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authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp406
1 files changed, 406 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp b/src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp
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+++ b/src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp
@@ -0,0 +1,406 @@
+/*
+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.
+
+----------------------------------------------------------------------
+*/
+
+
+
+#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
+
+#include "PlyExporter.h"
+#include <memory>
+#include <cmath>
+#include <assimp/Exceptional.h>
+#include <assimp/scene.h>
+#include <assimp/version.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/qnan.h>
+
+
+//using namespace Assimp;
+namespace Assimp {
+
+// make sure type_of returns consistent output across different platforms
+// also consider using: typeid(VAR).name()
+template <typename T> const char* type_of(T&) { return "unknown"; }
+template<> const char* type_of(float&) { return "float"; }
+template<> const char* type_of(double&) { return "double"; }
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
+void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
+{
+ // invoke the exporter
+ PlyExporter exporter(pFile, pScene);
+
+ if (exporter.mOutput.fail()) {
+ throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
+ }
+
+ // we're still here - export successfully completed. Write the file.
+ std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
+ if (outfile == nullptr) {
+ throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
+ }
+
+ outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
+}
+
+void ExportScenePlyBinary(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
+{
+ // invoke the exporter
+ PlyExporter exporter(pFile, pScene, true);
+
+ // we're still here - export successfully completed. Write the file.
+ std::unique_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb"));
+ if (outfile == nullptr) {
+ throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
+ }
+
+ outfile->Write(exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()), 1);
+}
+
+#define PLY_EXPORT_HAS_NORMALS 0x1
+#define PLY_EXPORT_HAS_TANGENTS_BITANGENTS 0x2
+#define PLY_EXPORT_HAS_TEXCOORDS 0x4
+#define PLY_EXPORT_HAS_COLORS (PLY_EXPORT_HAS_TEXCOORDS << AI_MAX_NUMBER_OF_TEXTURECOORDS)
+
+// ------------------------------------------------------------------------------------------------
+PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool binary)
+: filename(_filename)
+, endl("\n")
+{
+ // make sure that all formatting happens using the standard, C locale and not the user's current locale
+ const std::locale& l = std::locale("C");
+ mOutput.imbue(l);
+ mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
+
+ unsigned int faces = 0u, vertices = 0u, components = 0u;
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ const aiMesh& m = *pScene->mMeshes[i];
+ faces += m.mNumFaces;
+ vertices += m.mNumVertices;
+
+ if (m.HasNormals()) {
+ components |= PLY_EXPORT_HAS_NORMALS;
+ }
+ if (m.HasTangentsAndBitangents()) {
+ components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS;
+ }
+ for (unsigned int t = 0; m.HasTextureCoords(t); ++t) {
+ components |= PLY_EXPORT_HAS_TEXCOORDS << t;
+ }
+ for (unsigned int t = 0; m.HasVertexColors(t); ++t) {
+ components |= PLY_EXPORT_HAS_COLORS << t;
+ }
+ }
+
+ mOutput << "ply" << endl;
+ if (binary) {
+#if (defined AI_BUILD_BIG_ENDIAN)
+ mOutput << "format binary_big_endian 1.0" << endl;
+#else
+ mOutput << "format binary_little_endian 1.0" << endl;
+#endif
+ }
+ else {
+ mOutput << "format ascii 1.0" << endl;
+ }
+ mOutput << "comment Created by Open Asset Import Library - http://assimp.sf.net (v"
+ << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
+ << aiGetVersionRevision() << ")" << endl;
+
+ // Look through materials for a diffuse texture, and add it if found
+ for ( unsigned int i = 0; i < pScene->mNumMaterials; ++i )
+ {
+ const aiMaterial* const mat = pScene->mMaterials[i];
+ aiString s;
+ if ( AI_SUCCESS == mat->Get( AI_MATKEY_TEXTURE_DIFFUSE( 0 ), s ) )
+ {
+ mOutput << "comment TextureFile " << s.data << endl;
+ }
+ }
+
+ // TODO: probably want to check here rather than just assume something
+ // definitely not good to always write float even if we might have double precision
+
+ ai_real tmp = 0.0;
+ const char * typeName = type_of(tmp);
+
+ mOutput << "element vertex " << vertices << endl;
+ mOutput << "property " << typeName << " x" << endl;
+ mOutput << "property " << typeName << " y" << endl;
+ mOutput << "property " << typeName << " z" << endl;
+
+ if(components & PLY_EXPORT_HAS_NORMALS) {
+ mOutput << "property " << typeName << " nx" << endl;
+ mOutput << "property " << typeName << " ny" << endl;
+ mOutput << "property " << typeName << " nz" << endl;
+ }
+
+ // write texcoords first, just in case an importer does not support tangents
+ // bitangents and just skips over the rest of the line upon encountering
+ // unknown fields (Ply leaves pretty much every vertex component open,
+ // but in reality most importers only know about vertex positions, normals
+ // and texture coordinates).
+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
+ if (!c) {
+ mOutput << "property " << typeName << " s" << endl;
+ mOutput << "property " << typeName << " t" << endl;
+ }
+ else {
+ mOutput << "property " << typeName << " s" << c << endl;
+ mOutput << "property " << typeName << " t" << c << endl;
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
+ if (!c) {
+ mOutput << "property " << "uchar" << " red" << endl;
+ mOutput << "property " << "uchar" << " green" << endl;
+ mOutput << "property " << "uchar" << " blue" << endl;
+ mOutput << "property " << "uchar" << " alpha" << endl;
+ }
+ else {
+ mOutput << "property " << "uchar" << " red" << c << endl;
+ mOutput << "property " << "uchar" << " green" << c << endl;
+ mOutput << "property " << "uchar" << " blue" << c << endl;
+ mOutput << "property " << "uchar" << " alpha" << c << endl;
+ }
+ }
+
+ if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
+ mOutput << "property " << typeName << " tx" << endl;
+ mOutput << "property " << typeName << " ty" << endl;
+ mOutput << "property " << typeName << " tz" << endl;
+ mOutput << "property " << typeName << " bx" << endl;
+ mOutput << "property " << typeName << " by" << endl;
+ mOutput << "property " << typeName << " bz" << endl;
+ }
+
+ mOutput << "element face " << faces << endl;
+
+ // uchar seems to be the most common type for the number of indices per polygon and int seems to be most common for the vertex indices.
+ // For instance, MeshLab fails to load meshes in which both types are uint. Houdini seems to have problems as well.
+ // Obviously, using uchar will not work for meshes with polygons with more than 255 indices, but how realistic is this case?
+ mOutput << "property list uchar int vertex_index" << endl;
+
+ mOutput << "end_header" << endl;
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ if (binary) {
+ WriteMeshVertsBinary(pScene->mMeshes[i], components);
+ }
+ else {
+ WriteMeshVerts(pScene->mMeshes[i], components);
+ }
+ }
+ for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
+ if (binary) {
+ WriteMeshIndicesBinary(pScene->mMeshes[i], ofs);
+ }
+ else {
+ WriteMeshIndices(pScene->mMeshes[i], ofs);
+ }
+ ofs += pScene->mMeshes[i]->mNumVertices;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+PlyExporter::~PlyExporter() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components)
+{
+ static const ai_real inf = std::numeric_limits<ai_real>::infinity();
+
+ // If a component (for instance normal vectors) is present in at least one mesh in the scene,
+ // then default values are written for meshes that do not contain this component.
+ for (unsigned int i = 0; i < m->mNumVertices; ++i) {
+ mOutput <<
+ m->mVertices[i].x << " " <<
+ m->mVertices[i].y << " " <<
+ m->mVertices[i].z
+ ;
+ if(components & PLY_EXPORT_HAS_NORMALS) {
+ if (m->HasNormals() && is_not_qnan(m->mNormals[i].x) && std::fabs(m->mNormals[i].x) != inf) {
+ mOutput <<
+ " " << m->mNormals[i].x <<
+ " " << m->mNormals[i].y <<
+ " " << m->mNormals[i].z;
+ }
+ else {
+ mOutput << " 0.0 0.0 0.0";
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
+ if (m->HasTextureCoords(c)) {
+ mOutput <<
+ " " << m->mTextureCoords[c][i].x <<
+ " " << m->mTextureCoords[c][i].y;
+ }
+ else {
+ mOutput << " -1.0 -1.0";
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
+ if (m->HasVertexColors(c)) {
+ mOutput <<
+ " " << (int)(m->mColors[c][i].r * 255) <<
+ " " << (int)(m->mColors[c][i].g * 255) <<
+ " " << (int)(m->mColors[c][i].b * 255) <<
+ " " << (int)(m->mColors[c][i].a * 255);
+ }
+ else {
+ mOutput << " 0 0 0";
+ }
+ }
+
+ if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
+ if (m->HasTangentsAndBitangents()) {
+ mOutput <<
+ " " << m->mTangents[i].x <<
+ " " << m->mTangents[i].y <<
+ " " << m->mTangents[i].z <<
+ " " << m->mBitangents[i].x <<
+ " " << m->mBitangents[i].y <<
+ " " << m->mBitangents[i].z
+ ;
+ }
+ else {
+ mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0";
+ }
+ }
+
+ mOutput << endl;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void PlyExporter::WriteMeshVertsBinary(const aiMesh* m, unsigned int components)
+{
+ // If a component (for instance normal vectors) is present in at least one mesh in the scene,
+ // then default values are written for meshes that do not contain this component.
+ aiVector3D defaultNormal(0, 0, 0);
+ aiVector2D defaultUV(-1, -1);
+ aiColor4D defaultColor(-1, -1, -1, -1);
+ for (unsigned int i = 0; i < m->mNumVertices; ++i) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mVertices[i].x), 12);
+ if (components & PLY_EXPORT_HAS_NORMALS) {
+ if (m->HasNormals()) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mNormals[i].x), 12);
+ }
+ else {
+ mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
+ if (m->HasTextureCoords(c)) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mTextureCoords[c][i].x), 8);
+ }
+ else {
+ mOutput.write(reinterpret_cast<const char*>(&defaultUV.x), 8);
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
+ if (m->HasVertexColors(c)) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mColors[c][i].r), 16);
+ }
+ else {
+ mOutput.write(reinterpret_cast<const char*>(&defaultColor.r), 16);
+ }
+ }
+
+ if (components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
+ if (m->HasTangentsAndBitangents()) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mTangents[i].x), 12);
+ mOutput.write(reinterpret_cast<const char*>(&m->mBitangents[i].x), 12);
+ }
+ else {
+ mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
+ mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void PlyExporter::WriteMeshIndices(const aiMesh* m, unsigned int offset)
+{
+ for (unsigned int i = 0; i < m->mNumFaces; ++i) {
+ const aiFace& f = m->mFaces[i];
+ mOutput << f.mNumIndices;
+ for(unsigned int c = 0; c < f.mNumIndices; ++c) {
+ mOutput << " " << (f.mIndices[c] + offset);
+ }
+ mOutput << endl;
+ }
+}
+
+// Generic method in case we want to use different data types for the indices or make this configurable.
+template<typename NumIndicesType, typename IndexType>
+void WriteMeshIndicesBinary_Generic(const aiMesh* m, unsigned int offset, std::ostringstream& output)
+{
+ for (unsigned int i = 0; i < m->mNumFaces; ++i) {
+ const aiFace& f = m->mFaces[i];
+ NumIndicesType numIndices = static_cast<NumIndicesType>(f.mNumIndices);
+ output.write(reinterpret_cast<const char*>(&numIndices), sizeof(NumIndicesType));
+ for (unsigned int c = 0; c < f.mNumIndices; ++c) {
+ IndexType index = f.mIndices[c] + offset;
+ output.write(reinterpret_cast<const char*>(&index), sizeof(IndexType));
+ }
+ }
+}
+
+void PlyExporter::WriteMeshIndicesBinary(const aiMesh* m, unsigned int offset)
+{
+ WriteMeshIndicesBinary_Generic<unsigned char, int>(m, offset, mOutput);
+}
+
+} // end of namespace Assimp
+
+#endif // !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)