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