STL binary Export should write 4-byte floats for vertex and normal coordinates

The STL binary format uses 4-byte floats. When using double-precision builds of Asset Importer, the STL exporter was writing out 8-byte double values instead..
pull/1828/head
JeffH-BMG 2018-03-06 13:55:32 -05:00 committed by GitHub
parent 6173ac6cee
commit 0dab5c508e
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1 changed files with 6 additions and 2 deletions

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@ -172,12 +172,16 @@ void STLExporter :: WriteMeshBinary(const aiMesh* m)
}
nor.Normalize();
}
ai_real nx = nor.x, ny = nor.y, nz = nor.z;
// 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]];
ai_real vx = v.x, vy = v.y, vz = v.z;
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);
}