add binary exporter to STLExporter
parent
3542bad65d
commit
4ccb16fe01
|
@ -73,6 +73,7 @@ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
|
||||||
void ExportSceneCollada(const char*,IOSystem*, const aiScene*);
|
void ExportSceneCollada(const char*,IOSystem*, const aiScene*);
|
||||||
void ExportSceneObj(const char*,IOSystem*, const aiScene*);
|
void ExportSceneObj(const char*,IOSystem*, const aiScene*);
|
||||||
void ExportSceneSTL(const char*,IOSystem*, const aiScene*);
|
void ExportSceneSTL(const char*,IOSystem*, const aiScene*);
|
||||||
|
void ExportSceneSTLBinary(const char*,IOSystem*, const aiScene*);
|
||||||
void ExportScenePly(const char*,IOSystem*, const aiScene*);
|
void ExportScenePly(const char*,IOSystem*, const aiScene*);
|
||||||
void ExportScene3DS(const char*, IOSystem*, const aiScene*) {}
|
void ExportScene3DS(const char*, IOSystem*, const aiScene*) {}
|
||||||
|
|
||||||
|
@ -93,6 +94,9 @@ Exporter::ExportFormatEntry gExporters[] =
|
||||||
Exporter::ExportFormatEntry( "stl", "Stereolithography", "stl" , &ExportSceneSTL,
|
Exporter::ExportFormatEntry( "stl", "Stereolithography", "stl" , &ExportSceneSTL,
|
||||||
aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices
|
aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices
|
||||||
),
|
),
|
||||||
|
Exporter::ExportFormatEntry( "stlb", "Stereolithography(binary)", "stlb" , &ExportSceneSTLBinary,
|
||||||
|
aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices
|
||||||
|
),
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef ASSIMP_BUILD_NO_PLY_EXPORTER
|
#ifndef ASSIMP_BUILD_NO_PLY_EXPORTER
|
||||||
|
|
|
@ -63,12 +63,25 @@ void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
|
||||||
|
|
||||||
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
|
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
|
||||||
}
|
}
|
||||||
|
void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
|
||||||
|
{
|
||||||
|
// invoke the exporter
|
||||||
|
STLExporter exporter(pFile, pScene, true);
|
||||||
|
|
||||||
|
// we're still here - export successfully completed. Write the file.
|
||||||
|
boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
|
||||||
|
if(outfile == NULL) {
|
||||||
|
throw DeadlyExportError("could not open output .stl file: " + std::string(pFile));
|
||||||
|
}
|
||||||
|
|
||||||
|
outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
|
||||||
|
}
|
||||||
|
|
||||||
} // end of namespace Assimp
|
} // end of namespace Assimp
|
||||||
|
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
STLExporter :: STLExporter(const char* _filename, const aiScene* pScene)
|
STLExporter :: STLExporter(const char* _filename, const aiScene* pScene, bool binary)
|
||||||
: filename(_filename)
|
: filename(_filename)
|
||||||
, pScene(pScene)
|
, pScene(pScene)
|
||||||
, endl("\n")
|
, endl("\n")
|
||||||
|
@ -76,14 +89,31 @@ STLExporter :: STLExporter(const char* _filename, const aiScene* pScene)
|
||||||
// make sure that all formatting happens using the standard, C locale and not the user's current locale
|
// 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");
|
const std::locale& l = std::locale("C");
|
||||||
mOutput.imbue(l);
|
mOutput.imbue(l);
|
||||||
|
if (binary) {
|
||||||
|
char buf[80];
|
||||||
|
for(int i = 0; i < 80; ++i) buf[i] = 0;
|
||||||
|
buf[0] = 'A'; buf[1] = 's'; buf[2] = 's'; buf[3] = 'i'; buf[4] = 'm'; buf[5] = 'p';
|
||||||
|
buf[6] = 'S'; buf[7] = 'c'; buf[8] = 'e'; buf[9] = 'n'; buf[10] = 'e';
|
||||||
|
mOutput.write(buf, 80);
|
||||||
|
unsigned int meshnum = 0;
|
||||||
|
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||||
|
for (unsigned int j = 0; j < pScene->mMeshes[i]->mNumFaces; ++j) {
|
||||||
|
meshnum++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
mOutput.write((char *)&meshnum, 4);
|
||||||
|
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||||
|
WriteMeshBinary(pScene->mMeshes[i]);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
const std::string& name = "AssimpScene";
|
||||||
|
|
||||||
const std::string& name = "AssimpScene";
|
mOutput << "solid " << name << endl;
|
||||||
|
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||||
mOutput << "solid " << name << endl;
|
WriteMesh(pScene->mMeshes[i]);
|
||||||
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
}
|
||||||
WriteMesh(pScene->mMeshes[i]);
|
mOutput << "endsolid " << name << endl;
|
||||||
}
|
}
|
||||||
mOutput << "endsolid " << name << endl;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ------------------------------------------------------------------------------------------------
|
// ------------------------------------------------------------------------------------------------
|
||||||
|
@ -113,4 +143,29 @@ void STLExporter :: WriteMesh(const aiMesh* m)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void STLExporter :: WriteMeshBinary(const aiMesh* m)
|
||||||
|
{
|
||||||
|
for (unsigned int i = 0; i < m->mNumFaces; ++i) {
|
||||||
|
const aiFace& f = m->mFaces[i];
|
||||||
|
// we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
|
||||||
|
// but nonetheless we have to expect per-vertex normals.
|
||||||
|
aiVector3D nor;
|
||||||
|
if (m->mNormals) {
|
||||||
|
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
|
||||||
|
nor += m->mNormals[f.mIndices[a]];
|
||||||
|
}
|
||||||
|
nor.Normalize();
|
||||||
|
}
|
||||||
|
float nx = nor.x, ny = nor.y, nz = nor.z;
|
||||||
|
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]];
|
||||||
|
float vx = v.x, vy = v.y, vz = v.z;
|
||||||
|
mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
|
||||||
|
}
|
||||||
|
char dummy[2];
|
||||||
|
mOutput.write(dummy, 2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -59,7 +59,7 @@ class STLExporter
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
/// Constructor for a specific scene to export
|
/// Constructor for a specific scene to export
|
||||||
STLExporter(const char* filename, const aiScene* pScene);
|
STLExporter(const char* filename, const aiScene* pScene, bool binary = false);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
@ -69,6 +69,7 @@ public:
|
||||||
private:
|
private:
|
||||||
|
|
||||||
void WriteMesh(const aiMesh* m);
|
void WriteMesh(const aiMesh* m);
|
||||||
|
void WriteMeshBinary(const aiMesh* m);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue