/* * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ #include "MeshWriter.hpp" #include "Base/Utils.hpp" #include "IO/MemMappedFile.hpp" #include "Scene/Geometry.hpp" #include "Scene/Vertex.hpp" #include "Scene/Export/UsdEncoder.hpp" #include "ObjEncoder.hpp" #include "IO/Archive/ArchiveWriter.hpp" #include "IO/Archive/ZipWriter.hpp" #include #include #if __has_include("assimp/Exporter.hpp") #include #include #include #include #endif namespace OpenVulkano::Scene { void MeshWriter::WriteAsOBJ(Geometry* geometry, const std::string& filePath) { std::ofstream file(filePath); if (!file.is_open()) [[unlikely]] throw std::runtime_error("Failed to open file '" + filePath + "' for writing!"); WriteObjContents(geometry, "", file); file.close(); } void MeshWriter::WriteAsUSD(Geometry* geometry, const std::string& filePath) { std::ofstream file(filePath); if (!file.is_open()) [[unlikely]] throw std::runtime_error("Failed to open file '" + filePath + "' for writing!"); WriteUsdContents(file, geometry); file.close(); } void MeshWriter::WriteObjAsZip(Geometry* geometry, const std::string& texturePath, const std::string& zipPath) { OpenVulkano::ArchiveWriter zipWriter(zipPath.c_str()); { std::stringstream objContents; WriteObjContents(geometry, DEFAULT_OBJ_MATERIAL_NAME, objContents); std::string objContentsStr = objContents.str(); FileDescription objDesc = FileDescription::MakeDescriptionForFile("model.obj", objContentsStr.size()); zipWriter.AddFile(objDesc, objContentsStr.data()); } { FileDescription mtlDesc = FileDescription::MakeDescriptionForFile("material.mtl", DEFAULT_OBJ_MATERIAL_CONTENTS.size()); zipWriter.AddFile(mtlDesc, DEFAULT_OBJ_MATERIAL_CONTENTS.data()); } if (!texturePath.empty() && std::filesystem::exists(texturePath)) { MemMappedFile textureFile(texturePath); FileDescription texDesc = FileDescription::MakeDescriptionForFile("texture.png", textureFile.Size()); zipWriter.AddFile(texDesc, textureFile.Data()); } } void MeshWriter::WriteAsUSDZ(Geometry* geometry, const std::string& texturePath, const std::string& usdzPath) { OpenVulkano::ZipWriter zipWriter(usdzPath, true); { std::stringstream usdFile; WriteUsdContents(usdFile, geometry); std::string usdFileStr = usdFile.str(); FileDescription usdDesc = FileDescription::MakeDescriptionForFile("geometry.usda", usdFileStr.size()); zipWriter.AddFile(usdDesc, usdFileStr.data()); } if (!texturePath.empty() && std::filesystem::exists(texturePath)) { MemMappedFile textureFile(texturePath); FileDescription texDesc = FileDescription::MakeDescriptionForFile("texture.png", textureFile.Size()); zipWriter.AddFile(texDesc, textureFile.Data()); } } void MeshWriter::WriteAsFBX(Geometry* geometry, const std::string& texturePath, const std::string& fbxPath) { #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; mesh.mNumUVComponents[0] = 2; std::unique_ptr vertices = std::make_unique(geometry->vertexCount); mesh.mVertices = vertices.get(); std::unique_ptr normals = std::make_unique(geometry->vertexCount); mesh.mNormals = normals.get(); std::unique_ptr texCoords = std::make_unique(geometry->vertexCount); mesh.mTextureCoords[0] = texCoords.get(); float scaling = 100; // fbx units are centimeters... for (uint32_t 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) * scaling; mesh.mNormals[i] = aiVector3D(vertex.normal.x, vertex.normal.y, vertex.normal.z); mesh.mTextureCoords[0][i] = aiVector3D(vertex.textureCoordinates.x, vertex.textureCoordinates.y, 0.0f); } mesh.mNumFaces = geometry->indexCount / 3; std::unique_ptr faces = std::make_unique(mesh.mNumFaces); mesh.mFaces = faces.get(); std::unique_ptr indices = std::make_unique(geometry->indexCount); size_t lastUsedIndex = 0; for (uint32_t 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; aiMaterial material; aiMaterial* materials[1] = { &material }; scene.mMaterials = materials; scene.mNumMaterials = 1; aiString externalPath(texturePath); scene.mMaterials[0]->AddProperty(&externalPath, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0)); Assimp::Exporter exporter; aiReturn result = exporter.Export(&scene, "fbx", fbxPath); mesh.mVertices = nullptr; mesh.mNormals = nullptr; mesh.mTextureCoords[0] = nullptr; for (uint32_t 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 a fbx file to " + fbxPath + ": " + exporter.GetErrorString()); } #else 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 vertices = std::make_unique(geometry->vertexCount); mesh.mVertices = vertices.get(); std::unique_ptr normals = std::make_unique(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 faces = std::make_unique(mesh.mNumFaces); mesh.mFaces = faces.get(); std::unique_ptr indices = std::make_unique(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 } }