Merge pull request 'STL exporting using assimp' (#197) from stl_exporter into master
Reviewed-on: https://git.madvoxel.net/OpenVulkano/OpenVulkano/pulls/197 Reviewed-by: Georg Hagen <georg.hagen@madvoxel.com>
This commit is contained in:
@@ -24,6 +24,82 @@
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#include <assimp/material.h>
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#include <assimp/material.h>
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#endif
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#endif
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namespace
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{
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#if __has_include("assimp/Exporter.hpp")
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void SetupAssimpScene(OpenVulkano::Scene::Geometry* geometry, aiScene& scene, aiNode& rootNode, aiMesh& mesh,
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std::unique_ptr<unsigned int[]>& indices, bool withTexCoords, float scaling)
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{
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mesh.mVertices = nullptr;
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mesh.mNormals = nullptr;
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mesh.mTangents = nullptr;
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mesh.mBitangents = nullptr;
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mesh.mFaces = nullptr;
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for(unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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mesh.mTextureCoords[i] = nullptr;
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mesh.mNumUVComponents[i] = 0;
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}
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for(unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
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mesh.mColors[i] = nullptr;
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}
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rootNode.mName = aiString("RootNode");
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rootNode.mChildren = nullptr;
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rootNode.mNumChildren = 0;
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scene.mRootNode = &rootNode;
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mesh.mName = aiString("Mesh");
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mesh.mNumVertices = geometry->vertexCount;
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mesh.mMaterialIndex = 0;
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mesh.mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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mesh.mVertices = new aiVector3D[geometry->vertexCount];
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mesh.mNormals = new aiVector3D[geometry->vertexCount];
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if (withTexCoords)
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{
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mesh.mNumUVComponents[0] = 2;
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mesh.mTextureCoords[0] = new aiVector3D[geometry->vertexCount];
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}
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for (int i = 0; i < geometry->vertexCount; ++i)
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{
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const OpenVulkano::Vertex& vertex = geometry->vertices[i];
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mesh.mVertices[i] = aiVector3D(vertex.position.x, vertex.position.y, vertex.position.z) * scaling;
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mesh.mNormals[i] = aiVector3D(vertex.normal.x, vertex.normal.y, vertex.normal.z);
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if (withTexCoords)
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{
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mesh.mTextureCoords[0][i] = aiVector3D(vertex.textureCoordinates.x, vertex.textureCoordinates.y, 0.0f);
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}
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}
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mesh.mNumFaces = geometry->indexCount / 3;
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mesh.mFaces = new aiFace[mesh.mNumFaces];
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indices = std::make_unique<unsigned int[]>(geometry->indexCount);
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for (unsigned int i = 0; i < geometry->indexCount; ++i)
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{
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indices[i] = geometry->GetIndex(i);
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}
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for (unsigned int i = 0; i < mesh.mNumFaces; ++i)
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{
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mesh.mFaces[i].mNumIndices = 3;
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mesh.mFaces[i].mIndices = &indices[i * 3];
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}
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scene.mNumMeshes = 1;
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scene.mMeshes = new aiMesh*[1] { &mesh };
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scene.mNumMaterials = 1;
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scene.mMaterials = new aiMaterial*[1] { new aiMaterial() };
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rootNode.mNumMeshes = 1;
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rootNode.mMeshes = new unsigned int[1] { 0 };
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}
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#endif
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}
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namespace OpenVulkano::Scene
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namespace OpenVulkano::Scene
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{
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{
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void MeshWriter::WriteAsOBJ(Geometry* geometry, const std::string& filePath)
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void MeshWriter::WriteAsOBJ(Geometry* geometry, const std::string& filePath)
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@@ -90,92 +166,63 @@ namespace OpenVulkano::Scene
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}
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}
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}
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}
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void MeshWriter::WriteAsSTL(Geometry* geometry, const std::string& filePath, bool binary)
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{
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#if __has_include("assimp/Exporter.hpp")
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std::unique_ptr<aiScene> scene(new aiScene());
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std::unique_ptr<aiNode> rootNode(new aiNode());
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std::unique_ptr<aiMesh> mesh(new aiMesh());
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std::unique_ptr<unsigned int[]> indices;
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SetupAssimpScene(geometry, *scene, *rootNode, *mesh, indices, false, 1.0f);
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Assimp::Exporter exporter;
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const char* formatId = binary ? "stlb" : "stl";
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aiReturn result = exporter.Export(scene.get(), formatId, filePath);
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scene->mRootNode = nullptr;
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scene->mMeshes = nullptr;
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for (uint32_t i = 0; i < mesh->mNumFaces; ++i)
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{
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aiFace& face = mesh->mFaces[i];
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face.mIndices = nullptr;
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}
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if (result != aiReturn_SUCCESS)
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{
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throw std::runtime_error("Unable to write STL file to " + filePath + ": " + exporter.GetErrorString());
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}
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#else
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throw std::runtime_error("Unable to export to STL: Assimp is not available!");
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#endif
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}
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void MeshWriter::WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath)
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void MeshWriter::WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath)
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{
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{
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#if __has_include("assimp/Exporter.hpp")
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#if __has_include("assimp/Exporter.hpp")
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aiNode rootNode;
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std::unique_ptr<aiScene> scene(new aiScene());
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std::unique_ptr<aiNode> rootNode(new aiNode());
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std::unique_ptr<aiMesh> mesh(new aiMesh());
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std::unique_ptr<unsigned int[]> indices;
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aiScene scene;
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SetupAssimpScene(geometry, *scene, *rootNode, *mesh, indices, true, 100.0f);
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scene.mRootNode = &rootNode;
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aiMesh mesh;
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if (!texturePath.empty())
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mesh.mNumVertices = geometry->vertexCount;
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mesh.mMaterialIndex = 0;
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mesh.mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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mesh.mNumUVComponents[0] = 2;
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std::unique_ptr<aiVector3D[]> vertices = std::make_unique<aiVector3D[]>(geometry->vertexCount);
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mesh.mVertices = vertices.get();
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std::unique_ptr<aiVector3D[]> normals = std::make_unique<aiVector3D[]>(geometry->vertexCount);
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mesh.mNormals = normals.get();
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std::unique_ptr<aiVector3D[]> texCoords = std::make_unique<aiVector3D[]>(geometry->vertexCount);
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mesh.mTextureCoords[0] = texCoords.get();
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float scaling = 100; // fbx units are centimeters...
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for (uint32_t i = 0; i < geometry->vertexCount; ++i)
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{
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{
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const Vertex& vertex = geometry->vertices[i];
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aiString externalPath(texturePath);
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mesh.mVertices[i] = aiVector3D(vertex.position.x, vertex.position.y, vertex.position.z) * scaling;
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scene->mMaterials[0]->AddProperty(&externalPath, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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mesh.mNormals[i] = aiVector3D(vertex.normal.x, vertex.normal.y, vertex.normal.z);
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mesh.mTextureCoords[0][i] = aiVector3D(vertex.textureCoordinates.x, vertex.textureCoordinates.y, 0.0f);
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}
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}
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mesh.mNumFaces = geometry->indexCount / 3;
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std::unique_ptr<aiFace[]> faces = std::make_unique<aiFace[]>(mesh.mNumFaces);
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mesh.mFaces = faces.get();
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std::unique_ptr<unsigned int[]> indices = std::make_unique<unsigned int[]>(geometry->indexCount);
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size_t lastUsedIndex = 0;
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for (uint32_t i = 0; i < mesh.mNumFaces; ++i)
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{
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aiFace& face = mesh.mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = &indices[lastUsedIndex];
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face.mIndices[0] = geometry->GetIndex(i * 3 + 0);
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face.mIndices[1] = geometry->GetIndex(i * 3 + 1);
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face.mIndices[2] = geometry->GetIndex(i * 3 + 2);
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lastUsedIndex += face.mNumIndices;
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}
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aiMesh* meshes[1] = { &mesh };
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scene.mMeshes = meshes;
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scene.mNumMeshes = 1;
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unsigned int meshIndices[1];
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scene.mRootNode->mMeshes = meshIndices;
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scene.mRootNode->mMeshes[0] = 0;
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scene.mRootNode->mNumMeshes = 1;
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aiMaterial material;
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aiMaterial* materials[1] = { &material };
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scene.mMaterials = materials;
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scene.mNumMaterials = 1;
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aiString externalPath(texturePath);
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scene.mMaterials[0]->AddProperty(&externalPath, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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Assimp::Exporter exporter;
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Assimp::Exporter exporter;
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aiReturn result = exporter.Export(&scene, "fbx", fbxPath);
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aiReturn result = exporter.Export(scene.get(), "fbx", fbxPath);
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mesh.mVertices = nullptr;
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scene->mRootNode = nullptr;
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mesh.mNormals = nullptr;
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scene->mMeshes = nullptr;
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mesh.mTextureCoords[0] = nullptr;
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for (uint32_t i = 0; i < mesh->mNumFaces; ++i)
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for (uint32_t i = 0; i < mesh.mNumFaces; ++i)
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{
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{
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aiFace& face = mesh.mFaces[i];
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aiFace& face = mesh->mFaces[i];
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face.mIndices = nullptr;
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face.mIndices = nullptr;
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}
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}
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mesh.mFaces = nullptr;
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rootNode.mMeshes = nullptr;
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scene.mRootNode = nullptr;
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scene.mMeshes = nullptr;
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scene.mMaterials = nullptr;
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if (result != aiReturn_SUCCESS)
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if (result != aiReturn_SUCCESS)
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{
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{
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@@ -19,5 +19,6 @@ namespace OpenVulkano::Scene
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static void WriteObjAsZip(Geometry* geometry, const std::string& texturePath, const std::string& zipPath);
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static void WriteObjAsZip(Geometry* geometry, const std::string& texturePath, const std::string& zipPath);
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static void WriteAsUSDZ(Geometry* geometry, const std::string& texturePath, const std::string& usdzPath);
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static void WriteAsUSDZ(Geometry* geometry, const std::string& texturePath, const std::string& usdzPath);
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static void WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath);
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static void WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath);
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static void WriteAsSTL(Geometry* geometry, const std::string& filePath, bool binary);
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};
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};
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}
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}
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