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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkGLTFExporter.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkGLTFExporter
* @brief export a scene into GLTF 2.0 format.
*
* vtkGLTFExporter is a concrete subclass of vtkExporter that writes GLTF 2.0
* files. It currently only supports a very small subset of what VTK can do
* including polygonal meshes with optional vertex colors. Over time the class
* can be expanded to support more and more of what VTK renders.
*
* It should be noted that gltf is a format for rendering data. As such
* it stores what the VTK scene renders as, not the underlying data. For
* example it currently does not support quads or higher sided polygons
* although VTK does. As such taking an exported gltf file and then selecting
* wireframe in a viewer will give all triangles where VTK's rendering
* would correctly draw the original polygons. etc.
*
* @sa
* vtkExporter
*/
#ifndef vtkGLTFExporter_h
#define vtkGLTFExporter_h
#include "vtkExporter.h"
#include "vtkIOExportModule.h" // For export macro
#include <string> // for std::string
class VTKIOEXPORT_EXPORT vtkGLTFExporter : public vtkExporter
{
public:
static vtkGLTFExporter* New();
vtkTypeMacro(vtkGLTFExporter, vtkExporter);
void PrintSelf(ostream& os, vtkIndent indent) override;
//@{
/**
* Specify the name of the GLTF file to write.
*/
vtkSetStringMacro(FileName);
vtkGetStringMacro(FileName);
//@}
//@{
/**
* Should the binary data be included in the json file as a base64
* string.
*/
vtkGetMacro(InlineData, bool);
vtkSetMacro(InlineData, bool);
vtkBooleanMacro(InlineData, bool);
//@}
//@{
/**
* It looks for a point array called
* NORMAL in the data and it saves it in the
* GLTF file if found.
* NORMAL is the vertex normal. Cesium needs this to render buildings correctly
* if there is no texture.
*/
vtkGetMacro(SaveNormal, bool);
vtkSetMacro(SaveNormal, bool);
vtkBooleanMacro(SaveNormal, bool);
//@}
//@{
/**
* It looks for point arrays called
* _BATCHID in the data and it saves it in the
* GLTF file if found.
* _BATCHID is an index used in 3D Tiles b3dm format. This format stores
* a binary gltf with a mesh that has several objects (buildings).
* Objects are indexed from 0 to number of objects - 1, all points
* of an objects have the same index. These index values are stored
* in _BATCHID
*/
vtkGetMacro(SaveBatchId, bool);
vtkSetMacro(SaveBatchId, bool);
vtkBooleanMacro(SaveBatchId, bool);
//@}
/**
* Write the result to a string instead of a file
*/
std::string WriteToString();
/**
* Write the result to a provided ostream
*/
void WriteToStream(ostream& out);
protected:
vtkGLTFExporter();
~vtkGLTFExporter() override;
void WriteData() override;
char* FileName;
bool InlineData;
bool SaveNormal;
bool SaveBatchId;
private:
vtkGLTFExporter(const vtkGLTFExporter&) = delete;
void operator=(const vtkGLTFExporter&) = delete;
};
#endif