STL exporting using assimp

This commit is contained in:
Vladyslav Baranovskyi
2025-02-06 11:28:14 +02:00
parent 0d2bcbbdf6
commit e603668023
2 changed files with 89 additions and 0 deletions

View File

@@ -183,6 +183,94 @@ namespace OpenVulkano::Scene
} }
#else #else
throw std::runtime_error("Unable to convert the scene to FBX: Assimp is not available!"); throw std::runtime_error("Unable to convert the scene to FBX: Assimp is not available!");
#endif
}
void MeshWriter::WriteAsSTL(Geometry* geometry, const std::string& filePath, bool binary)
{
#if __has_include("assimp/Exporter.hpp")
aiNode rootNode;
aiScene scene;
scene.mRootNode = &rootNode;
aiMesh mesh;
mesh.mNumVertices = geometry->vertexCount;
mesh.mMaterialIndex = 0;
mesh.mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
std::unique_ptr<aiVector3D[]> vertices = std::make_unique<aiVector3D[]>(geometry->vertexCount);
mesh.mVertices = vertices.get();
std::unique_ptr<aiVector3D[]> normals = std::make_unique<aiVector3D[]>(geometry->vertexCount);
mesh.mNormals = normals.get();
for (int i = 0; i < geometry->vertexCount; ++i)
{
const Vertex& vertex = geometry->vertices[i];
mesh.mVertices[i] = aiVector3D(vertex.position.x, vertex.position.y, vertex.position.z);
mesh.mNormals[i] = aiVector3D(vertex.normal.x, vertex.normal.y, vertex.normal.z);
}
mesh.mNumFaces = geometry->indexCount / 3;
std::unique_ptr<aiFace[]> faces = std::make_unique<aiFace[]>(mesh.mNumFaces);
mesh.mFaces = faces.get();
std::unique_ptr<unsigned int[]> indices = std::make_unique<unsigned int[]>(geometry->indexCount);
size_t lastUsedIndex = 0;
for (int i = 0; i < mesh.mNumFaces; ++i)
{
aiFace& face = mesh.mFaces[i];
face.mNumIndices = 3;
face.mIndices = &indices[lastUsedIndex];
face.mIndices[0] = geometry->GetIndex(i * 3 + 0);
face.mIndices[1] = geometry->GetIndex(i * 3 + 1);
face.mIndices[2] = geometry->GetIndex(i * 3 + 2);
lastUsedIndex += face.mNumIndices;
}
aiMesh* meshes[1] = { &mesh };
scene.mMeshes = meshes;
scene.mNumMeshes = 1;
unsigned int meshIndices[1];
scene.mRootNode->mMeshes = meshIndices;
scene.mRootNode->mMeshes[0] = 0;
scene.mRootNode->mNumMeshes = 1;
// STL doesn't use materials, but Assimp requires at least one
aiMaterial material;
aiMaterial* materials[1] = { &material };
scene.mMaterials = materials;
scene.mNumMaterials = 1;
Assimp::Exporter exporter;
const char* formatId = binary ? "stlb" : "stl";
aiReturn result = exporter.Export(&scene, formatId, filePath);
mesh.mVertices = nullptr;
mesh.mNormals = nullptr;
for (int i = 0; i < mesh.mNumFaces; ++i)
{
aiFace& face = mesh.mFaces[i];
face.mIndices = nullptr;
}
mesh.mFaces = nullptr;
rootNode.mMeshes = nullptr;
scene.mRootNode = nullptr;
scene.mMeshes = nullptr;
scene.mMaterials = nullptr;
if (result != aiReturn_SUCCESS)
{
throw std::runtime_error("Unable to write STL file to " + filePath + ": " + exporter.GetErrorString());
}
#else
throw std::runtime_error("Unable to export to STL: Assimp is not available!");
#endif #endif
} }
} }

View File

@@ -19,5 +19,6 @@ namespace OpenVulkano::Scene
static void WriteObjAsZip(Geometry* geometry, const std::string& texturePath, const std::string& zipPath); static void WriteObjAsZip(Geometry* geometry, const std::string& texturePath, const std::string& zipPath);
static void WriteAsUSDZ(Geometry* geometry, const std::string& texturePath, const std::string& usdzPath); static void WriteAsUSDZ(Geometry* geometry, const std::string& texturePath, const std::string& usdzPath);
static void WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath); static void WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath);
static void WriteAsSTL(Geometry* geometry, const std::string& filePath, bool binary);
}; };
} }