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https://github.com/TorqueGameEngines/Torque3D.git
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Just the functional assimp lib rather than the entire assimp repository unnecessarily.
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1747 changed files with 9012 additions and 925008 deletions
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@ -2,8 +2,7 @@
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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@ -50,21 +49,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/scene.h>
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#include <assimp/Exporter.hpp>
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#include <memory>
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#include <assimp/Exceptional.h>
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#include <assimp/ByteSwapper.h>
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#include "Exceptional.h"
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#include "ByteSwapper.h"
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using namespace Assimp;
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
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void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties )
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void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
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{
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bool exportPointClouds = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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// invoke the exporter
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STLExporter exporter(pFile, pScene, exportPointClouds );
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STLExporter exporter(pFile, pScene);
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if (exporter.mOutput.fail()) {
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throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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@ -78,12 +74,10 @@ void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
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outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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}
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void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties )
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void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
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{
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bool exportPointClouds = pProperties->GetPropertyBool(AI_CONFIG_EXPORT_POINT_CLOUDS);
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// invoke the exporter
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STLExporter exporter(pFile, pScene, exportPointClouds, true);
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STLExporter exporter(pFile, pScene, true);
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if (exporter.mOutput.fail()) {
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throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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@ -100,11 +94,9 @@ void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene*
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} // end of namespace Assimp
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static const char *SolidToken = "solid";
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static const char *EndSolidToken = "endsolid";
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// ------------------------------------------------------------------------------------------------
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STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool exportPointClouds, bool binary)
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STLExporter :: STLExporter(const char* _filename, const aiScene* pScene, bool binary)
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: filename(_filename)
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, endl("\n")
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{
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@ -125,55 +117,22 @@ STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool expo
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}
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AI_SWAP4(meshnum);
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mOutput.write((char *)&meshnum, 4);
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if (exportPointClouds) {
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}
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for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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WriteMeshBinary(pScene->mMeshes[i]);
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}
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} else {
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const std::string& name = "AssimpScene";
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// Exporting only point clouds
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if (exportPointClouds) {
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WritePointCloud("Assimp_Pointcloud", pScene );
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return;
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}
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// Export the assimp mesh
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const std::string name = "AssimpScene";
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mOutput << SolidToken << " " << name << endl;
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mOutput << "solid " << name << endl;
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for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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WriteMesh(pScene->mMeshes[ i ]);
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WriteMesh(pScene->mMeshes[i]);
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}
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mOutput << EndSolidToken << name << endl;
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mOutput << "endsolid " << name << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void STLExporter::WritePointCloud(const std::string &name, const aiScene* pScene) {
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mOutput << " " << SolidToken << " " << name << endl;
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aiVector3D nor;
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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 (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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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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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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mOutput << EndSolidToken << " " << name << endl;
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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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@ -185,7 +144,7 @@ void STLExporter::WriteMesh(const aiMesh* m)
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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nor += m->mNormals[f.mIndices[a]];
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}
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nor.NormalizeSafe();
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nor.Normalize();
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}
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mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
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mOutput << " outer loop" << endl;
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@ -199,7 +158,7 @@ void STLExporter::WriteMesh(const aiMesh* m)
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}
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}
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void STLExporter::WriteMeshBinary(const aiMesh* m)
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void STLExporter :: WriteMeshBinary(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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@ -212,16 +171,12 @@ void STLExporter::WriteMeshBinary(const aiMesh* m)
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}
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nor.Normalize();
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}
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// STL binary files use 4-byte floats. This may possibly cause loss of precision
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// for clients using 8-byte doubles
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float nx = (float) nor.x;
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float ny = (float) nor.y;
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float nz = (float) nor.z;
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ai_real nx = nor.x, ny = nor.y, nz = nor.z;
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AI_SWAP4(nx); AI_SWAP4(ny); AI_SWAP4(nz);
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mOutput.write((char *)&nx, 4); mOutput.write((char *)&ny, 4); mOutput.write((char *)&nz, 4);
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for(unsigned int a = 0; a < f.mNumIndices; ++a) {
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const aiVector3D& v = m->mVertices[f.mIndices[a]];
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float vx = (float) v.x, vy = (float) v.y, vz = (float) v.z;
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ai_real vx = v.x, vy = v.y, vz = v.z;
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AI_SWAP4(vx); AI_SWAP4(vy); AI_SWAP4(vz);
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mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
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}
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