshes];
547
0
    for (unsigned int i = 0; i < mScene->mNumMeshes; ++i) {
548
0
        node->mMeshes[i] = i;
549
0
    }
550
551
0
    if (bIsMaterialise && !pMesh->mColors[0]) {
552
        // use the color as diffuse material color
553
0
        return true;
554
0
    }
555
0
    return false;
556
0
}
557
558
3
void STLImporter::pushMeshesToNode(std::vector<unsigned int> &meshIndices, aiNode *node) {
559
3
    ai_assert(nullptr != node);
560
3
    if (meshIndices.empty()) {
561
0
        return;
562
0
    }
563
564
3
    node->mNumMeshes = static_cast<unsigned int>(meshIndices.size());
565
3
    node->mMeshes = new unsigned int[meshIndices.size()];
566
6
    for (size_t i = 0; i < meshIndices.size(); ++i) {
567
3
        node->mMeshes[i] = meshIndices[i];
568
3
    }
569
3
    meshIndices.clear();
570
3
}
571
572
} // namespace Assimp
573
574
#endif // !! ASSIMP_BUILD_NO_STL_IMPORTER