draco/io/obj_encoder.cc
Ondrej Stava 8374e14042 Merging changes from our private repo:
1. More optimized selection of prediction schemes for different
compression levels on the encoder side.

2. Improved robustness to tampered input data (.drc)

3. Added support for strognly typed vectors of bools

4. Support for logging and squared lenght to our VectorND class

5. Added support for partially defined indices in .OBJ files

6. Added support for loading of normal vectors in .PLY files
2017-02-08 10:34:40 -08:00

191 lines
5.5 KiB
C++

// Copyright 2016 The Draco Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#include "io/obj_encoder.h"
#include <fstream>
namespace draco {
ObjEncoder::ObjEncoder()
: pos_att_(nullptr),
tex_coord_att_(nullptr),
normal_att_(nullptr),
out_buffer_(nullptr),
in_point_cloud_(nullptr),
in_mesh_(nullptr) {}
bool ObjEncoder::EncodeToFile(const PointCloud &pc,
const std::string &file_name) {
std::ofstream file(file_name);
if (!file)
return false; // File coulnd't be opened.
// Encode the mesh into a buffer.
EncoderBuffer buffer;
if (!EncodeToBuffer(pc, &buffer))
return false;
// Write the buffer into the file.
file.write(buffer.data(), buffer.size());
return true;
}
bool ObjEncoder::EncodeToFile(const Mesh &mesh, const std::string &file_name) {
in_mesh_ = &mesh;
return EncodeToFile(static_cast<const PointCloud &>(mesh), file_name);
}
bool ObjEncoder::EncodeToBuffer(const PointCloud &pc,
EncoderBuffer *out_buffer) {
in_point_cloud_ = &pc;
out_buffer_ = out_buffer;
if (!EncodeInternal())
return ExitAndCleanup(false);
return ExitAndCleanup(true);
}
bool ObjEncoder::EncodeToBuffer(const Mesh &mesh, EncoderBuffer *out_buffer) {
in_mesh_ = &mesh;
return EncodeToBuffer(static_cast<const PointCloud &>(mesh), out_buffer);
}
bool ObjEncoder::EncodeInternal() {
pos_att_ = nullptr;
tex_coord_att_ = nullptr;
normal_att_ = nullptr;
if (!EncodePositions())
return false;
if (!EncodeTextureCoordinates())
return false;
if (!EncodeNormals())
return false;
if (in_mesh_ && !EncodeFaces())
return false;
return true;
}
bool ObjEncoder::ExitAndCleanup(bool return_value) {
in_mesh_ = nullptr;
in_point_cloud_ = nullptr;
out_buffer_ = nullptr;
pos_att_ = nullptr;
tex_coord_att_ = nullptr;
normal_att_ = nullptr;
return return_value;
}
bool ObjEncoder::EncodePositions() {
const PointAttribute *const att =
in_point_cloud_->GetNamedAttribute(GeometryAttribute::POSITION);
if (att == nullptr || att->size() == 0)
return false; // Position attribute must be valid.
std::array<float, 3> value;
for (AttributeValueIndex i(0); i < att->size(); ++i) {
if (!att->ConvertValue<float, 3>(i, &value[0]))
return false;
buffer()->Encode("v ", 2);
EncodeFloatList(&value[0], 3);
buffer()->Encode("\n", 1);
}
pos_att_ = att;
return true;
}
bool ObjEncoder::EncodeTextureCoordinates() {
const PointAttribute *const att =
in_point_cloud_->GetNamedAttribute(GeometryAttribute::TEX_COORD);
if (att == nullptr || att->size() == 0)
return true; // It's ok if we don't have texture coordinates.
std::array<float, 2> value;
for (AttributeValueIndex i(0); i < att->size(); ++i) {
if (!att->ConvertValue<float, 2>(i, &value[0]))
return false;
buffer()->Encode("vt ", 3);
EncodeFloatList(&value[0], 2);
buffer()->Encode("\n", 1);
}
tex_coord_att_ = att;
return true;
}
bool ObjEncoder::EncodeNormals() {
const PointAttribute *const att =
in_point_cloud_->GetNamedAttribute(GeometryAttribute::NORMAL);
if (att == nullptr || att->size() == 0)
return true; // It's ok if we don't have normals.
std::array<float, 3> value;
for (AttributeValueIndex i(0); i < att->size(); ++i) {
if (!att->ConvertValue<float, 3>(i, &value[0]))
return false;
buffer()->Encode("vn ", 3);
EncodeFloatList(&value[0], 3);
buffer()->Encode("\n", 1);
}
normal_att_ = att;
return true;
}
bool ObjEncoder::EncodeFaces() {
for (FaceIndex i(0); i < in_mesh_->num_faces(); ++i) {
buffer()->Encode('f');
for (int j = 0; j < 3; ++j) {
if (!EncodeFaceCorner(i, j))
return false;
}
buffer()->Encode("\n", 1);
}
return true;
}
bool ObjEncoder::EncodeFaceCorner(FaceIndex face_id, int local_corner_id) {
buffer()->Encode(' ');
const PointIndex vert_index = in_mesh_->face(face_id)[local_corner_id];
// Note that in the OBJ format, all indices are encoded starting from index 1.
// Encode position index.
EncodeInt(pos_att_->mapped_index(vert_index).value() + 1);
if (tex_coord_att_ || normal_att_) {
// Encoding format is pos_index/tex_coord_index/normal_index.
// If tex_coords are not present, we must encode pos_index//normal_index.
buffer()->Encode('/');
if (tex_coord_att_) {
EncodeInt(tex_coord_att_->mapped_index(vert_index).value() + 1);
}
if (normal_att_) {
buffer()->Encode('/');
EncodeInt(normal_att_->mapped_index(vert_index).value() + 1);
}
}
return true;
}
void ObjEncoder::EncodeFloat(float val) {
snprintf(num_buffer_, sizeof(num_buffer_), "%f", val);
buffer()->Encode(num_buffer_, strlen(num_buffer_));
}
void ObjEncoder::EncodeFloatList(float *vals, int num_vals) {
for (int i = 0; i < num_vals; ++i) {
if (i > 0) {
buffer()->Encode(' ');
}
EncodeFloat(vals[i]);
}
}
void ObjEncoder::EncodeInt(int32_t val) {
snprintf(num_buffer_, sizeof(num_buffer_), "%d", val);
buffer()->Encode(num_buffer_, strlen(num_buffer_));
}
} // namespace draco