add AI_SWAP4 for big endian architecture
parent
4ccb16fe01
commit
60a65aaaeb
|
@ -90,8 +90,7 @@ STLExporter :: STLExporter(const char* _filename, const aiScene* pScene, bool bi
|
||||||
const std::locale& l = std::locale("C");
|
const std::locale& l = std::locale("C");
|
||||||
mOutput.imbue(l);
|
mOutput.imbue(l);
|
||||||
if (binary) {
|
if (binary) {
|
||||||
char buf[80];
|
char buf[80] = {0} ;
|
||||||
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[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';
|
buf[6] = 'S'; buf[7] = 'c'; buf[8] = 'e'; buf[9] = 'n'; buf[10] = 'e';
|
||||||
mOutput.write(buf, 80);
|
mOutput.write(buf, 80);
|
||||||
|
@ -101,6 +100,7 @@ STLExporter :: STLExporter(const char* _filename, const aiScene* pScene, bool bi
|
||||||
meshnum++;
|
meshnum++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
AI_SWAP4(meshnum);
|
||||||
mOutput.write((char *)&meshnum, 4);
|
mOutput.write((char *)&meshnum, 4);
|
||||||
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||||
WriteMeshBinary(pScene->mMeshes[i]);
|
WriteMeshBinary(pScene->mMeshes[i]);
|
||||||
|
@ -157,13 +157,15 @@ void STLExporter :: WriteMeshBinary(const aiMesh* m)
|
||||||
nor.Normalize();
|
nor.Normalize();
|
||||||
}
|
}
|
||||||
float nx = nor.x, ny = nor.y, nz = nor.z;
|
float nx = nor.x, ny = nor.y, nz = 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);
|
mOutput.write((char *)&nx, 4); mOutput.write((char *)&ny, 4); mOutput.write((char *)&nz, 4);
|
||||||
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
|
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
|
||||||
const aiVector3D& v = m->mVertices[f.mIndices[a]];
|
const aiVector3D& v = m->mVertices[f.mIndices[a]];
|
||||||
float vx = v.x, vy = v.y, vz = v.z;
|
float vx = v.x, vy = v.y, vz = 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);
|
mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
|
||||||
}
|
}
|
||||||
char dummy[2];
|
char dummy[2] = {0};
|
||||||
mOutput.write(dummy, 2);
|
mOutput.write(dummy, 2);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue