Updated to reflect the Normal() -> TriangleNormal() change

This commit is contained in:
Paolo Cignoni 2014-11-12 00:21:16 +00:00
parent 62af567808
commit 63e67d5131
2 changed files with 122 additions and 122 deletions

View File

@ -8,7 +8,7 @@
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
@ -64,14 +64,14 @@ namespace vcg {
namespace tri {
namespace io {
/**
/**
This class encapsulate a filter for opening stl (sterolitograpy) meshes.
The stl format is quite simple and rather un-flexible. It just stores, in ascii or binary the, unindexed, geometry of the faces.
*/
template <class SaveMeshType>
class ExporterSTL
{
public:
public:
typedef typename SaveMeshType::FaceType FaceType;
typedef unsigned short CallBackSTLFaceAttribute(const SaveMeshType &m, const FaceType &f);
@ -83,75 +83,75 @@ static int Save(SaveMeshType &m, const char * filename, const int &mask, CallBac
static int Save(SaveMeshType &m, const char * filename , bool binary =true, int mask=0, const char *objectname=0, bool magicsMode=0)
{
typedef typename SaveMeshType::FaceIterator FaceIterator;
FILE *fp;
FILE *fp;
fp = fopen(filename,"wb");
if(fp==0)
return 1;
fp = fopen(filename,"wb");
if(fp==0)
return 1;
if(binary)
{
// Write Header
char header[128]="VCG ";
if(objectname) strncpy(header,objectname,80);
if(magicsMode)
{
strncpy(header,"COLOR=XXX MATERIAL=AAA BBB CCC ",80);
for(int i=0;i<3;++i)
{
header[0x06+i]=0x7f;
header[0x13+i]=0x7f;
header[0x17+i]=0x7f;
header[0x1b+i]=0x7f;
}
}
fwrite(header,80,1,fp);
// write number of facets
fwrite(&m.fn,1,sizeof(int),fp);
Point3f p;
unsigned short attributes=0;
for(FaceIterator fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() )
{
// For each triangle write the normal, the three coords and a short set to zero
p.Import(vcg::NormalizedNormal(*fi));
fwrite(p.V(),3,sizeof(float),fp);
for(int k=0;k<3;++k){
p.Import((*fi).V(k)->P());
fwrite(p.V(),3,sizeof(float),fp);
}
if ((mask & Mask::IOM_FACECOLOR) && tri::HasPerFaceColor(m))
{
if(magicsMode) attributes = 32768 | vcg::Color4b::ToUnsignedR5G5B5(fi->C());
else attributes = 32768 | vcg::Color4b::ToUnsignedB5G5R5(fi->C());
}
fwrite(&attributes,1,sizeof(short),fp);
}
}
else
{
if(objectname) fprintf(fp,"solid %s\n",objectname);
else fprintf(fp,"solid vcg\n");
if(binary)
{
// Write Header
char header[128]="VCG ";
if(objectname) strncpy(header,objectname,80);
if(magicsMode)
{
strncpy(header,"COLOR=XXX MATERIAL=AAA BBB CCC ",80);
for(int i=0;i<3;++i)
{
header[0x06+i]=0x7f;
header[0x13+i]=0x7f;
header[0x17+i]=0x7f;
header[0x1b+i]=0x7f;
}
}
fwrite(header,80,1,fp);
// write number of facets
fwrite(&m.fn,1,sizeof(int),fp);
Point3f p;
unsigned short attributes=0;
for(FaceIterator fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() )
{
// For each triangle write the normal, the three coords and a short set to zero
p.Import(vcg::TriangleNormal(*fi).Normalize());
fwrite(p.V(),3,sizeof(float),fp);
Point3f p;
FaceIterator fi;
for(fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() )
{
// For each triangle write the normal, the three coords and a short set to zero
p.Import(vcg::NormalizedNormal(*fi));
fprintf(fp," facet normal %13e %13e %13e\n",p[0],p[1],p[2]);
fprintf(fp," outer loop\n");
for(int k=0;k<3;++k){
p.Import((*fi).V(k)->P());
fprintf(fp," vertex %13e %13e %13e\n",p[0],p[1],p[2]);
}
fprintf(fp," endloop\n");
fprintf(fp," endfacet\n");
}
fprintf(fp,"endsolid vcg\n");
}
fclose(fp);
return 0;
for(int k=0;k<3;++k){
p.Import((*fi).V(k)->P());
fwrite(p.V(),3,sizeof(float),fp);
}
if ((mask & Mask::IOM_FACECOLOR) && tri::HasPerFaceColor(m))
{
if(magicsMode) attributes = 32768 | vcg::Color4b::ToUnsignedR5G5B5(fi->C());
else attributes = 32768 | vcg::Color4b::ToUnsignedB5G5R5(fi->C());
}
fwrite(&attributes,1,sizeof(short),fp);
}
}
else
{
if(objectname) fprintf(fp,"solid %s\n",objectname);
else fprintf(fp,"solid vcg\n");
Point3f p;
FaceIterator fi;
for(fi=m.face.begin(); fi!=m.face.end(); ++fi) if( !(*fi).IsD() )
{
// For each triangle write the normal, the three coords and a short set to zero
p.Import(TriangleNormal(*fi).Normalize());
fprintf(fp," facet normal %13e %13e %13e\n",p[0],p[1],p[2]);
fprintf(fp," outer loop\n");
for(int k=0;k<3;++k){
p.Import((*fi).V(k)->P());
fprintf(fp," vertex %13e %13e %13e\n",p[0],p[1],p[2]);
}
fprintf(fp," endloop\n");
fprintf(fp," endfacet\n");
}
fprintf(fp,"endsolid vcg\n");
}
fclose(fp);
return 0;
}
static const char *ErrorMsg(int error)
{
@ -160,7 +160,7 @@ static const char *ErrorMsg(int error)
{
stl_error_msg.resize(2 );
stl_error_msg[0]="No errors";
stl_error_msg[1]="Can't open file";
stl_error_msg[1]="Can't open file";
}
if(error>1 || error<0) return "Unknown error";
@ -168,15 +168,15 @@ static const char *ErrorMsg(int error)
};
/*
returns mask of capability one define with what are the saveable information of the format.
returns mask of capability one define with what are the saveable information of the format.
*/
static int GetExportMaskCapability()
{
int capability = 0;
capability |= vcg::tri::io::Mask::IOM_VERTCOORD;
capability |= vcg::tri::io::Mask::IOM_FACEINDEX;
capability |= vcg::tri::io::Mask::IOM_FACECOLOR;
return capability;
int capability = 0;
capability |= vcg::tri::io::Mask::IOM_VERTCOORD;
capability |= vcg::tri::io::Mask::IOM_FACEINDEX;
capability |= vcg::tri::io::Mask::IOM_FACECOLOR;
return capability;
}

View File

@ -57,7 +57,7 @@ namespace vcg {
typedef typename OpenMeshType::VertexPointer VertexPointer;
typedef typename OpenMeshType::ScalarType ScalarType;
typedef typename OpenMeshType::VertexType VertexType;
typedef typename OpenMeshType::EdgeType EdgeType;
typedef typename OpenMeshType::EdgeType EdgeType;
typedef typename OpenMeshType::FaceType FaceType;
typedef typename OpenMeshType::VertexIterator VertexIterator;
typedef typename OpenMeshType::FaceIterator FaceIterator;
@ -83,8 +83,8 @@ namespace vcg {
/// number of vertices
int numVertices;
/// number of edges
int numEdges;
/// number of edges
int numEdges;
/// number of faces (the number of triangles could be
/// larger in presence of polygonal faces
int numFaces;
@ -115,11 +115,11 @@ namespace vcg {
Color4b c;
};
struct ObjEdge
{
int v0;
int v1;
};
struct ObjEdge
{
int v0;
int v1;
};
struct ObjTexCoord
{
@ -269,7 +269,7 @@ namespace vcg {
materials.push_back(defaultMaterial);
int numVertices = 0; // stores the number of vertices been read till now
int numEdges = 0; // stores the number of edges read till now
int numEdges = 0; // stores the number of edges read till now
int numTriangles = 0; // stores the number of faces been read till now
int numTexCoords = 0; // stores the number of texture coordinates been read till now
int numVNormals = 0; // stores the number of vertex normals been read till now
@ -279,8 +279,8 @@ namespace vcg {
// vertices and faces allocation
VertexIterator vi = vcg::tri::Allocator<OpenMeshType>::AddVertices(m,oi.numVertices);
//FaceIterator fi = Allocator<OpenMeshType>::AddFaces(m,oi.numFaces);
// edges found
std::vector<ObjEdge> ev;
// edges found
std::vector<ObjEdge> ev;
std::vector<Color4b> vertexColorVector;
ObjIndexedFace ff;
const char *loadingStr = "Loading";
@ -370,22 +370,22 @@ namespace vcg {
numVNormals++;
}
else if ( header.compare("l")==0 )
{
loadingStr = "Edge Loading";
else if ( header.compare("l")==0 )
{
loadingStr = "Edge Loading";
if (numTokens < 3)
{
result = E_LESS_THAN_3_VERT_IN_FACE; // TODO add proper/handling error code
continue;
}
if (numTokens < 3)
{
result = E_LESS_THAN_3_VERT_IN_FACE; // TODO add proper/handling error code
continue;
}
ObjEdge e = { (atoi(tokens[1].c_str()) - 1),
(atoi(tokens[2].c_str()) - 1) };
ev.push_back(e);
ObjEdge e = { (atoi(tokens[1].c_str()) - 1),
(atoi(tokens[2].c_str()) - 1) };
ev.push_back(e);
numEdges++;
}
numEdges++;
}
else if( (header.compare("f")==0) || (header.compare("q")==0) ) // face
{
loadingStr="Face Loading";
@ -634,26 +634,26 @@ namespace vcg {
assert((numTriangles +numVertices) == numVerticesPlusFaces+extraTriangles);
vcg::tri::Allocator<OpenMeshType>::AddFaces(m,numTriangles);
// Add found edges
if (numEdges > 0)
{
vcg::tri::Allocator<OpenMeshType>::AddEdges(m,numEdges);
// Add found edges
if (numEdges > 0)
{
vcg::tri::Allocator<OpenMeshType>::AddEdges(m,numEdges);
assert(m.edge.size() == size_t(m.en));
assert(m.edge.size() == size_t(m.en));
for(int i=0; i<numEdges; ++i)
{
ObjEdge & e = ev[i];
EdgeType & edge = m.edge[i];
for(int i=0; i<numEdges; ++i)
{
ObjEdge & e = ev[i];
EdgeType & edge = m.edge[i];
assert(e.v0 >= 0 && size_t(e.v0) < m.vert.size() &&
e.v1 >= 0 && size_t(e.v1) < m.vert.size());
// TODO add proper handling of bad indices
assert(e.v0 >= 0 && size_t(e.v0) < m.vert.size() &&
e.v1 >= 0 && size_t(e.v1) < m.vert.size());
// TODO add proper handling of bad indices
edge.V(0) = &(m.vert[e.v0]);
edge.V(1) = &(m.vert[e.v1]);
}
}
edge.V(0) = &(m.vert[e.v0]);
edge.V(1) = &(m.vert[e.v1]);
}
}
//-------------------------------------------------------------------------------
// Now the final passes:
@ -710,7 +710,7 @@ namespace vcg {
}
else
{
face::ComputeNormalizedNormal(m.face[i]);
m.face[i].N().Import(TriangleNormal(m.face[i]).Normalize());
}
}
}
@ -978,7 +978,7 @@ namespace vcg {
bool bHasPerVertexColor = false;
oi.numVertices=0;
oi.numEdges=0;
oi.numEdges=0;
oi.numFaces=0;
oi.numTexCoords=0;
oi.numNormals=0;
@ -1011,8 +1011,8 @@ namespace vcg {
else {
if((line[0]=='f') || (line[0]=='q')) oi.numFaces++;
else
if (line[0]=='l') oi.numEdges++;
else
if (line[0]=='l') oi.numEdges++;
else
if(line[0]=='u' && line[1]=='s') bHasPerFaceColor = true; // there is a usematerial so add per face color
}
}
@ -1035,8 +1035,8 @@ namespace vcg {
else
oi.mask |= vcg::tri::io::Mask::IOM_WEDGNORMAL;
}
if (oi.numEdges)
oi.mask |= vcg::tri::io::Mask::IOM_EDGEINDEX;
if (oi.numEdges)
oi.mask |= vcg::tri::io::Mask::IOM_EDGEINDEX;
stream.close();