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+/*
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+Open Asset Import Library (assimp)
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+----------------------------------------------------------------------
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+
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+Copyright (c) 2006-2012, assimp team
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+All rights reserved.
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+
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+Redistribution and use of this software in source and binary forms,
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+with or without modification, are permitted provided that the
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+following conditions are met:
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+
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+* Redistributions of source code must retain the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer.
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+
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+* Redistributions in binary form must reproduce the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer in the documentation and/or other
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+ materials provided with the distribution.
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+
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+* Neither the name of the assimp team, nor the names of its
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+ contributors may be used to endorse or promote products
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+ derived from this software without specific prior
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+ written permission of the assimp team.
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+
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+
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+----------------------------------------------------------------------
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+*/
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+
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+#include "AssimpPCH.h"
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+
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+#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
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+
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+#include "PlyExporter.h"
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+#include "../include/assimp/version.h"
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+
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+using namespace Assimp;
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+namespace Assimp {
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+
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+// ------------------------------------------------------------------------------------------------
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+// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
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+void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
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+{
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+ // invoke the exporter
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+ PlyExporter exporter(pFile, pScene);
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+
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+ // we're still here - export successfully completed. Write the file.
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+ boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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+ outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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+}
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+
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+} // end of namespace Assimp
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+
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+#define PLY_EXPORT_HAS_NORMALS 0x1
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+#define PLY_EXPORT_HAS_TANGENTS_BITANGENTS 0x2
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+#define PLY_EXPORT_HAS_TEXCOORDS 0x4
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+#define PLY_EXPORT_HAS_COLORS (PLY_EXPORT_HAS_TEXCOORDS << AI_MAX_NUMBER_OF_TEXTURECOORDS)
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+
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+// ------------------------------------------------------------------------------------------------
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+PlyExporter :: PlyExporter(const char* _filename, const aiScene* pScene)
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+: filename(_filename)
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+, pScene(pScene)
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+, endl("\n")
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+{
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+ // make sure that all formatting happens using the standard, C locale and not the user's current locale
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+ const std::locale& l = std::locale("C");
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+ mOutput.imbue(l);
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+
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+ unsigned int faces = 0u, vertices = 0u, components = 0u;
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+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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+ const aiMesh& m = *pScene->mMeshes[i];
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+ faces += m.mNumFaces;
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+ vertices += m.mNumVertices;
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+
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+ if (m.HasNormals()) {
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+ components |= PLY_EXPORT_HAS_NORMALS;
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+ }
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+ if (m.HasTangentsAndBitangents()) {
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+ components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS;
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+ }
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+ for (unsigned int t = 0; m.HasTextureCoords(t); ++t) {
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+ components |= PLY_EXPORT_HAS_TEXCOORDS << t;
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+ }
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+ for (unsigned int t = 0; m.HasVertexColors(t); ++t) {
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+ components |= PLY_EXPORT_HAS_COLORS << t;
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+ }
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+ }
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+
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+ mOutput << "ply" << endl;
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+ mOutput << "format ascii 1.0" << endl;
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+ mOutput << "Created by Open Asset Import Library - http://assimp.sf.net (v"
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+ << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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+ << aiGetVersionRevision() << ")" << endl;
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+
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+ mOutput << "element vertex " << vertices << endl;
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+ mOutput << "property float x" << endl;
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+ mOutput << "property float y" << endl;
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+ mOutput << "property float z" << endl;
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+
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+ if(components & PLY_EXPORT_HAS_NORMALS) {
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+ mOutput << "property float nx" << endl;
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+ mOutput << "property float ny" << endl;
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+ mOutput << "property float nz" << endl;
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+ }
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+
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+ // write texcoords first, just in case an importer does not support tangents
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+ // bitangents and just skips over the rest of the line upon encountering
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+ // unknown fields (Ply leaves pretty much every vertex component open,
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+ // but in reality most importers only know about vertex positions, normals
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+ // and texture coordinates).
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+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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+ if (!c) {
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+ mOutput << "property float s" << endl;
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+ mOutput << "property float t" << endl;
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+ }
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+ else {
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+ mOutput << "property float s" << c << endl;
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+ mOutput << "property float t" << c << endl;
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+ }
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+ }
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+
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+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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+ if (!c) {
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+ mOutput << "property float r" << endl;
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+ mOutput << "property float g" << endl;
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+ mOutput << "property float b" << endl;
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+ mOutput << "property float a" << endl;
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+ }
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+ else {
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+ mOutput << "property float r" << c << endl;
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+ mOutput << "property float g" << c << endl;
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+ mOutput << "property float b" << c << endl;
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+ mOutput << "property float a" << c << endl;
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+ }
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+ }
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+
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+ if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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+ mOutput << "property float tx" << endl;
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+ mOutput << "property float ty" << endl;
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+ mOutput << "property float tz" << endl;
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+ mOutput << "property float bx" << endl;
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+ mOutput << "property float by" << endl;
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+ mOutput << "property float bz" << endl;
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+ }
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+
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+ mOutput << "element face " << faces << endl;
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+ mOutput << "property list uint uint vertex_indices" << endl;
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+ mOutput << "end_header" << endl;
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+
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+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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+ WriteMeshVerts(pScene->mMeshes[i],components);
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+ }
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+ for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
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+ WriteMeshIndices(pScene->mMeshes[i],ofs);
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+ ofs += pScene->mMeshes[i]->mNumVertices;
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+ }
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+void PlyExporter :: WriteMeshVerts(const aiMesh* m, unsigned int components)
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+{
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+ for (unsigned int i = 0; i < m->mNumVertices; ++i) {
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+ mOutput <<
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+ m->mVertices[i].x << " " <<
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+ m->mVertices[i].y << " " <<
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+ m->mVertices[i].z
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+ ;
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+ if(components & PLY_EXPORT_HAS_NORMALS) {
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+ if (m->HasNormals()) {
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+ mOutput <<
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+ " " << m->mNormals[i].x <<
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+ " " << m->mNormals[i].y <<
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+ " " << m->mNormals[i].z;
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+ }
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+ else {
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+ mOutput << " 0.0 0.0 0.0";
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+ }
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+ }
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+
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+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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+ if (m->HasTextureCoords(c)) {
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+ mOutput <<
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+ " " << m->mTextureCoords[c][i].x <<
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+ " " << m->mTextureCoords[c][i].y;
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+ }
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+ else {
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+ mOutput << " -1.0 -1.0";
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+ }
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+ }
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+
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+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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+ if (m->HasVertexColors(c)) {
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+ mOutput <<
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+ " " << m->mColors[c][i].r <<
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+ " " << m->mColors[c][i].g <<
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+ " " << m->mColors[c][i].b <<
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+ " " << m->mColors[c][i].a;
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+ }
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+ else {
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+ mOutput << " -1.0 -1.0 -1.0 -1.0";
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+ }
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+ }
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+
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+ if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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+ if (m->HasTangentsAndBitangents()) {
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+ mOutput <<
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+ " " << m->mTangents[i].x <<
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+ " " << m->mTangents[i].y <<
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+ " " << m->mTangents[i].z <<
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+ " " << m->mBitangents[i].x <<
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+ " " << m->mBitangents[i].y <<
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+ " " << m->mBitangents[i].z
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+ ;
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+ }
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+ else {
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+ mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0";
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+ }
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+ }
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+
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+ mOutput << endl;
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+ }
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+}
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+
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+// ------------------------------------------------------------------------------------------------
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+void PlyExporter :: WriteMeshIndices(const aiMesh* m, unsigned int offset)
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+{
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+ for (unsigned int i = 0; i < m->mNumFaces; ++i) {
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+ const aiFace& f = m->mFaces[i];
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+ mOutput << f.mNumIndices << " ";
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+ for(unsigned int c = 0; c < f.mNumIndices; ++c) {
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+ mOutput << (f.mIndices[c] + offset) << (c == f.mNumIndices-1 ? endl : " ");
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+ }
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+ }
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+}
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+
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+#endif
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