diff options
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/STL/STLExporter.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/STL/STLExporter.cpp | 233 |
1 files changed, 233 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/STL/STLExporter.cpp b/src/mesh/assimp-master/code/AssetLib/STL/STLExporter.cpp new file mode 100644 index 0000000..9bbc206 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/STL/STLExporter.cpp @@ -0,0 +1,233 @@ +/* +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 |