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/*
* Written by Christian Thode Larsen 2009-2010
* Contact: thode2d@gmail.com
* Based on original work by J. Andreas Baerentzen
* Inspired by OpenMesh (www.openmesh.org)
*/
#include "obj_save.h"
#include <fstream>
#include <iostream>
#include <string>
#include <vector>
#include <CGLA/Vec3f.h>
#include "Manifold.h"
#include "AttributeVector.h"
namespace HMesh
{
using namespace std;
using namespace CGLA;
bool obj_save(const string& filename, Manifold& m)
{
ofstream os(filename.data());
if(os.bad())
return false;
VertexAttributeVector<IndexType> vmap(m);
IndexType k = 0;
for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v){
Vec3f p = m.pos(*v);
os << "v "<< p[0] << " " << p[1] << " " << p[2] << "\n";
vmap[*v] = k++;
}
for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
vector<IndexType> verts;
for(HalfEdgeWalker w = m.halfedgewalker(*f); !w.full_circle(); w = w.circulate_face_cw()){
IndexType idx = vmap[w.vertex()];
assert(idx < m.no_vertices());
// move subscript range from 0..size-1 to 1..size according to OBJ standards
verts.push_back(idx + 1);
}
for(IndexType i = 1; i < (verts.size()-1) ; ++i){
os << "f ";
os << verts[0] << " " << verts[i] << " " << verts[i+1] << "\n";
}
}
return true;
}
}