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-rw-r--r--src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp406
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diff --git a/src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp b/src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp
deleted file mode 100644
index a98b83f..0000000
--- a/src/mesh/assimp-master/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)