Upgrading PLY exporter to allow element definition as double
parent
ad8bb32561
commit
a7894b090d
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@ -56,6 +56,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//using namespace Assimp;
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namespace Assimp {
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// make sure typeof returns consistent output across different platforms
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// also consider using: typeid(VAR).name()
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template <typename T> const char* typeof(T&) { return "unknown"; }
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template<> const char* typeof(float&) { return "float"; }
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template<> const char* typeof(double&) { return "double"; }
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
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void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
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@ -136,15 +142,21 @@ PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool bina
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<< aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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<< aiGetVersionRevision() << ")" << endl;
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// TODO: probably want to check here rather than just assume something
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// definitely not good to always write float even if we might have double precision
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ai_real tmp = 0.0;
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const char * typeName = typeof(tmp);
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mOutput << "element vertex " << vertices << endl;
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mOutput << "property float x" << endl;
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mOutput << "property float y" << endl;
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mOutput << "property float z" << endl;
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mOutput << "property " << typeName << " x" << endl;
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mOutput << "property " << typeName << " y" << endl;
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mOutput << "property " << typeName << " z" << endl;
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if(components & PLY_EXPORT_HAS_NORMALS) {
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mOutput << "property float nx" << endl;
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mOutput << "property float ny" << endl;
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mOutput << "property float nz" << endl;
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mOutput << "property " << typeName << " nx" << endl;
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mOutput << "property " << typeName << " ny" << endl;
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mOutput << "property " << typeName << " nz" << endl;
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}
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// write texcoords first, just in case an importer does not support tangents
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@ -154,37 +166,37 @@ PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool bina
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// and texture coordinates).
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for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
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if (!c) {
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mOutput << "property float s" << endl;
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mOutput << "property float t" << endl;
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mOutput << "property " << typeName << " s" << endl;
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mOutput << "property " << typeName << " t" << endl;
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}
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else {
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mOutput << "property float s" << c << endl;
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mOutput << "property float t" << c << endl;
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mOutput << "property " << typeName << " s" << c << endl;
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mOutput << "property " << typeName << " t" << c << endl;
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}
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}
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (!c) {
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mOutput << "property float r" << endl;
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mOutput << "property float g" << endl;
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mOutput << "property float b" << endl;
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mOutput << "property float a" << endl;
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mOutput << "property " << typeName << " r" << endl;
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mOutput << "property " << typeName << " g" << endl;
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mOutput << "property " << typeName << " b" << endl;
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mOutput << "property " << typeName << " a" << endl;
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}
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else {
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mOutput << "property float r" << c << endl;
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mOutput << "property float g" << c << endl;
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mOutput << "property float b" << c << endl;
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mOutput << "property float a" << c << endl;
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mOutput << "property " << typeName << " r" << c << endl;
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mOutput << "property " << typeName << " g" << c << endl;
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mOutput << "property " << typeName << " b" << c << endl;
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mOutput << "property " << typeName << " a" << c << endl;
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}
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}
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if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
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mOutput << "property float tx" << endl;
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mOutput << "property float ty" << endl;
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mOutput << "property float tz" << endl;
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mOutput << "property float bx" << endl;
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mOutput << "property float by" << endl;
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mOutput << "property float bz" << endl;
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mOutput << "property " << typeName << " tx" << endl;
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mOutput << "property " << typeName << " ty" << endl;
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mOutput << "property " << typeName << " tz" << endl;
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mOutput << "property " << typeName << " bx" << endl;
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mOutput << "property " << typeName << " by" << endl;
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mOutput << "property " << typeName << " bz" << endl;
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}
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mOutput << "element face " << faces << endl;
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@ -819,15 +819,18 @@ bool PLY::PropertyInstance::ParseValue(
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break;
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case EDT_Float:
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pCur = fast_atoreal_move<float>(pCur,out->fFloat);
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// technically this should cast to float, but people tend to use float descriptors for double data
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// this is the best way to not risk loosing precision on import and it doesn't hurt to do this
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ai_real f;
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pCur = fast_atoreal_move<ai_real>(pCur,f);
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out->fFloat = (ai_real)f;
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break;
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case EDT_Double:
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double f;
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pCur = fast_atoreal_move<double>(pCur,f);
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out->fDouble = (double)f;
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double d;
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pCur = fast_atoreal_move<double>(pCur,d);
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out->fDouble = (double)d;
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break;
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default:
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