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diff --git a/src/mesh/assimp-master/code/AssetLib/STL/STLExporter.cpp b/src/mesh/assimp-master/code/AssetLib/STL/STLExporter.cpp
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+++ b/src/mesh/assimp-master/code/AssetLib/STL/STLExporter.cpp
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+/*
+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