Introduce export with test for point clouds.
parent
9f835ea843
commit
2c47717ca6
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@ -62,6 +62,7 @@ Here we implement only the C++ interface (Assimp::Exporter).
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#include "JoinVerticesProcess.h"
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#include "MakeVerboseFormat.h"
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#include "ConvertToLHProcess.h"
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#include "PretransformVertices.h"
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#include <assimp/Exceptional.h>
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#include "ScenePrivate.h"
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#include <memory>
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@ -397,6 +398,11 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c
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}
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}
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bool exportPointCloud(false);
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if (nullptr != pProperties) {
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exportPointCloud = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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}
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// dispatch other processes
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for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
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BaseProcess* const p = pimpl->mPostProcessingSteps[a];
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@ -405,7 +411,9 @@ aiReturn Exporter::Export( const aiScene* pScene, const char* pFormatId, const c
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&& !dynamic_cast<FlipUVsProcess*>(p)
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&& !dynamic_cast<FlipWindingOrderProcess*>(p)
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&& !dynamic_cast<MakeLeftHandedProcess*>(p)) {
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if (dynamic_cast<PretransformVertices*>(p) && exportPointCloud) {
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continue;
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}
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p->Execute(scenecopy.get());
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}
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}
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@ -441,7 +449,6 @@ const char* Exporter::GetErrorString() const {
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return pimpl->mError.c_str();
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}
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// ------------------------------------------------------------------------------------------------
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void Exporter::FreeBlob() {
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delete pimpl->blob;
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@ -495,7 +502,8 @@ aiReturn Exporter::RegisterExporter(const ExportFormatEntry& desc) {
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// ------------------------------------------------------------------------------------------------
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void Exporter::UnregisterExporter(const char* id) {
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for(std::vector<ExportFormatEntry>::iterator it = pimpl->mExporters.begin(); it != pimpl->mExporters.end(); ++it) {
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for(std::vector<ExportFormatEntry>::iterator it = pimpl->mExporters.begin();
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it != pimpl->mExporters.end(); ++it) {
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if (!strcmp((*it).mDescription.id,id)) {
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pimpl->mExporters.erase(it);
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break;
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@ -60,14 +60,17 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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PretransformVertices::PretransformVertices()
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: configKeepHierarchy (false), configNormalize(false), configTransform(false), configTransformation()
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{
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: configKeepHierarchy (false)
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, configNormalize(false)
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, configTransform(false)
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, configTransformation()
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, mConfigPointCloud( false ) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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PretransformVertices::~PretransformVertices()
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{
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PretransformVertices::~PretransformVertices() {
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// nothing to do here
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}
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@ -89,6 +92,8 @@ void PretransformVertices::SetupProperties(const Importer* pImp)
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configTransform = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,0));
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configTransformation = pImp->GetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, aiMatrix4x4());
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mConfigPointCloud = pImp->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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}
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// ------------------------------------------------------------------------------------------------
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@ -502,9 +507,7 @@ void PretransformVertices::Execute( aiScene* pScene)
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pScene->mMeshes[i]->mBones = NULL;
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pScene->mMeshes[i]->mNumBones = 0;
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}
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}
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else {
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} else {
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apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
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std::list<unsigned int> aiVFormats;
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@ -557,6 +560,7 @@ void PretransformVertices::Execute( aiScene* pScene)
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// If no meshes are referenced in the node graph it is possible that we get no output meshes.
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if (apcOutMeshes.empty()) {
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throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
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}
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else
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@ -61,15 +61,11 @@ namespace Assimp {
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* and removes the whole graph. The output is a list of meshes, one for
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* each material.
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*/
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class ASSIMP_API PretransformVertices : public BaseProcess
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{
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class ASSIMP_API PretransformVertices : public BaseProcess {
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public:
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PretransformVertices ();
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~PretransformVertices ();
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public:
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// -------------------------------------------------------------------
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// Check whether step is active
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bool IsActive( unsigned int pFlags) const;
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@ -82,7 +78,6 @@ public:
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// Setup import settings
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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/** @brief Toggle the 'keep hierarchy' option
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* @param d hm ... difficult to guess what this means, hu!?
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@ -100,7 +95,6 @@ public:
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}
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private:
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// -------------------------------------------------------------------
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// Count the number of nodes
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unsigned int CountNodes( aiNode* pcNode );
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@ -161,6 +155,7 @@ private:
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bool configNormalize;
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bool configTransform;
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aiMatrix4x4 configTransformation;
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bool mConfigPointCloud;
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};
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} // end of namespace Assimp
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@ -50,6 +50,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/mesh.h>
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class RemoveRedundantMatsTest;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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@ -141,7 +141,10 @@ STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool expo
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mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh *mesh = pScene->mMeshes[i];
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if (mesh->mNormals) {
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if (nullptr == mesh) {
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continue;
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}
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for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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const aiVector3D& v = mesh->mVertices[a];
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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@ -149,7 +152,6 @@ STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool expo
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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}
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}
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}
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mOutput << "endsolid " << name << endl;
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return;
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}
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@ -163,7 +165,7 @@ STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool expo
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}
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// ------------------------------------------------------------------------------------------------
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void STLExporter :: WriteMesh(const aiMesh* m)
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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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@ -52,8 +52,7 @@ struct aiScene;
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struct aiNode;
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struct aiMesh;
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namespace Assimp
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{
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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/** Helper class to export a given scene to a STL file. */
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@ -138,9 +138,10 @@ TEST_F( utPLYImportExport, vertexColorTest ) {
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EXPECT_EQ(2u, first_face.mIndices[2]);
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}
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//Test issue #623, PLY importer should not automatically create faces
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// Test issue #623, PLY importer should not automatically create faces
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TEST_F(utPLYImportExport, pointcloudTest) {
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Assimp::Importer importer;
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//Could not use aiProcess_ValidateDataStructure since it's missing faces.
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/PLY/issue623.ply", 0);
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EXPECT_NE(nullptr, scene);
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@ -47,6 +47,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/Exporter.hpp>
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#include <assimp/scene.h>
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#include <vector>
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using namespace Assimp;
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@ -68,3 +72,60 @@ TEST_F( utSTLImporterExporter, test_with_two_solids ) {
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const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/STL/triangle_with_two_solids.stl", aiProcess_ValidateDataStructure );
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EXPECT_NE( nullptr, scene );
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}
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#ifndef ASSIMP_BUILD_NO_EXPORT
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TEST_F(utSTLImporterExporter, test_export_pointclouds) {
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struct XYZ {
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float x, y, z;
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};
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std::vector<XYZ> points;
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for (size_t i = 0; i < 10; ++i) {
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XYZ current;
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current.x = static_cast<float>(i);
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current.y = static_cast<float>(i);
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current.z = static_cast<float>(i);
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points.push_back(current);
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}
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aiScene scene;
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scene.mRootNode = new aiNode();
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scene.mMeshes = new aiMesh*[1];
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scene.mMeshes[0] = nullptr;
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scene.mNumMeshes = 1;
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scene.mMaterials = new aiMaterial*[1];
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scene.mMaterials[0] = nullptr;
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scene.mNumMaterials = 1;
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scene.mMaterials[0] = new aiMaterial();
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scene.mMeshes[0] = new aiMesh();
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scene.mMeshes[0]->mMaterialIndex = 0;
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scene.mRootNode->mMeshes = new unsigned int[1];
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scene.mRootNode->mMeshes[0] = 0;
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scene.mRootNode->mNumMeshes = 1;
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auto pMesh = scene.mMeshes[0];
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long numValidPoints = points.size();
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pMesh->mVertices = new aiVector3D[numValidPoints];
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pMesh->mNumVertices = numValidPoints;
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int i = 0;
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for (XYZ &p : points) {
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pMesh->mVertices[i] = aiVector3D(p.x, p.y, p.z);
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++i;
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}
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Assimp::Exporter mAiExporter;
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ExportProperties *properties = new ExportProperties;
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properties->SetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS, true);
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mAiExporter.Export(&scene, "stl", "testExport.stl", 0, properties );
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}
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#endif
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