public IOWriteResult Write(TextWriter writer, List <WriteMesh> vMeshes, WriteOptions options) { if (options.bCombineMeshes == true) { writer.WriteLine("solid \"mesh\""); } string three_floats = Util.MakeVec3FormatString(0, 1, 2, options.RealPrecisionDigits); for (int mi = 0; mi < vMeshes.Count; ++mi) { IMesh mesh = vMeshes[mi].Mesh; if (options.ProgressFunc != null) { options.ProgressFunc(mi, vMeshes.Count - 1); } string solid_name = string.Format("mesh_{0}", mi); if (options.bCombineMeshes == false) { if (vMeshes[mi].Name != null && vMeshes[mi].Name.Length > 0) { solid_name = vMeshes[mi].Name; } writer.WriteLine("solid \"{0}\"", solid_name); } foreach (int ti in mesh.TriangleIndices()) { Index3i t = mesh.GetTriangle(ti); Vector3d a = mesh.GetVertex(t.a), b = mesh.GetVertex(t.b), c = mesh.GetVertex(t.c); Vector3d n = MathUtil.Normal(a, b, c); writer.WriteLine("facet normal " + three_floats, n.x, n.y, n.z); writer.WriteLine("outer loop" + writer.NewLine + "vertex " + three_floats, a.x, a.y, a.z); writer.WriteLine("vertex " + three_floats, b.x, b.y, b.z); writer.WriteLine("vertex " + three_floats, c.x, c.y, c.z); writer.WriteLine("endloop" + writer.NewLine + "endfacet"); } if (options.bCombineMeshes == false) { writer.WriteLine("endsolid \"{0}\"", solid_name); } } if (options.bCombineMeshes == true) { writer.WriteLine("endsolid \"mesh\""); } return(new IOWriteResult(IOCode.Ok, "")); }
public IOWriteResult Write(TextWriter writer, List <WriteMesh> vMeshes, WriteOptions options) { int N = vMeshes.Count; writer.WriteLine("OFF"); string three_floats = Util.MakeVec3FormatString(0, 1, 2, options.RealPrecisionDigits); int nTotalV = 0, nTotalT = 0, nTotalE = 0; // OFF only supports one mesh, so have to collapse all input meshes // into a single list, with mapping for triangles // [TODO] can skip this if input is a single mesh! int[][] mapV = new int[N][]; for (int mi = 0; mi < N; ++mi) { nTotalV += vMeshes[mi].Mesh.VertexCount; nTotalT += vMeshes[mi].Mesh.TriangleCount; nTotalE += 0; mapV[mi] = new int[vMeshes[mi].Mesh.MaxVertexID]; } writer.WriteLine(string.Format("{0} {1} {2}", nTotalV, nTotalT, nTotalE)); // write all vertices, and construct vertex re-map int vi = 0; for (int mi = 0; mi < N; ++mi) { IMesh mesh = vMeshes[mi].Mesh; if (options.ProgressFunc != null) { options.ProgressFunc(mi, 2 * (N - 1)); } foreach (int vid in mesh.VertexIndices()) { Vector3d v = mesh.GetVertex(vid); writer.WriteLine(three_floats, v.x, v.y, v.z); mapV[mi][vid] = vi; vi++; } } // write all triangles for (int mi = 0; mi < N; ++mi) { IMesh mesh = vMeshes[mi].Mesh; if (options.ProgressFunc != null) { options.ProgressFunc(N + mi, 2 * (N - 1)); } foreach (int ti in mesh.TriangleIndices()) { Index3i t = mesh.GetTriangle(ti); t[0] = mapV[mi][t[0]]; t[1] = mapV[mi][t[1]]; t[2] = mapV[mi][t[2]]; writer.WriteLine(string.Format("3 {0} {1} {2}", t[0], t[1], t[2])); } } return(new IOWriteResult(IOCode.Ok, "")); }