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| 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); | |
| } | |