diff options
Diffstat (limited to 'libs/assimp/code/AssetLib/Ply/PlyExporter.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/Ply/PlyExporter.cpp | 406 |
1 files changed, 0 insertions, 406 deletions
diff --git a/libs/assimp/code/AssetLib/Ply/PlyExporter.cpp b/libs/assimp/code/AssetLib/Ply/PlyExporter.cpp deleted file mode 100644 index a98b83f..0000000 --- a/libs/assimp/code/AssetLib/Ply/PlyExporter.cpp +++ /dev/null @@ -1,406 +0,0 @@ -/* -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) |