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113 lines
3.1 KiB
113 lines
3.1 KiB
#include <igl/readOFF.h>
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#include <igl/serialize.h>
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#include <igl/xml/serialize_xml.h>
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#include <iostream>
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Eigen::MatrixXd V;
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Eigen::MatrixXi F;
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// derive from igl::Serializable to serialize your own type
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struct State : public igl::Serializable
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{
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Eigen::MatrixXd V;
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Eigen::MatrixXi F;
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std::vector<int> ids;
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// You have to define this function to
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// register the fields you want to serialize
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virtual void InitSerialization()
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{
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this->Add(V , "V");
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this->Add(F , "F");
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this->Add(ids, "ids");
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}
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};
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//// alternatively you can do it like the following to have
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//// a non-intrusive serialization:
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////
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//struct State
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//{
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// Eigen::MatrixXd V;
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// Eigen::MatrixXi F;
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// std::vector<int> ids;
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//};
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//
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//
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//namespace igl
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//{
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// namespace serialization
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// {
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// // the `template <>` is essential
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// template <> inline void serialize(const State& obj,std::vector<char>& buffer){
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// ::igl::serialize(obj.V,std::string("V"),buffer);
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// ::igl::serialize(obj.F,std::string("F"),buffer);
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// ::igl::serialize(obj.ids,std::string("ids"),buffer);
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// }
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// template <> inline void deserialize(State& obj,const std::vector<char>& buffer){
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// ::igl::deserialize(obj.V,std::string("V"),buffer);
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// ::igl::deserialize(obj.F,std::string("F"),buffer);
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// ::igl::deserialize(obj.ids,std::string("ids"),buffer);
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// }
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// }
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//}
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//
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////OR:
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//
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//SERIALIZE_TYPE(State,
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// SERIALIZE_MEMBER(V)
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// SERIALIZE_MEMBER(F)
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// SERIALIZE_MEMBER_NAME(ids,"ids")
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//)
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int main(int argc, char *argv[])
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{
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std::string binaryFile = "binData";
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std::string xmlFile = "data.xml";
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bool b = true;
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unsigned int num = 10;
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std::vector<float> vec = {0.1f,0.002f,5.3f};
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// use overwrite = true for the first serialization to create or overwrite an existing file
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igl::serialize(b,"B",binaryFile,true);
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// append following serialization to existing file
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igl::serialize(num,"Number",binaryFile);
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igl::serialize(vec,"VectorName",binaryFile);
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// deserialize back to variables
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igl::deserialize(b,"B",binaryFile);
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igl::deserialize(num,"Number",binaryFile);
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igl::deserialize(vec,"VectorName",binaryFile);
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State stateIn, stateOut;
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// Load a mesh in OFF format
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igl::readOFF(TUTORIAL_SHARED_PATH "/2triangles.off",stateIn.V,stateIn.F);
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// Save some integers in a vector
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stateIn.ids.push_back(6);
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stateIn.ids.push_back(7);
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// Serialize the state of the application
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igl::serialize(stateIn,"State",binaryFile,true);
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// Load the state from the same file
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igl::deserialize(stateOut,"State",binaryFile);
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// Plot the state
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std::cout << "Vertices: " << std::endl << stateOut.V << std::endl;
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std::cout << "Faces: " << std::endl << stateOut.F << std::endl;
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std::cout << "ids: " << std::endl
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<< stateOut.ids[0] << " " << stateOut.ids[1] << std::endl;
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// XML serialization
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// binary = false, overwrite = true
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igl::xml::serialize_xml(vec,"VectorXML",xmlFile,false,true);
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// binary = true, overwrite = false
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igl::xml::serialize_xml(vec,"VectorBin",xmlFile,true,false);
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igl::xml::deserialize_xml(vec,"VectorXML",xmlFile);
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igl::xml::deserialize_xml(vec,"VectorBin",xmlFile);
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}
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