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-rw-r--r--libs/assimp/code/AssetLib/STL/STLExporter.cpp233
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diff --git a/libs/assimp/code/AssetLib/STL/STLExporter.cpp b/libs/assimp/code/AssetLib/STL/STLExporter.cpp
deleted file mode 100644
index 9bbc206..0000000
--- a/libs/assimp/code/AssetLib/STL/STLExporter.cpp
+++ /dev/null
@@ -1,233 +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_STL_EXPORTER)
-
-#include "STLExporter.h"
-#include <assimp/version.h>
-#include <assimp/IOSystem.hpp>
-#include <assimp/scene.h>
-#include <assimp/Exporter.hpp>
-#include <memory>
-#include <assimp/Exceptional.h>
-#include <assimp/ByteSwapper.h>
-
-using namespace Assimp;
-
-namespace Assimp {
-
-// ------------------------------------------------------------------------------------------------
-// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
-void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties )
-{
- bool exportPointClouds = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
-
- // invoke the exporter
- STLExporter exporter(pFile, pScene, exportPointClouds );
-
- 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 .stl file: " + std::string(pFile));
- }
-
- outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
-}
-void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties )
-{
- bool exportPointClouds = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
-
- // invoke the exporter
- STLExporter exporter(pFile, pScene, exportPointClouds, true);
-
- 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,"wb"));
- if (outfile == nullptr) {
- throw DeadlyExportError("could not open output .stl file: " + std::string(pFile));
- }
-
- outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
-}
-
-} // end of namespace Assimp
-
-static const char *SolidToken = "solid";
-static const char *EndSolidToken = "endsolid";
-
-// ------------------------------------------------------------------------------------------------
-STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool exportPointClouds, 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);
- if (binary) {
- char buf[80] = {0} ;
- buf[0] = 'A'; buf[1] = 's'; buf[2] = 's'; buf[3] = 'i'; buf[4] = 'm'; buf[5] = 'p';
- buf[6] = 'S'; buf[7] = 'c'; buf[8] = 'e'; buf[9] = 'n'; buf[10] = 'e';
- mOutput.write(buf, 80);
- unsigned int meshnum = 0;
- for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- for (unsigned int j = 0; j < pScene->mMeshes[i]->mNumFaces; ++j) {
- meshnum++;
- }
- }
- AI_SWAP4(meshnum);
- mOutput.write((char *)&meshnum, 4);
-
- if (exportPointClouds) {
- throw DeadlyExportError("This functionality is not yet implemented for binary output.");
- }
-
- for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- WriteMeshBinary(pScene->mMeshes[i]);
- }
- } else {
-
- // Exporting only point clouds
- if (exportPointClouds) {
- WritePointCloud("Assimp_Pointcloud", pScene );
- return;
- }
-
- // Export the assimp mesh
- const std::string name = "AssimpScene";
- mOutput << SolidToken << " " << name << endl;
- for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- WriteMesh(pScene->mMeshes[ i ]);
- }
- mOutput << EndSolidToken << " " << name << endl;
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void STLExporter::WritePointCloud(const std::string &name, const aiScene* pScene) {
- mOutput << " " << SolidToken << " " << name << endl;
- aiVector3D nor;
- mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- aiMesh *mesh = pScene->mMeshes[i];
- if (nullptr == mesh) {
- continue;
- }
-
- for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
- const aiVector3D& v = mesh->mVertices[a];
- mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
- mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
- mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
- }
- }
- mOutput << EndSolidToken << " " << name << endl;
-}
-
-// ------------------------------------------------------------------------------------------------
-void STLExporter::WriteMesh(const aiMesh* m)
-{
- for (unsigned int i = 0; i < m->mNumFaces; ++i) {
- const aiFace& f = m->mFaces[i];
-
- // we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
- // but nonetheless we have to expect per-vertex normals.
- aiVector3D nor;
- if (m->mNormals) {
- for(unsigned int a = 0; a < f.mNumIndices; ++a) {
- nor += m->mNormals[f.mIndices[a]];
- }
- nor.NormalizeSafe();
- }
- mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
- mOutput << " outer loop" << endl;
- for(unsigned int a = 0; a < f.mNumIndices; ++a) {
- const aiVector3D& v = m->mVertices[f.mIndices[a]];
- mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
- }
-
- mOutput << " endloop" << endl;
- mOutput << " endfacet" << endl << endl;
- }
-}
-
-void STLExporter::WriteMeshBinary(const aiMesh* m)
-{
- for (unsigned int i = 0; i < m->mNumFaces; ++i) {
- const aiFace& f = m->mFaces[i];
- // we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
- // but nonetheless we have to expect per-vertex normals.
- aiVector3D nor;
- if (m->mNormals) {
- for(unsigned int a = 0; a < f.mNumIndices; ++a) {
- nor += m->mNormals[f.mIndices[a]];
- }
- nor.Normalize();
- }
- // STL binary files use 4-byte floats. This may possibly cause loss of precision
- // for clients using 8-byte doubles
- float nx = (float) nor.x;
- float ny = (float) nor.y;
- float nz = (float) nor.z;
- AI_SWAP4(nx); AI_SWAP4(ny); AI_SWAP4(nz);
- mOutput.write((char *)&nx, 4); mOutput.write((char *)&ny, 4); mOutput.write((char *)&nz, 4);
- for(unsigned int a = 0; a < f.mNumIndices; ++a) {
- const aiVector3D& v = m->mVertices[f.mIndices[a]];
- float vx = (float) v.x, vy = (float) v.y, vz = (float) v.z;
- AI_SWAP4(vx); AI_SWAP4(vy); AI_SWAP4(vz);
- mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
- }
- char dummy[2] = {0};
- mOutput.write(dummy, 2);
- }
-}
-
-#endif