void GeoSaver::SaveMeshes(std::vector<Scene3DMesh*> &meshes, std::ostream &os) { BinaryWriter bw(&os); bw.Write((int)meshes.size()); for (int i = 0; i < (int)meshes.size(); i++) SaveMesh(meshes[i], bw); }
void Model_IO::SaveMeshes(std::vector<Mesh>& meshes, BinaryWriter& writer, const achar* path) { writer.Push((int32_t) meshes.size()); for (auto i = 0; i < meshes.size(); i++) { SaveMesh(meshes[i], writer, path); } }
void SaveMesh(std::string filename, const BoundedVolume<T,TargetHost> vol, const BoundedVolume<TColor,TargetHost> volColor ) { std::vector<aiVector3D> verts; std::vector<aiVector3D> norms; std::vector<aiFace> faces; std::vector<aiColor4D> colors; for(GLint iX = 0; iX < vol.Voxels().x-1; iX++) { for(GLint iY = 0; iY < vol.Voxels().y-1; iY++) { for(GLint iZ = 0; iZ < vol.Voxels().z-1; iZ++) { vMarchCube(vol, volColor, iX,iY,iZ, verts, norms, faces, colors); } } } aiMesh* mesh = MeshFromLists(verts,norms,faces,colors); SaveMesh(filename, mesh); }
void Ngx_Mesh :: DoArchive (ngstd::Archive & archive) { if (archive.Output()) { stringstream str; SaveMesh (str); string st = str.str(); archive & st; } else { string st; archive & st; stringstream str(st); LoadMesh (str); } }