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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2012, 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.
- ----------------------------------------------------------------------
- */
- #include "AssimpPCH.h"
- #if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
- #include "PlyExporter.h"
- #include "../include/assimp/version.h"
- using namespace Assimp;
- namespace Assimp {
- // ------------------------------------------------------------------------------------------------
- // Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
- void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
- {
- // invoke the exporter
- PlyExporter exporter(pFile, pScene);
- // we're still here - export successfully completed. Write the file.
- boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
- outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
- }
- } // end of namespace Assimp
- #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)
- : filename(_filename)
- , pScene(pScene)
- , 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);
- 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;
- mOutput << "format ascii 1.0" << endl;
- mOutput << "Created by Open Asset Import Library - http://assimp.sf.net (v"
- << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
- << aiGetVersionRevision() << ")" << endl;
- mOutput << "element vertex " << vertices << endl;
- mOutput << "property float x" << endl;
- mOutput << "property float y" << endl;
- mOutput << "property float z" << endl;
- if(components & PLY_EXPORT_HAS_NORMALS) {
- mOutput << "property float nx" << endl;
- mOutput << "property float ny" << endl;
- mOutput << "property float 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 float s" << endl;
- mOutput << "property float t" << endl;
- }
- else {
- mOutput << "property float s" << c << endl;
- mOutput << "property float 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 float r" << endl;
- mOutput << "property float g" << endl;
- mOutput << "property float b" << endl;
- mOutput << "property float a" << endl;
- }
- else {
- mOutput << "property float r" << c << endl;
- mOutput << "property float g" << c << endl;
- mOutput << "property float b" << c << endl;
- mOutput << "property float a" << c << endl;
- }
- }
- if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
- mOutput << "property float tx" << endl;
- mOutput << "property float ty" << endl;
- mOutput << "property float tz" << endl;
- mOutput << "property float bx" << endl;
- mOutput << "property float by" << endl;
- mOutput << "property float bz" << endl;
- }
- mOutput << "element face " << faces << endl;
- mOutput << "property list uint uint vertex_indices" << endl;
- mOutput << "end_header" << endl;
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- WriteMeshVerts(pScene->mMeshes[i],components);
- }
- for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
- WriteMeshIndices(pScene->mMeshes[i],ofs);
- ofs += pScene->mMeshes[i]->mNumVertices;
- }
- }
- // ------------------------------------------------------------------------------------------------
- void PlyExporter :: WriteMeshVerts(const aiMesh* m, unsigned int components)
- {
- 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()) {
- 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 <<
- " " << m->mColors[c][i].r <<
- " " << m->mColors[c][i].g <<
- " " << m->mColors[c][i].b <<
- " " << m->mColors[c][i].a;
- }
- else {
- mOutput << " -1.0 -1.0 -1.0 -1.0";
- }
- }
- 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 :: 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) << (c == f.mNumIndices-1 ? endl : " ");
- }
- }
- }
- #endif
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