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-rw-r--r--src/3rdparty/assimp/code/PlyExporter.cpp503
1 files changed, 314 insertions, 189 deletions
diff --git a/src/3rdparty/assimp/code/PlyExporter.cpp b/src/3rdparty/assimp/code/PlyExporter.cpp
index b2e0b352a..e69c5e386 100644
--- a/src/3rdparty/assimp/code/PlyExporter.cpp
+++ b/src/3rdparty/assimp/code/PlyExporter.cpp
@@ -2,11 +2,11 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -23,48 +23,68 @@ following conditions are met:
derived from this software without specific prior
written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-#include "AssimpPCH.h"
+
#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
#include "PlyExporter.h"
-#include "../include/assimp/version.h"
+#include <memory>
+#include <cmath>
+#include "Exceptional.h"
+#include <assimp/scene.h>
+#include <assimp/version.h>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include "qnan.h"
+
-using namespace Assimp;
-namespace Assimp {
+//using namespace Assimp;
+namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
-void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
+void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
{
- // invoke the exporter
- PlyExporter exporter(pFile, pScene);
+ // invoke the exporter
+ PlyExporter exporter(pFile, pScene);
- // we're still here - export successfully completed. Write the file.
- boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
- if(outfile == NULL) {
- throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
- }
+ // we're still here - export successfully completed. Write the file.
+ std::unique_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
+ if(outfile == NULL) {
+ throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
+ }
- outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
+ outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
}
-} // end of namespace Assimp
+void ExportScenePlyBinary(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
+{
+ // invoke the exporter
+ PlyExporter exporter(pFile, pScene, true);
+
+ // we're still here - export successfully completed. Write the file.
+ std::unique_ptr<IOStream> outfile(pIOSystem->Open(pFile, "wb"));
+ if (outfile == NULL) {
+ throw DeadlyExportError("could not open output .ply file: " + std::string(pFile));
+ }
+
+ outfile->Write(exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()), 1);
+}
#define PLY_EXPORT_HAS_NORMALS 0x1
#define PLY_EXPORT_HAS_TANGENTS_BITANGENTS 0x2
@@ -72,180 +92,285 @@ void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene
#define PLY_EXPORT_HAS_COLORS (PLY_EXPORT_HAS_TEXCOORDS << AI_MAX_NUMBER_OF_TEXTURECOORDS)
// ------------------------------------------------------------------------------------------------
-PlyExporter :: PlyExporter(const char* _filename, const aiScene* pScene)
+PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool binary)
: filename(_filename)
-, pScene(pScene)
-, endl("\n")
+, endl("\n")
{
- // make sure that all formatting happens using the standard, C locale and not the user's current locale
- const std::locale& l = std::locale("C");
- mOutput.imbue(l);
-
- unsigned int faces = 0u, vertices = 0u, components = 0u;
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- const aiMesh& m = *pScene->mMeshes[i];
- faces += m.mNumFaces;
- vertices += m.mNumVertices;
-
- if (m.HasNormals()) {
- components |= PLY_EXPORT_HAS_NORMALS;
- }
- if (m.HasTangentsAndBitangents()) {
- components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS;
- }
- for (unsigned int t = 0; m.HasTextureCoords(t); ++t) {
- components |= PLY_EXPORT_HAS_TEXCOORDS << t;
- }
- for (unsigned int t = 0; m.HasVertexColors(t); ++t) {
- components |= PLY_EXPORT_HAS_COLORS << t;
- }
- }
-
- mOutput << "ply" << endl;
- mOutput << "format ascii 1.0" << endl;
- mOutput << "comment Created by Open Asset Import Library - http://assimp.sf.net (v"
- << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
- << aiGetVersionRevision() << ")" << endl;
-
- mOutput << "element vertex " << vertices << endl;
- mOutput << "property float x" << endl;
- mOutput << "property float y" << endl;
- mOutput << "property float z" << endl;
-
- if(components & PLY_EXPORT_HAS_NORMALS) {
- mOutput << "property float nx" << endl;
- mOutput << "property float ny" << endl;
- mOutput << "property float nz" << endl;
- }
-
- // write texcoords first, just in case an importer does not support tangents
- // bitangents and just skips over the rest of the line upon encountering
- // unknown fields (Ply leaves pretty much every vertex component open,
- // but in reality most importers only know about vertex positions, normals
- // and texture coordinates).
- for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
- if (!c) {
- mOutput << "property float s" << endl;
- mOutput << "property float t" << endl;
- }
- else {
- mOutput << "property float s" << c << endl;
- mOutput << "property float t" << c << endl;
- }
- }
-
- for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
- if (!c) {
- mOutput << "property float r" << endl;
- mOutput << "property float g" << endl;
- mOutput << "property float b" << endl;
- mOutput << "property float a" << endl;
- }
- else {
- mOutput << "property float r" << c << endl;
- mOutput << "property float g" << c << endl;
- mOutput << "property float b" << c << endl;
- mOutput << "property float a" << c << endl;
- }
- }
-
- if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
- mOutput << "property float tx" << endl;
- mOutput << "property float ty" << endl;
- mOutput << "property float tz" << endl;
- mOutput << "property float bx" << endl;
- mOutput << "property float by" << endl;
- mOutput << "property float bz" << endl;
- }
-
- mOutput << "element face " << faces << endl;
- mOutput << "property list uint uint vertex_index" << endl;
- mOutput << "end_header" << endl;
-
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- WriteMeshVerts(pScene->mMeshes[i],components);
- }
- for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
- WriteMeshIndices(pScene->mMeshes[i],ofs);
- ofs += pScene->mMeshes[i]->mNumVertices;
- }
+ // make sure that all formatting happens using the standard, C locale and not the user's current locale
+ const std::locale& l = std::locale("C");
+ mOutput.imbue(l);
+ mOutput.precision(16);
+
+ unsigned int faces = 0u, vertices = 0u, components = 0u;
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ const aiMesh& m = *pScene->mMeshes[i];
+ faces += m.mNumFaces;
+ vertices += m.mNumVertices;
+
+ if (m.HasNormals()) {
+ components |= PLY_EXPORT_HAS_NORMALS;
+ }
+ if (m.HasTangentsAndBitangents()) {
+ components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS;
+ }
+ for (unsigned int t = 0; m.HasTextureCoords(t); ++t) {
+ components |= PLY_EXPORT_HAS_TEXCOORDS << t;
+ }
+ for (unsigned int t = 0; m.HasVertexColors(t); ++t) {
+ components |= PLY_EXPORT_HAS_COLORS << t;
+ }
+ }
+
+ mOutput << "ply" << endl;
+ if (binary) {
+#if (defined AI_BUILD_BIG_ENDIAN)
+ mOutput << "format binary_big_endian 1.0" << endl;
+#else
+ mOutput << "format binary_little_endian 1.0" << endl;
+#endif
+ }
+ else {
+ mOutput << "format ascii 1.0" << endl;
+ }
+ mOutput << "comment Created by Open Asset Import Library - http://assimp.sf.net (v"
+ << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
+ << aiGetVersionRevision() << ")" << endl;
+
+ mOutput << "element vertex " << vertices << endl;
+ mOutput << "property float x" << endl;
+ mOutput << "property float y" << endl;
+ mOutput << "property float z" << endl;
+
+ if(components & PLY_EXPORT_HAS_NORMALS) {
+ mOutput << "property float nx" << endl;
+ mOutput << "property float ny" << endl;
+ mOutput << "property float nz" << endl;
+ }
+
+ // write texcoords first, just in case an importer does not support tangents
+ // bitangents and just skips over the rest of the line upon encountering
+ // unknown fields (Ply leaves pretty much every vertex component open,
+ // but in reality most importers only know about vertex positions, normals
+ // and texture coordinates).
+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
+ if (!c) {
+ mOutput << "property float s" << endl;
+ mOutput << "property float t" << endl;
+ }
+ else {
+ mOutput << "property float s" << c << endl;
+ mOutput << "property float t" << c << endl;
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
+ if (!c) {
+ mOutput << "property float r" << endl;
+ mOutput << "property float g" << endl;
+ mOutput << "property float b" << endl;
+ mOutput << "property float a" << endl;
+ }
+ else {
+ mOutput << "property float r" << c << endl;
+ mOutput << "property float g" << c << endl;
+ mOutput << "property float b" << c << endl;
+ mOutput << "property float a" << c << endl;
+ }
+ }
+
+ if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
+ mOutput << "property float tx" << endl;
+ mOutput << "property float ty" << endl;
+ mOutput << "property float tz" << endl;
+ mOutput << "property float bx" << endl;
+ mOutput << "property float by" << endl;
+ mOutput << "property float bz" << endl;
+ }
+
+ mOutput << "element face " << faces << endl;
+
+ // uchar seems to be the most common type for the number of indices per polygon and int seems to be most common for the vertex indices.
+ // For instance, MeshLab fails to load meshes in which both types are uint. Houdini seems to have problems as well.
+ // Obviously, using uchar will not work for meshes with polygons with more than 255 indices, but how realistic is this case?
+ mOutput << "property list uchar int vertex_index" << endl;
+
+ mOutput << "end_header" << endl;
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ if (binary) {
+ WriteMeshVertsBinary(pScene->mMeshes[i], components);
+ }
+ else {
+ WriteMeshVerts(pScene->mMeshes[i], components);
+ }
+ }
+ for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
+ if (binary) {
+ WriteMeshIndicesBinary(pScene->mMeshes[i], ofs);
+ }
+ else {
+ WriteMeshIndices(pScene->mMeshes[i], ofs);
+ }
+ ofs += pScene->mMeshes[i]->mNumVertices;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+PlyExporter::~PlyExporter() {
+ // empty
}
// ------------------------------------------------------------------------------------------------
-void PlyExporter :: WriteMeshVerts(const aiMesh* m, unsigned int components)
+void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components)
{
- for (unsigned int i = 0; i < m->mNumVertices; ++i) {
- mOutput <<
- m->mVertices[i].x << " " <<
- m->mVertices[i].y << " " <<
- m->mVertices[i].z
- ;
- if(components & PLY_EXPORT_HAS_NORMALS) {
- if (m->HasNormals()) {
- mOutput <<
- " " << m->mNormals[i].x <<
- " " << m->mNormals[i].y <<
- " " << m->mNormals[i].z;
- }
- else {
- mOutput << " 0.0 0.0 0.0";
- }
- }
-
- for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
- if (m->HasTextureCoords(c)) {
- mOutput <<
- " " << m->mTextureCoords[c][i].x <<
- " " << m->mTextureCoords[c][i].y;
- }
- else {
- mOutput << " -1.0 -1.0";
- }
- }
-
- for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
- if (m->HasVertexColors(c)) {
- mOutput <<
- " " << m->mColors[c][i].r <<
- " " << m->mColors[c][i].g <<
- " " << m->mColors[c][i].b <<
- " " << m->mColors[c][i].a;
- }
- else {
- mOutput << " -1.0 -1.0 -1.0 -1.0";
- }
- }
-
- if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
- if (m->HasTangentsAndBitangents()) {
- mOutput <<
- " " << m->mTangents[i].x <<
- " " << m->mTangents[i].y <<
- " " << m->mTangents[i].z <<
- " " << m->mBitangents[i].x <<
- " " << m->mBitangents[i].y <<
- " " << m->mBitangents[i].z
- ;
- }
- else {
- mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0";
- }
- }
-
- mOutput << endl;
- }
+ static const float inf = std::numeric_limits<float>::infinity();
+
+ // If a component (for instance normal vectors) is present in at least one mesh in the scene,
+ // then default values are written for meshes that do not contain this component.
+ for (unsigned int i = 0; i < m->mNumVertices; ++i) {
+ mOutput <<
+ m->mVertices[i].x << " " <<
+ m->mVertices[i].y << " " <<
+ m->mVertices[i].z
+ ;
+ if(components & PLY_EXPORT_HAS_NORMALS) {
+ if (m->HasNormals() && is_not_qnan(m->mNormals[i].x) && std::fabs(m->mNormals[i].x) != inf) {
+ mOutput <<
+ " " << m->mNormals[i].x <<
+ " " << m->mNormals[i].y <<
+ " " << m->mNormals[i].z;
+ }
+ else {
+ mOutput << " 0.0 0.0 0.0";
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
+ if (m->HasTextureCoords(c)) {
+ mOutput <<
+ " " << m->mTextureCoords[c][i].x <<
+ " " << m->mTextureCoords[c][i].y;
+ }
+ else {
+ mOutput << " -1.0 -1.0";
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
+ if (m->HasVertexColors(c)) {
+ mOutput <<
+ " " << m->mColors[c][i].r <<
+ " " << m->mColors[c][i].g <<
+ " " << m->mColors[c][i].b <<
+ " " << m->mColors[c][i].a;
+ }
+ else {
+ mOutput << " -1.0 -1.0 -1.0 -1.0";
+ }
+ }
+
+ if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
+ if (m->HasTangentsAndBitangents()) {
+ mOutput <<
+ " " << m->mTangents[i].x <<
+ " " << m->mTangents[i].y <<
+ " " << m->mTangents[i].z <<
+ " " << m->mBitangents[i].x <<
+ " " << m->mBitangents[i].y <<
+ " " << m->mBitangents[i].z
+ ;
+ }
+ else {
+ mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0";
+ }
+ }
+
+ mOutput << endl;
+ }
}
// ------------------------------------------------------------------------------------------------
-void PlyExporter :: WriteMeshIndices(const aiMesh* m, unsigned int offset)
+void PlyExporter::WriteMeshVertsBinary(const aiMesh* m, unsigned int components)
{
- for (unsigned int i = 0; i < m->mNumFaces; ++i) {
- const aiFace& f = m->mFaces[i];
- mOutput << f.mNumIndices << " ";
- for(unsigned int c = 0; c < f.mNumIndices; ++c) {
- mOutput << (f.mIndices[c] + offset) << (c == f.mNumIndices-1 ? endl : " ");
- }
- }
+ // If a component (for instance normal vectors) is present in at least one mesh in the scene,
+ // then default values are written for meshes that do not contain this component.
+ aiVector3D defaultNormal(0, 0, 0);
+ aiVector2D defaultUV(-1, -1);
+ aiColor4D defaultColor(-1, -1, -1, -1);
+ for (unsigned int i = 0; i < m->mNumVertices; ++i) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mVertices[i].x), 12);
+ if (components & PLY_EXPORT_HAS_NORMALS) {
+ if (m->HasNormals()) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mNormals[i].x), 12);
+ }
+ else {
+ mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
+ if (m->HasTextureCoords(c)) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mTextureCoords[c][i].x), 8);
+ }
+ else {
+ mOutput.write(reinterpret_cast<const char*>(&defaultUV.x), 8);
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
+ if (m->HasVertexColors(c)) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mColors[c][i].r), 16);
+ }
+ else {
+ mOutput.write(reinterpret_cast<const char*>(&defaultColor.r), 16);
+ }
+ }
+
+ if (components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
+ if (m->HasTangentsAndBitangents()) {
+ mOutput.write(reinterpret_cast<const char*>(&m->mTangents[i].x), 12);
+ mOutput.write(reinterpret_cast<const char*>(&m->mBitangents[i].x), 12);
+ }
+ else {
+ mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
+ mOutput.write(reinterpret_cast<const char*>(&defaultNormal.x), 12);
+ }
+ }
+ }
}
-#endif
+// ------------------------------------------------------------------------------------------------
+void PlyExporter::WriteMeshIndices(const aiMesh* m, unsigned int offset)
+{
+ for (unsigned int i = 0; i < m->mNumFaces; ++i) {
+ const aiFace& f = m->mFaces[i];
+ mOutput << f.mNumIndices << " ";
+ for(unsigned int c = 0; c < f.mNumIndices; ++c) {
+ mOutput << (f.mIndices[c] + offset) << (c == f.mNumIndices-1 ? endl : " ");
+ }
+ }
+}
+
+// Generic method in case we want to use different data types for the indices or make this configurable.
+template<typename NumIndicesType, typename IndexType>
+void WriteMeshIndicesBinary_Generic(const aiMesh* m, unsigned int offset, std::ostringstream& output)
+{
+ for (unsigned int i = 0; i < m->mNumFaces; ++i) {
+ const aiFace& f = m->mFaces[i];
+ NumIndicesType numIndices = static_cast<NumIndicesType>(f.mNumIndices);
+ output.write(reinterpret_cast<const char*>(&numIndices), sizeof(NumIndicesType));
+ for (unsigned int c = 0; c < f.mNumIndices; ++c) {
+ IndexType index = f.mIndices[c] + offset;
+ output.write(reinterpret_cast<const char*>(&index), sizeof(IndexType));
+ }
+ }
+}
+
+void PlyExporter::WriteMeshIndicesBinary(const aiMesh* m, unsigned int offset)
+{
+ WriteMeshIndicesBinary_Generic<unsigned char, int>(m, offset, mOutput);
+}
+
+} // end of namespace Assimp
+
+#endif // !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)