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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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2016-01-01 20:07:24 +00:00
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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2015-05-19 03:52:10 +00:00
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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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* 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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* 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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* 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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2015-05-19 03:52:10 +00:00
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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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#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_STL_EXPORTER)
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#include "STLExporter.h"
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#include "../include/assimp/version.h"
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#include "../include/assimp/IOSystem.hpp"
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#include "../include/assimp/scene.h"
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#include "../include/assimp/Exporter.hpp"
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#include <boost/scoped_ptr.hpp>
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#include "Exceptional.h"
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#include "ByteSwapper.h"
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using namespace Assimp;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
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void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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STLExporter exporter(pFile, pScene);
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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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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .stl file: " + std::string(pFile));
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}
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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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void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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{
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// invoke the exporter
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STLExporter exporter(pFile, pScene, true);
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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,"wb"));
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if(outfile == NULL) {
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throw DeadlyExportError("could not open output .stl file: " + std::string(pFile));
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}
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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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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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STLExporter :: STLExporter(const char* _filename, const aiScene* pScene, bool binary)
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: filename(_filename)
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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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if (binary) {
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char buf[80] = {0} ;
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buf[0] = 'A'; buf[1] = 's'; buf[2] = 's'; buf[3] = 'i'; buf[4] = 'm'; buf[5] = 'p';
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buf[6] = 'S'; buf[7] = 'c'; buf[8] = 'e'; buf[9] = 'n'; buf[10] = 'e';
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mOutput.write(buf, 80);
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unsigned int meshnum = 0;
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for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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for (unsigned int j = 0; j < pScene->mMeshes[i]->mNumFaces; ++j) {
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meshnum++;
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}
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}
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AI_SWAP4(meshnum);
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mOutput.write((char *)&meshnum, 4);
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for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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WriteMeshBinary(pScene->mMeshes[i]);
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}
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} else {
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const std::string& name = "AssimpScene";
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mOutput << "solid " << name << endl;
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for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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WriteMesh(pScene->mMeshes[i]);
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}
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mOutput << "endsolid " << name << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void STLExporter :: WriteMesh(const aiMesh* m)
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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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// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
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// but nonetheless we have to expect per-vertex normals.
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aiVector3D nor;
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if (m->mNormals) {
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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nor += m->mNormals[f.mIndices[a]];
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}
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nor.Normalize();
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}
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mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
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mOutput << " outer loop" << endl;
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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const aiVector3D& v = m->mVertices[f.mIndices[a]];
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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}
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mOutput << " endloop" << endl;
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mOutput << " endfacet" << endl << endl;
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}
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}
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void STLExporter :: WriteMeshBinary(const aiMesh* m)
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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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// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
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// but nonetheless we have to expect per-vertex normals.
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aiVector3D nor;
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if (m->mNormals) {
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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nor += m->mNormals[f.mIndices[a]];
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}
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nor.Normalize();
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}
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float nx = nor.x, ny = nor.y, nz = nor.z;
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AI_SWAP4(nx); AI_SWAP4(ny); AI_SWAP4(nz);
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mOutput.write((char *)&nx, 4); mOutput.write((char *)&ny, 4); mOutput.write((char *)&nz, 4);
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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const aiVector3D& v = m->mVertices[f.mIndices[a]];
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float vx = v.x, vy = v.y, vz = v.z;
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AI_SWAP4(vx); AI_SWAP4(vy); AI_SWAP4(vz);
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mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
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}
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char dummy[2] = {0};
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mOutput.write(dummy, 2);
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}
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}
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#endif
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