some refactorings.
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@@ -100,6 +100,8 @@ void ExportSceneSTLBinary(const char* pFile,IOSystem* pIOSystem, const aiScene*
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} // end of namespace Assimp
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static const char *SolidToken = "solid";
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static const char *EndSolidToken = "endsolid";
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// ------------------------------------------------------------------------------------------------
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STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool exportPointClouds, bool binary)
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@@ -132,38 +134,44 @@ STLExporter::STLExporter(const char* _filename, const aiScene* pScene, bool expo
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WriteMeshBinary(pScene->mMeshes[i]);
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}
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} else {
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const std::string& name = "AssimpScene";
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// Exporting only point clouds
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if (exportPointClouds) {
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mOutput << "solid " << name << endl;
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aiVector3D nor;
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mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh *mesh = pScene->mMeshes[i];
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if (nullptr == mesh) {
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continue;
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}
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for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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const aiVector3D& v = mesh->mVertices[a];
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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}
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}
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mOutput << "endsolid " << name << endl;
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WritePointCloud("Assimp_Pointcloud", pScene );
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return;
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}
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mOutput << "solid " << name << endl;
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// Export the assimp mesh
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const std::string name = "AssimpScene";
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mOutput << SolidToken << name << endl;
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for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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WriteMesh(pScene->mMeshes[i]);
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WriteMesh(pScene->mMeshes[ i ]);
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}
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mOutput << "endsolid " << name << endl;
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mOutput << EndSolidToken << name << endl;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void STLExporter::WritePointCloud(const std::string &name, const aiScene* pScene) {
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mOutput << " " << SolidToken << " " << name << endl;
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aiVector3D nor;
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mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh *mesh = pScene->mMeshes[i];
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if (nullptr == mesh) {
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continue;
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}
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for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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const aiVector3D& v = mesh->mVertices[a];
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
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}
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}
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mOutput << EndSolidToken << name << endl;
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}
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// ------------------------------------------------------------------------------------------------
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void STLExporter::WriteMesh(const aiMesh* m)
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{
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