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