/*========================================================================= Program: Visualization Toolkit Module: vtkGLTFWriter.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 vtkGLTFWriter * @brief export a scene into GLTF 2.0 format. * * vtkGLTFWriter is a concrete subclass of vtkWriter that writes GLTF * 2.0 files. Its input is a multiblock dataset as it is produced by * the CityGML reader. The dataset contains a list of buildings, a mesh * or a point cloud. * * For buildings, each building is made of pieces (polydata), each * piece could potentially have a different texture. The mesh input * is the same as one building. The point cloud input, is the same as * mesh input but with Verts instead of Polys. * Materials, including textures, are described as fields in the * polydata. If InlineData is false, we only refer to textures files * refered in the data, otherwise we read the textures and save them * encoded in the file. * * @sa * vtkCityGMLReader * vtkPolyData */ #ifndef vtkGLTFWriter_h #define vtkGLTFWriter_h #include "vtkIOGeometryModule.h" // For export macro #include "vtkWriter.h" #include // for std::string class vtkMultiBlockDataSet; class VTKIOGEOMETRY_EXPORT vtkGLTFWriter : public vtkWriter { public: static vtkGLTFWriter* New(); vtkTypeMacro(vtkGLTFWriter, vtkWriter); void PrintSelf(ostream& os, vtkIndent indent) override; ///@{ /** * Specify the name of the GLTF file to write. */ vtkSetStringMacro(FileName); vtkGetStringMacro(FileName); ///@} ///@{ /** * Specify the base directory for texture files. */ vtkSetStringMacro(TextureBaseDirectory); vtkGetStringMacro(TextureBaseDirectory); ///@} ///@{ /** * 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 the normals point attribute and saves it in the * GLTF file if found with the name 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); ///@} ///@{ /** * If true (default) we save textures. We only include a reference to the * texture file unless you want to include the binary data in the json file using * InlineData in which case we have to load the texture in memory and save * it encoded in the json file. * @sa * TextureBaseDirectory */ vtkGetMacro(SaveTextures, bool); vtkSetMacro(SaveTextures, bool); vtkBooleanMacro(SaveTextures, bool); ///@} ///@{ /** * If true, the writer looks at the active scalar and if it finds a * 3 or 4 component, float, unsigned char or unsigned short it * stores a RGB or RGBA attribute called COLOR_0 in the GLTF * file. The default is false. Note a float component has to be * bewtween [0, 1] while the unsigned chars and unsigned short are * OpenGL normalized integers (are used to store a float between [0, * 1]). */ vtkGetMacro(SaveActivePointColor, bool); vtkSetMacro(SaveActivePointColor, bool); vtkBooleanMacro(SaveActivePointColor, 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, vtkDataObject* in); protected: vtkGLTFWriter(); ~vtkGLTFWriter() override; void WriteData() override; int FillInputPortInformation(int port, vtkInformation* info) override; void WriteToStreamMultiBlock(ostream& out, vtkMultiBlockDataSet* in); char* FileName; char* TextureBaseDirectory; bool InlineData; bool SaveNormal; bool SaveBatchId; bool SaveTextures; bool SaveActivePointColor; private: vtkGLTFWriter(const vtkGLTFWriter&) = delete; void operator=(const vtkGLTFWriter&) = delete; }; #endif