summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/code/AssetLib/Ply/PlyExporter.cpp
blob: a98b83f6731a2fa186c45cd9b78413c020336d55 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
/*
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)