vrshoot
diff libs/assimp/PlyExporter.cpp @ 0:b2f14e535253
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 01 Feb 2014 19:58:19 +0200 |
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children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/libs/assimp/PlyExporter.cpp Sat Feb 01 19:58:19 2014 +0200 1.3 @@ -0,0 +1,251 @@ 1.4 +/* 1.5 +Open Asset Import Library (assimp) 1.6 +---------------------------------------------------------------------- 1.7 + 1.8 +Copyright (c) 2006-2012, assimp team 1.9 +All rights reserved. 1.10 + 1.11 +Redistribution and use of this software in source and binary forms, 1.12 +with or without modification, are permitted provided that the 1.13 +following conditions are met: 1.14 + 1.15 +* Redistributions of source code must retain the above 1.16 + copyright notice, this list of conditions and the 1.17 + following disclaimer. 1.18 + 1.19 +* Redistributions in binary form must reproduce the above 1.20 + copyright notice, this list of conditions and the 1.21 + following disclaimer in the documentation and/or other 1.22 + materials provided with the distribution. 1.23 + 1.24 +* Neither the name of the assimp team, nor the names of its 1.25 + contributors may be used to endorse or promote products 1.26 + derived from this software without specific prior 1.27 + written permission of the assimp team. 1.28 + 1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.40 + 1.41 +---------------------------------------------------------------------- 1.42 +*/ 1.43 + 1.44 +#include "AssimpPCH.h" 1.45 + 1.46 +#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER) 1.47 + 1.48 +#include "PlyExporter.h" 1.49 +#include "assimp/version.h" 1.50 + 1.51 +using namespace Assimp; 1.52 +namespace Assimp { 1.53 + 1.54 +// ------------------------------------------------------------------------------------------------ 1.55 +// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp 1.56 +void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene) 1.57 +{ 1.58 + // invoke the exporter 1.59 + PlyExporter exporter(pFile, pScene); 1.60 + 1.61 + // we're still here - export successfully completed. Write the file. 1.62 + boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt")); 1.63 + if(outfile == NULL) { 1.64 + throw DeadlyExportError("could not open output .ply file: " + std::string(pFile)); 1.65 + } 1.66 + 1.67 + outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1); 1.68 +} 1.69 + 1.70 +} // end of namespace Assimp 1.71 + 1.72 +#define PLY_EXPORT_HAS_NORMALS 0x1 1.73 +#define PLY_EXPORT_HAS_TANGENTS_BITANGENTS 0x2 1.74 +#define PLY_EXPORT_HAS_TEXCOORDS 0x4 1.75 +#define PLY_EXPORT_HAS_COLORS (PLY_EXPORT_HAS_TEXCOORDS << AI_MAX_NUMBER_OF_TEXTURECOORDS) 1.76 + 1.77 +// ------------------------------------------------------------------------------------------------ 1.78 +PlyExporter :: PlyExporter(const char* _filename, const aiScene* pScene) 1.79 +: filename(_filename) 1.80 +, pScene(pScene) 1.81 +, endl("\n") 1.82 +{ 1.83 + // make sure that all formatting happens using the standard, C locale and not the user's current locale 1.84 + const std::locale& l = std::locale("C"); 1.85 + mOutput.imbue(l); 1.86 + 1.87 + unsigned int faces = 0u, vertices = 0u, components = 0u; 1.88 + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { 1.89 + const aiMesh& m = *pScene->mMeshes[i]; 1.90 + faces += m.mNumFaces; 1.91 + vertices += m.mNumVertices; 1.92 + 1.93 + if (m.HasNormals()) { 1.94 + components |= PLY_EXPORT_HAS_NORMALS; 1.95 + } 1.96 + if (m.HasTangentsAndBitangents()) { 1.97 + components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS; 1.98 + } 1.99 + for (unsigned int t = 0; m.HasTextureCoords(t); ++t) { 1.100 + components |= PLY_EXPORT_HAS_TEXCOORDS << t; 1.101 + } 1.102 + for (unsigned int t = 0; m.HasVertexColors(t); ++t) { 1.103 + components |= PLY_EXPORT_HAS_COLORS << t; 1.104 + } 1.105 + } 1.106 + 1.107 + mOutput << "ply" << endl; 1.108 + mOutput << "format ascii 1.0" << endl; 1.109 + mOutput << "Created by Open Asset Import Library - http://assimp.sf.net (v" 1.110 + << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.' 1.111 + << aiGetVersionRevision() << ")" << endl; 1.112 + 1.113 + mOutput << "element vertex " << vertices << endl; 1.114 + mOutput << "property float x" << endl; 1.115 + mOutput << "property float y" << endl; 1.116 + mOutput << "property float z" << endl; 1.117 + 1.118 + if(components & PLY_EXPORT_HAS_NORMALS) { 1.119 + mOutput << "property float nx" << endl; 1.120 + mOutput << "property float ny" << endl; 1.121 + mOutput << "property float nz" << endl; 1.122 + } 1.123 + 1.124 + // write texcoords first, just in case an importer does not support tangents 1.125 + // bitangents and just skips over the rest of the line upon encountering 1.126 + // unknown fields (Ply leaves pretty much every vertex component open, 1.127 + // but in reality most importers only know about vertex positions, normals 1.128 + // and texture coordinates). 1.129 + for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) { 1.130 + if (!c) { 1.131 + mOutput << "property float s" << endl; 1.132 + mOutput << "property float t" << endl; 1.133 + } 1.134 + else { 1.135 + mOutput << "property float s" << c << endl; 1.136 + mOutput << "property float t" << c << endl; 1.137 + } 1.138 + } 1.139 + 1.140 + for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) { 1.141 + if (!c) { 1.142 + mOutput << "property float r" << endl; 1.143 + mOutput << "property float g" << endl; 1.144 + mOutput << "property float b" << endl; 1.145 + mOutput << "property float a" << endl; 1.146 + } 1.147 + else { 1.148 + mOutput << "property float r" << c << endl; 1.149 + mOutput << "property float g" << c << endl; 1.150 + mOutput << "property float b" << c << endl; 1.151 + mOutput << "property float a" << c << endl; 1.152 + } 1.153 + } 1.154 + 1.155 + if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) { 1.156 + mOutput << "property float tx" << endl; 1.157 + mOutput << "property float ty" << endl; 1.158 + mOutput << "property float tz" << endl; 1.159 + mOutput << "property float bx" << endl; 1.160 + mOutput << "property float by" << endl; 1.161 + mOutput << "property float bz" << endl; 1.162 + } 1.163 + 1.164 + mOutput << "element face " << faces << endl; 1.165 + mOutput << "property list uint uint vertex_indices" << endl; 1.166 + mOutput << "end_header" << endl; 1.167 + 1.168 + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { 1.169 + WriteMeshVerts(pScene->mMeshes[i],components); 1.170 + } 1.171 + for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) { 1.172 + WriteMeshIndices(pScene->mMeshes[i],ofs); 1.173 + ofs += pScene->mMeshes[i]->mNumVertices; 1.174 + } 1.175 +} 1.176 + 1.177 +// ------------------------------------------------------------------------------------------------ 1.178 +void PlyExporter :: WriteMeshVerts(const aiMesh* m, unsigned int components) 1.179 +{ 1.180 + for (unsigned int i = 0; i < m->mNumVertices; ++i) { 1.181 + mOutput << 1.182 + m->mVertices[i].x << " " << 1.183 + m->mVertices[i].y << " " << 1.184 + m->mVertices[i].z 1.185 + ; 1.186 + if(components & PLY_EXPORT_HAS_NORMALS) { 1.187 + if (m->HasNormals()) { 1.188 + mOutput << 1.189 + " " << m->mNormals[i].x << 1.190 + " " << m->mNormals[i].y << 1.191 + " " << m->mNormals[i].z; 1.192 + } 1.193 + else { 1.194 + mOutput << " 0.0 0.0 0.0"; 1.195 + } 1.196 + } 1.197 + 1.198 + for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) { 1.199 + if (m->HasTextureCoords(c)) { 1.200 + mOutput << 1.201 + " " << m->mTextureCoords[c][i].x << 1.202 + " " << m->mTextureCoords[c][i].y; 1.203 + } 1.204 + else { 1.205 + mOutput << " -1.0 -1.0"; 1.206 + } 1.207 + } 1.208 + 1.209 + for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) { 1.210 + if (m->HasVertexColors(c)) { 1.211 + mOutput << 1.212 + " " << m->mColors[c][i].r << 1.213 + " " << m->mColors[c][i].g << 1.214 + " " << m->mColors[c][i].b << 1.215 + " " << m->mColors[c][i].a; 1.216 + } 1.217 + else { 1.218 + mOutput << " -1.0 -1.0 -1.0 -1.0"; 1.219 + } 1.220 + } 1.221 + 1.222 + if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) { 1.223 + if (m->HasTangentsAndBitangents()) { 1.224 + mOutput << 1.225 + " " << m->mTangents[i].x << 1.226 + " " << m->mTangents[i].y << 1.227 + " " << m->mTangents[i].z << 1.228 + " " << m->mBitangents[i].x << 1.229 + " " << m->mBitangents[i].y << 1.230 + " " << m->mBitangents[i].z 1.231 + ; 1.232 + } 1.233 + else { 1.234 + mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0"; 1.235 + } 1.236 + } 1.237 + 1.238 + mOutput << endl; 1.239 + } 1.240 +} 1.241 + 1.242 +// ------------------------------------------------------------------------------------------------ 1.243 +void PlyExporter :: WriteMeshIndices(const aiMesh* m, unsigned int offset) 1.244 +{ 1.245 + for (unsigned int i = 0; i < m->mNumFaces; ++i) { 1.246 + const aiFace& f = m->mFaces[i]; 1.247 + mOutput << f.mNumIndices << " "; 1.248 + for(unsigned int c = 0; c < f.mNumIndices; ++c) { 1.249 + mOutput << (f.mIndices[c] + offset) << (c == f.mNumIndices-1 ? endl : " "); 1.250 + } 1.251 + } 1.252 +} 1.253 + 1.254 +#endif