Coverage Report

Created: 2026-05-04 07:03

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/assimp/code/AssetLib/Ply/PlyExporter.cpp
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Count
Source
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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  copyright notice, this list of conditions and the
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  following disclaimer.
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* Redistributions in binary form must reproduce the above
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  copyright notice, this list of conditions and the
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  following disclaimer in the documentation and/or other
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  materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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  contributors may be used to endorse or promote products
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  derived from this software without specific prior
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  written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
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#include "PlyExporter.h"
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#include <memory>
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#include <cmath>
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#include <assimp/Exceptional.h>
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#include <assimp/scene.h>
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#include <assimp/version.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/qnan.h>
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namespace Assimp {
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// make sure type_of returns consistent output across different platforms
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// also consider using: typeid(VAR).name()
57
template <typename T> const char* type_of(T&) { return "unknown"; }
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0
template<> const char* type_of(float&) { return "float"; }
59
0
template<> const char* type_of(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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0
void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
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    // invoke the exporter
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0
    PlyExporter exporter(pFile, pScene);
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67
0
    if (exporter.mOutput.fail()) {
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0
        throw DeadlyExportError("output data creation failed. Most likely the file became too large: " + std::string(pFile));
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0
    }
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    // we're still here - export successfully completed. Write the file.
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0
    std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
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0
    if (outfile == nullptr) {
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0
        throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
75
0
    }
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0
    outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
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0
}
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0
void ExportScenePlyBinary(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
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    // invoke the exporter
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0
    PlyExporter exporter(pFile, pScene, true);
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    // we're still here - export successfully completed. Write the file.
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0
    std::unique_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb"));
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0
    if (outfile == nullptr) {
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0
        throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
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0
    }
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    outfile->Write(exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()), 1);
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0
}
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0
#define PLY_EXPORT_HAS_NORMALS 0x1
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0
#define PLY_EXPORT_HAS_TANGENTS_BITANGENTS 0x2
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0
#define PLY_EXPORT_HAS_TEXCOORDS 0x4
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0
#define PLY_EXPORT_HAS_COLORS (PLY_EXPORT_HAS_TEXCOORDS << AI_MAX_NUMBER_OF_TEXTURECOORDS)
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// ------------------------------------------------------------------------------------------------
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PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool binary) : 
100
0
        filename(_filename), endl("\n") {
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    // make sure that all formatting happens using the standard, C locale and not the user's current locale
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0
    const std::locale& l = std::locale("C");
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0
    mOutput.imbue(l);
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0
    mOutput.precision(ASSIMP_AI_REAL_TEXT_PRECISION);
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0
    unsigned int faces = 0u, vertices = 0u, components = 0u;
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0
    for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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0
        const aiMesh& m = *pScene->mMeshes[i];
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0
        faces += m.mNumFaces;
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0
        vertices += m.mNumVertices;
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0
        if (m.HasNormals()) {
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0
            components |= PLY_EXPORT_HAS_NORMALS;
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0
        }
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0
        if (m.HasTangentsAndBitangents()) {
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0
            components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS;
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0
        }
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0
        for (unsigned int t = 0; m.HasTextureCoords(t); ++t) {
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0
            components |= PLY_EXPORT_HAS_TEXCOORDS << t;
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0
        }
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0
        for (unsigned int t = 0; m.HasVertexColors(t); ++t) {
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            components |= PLY_EXPORT_HAS_COLORS << t;
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0
        }
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0
    }
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0
    mOutput << "ply" << endl;
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0
    if (binary) {
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#if (defined AI_BUILD_BIG_ENDIAN)
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        mOutput << "format binary_big_endian 1.0" << endl;
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#else
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0
        mOutput << "format binary_little_endian 1.0" << endl;
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0
#endif
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0
    }
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0
    else {
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0
        mOutput << "format ascii 1.0" << endl;
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0
    }
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    mOutput << "comment Created by Open Asset Import Library - http://assimp.sf.net (v"
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0
        << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
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0
        << aiGetVersionRevision() << ")" << endl;
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    // Look through materials for a diffuse texture, and add it if found
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0
    for ( unsigned int i = 0; i < pScene->mNumMaterials; ++i ) {
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0
        const aiMaterial* const mat = pScene->mMaterials[i];
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0
        aiString s;
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0
        if ( AI_SUCCESS == mat->Get( AI_MATKEY_TEXTURE_DIFFUSE( 0 ), s ) ) {
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0
            mOutput << "comment TextureFile " << s.data << endl;
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0
        }
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0
    }
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0
    ai_real tmp = 0.0;
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    const char * typeName = type_of(tmp);
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    mOutput << "element vertex " << vertices << endl;
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0
    mOutput << "property " << typeName << " x" << endl;
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0
    mOutput << "property " << typeName << " y" << endl;
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0
    mOutput << "property " << typeName << " z" << endl;
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0
    if(components & PLY_EXPORT_HAS_NORMALS) {
159
0
        mOutput << "property " << typeName << " nx" << endl;
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0
        mOutput << "property " << typeName << " ny" << endl;
161
0
        mOutput << "property " << typeName << " nz" << endl;
162
0
    }
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    // write texcoords first, just in case an importer does not support tangents
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    // bitangents and just skips over the rest of the line upon encountering
166
    // unknown fields (Ply leaves pretty much every vertex component open,
167
    // but in reality most importers only know about vertex positions, normals
168
    // and texture coordinates).
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0
    for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
170
0
        if (!c) {
171
0
            mOutput << "property " << "uchar" << " red" << endl;
172
0
            mOutput << "property " << "uchar" << " green" << endl;
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0
            mOutput << "property " << "uchar" << " blue" << endl;
174
0
            mOutput << "property " << "uchar" << " alpha" << endl;
175
0
        } else {
176
0
            mOutput << "property " << "uchar" << " red" << c << endl;
177
0
            mOutput << "property " << "uchar" << " green" << c << endl;
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0
            mOutput << "property " << "uchar" << " blue" << c << endl;
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0
            mOutput << "property " << "uchar" << " alpha" << c << endl;
180
0
        }
181
0
    }
182
183
0
    if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
184
0
        mOutput << "property " << typeName << " tx" << endl;
185
0
        mOutput << "property " << typeName << " ty" << endl;
186
0
        mOutput << "property " << typeName << " tz" << endl;
187
0
        mOutput << "property " << typeName << " bx" << endl;
188
0
        mOutput << "property " << typeName << " by" << endl;
189
0
        mOutput << "property " << typeName << " bz" << endl;
190
0
    }
191
192
0
    mOutput << "element face " << faces << endl;
193
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    // uchar seems to be the most common type for the number of indices per polygon and int seems to be most common for the vertex indices.
195
    // For instance, MeshLab fails to load meshes in which both types are uint. Houdini seems to have problems as well.
196
    // Obviously, using uchar will not work for meshes with polygons with more than 255 indices, but how realistic is this case?
197
0
    mOutput << "property list uchar int vertex_index" << endl;
198
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0
    mOutput << "end_header" << endl;
200
201
0
    for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
202
0
        if (binary) {
203
0
            WriteMeshVertsBinary(pScene->mMeshes[i], components);
204
0
        } else {
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0
            WriteMeshVerts(pScene->mMeshes[i], components);
206
0
        }
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0
    }
208
0
    for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
209
0
        if (binary) {
210
0
            WriteMeshIndicesBinary(pScene->mMeshes[i], ofs);
211
0
        } else {
212
0
            WriteMeshIndices(pScene->mMeshes[i], ofs);
213
0
        }
214
0
        ofs += pScene->mMeshes[i]->mNumVertices;
215
0
    }
216
0
}
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// ------------------------------------------------------------------------------------------------
219
0
void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components) {
220
0
    static constexpr ai_real inf = std::numeric_limits<ai_real>::infinity();
221
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    // If a component (for instance normal vectors) is present in at least one mesh in the scene,
223
    // then default values are written for meshes that do not contain this component.
224
0
    for (unsigned int i = 0; i < m->mNumVertices; ++i) {
225
0
        mOutput <<
226
0
            m->mVertices[i].x << " " <<
227
0
            m->mVertices[i].y << " " <<
228
0
            m->mVertices[i].z;
229
0
        if(components & PLY_EXPORT_HAS_NORMALS) {
230
0
            if (m->HasNormals() && is_not_qnan(m->mNormals[i].x) && std::fabs(m->mNormals[i].x) != inf) {
231
0
                mOutput <<
232
0
                    " " << m->mNormals[i].x <<
233
0
                    " " << m->mNormals[i].y <<
234
0
                    " " << m->mNormals[i].z;
235
0
            } else {
236
0
                mOutput << " 0.0 0.0 0.0";
237
0
            }
238
0
        }
239
240
0
        for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
241
0
            if (m->HasTextureCoords(c)) {
242
0
                if (m->mNumUVComponents[c] == 3) {
243
0
                    mOutput <<
244
0
                        " " << m->mTextureCoords[c][i].x <<
245
0
                        " " << m->mTextureCoords[c][i].y <<
246
0
                        " " << m->mTextureCoords[c][i].z;
247
0
                } else if (m->mNumUVComponents[c] == 2) {
248
0
                    mOutput <<
249
0
                        " " << m->mTextureCoords[c][i].x <<
250
0
                        " " << m->mTextureCoords[c][i].y;
251
0
                } else {
252
0
                    throw DeadlyExportError("Invalid number of texture coordinates detected: " + std::to_string(m->mNumUVComponents[c]));
253
0
                }
254
0
            } else {
255
0
                mOutput << " -1.0 -1.0";
256
0
            }
257
0
        }
258
259
0
        for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
260
0
            if (m->HasVertexColors(c)) {
261
0
                mOutput <<
262
0
                    " " << (int)(m->mColors[c][i].r * 255) <<
263
0
                    " " << (int)(m->mColors[c][i].g * 255) <<
264
0
                    " " << (int)(m->mColors[c][i].b * 255) <<
265
0
                    " " << (int)(m->mColors[c][i].a * 255);
266
0
            } else {
267
0
                mOutput << " 0 0 0";
268
0
            }
269
0
        }
270
271
0
        if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
272
0
            if (m->HasTangentsAndBitangents()) {
273
0
                mOutput <<
274
0
                    " " << m->mTangents[i].x <<
275
0
                    " " << m->mTangents[i].y <<
276
0
                    " " << m->mTangents[i].z <<
277
0
                    " " << m->mBitangents[i].x <<
278
0
                    " " << m->mBitangents[i].y <<
279
0
                    " " << m->mBitangents[i].z;
280
0
            } else {
281
0
                mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0";
282
0
            }
283
0
        }
284
285
0
        mOutput << endl;
286
0
    }
287
0
}
288
289
// ------------------------------------------------------------------------------------------------
290
0
void PlyExporter::WriteMeshVertsBinary(const aiMesh* m, unsigned int components) {
291
    // If a component (for instance normal vectors) is present in at least one mesh in the scene,
292
    // then default values are written for meshes that do not contain this component.
293
0
    aiVector3D defaultNormal(0, 0, 0);
294
0
    aiVector2D defaultUV(-1, -1);
295
0
    aiColor4D defaultColor(-1, -1, -1, -1);
296
0
    for (unsigned int i = 0; i < m->mNumVertices; ++i) {
297
0
        mOutput.write(reinterpret_cast<const char*>(&m->mVertices[i].x), 12);
298
0
        if (components & PLY_EXPORT_HAS_NORMALS) {
299
0
            if (m->HasNormals()) {
300
0
                mOutput.write(reinterpret_cast<const char*>(&m->mNormals[i].x), 12);
301
0
            } else {
302
0
                mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
303
0
            }
304
0
        }
305
306
0
        for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
307
0
            if (m->HasTextureCoords(c)) {
308
0
                mOutput.write(reinterpret_cast<const char*>(&m->mTextureCoords[c][i].x), 8);
309
0
            } else {
310
0
                mOutput.write(reinterpret_cast<const char*>(&defaultUV.x), 8);
311
0
            }
312
0
        }
313
314
0
        for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
315
0
            if (m->HasVertexColors(c)) {
316
0
                unsigned char rgba[4] = {
317
0
                    static_cast<unsigned char>(m->mColors[c][i].r * 255),
318
0
                    static_cast<unsigned char>(m->mColors[c][i].g * 255),
319
0
                    static_cast<unsigned char>(m->mColors[c][i].b * 255),
320
0
                    static_cast<unsigned char>(m->mColors[c][i].a * 255)
321
0
                };
322
0
                mOutput.write(reinterpret_cast<const char*>(&rgba), 4);
323
0
            } else {
324
0
                unsigned char rgba[4] = {
325
0
                    static_cast<unsigned char>(defaultColor.r * 255),
326
0
                    static_cast<unsigned char>(defaultColor.g * 255),
327
0
                    static_cast<unsigned char>(defaultColor.b * 255),
328
0
                    static_cast<unsigned char>(defaultColor.a * 255)
329
0
                };
330
0
                mOutput.write(reinterpret_cast<const char*>(&rgba), 4);
331
0
            }
332
0
        }
333
334
0
        if (components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
335
0
            if (m->HasTangentsAndBitangents()) {
336
0
                mOutput.write(reinterpret_cast<const char*>(&m->mTangents[i].x), 12);
337
0
                mOutput.write(reinterpret_cast<const char*>(&m->mBitangents[i].x), 12);
338
0
            } else {
339
0
                mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
340
0
                mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
341
0
            }
342
0
        }
343
0
    }
344
0
}
345
346
// ------------------------------------------------------------------------------------------------
347
0
void PlyExporter::WriteMeshIndices(const aiMesh* m, unsigned int offset) {
348
0
    for (unsigned int i = 0; i < m->mNumFaces; ++i) {
349
0
        const aiFace& f = m->mFaces[i];
350
0
        mOutput << f.mNumIndices;
351
0
        for(unsigned int c = 0; c < f.mNumIndices; ++c) {
352
0
            mOutput << " " << (f.mIndices[c] + offset);
353
0
        }
354
0
        mOutput << endl;
355
0
    }
356
0
}
357
358
// ------------------------------------------------------------------------------------------------
359
// Generic method in case we want to use different data types for the indices or make this configurable.
360
template<typename NumIndicesType, typename IndexType>
361
0
void WriteMeshIndicesBinary_Generic(const aiMesh* m, unsigned int offset, std::ostringstream& output) {
362
0
    for (unsigned int i = 0; i < m->mNumFaces; ++i) {
363
0
        const aiFace& f = m->mFaces[i];
364
0
        NumIndicesType numIndices = static_cast<NumIndicesType>(f.mNumIndices);
365
0
        output.write(reinterpret_cast<const char*>(&numIndices), sizeof(NumIndicesType));
366
0
        for (unsigned int c = 0; c < f.mNumIndices; ++c) {
367
0
            IndexType index = f.mIndices[c] + offset;
368
0
            output.write(reinterpret_cast<const char*>(&index), sizeof(IndexType));
369
0
        }
370
0
    }
371
0
}
372
373
// ------------------------------------------------------------------------------------------------
374
0
void PlyExporter::WriteMeshIndicesBinary(const aiMesh* m, unsigned int offset) {
375
0
    WriteMeshIndicesBinary_Generic<unsigned char, int>(m, offset, mOutput);
376
0
}
377
378
} // end of namespace Assimp
379
380
#endif // !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)