|
- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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 following
- conditions are met:
-
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- 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
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- 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
- 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
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
-
- /** @file WriteTextDumb.cpp
- * @brief Implementation of the 'assimp dump' utility
- */
-
- #include "Main.h"
- #include "../code/ProcessHelper.h"
-
- const char* AICMD_MSG_DUMP_HELP =
- "assimp dump <model> [<out>] [-b] [-s] [-z] [common parameters]\n"
- "\t -b Binary output \n"
- "\t -s Shortened \n"
- "\t -z Compressed \n"
- "\t[See the assimp_cmd docs for a full list of all common parameters] \n"
- "\t -cfast Fast post processing preset, runs just a few important steps \n"
- "\t -cdefault Default post processing: runs all recommended steps\n"
- "\t -cfull Fires almost all post processing steps \n"
- ;
-
- #include "../../code/assbin_chunks.h"
-
- FILE* out = NULL;
- bool shortened = false;
-
- // -----------------------------------------------------------------------------------
- // Compress a binary dump file (beginning at offset head_size)
- void CompressBinaryDump(const char* file, unsigned int head_size)
- {
- // for simplicity ... copy the file into memory again and compress it there
- FILE* p = fopen(file,"r");
- fseek(p,0,SEEK_END);
- const uint32_t size = ftell(p);
- fseek(p,0,SEEK_SET);
-
- if (size<head_size) {
- fclose(p);
- return;
- }
-
- uint8_t* data = new uint8_t[size];
- fread(data,1,size,p);
-
- uLongf out_size = (uLongf)((size-head_size) * 1.001 + 12.);
- uint8_t* out = new uint8_t[out_size];
-
- compress2(out,&out_size,data+head_size,size-head_size,9);
- fclose(p);
- p = fopen(file,"w");
-
- fwrite(data,head_size,1,p);
- fwrite(&out_size,4,1,p); // write size of uncompressed data
- fwrite(out,out_size,1,p);
-
- fclose(p);
- delete[] data;
- delete[] out;
- }
-
- // -----------------------------------------------------------------------------------
- // Write a magic start value for each serialized data structure
- inline uint32_t WriteMagic(uint32_t magic)
- {
- fwrite(&magic,4,1,out);
- fwrite(&magic,4,1,out);
- return ftell(out)-4;
- }
-
- // use template specializations rather than regular overloading to be able to
- // explicitly select the right 'overload' to leave no doubts on what is called,
- // retaining the possibility of letting the compiler select.
- template <typename T> uint32_t Write(const T&);
-
- // -----------------------------------------------------------------------------------
- // Serialize an aiString
- template <>
- inline uint32_t Write<aiString>(const aiString& s)
- {
- const uint32_t s2 = (uint32_t)s.length;
- fwrite(&s,4,1,out);
- fwrite(s.data,s2,1,out);
- return s2+4;
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize an unsigned int as uint32_t
- template <>
- inline uint32_t Write<unsigned int>(const unsigned int& w)
- {
- const uint32_t t = (uint32_t)w;
- if (w > t) {
- // this shouldn't happen, integers in Assimp data structures never exceed 2^32
- printf("loss of data due to 64 -> 32 bit integer conversion");
- }
-
- fwrite(&t,4,1,out);
- return 4;
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize an unsigned int as uint16_t
- template <>
- inline uint32_t Write<uint16_t>(const uint16_t& w)
- {
- fwrite(&w,2,1,out);
- return 2;
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize a float
- template <>
- inline uint32_t Write<float>(const float& f)
- {
- BOOST_STATIC_ASSERT(sizeof(float)==4);
- fwrite(&f,4,1,out);
- return 4;
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize a double
- template <>
- inline uint32_t Write<double>(const double& f)
- {
- BOOST_STATIC_ASSERT(sizeof(double)==8);
- fwrite(&f,8,1,out);
- return 8;
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize a vec3
- template <>
- inline uint32_t Write<aiVector3D>(const aiVector3D& v)
- {
- uint32_t t = Write<float>(v.x);
- t += Write<float>(v.y);
- t += Write<float>(v.z);
- return t;
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize a color value
- template <>
- inline uint32_t Write<aiColor4D>(const aiColor4D& v)
- {
- uint32_t t = Write<float>(v.r);
- t += Write<float>(v.g);
- t += Write<float>(v.b);
- t += Write<float>(v.a);
- return t;
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize a quaternion
- template <>
- inline uint32_t Write<aiQuaternion>(const aiQuaternion& v)
- {
- uint32_t t = Write<float>(v.w);
- t += Write<float>(v.x);
- t += Write<float>(v.y);
- t += Write<float>(v.z);
- return 16;
- }
-
-
- // -----------------------------------------------------------------------------------
- // Serialize a vertex weight
- template <>
- inline uint32_t Write<aiVertexWeight>(const aiVertexWeight& v)
- {
- uint32_t t = Write<unsigned int>(v.mVertexId);
- return t+Write<float>(v.mWeight);
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize a mat4x4
- template <>
- inline uint32_t Write<aiMatrix4x4>(const aiMatrix4x4& m)
- {
- for (unsigned int i = 0; i < 4;++i) {
- for (unsigned int i2 = 0; i2 < 4;++i2) {
- Write<float>(m[i][i2]);
- }
- }
- return 64;
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize an aiVectorKey
- template <>
- inline uint32_t Write<aiVectorKey>(const aiVectorKey& v)
- {
- const uint32_t t = Write<double>(v.mTime);
- return t + Write<aiVector3D>(v.mValue);
- }
-
- // -----------------------------------------------------------------------------------
- // Serialize an aiQuatKey
- template <>
- inline uint32_t Write<aiQuatKey>(const aiQuatKey& v)
- {
- const uint32_t t = Write<double>(v.mTime);
- return t + Write<aiQuaternion>(v.mValue);
- }
-
- // -----------------------------------------------------------------------------------
- // Write the min/max values of an array of Ts to the file
- template <typename T>
- inline uint32_t WriteBounds(const T* in, unsigned int size)
- {
- T minc,maxc;
- Assimp::ArrayBounds(in,size,minc,maxc);
-
- const uint32_t t = Write<T>(minc);
- return t + Write<T>(maxc);
- }
-
-
-
- // -----------------------------------------------------------------------------------
- void ChangeInteger(uint32_t ofs,uint32_t n)
- {
- const uint32_t cur = ftell(out);
- fseek(out,ofs,SEEK_SET);
- fwrite(&n,4,1,out);
- fseek(out,cur,SEEK_SET);
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryNode(const aiNode* node)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODE);
- len += Write<aiString>(node->mName);
- len += Write<aiMatrix4x4>(node->mTransformation);
- len += Write<unsigned int>(node->mNumChildren);
- len += Write<unsigned int>(node->mNumMeshes);
-
- for (unsigned int i = 0; i < node->mNumMeshes;++i) {
- len += Write<unsigned int>(node->mMeshes[i]);
- }
-
- for (unsigned int i = 0; i < node->mNumChildren;++i) {
- len += WriteBinaryNode(node->mChildren[i])+8;
- }
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryTexture(const aiTexture* tex)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AITEXTURE);
-
- len += Write<unsigned int>(tex->mWidth);
- len += Write<unsigned int>(tex->mHeight);
- len += fwrite(tex->achFormatHint,1,4,out);
-
- if(!shortened) {
- if (!tex->mHeight) {
- len += fwrite(tex->pcData,1,tex->mWidth,out);
- }
- else {
- len += fwrite(tex->pcData,1,tex->mWidth*tex->mHeight*4,out);
- }
- }
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryBone(const aiBone* b)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIBONE);
-
- len += Write<aiString>(b->mName);
- len += Write<unsigned int>(b->mNumWeights);
- len += Write<aiMatrix4x4>(b->mOffsetMatrix);
-
- // for the moment we write dumb min/max values for the bones, too.
- // maybe I'll add a better, hash-like solution later
- if (shortened) {
- len += WriteBounds(b->mWeights,b->mNumWeights);
- } // else write as usual
- else len += fwrite(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight),out);
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryMesh(const aiMesh* mesh)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMESH);
-
- len += Write<unsigned int>(mesh->mPrimitiveTypes);
- len += Write<unsigned int>(mesh->mNumVertices);
- len += Write<unsigned int>(mesh->mNumFaces);
- len += Write<unsigned int>(mesh->mNumBones);
- len += Write<unsigned int>(mesh->mMaterialIndex);
-
- // first of all, write bits for all existent vertex components
- unsigned int c = 0;
- if (mesh->mVertices) {
- c |= ASSBIN_MESH_HAS_POSITIONS;
- }
- if (mesh->mNormals) {
- c |= ASSBIN_MESH_HAS_NORMALS;
- }
- if (mesh->mTangents && mesh->mBitangents) {
- c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
- if (!mesh->mTextureCoords[n]) {
- break;
- }
- c |= ASSBIN_MESH_HAS_TEXCOORD(n);
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
- if (!mesh->mColors[n]) {
- break;
- }
- c |= ASSBIN_MESH_HAS_COLOR(n);
- }
- len += Write<unsigned int>(c);
-
- aiVector3D minVec, maxVec;
- if (mesh->mVertices) {
- if (shortened) {
- len += WriteBounds(mesh->mVertices,mesh->mNumVertices);
- } // else write as usual
- else len += fwrite(mesh->mVertices,1,12*mesh->mNumVertices,out);
- }
- if (mesh->mNormals) {
- if (shortened) {
- len += WriteBounds(mesh->mNormals,mesh->mNumVertices);
- } // else write as usual
- else len += fwrite(mesh->mNormals,1,12*mesh->mNumVertices,out);
- }
- if (mesh->mTangents && mesh->mBitangents) {
- if (shortened) {
- len += WriteBounds(mesh->mTangents,mesh->mNumVertices);
- len += WriteBounds(mesh->mBitangents,mesh->mNumVertices);
- } // else write as usual
- else {
- len += fwrite(mesh->mTangents,1,12*mesh->mNumVertices,out);
- len += fwrite(mesh->mBitangents,1,12*mesh->mNumVertices,out);
- }
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
- if (!mesh->mColors[n])
- break;
-
- if (shortened) {
- len += WriteBounds(mesh->mColors[n],mesh->mNumVertices);
- } // else write as usual
- else len += fwrite(mesh->mColors[n],16*mesh->mNumVertices,1,out);
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
- if (!mesh->mTextureCoords[n])
- break;
-
- // write number of UV components
- len += Write<unsigned int>(mesh->mNumUVComponents[n]);
-
- if (shortened) {
- len += WriteBounds(mesh->mTextureCoords[n],mesh->mNumVertices);
- } // else write as usual
- else len += fwrite(mesh->mTextureCoords[n],12*mesh->mNumVertices,1,out);
- }
-
- // write faces. There are no floating-point calculations involved
- // in these, so we can write a simple hash over the face data
- // to the dump file. We generate a single 32 Bit hash for 512 faces
- // using Assimp's standard hashing function.
- if (shortened) {
- unsigned int processed = 0;
- for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
-
- uint32_t hash = 0;
- for (unsigned int a = 0; a < job;++a) {
-
- const aiFace& f = mesh->mFaces[processed+a];
- uint32_t tmp = f.mNumIndices;
- hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
- for (unsigned int i = 0; i < f.mNumIndices; ++i) {
- BOOST_STATIC_ASSERT(AI_MAX_VERTICES <= 0xffffffff);
- tmp = static_cast<uint32_t>( f.mIndices[i] );
- hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
- }
- }
- len += Write<unsigned int>(hash);
- }
- }
- else // else write as usual
- {
- // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
- for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
- const aiFace& f = mesh->mFaces[i];
-
- BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
- len += Write<uint16_t>(f.mNumIndices);
-
- for (unsigned int a = 0; a < f.mNumIndices;++a) {
- if (mesh->mNumVertices < (1u<<16)) {
- len += Write<uint16_t>(f.mIndices[a]);
- }
- else len += Write<unsigned int>(f.mIndices[a]);
- }
- }
- }
-
- // write bones
- if (mesh->mNumBones) {
- for (unsigned int a = 0; a < mesh->mNumBones;++a) {
- const aiBone* b = mesh->mBones[a];
- len += WriteBinaryBone(b)+8;
- }
- }
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryMaterialProperty(const aiMaterialProperty* prop)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIALPROPERTY);
-
- len += Write<aiString>(prop->mKey);
- len += Write<unsigned int>(prop->mSemantic);
- len += Write<unsigned int>(prop->mIndex);
-
- len += Write<unsigned int>(prop->mDataLength);
- len += Write<unsigned int>((unsigned int)prop->mType);
- len += fwrite(prop->mData,1,prop->mDataLength,out);
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryMaterial(const aiMaterial* mat)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIAL);
-
- len += Write<unsigned int>(mat->mNumProperties);
- for (unsigned int i = 0; i < mat->mNumProperties;++i) {
- len += WriteBinaryMaterialProperty(mat->mProperties[i])+8;
- }
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryNodeAnim(const aiNodeAnim* nd)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODEANIM);
-
- len += Write<aiString>(nd->mNodeName);
- len += Write<unsigned int>(nd->mNumPositionKeys);
- len += Write<unsigned int>(nd->mNumRotationKeys);
- len += Write<unsigned int>(nd->mNumScalingKeys);
- len += Write<unsigned int>(nd->mPreState);
- len += Write<unsigned int>(nd->mPostState);
-
- if (nd->mPositionKeys) {
- if (shortened) {
- len += WriteBounds(nd->mPositionKeys,nd->mNumPositionKeys);
-
- } // else write as usual
- else len += fwrite(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey),out);
- }
- if (nd->mRotationKeys) {
- if (shortened) {
- len += WriteBounds(nd->mRotationKeys,nd->mNumRotationKeys);
-
- } // else write as usual
- else len += fwrite(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey),out);
- }
- if (nd->mScalingKeys) {
- if (shortened) {
- len += WriteBounds(nd->mScalingKeys,nd->mNumScalingKeys);
-
- } // else write as usual
- else len += fwrite(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey),out);
- }
-
- ChangeInteger(old,len);
- return len;
- }
-
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryAnim(const aiAnimation* anim)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIANIMATION);
-
- len += Write<aiString> (anim->mName);
- len += Write<double> (anim->mDuration);
- len += Write<double> (anim->mTicksPerSecond);
- len += Write<unsigned int>(anim->mNumChannels);
-
- for (unsigned int a = 0; a < anim->mNumChannels;++a) {
- const aiNodeAnim* nd = anim->mChannels[a];
- len += WriteBinaryNodeAnim(nd)+8;
- }
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryLight(const aiLight* l)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AILIGHT);
-
- len += Write<aiString>(l->mName);
- len += Write<unsigned int>(l->mType);
-
- if (l->mType != aiLightSource_DIRECTIONAL) {
- len += Write<float>(l->mAttenuationConstant);
- len += Write<float>(l->mAttenuationLinear);
- len += Write<float>(l->mAttenuationQuadratic);
- }
-
- len += Write<aiVector3D>((const aiVector3D&)l->mColorDiffuse);
- len += Write<aiVector3D>((const aiVector3D&)l->mColorSpecular);
- len += Write<aiVector3D>((const aiVector3D&)l->mColorAmbient);
-
- if (l->mType == aiLightSource_SPOT) {
- len += Write<float>(l->mAngleInnerCone);
- len += Write<float>(l->mAngleOuterCone);
- }
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryCamera(const aiCamera* cam)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AICAMERA);
-
- len += Write<aiString>(cam->mName);
- len += Write<aiVector3D>(cam->mPosition);
- len += Write<aiVector3D>(cam->mLookAt);
- len += Write<aiVector3D>(cam->mUp);
- len += Write<float>(cam->mHorizontalFOV);
- len += Write<float>(cam->mClipPlaneNear);
- len += Write<float>(cam->mClipPlaneFar);
- len += Write<float>(cam->mAspect);
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- uint32_t WriteBinaryScene(const aiScene* scene)
- {
- uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AISCENE);
-
- // basic scene information
- len += Write<unsigned int>(scene->mFlags);
- len += Write<unsigned int>(scene->mNumMeshes);
- len += Write<unsigned int>(scene->mNumMaterials);
- len += Write<unsigned int>(scene->mNumAnimations);
- len += Write<unsigned int>(scene->mNumTextures);
- len += Write<unsigned int>(scene->mNumLights);
- len += Write<unsigned int>(scene->mNumCameras);
-
- // write node graph
- len += WriteBinaryNode(scene->mRootNode)+8;
-
- // write all meshes
- for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
- const aiMesh* mesh = scene->mMeshes[i];
- len += WriteBinaryMesh(mesh)+8;
- }
-
- // write materials
- for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
- const aiMaterial* mat = scene->mMaterials[i];
- len += WriteBinaryMaterial(mat)+8;
- }
-
- // write all animations
- for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
- const aiAnimation* anim = scene->mAnimations[i];
- len += WriteBinaryAnim(anim)+8;
- }
-
-
- // write all textures
- for (unsigned int i = 0; i < scene->mNumTextures;++i) {
- const aiTexture* mesh = scene->mTextures[i];
- len += WriteBinaryTexture(mesh)+8;
- }
-
- // write lights
- for (unsigned int i = 0; i < scene->mNumLights;++i) {
- const aiLight* l = scene->mLights[i];
- len += WriteBinaryLight(l)+8;
- }
-
- // write cameras
- for (unsigned int i = 0; i < scene->mNumCameras;++i) {
- const aiCamera* cam = scene->mCameras[i];
- len += WriteBinaryCamera(cam)+8;
- }
-
- ChangeInteger(old,len);
- return len;
- }
-
- // -----------------------------------------------------------------------------------
- // Write a binary model dump
- void WriteBinaryDump(const aiScene* scene, FILE* _out, const char* src, const char* cmd,
- bool _shortened, bool compressed, ImportData& imp)
- {
- out = _out;
- shortened = _shortened;
-
- time_t tt = time(NULL);
- tm* p = gmtime(&tt);
-
- // header
- fprintf(out,"ASSIMP.binary-dump.%s",asctime(p));
- // == 44 bytes
-
- Write<unsigned int>(ASSBIN_VERSION_MAJOR);
- Write<unsigned int>(ASSBIN_VERSION_MINOR);
- Write<unsigned int>(aiGetVersionRevision());
- Write<unsigned int>(aiGetCompileFlags());
- Write<uint16_t>(shortened);
- Write<uint16_t>(compressed);
- // == 20 bytes
-
- char buff[256];
- strncpy(buff,src,256);
- fwrite(buff,256,1,out);
-
- strncpy(buff,cmd,128);
- fwrite(buff,128,1,out);
-
- // leave 64 bytes free for future extensions
- memset(buff,0xcd,64);
- fwrite(buff,64,1,out);
- // == 435 bytes
-
- // ==== total header size: 512 bytes
- ai_assert(ftell(out)==ASSBIN_HEADER_LENGTH);
-
- // Up to here the data is uncompressed. For compressed files, the rest
- // is compressed using standard DEFLATE from zlib.
- WriteBinaryScene(scene);
- }
-
- // -----------------------------------------------------------------------------------
- // Convert a name to standard XML format
- void ConvertName(aiString& out, const aiString& in)
- {
- out.length = 0;
- for (unsigned int i = 0; i < in.length; ++i) {
- switch (in.data[i]) {
- case '<':
- out.Append("<");break;
- case '>':
- out.Append(">");break;
- case '&':
- out.Append("&");break;
- case '\"':
- out.Append(""");break;
- case '\'':
- out.Append("'");break;
- default:
- out.data[out.length++] = in.data[i];
- }
- }
- out.data[out.length] = 0;
- }
-
- // -----------------------------------------------------------------------------------
- // Write a single node as text dump
- void WriteNode(const aiNode* node, FILE* out, unsigned int depth)
- {
- char prefix[512];
- for (unsigned int i = 0; i < depth;++i)
- prefix[i] = '\t';
- prefix[depth] = '\0';
-
- const aiMatrix4x4& m = node->mTransformation;
-
- aiString name;
- ConvertName(name,node->mName);
- fprintf(out,"%s<Node name=\"%s\"> \n"
- "%s\t<Matrix4> \n"
- "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
- "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
- "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
- "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
- "%s\t</Matrix4> \n",
- prefix,name.data,prefix,
- prefix,m.a1,m.a2,m.a3,m.a4,
- prefix,m.b1,m.b2,m.b3,m.b4,
- prefix,m.c1,m.c2,m.c3,m.c4,
- prefix,m.d1,m.d2,m.d3,m.d4,prefix);
-
- if (node->mNumMeshes) {
- fprintf(out, "%s\t<MeshRefs num=\"%i\">\n%s\t",
- prefix,node->mNumMeshes,prefix);
-
- for (unsigned int i = 0; i < node->mNumMeshes;++i) {
- fprintf(out,"%i ",node->mMeshes[i]);
- }
- fprintf(out,"\n%s\t</MeshRefs>\n",prefix);
- }
-
- if (node->mNumChildren) {
- fprintf(out,"%s\t<NodeList num=\"%i\">\n",
- prefix,node->mNumChildren);
-
- for (unsigned int i = 0; i < node->mNumChildren;++i) {
- WriteNode(node->mChildren[i],out,depth+2);
- }
- fprintf(out,"%s\t</NodeList>\n",prefix);
- }
- fprintf(out,"%s</Node>\n",prefix);
- }
-
-
- // -------------------------------------------------------------------------------
- const char* TextureTypeToString(aiTextureType in)
- {
- switch (in)
- {
- case aiTextureType_NONE:
- return "n/a";
- case aiTextureType_DIFFUSE:
- return "Diffuse";
- case aiTextureType_SPECULAR:
- return "Specular";
- case aiTextureType_AMBIENT:
- return "Ambient";
- case aiTextureType_EMISSIVE:
- return "Emissive";
- case aiTextureType_OPACITY:
- return "Opacity";
- case aiTextureType_NORMALS:
- return "Normals";
- case aiTextureType_HEIGHT:
- return "Height";
- case aiTextureType_SHININESS:
- return "Shininess";
- case aiTextureType_DISPLACEMENT:
- return "Displacement";
- case aiTextureType_LIGHTMAP:
- return "Lightmap";
- case aiTextureType_REFLECTION:
- return "Reflection";
- case aiTextureType_UNKNOWN:
- return "Unknown";
- default:
- break;
- }
- ai_assert(false);
- return "BUG";
- }
-
-
- // -----------------------------------------------------------------------------------
- // Some chuncks of text will need to be encoded for XML
- // http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
- static std::string encodeXML(const std::string& data) {
- std::string buffer;
- buffer.reserve(data.size());
- for(size_t pos = 0; pos != data.size(); ++pos) {
- switch(data[pos]) {
- case '&': buffer.append("&"); break;
- case '\"': buffer.append("""); break;
- case '\'': buffer.append("'"); break;
- case '<': buffer.append("<"); break;
- case '>': buffer.append(">"); break;
- default: buffer.append(&data[pos], 1); break;
- }
- }
- return buffer;
- }
-
-
-
- // -----------------------------------------------------------------------------------
- // Write a text model dump
- void WriteDump(const aiScene* scene, FILE* out, const char* src, const char* cmd, bool shortened)
- {
- time_t tt = ::time(NULL);
- tm* p = ::gmtime(&tt);
-
- std::string c = cmd;
- std::string::size_type s;
-
- // https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
- // -- not allowed in XML comments
- while((s = c.find("--")) != std::string::npos) {
- c[s] = '?';
- }
- aiString name;
-
- // write header
- fprintf(out,
- "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
- "<ASSIMP format_id=\"1\">\n\n"
-
- "<!-- XML Model dump produced by assimp dump\n"
- " Library version: %i.%i.%i\n"
- " Source: %s\n"
- " Command line: %s\n"
- " %s\n"
- "-->"
- " \n\n"
- "<Scene flags=\"%i\" postprocessing=\"%i\">\n",
-
- aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),src,c.c_str(),asctime(p),
- scene->mFlags,
- 0 /*globalImporter->GetEffectivePostProcessing()*/);
-
- // write the node graph
- WriteNode(scene->mRootNode, out, 0);
-
- #if 0
- // write cameras
- for (unsigned int i = 0; i < scene->mNumCameras;++i) {
- aiCamera* cam = scene->mCameras[i];
- ConvertName(name,cam->mName);
-
- // camera header
- fprintf(out,"\t<Camera parent=\"%s\">\n"
- "\t\t<Vector3 name=\"up\" > %0 8f %0 8f %0 8f </Vector3>\n"
- "\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n"
- "\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
- "\t\t<Float name=\"fov\" > %f </Float>\n"
- "\t\t<Float name=\"aspect\" > %f </Float>\n"
- "\t\t<Float name=\"near_clip\" > %f </Float>\n"
- "\t\t<Float name=\"far_clip\" > %f </Float>\n"
- "\t</Camera>\n",
- name.data,
- cam->mUp.x,cam->mUp.y,cam->mUp.z,
- cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
- cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
- cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
- }
-
- // write lights
- for (unsigned int i = 0; i < scene->mNumLights;++i) {
- aiLight* l = scene->mLights[i];
- ConvertName(name,l->mName);
-
- // light header
- fprintf(out,"\t<Light parent=\"%s\"> type=\"%s\"\n"
- "\t\t<Vector3 name=\"diffuse\" > %0 8f %0 8f %0 8f </Vector3>\n"
- "\t\t<Vector3 name=\"specular\" > %0 8f %0 8f %0 8f </Vector3>\n"
- "\t\t<Vector3 name=\"ambient\" > %0 8f %0 8f %0 8f </Vector3>\n",
- name.data,
- (l->mType == aiLightSource_DIRECTIONAL ? "directional" :
- (l->mType == aiLightSource_POINT ? "point" : "spot" )),
- l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
- l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
- l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
-
- if (l->mType != aiLightSource_DIRECTIONAL) {
- fprintf(out,
- "\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
- "\t\t<Float name=\"atten_cst\" > %f </Float>\n"
- "\t\t<Float name=\"atten_lin\" > %f </Float>\n"
- "\t\t<Float name=\"atten_sqr\" > %f </Float>\n",
- l->mPosition.x,l->mPosition.y,l->mPosition.z,
- l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
- }
-
- if (l->mType != aiLightSource_POINT) {
- fprintf(out,
- "\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n",
- l->mDirection.x,l->mDirection.y,l->mDirection.z);
- }
-
- if (l->mType == aiLightSource_SPOT) {
- fprintf(out,
- "\t\t<Float name=\"cone_out\" > %f </Float>\n"
- "\t\t<Float name=\"cone_inn\" > %f </Float>\n",
- l->mAngleOuterCone,l->mAngleInnerCone);
- }
- fprintf(out,"\t</Light>\n");
- }
- #endif
-
- // write textures
- if (scene->mNumTextures) {
- fprintf(out,"<TextureList num=\"%i\">\n",scene->mNumTextures);
- for (unsigned int i = 0; i < scene->mNumTextures;++i) {
- aiTexture* tex = scene->mTextures[i];
- bool compressed = (tex->mHeight == 0);
-
- // mesh header
- fprintf(out,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
- (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
- (compressed ? "true" : "false"));
-
- if (compressed) {
- fprintf(out,"\t\t<Data length=\"%i\"> \n",tex->mWidth);
-
- if (!shortened) {
- for (unsigned int n = 0; n < tex->mWidth;++n) {
- fprintf(out,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
- if (n && !(n % 50)) {
- fprintf(out,"\n");
- }
- }
- }
- }
- else if (!shortened){
- fprintf(out,"\t\t<Data length=\"%i\"> \n",tex->mWidth*tex->mHeight*4);
-
- // const unsigned int width = (unsigned int)log10((double)std::max(tex->mHeight,tex->mWidth))+1;
- for (unsigned int y = 0; y < tex->mHeight;++y) {
- for (unsigned int x = 0; x < tex->mWidth;++x) {
- aiTexel* tx = tex->pcData + y*tex->mWidth+x;
- unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
- fprintf(out,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
-
- // group by four for readibility
- if (0 == (x+y*tex->mWidth) % 4)
- fprintf(out,"\n");
- }
- }
- }
- fprintf(out,"\t\t</Data>\n\t</Texture>\n");
- }
- fprintf(out,"</TextureList>\n");
- }
-
- // write materials
- if (scene->mNumMaterials) {
- fprintf(out,"<MaterialList num=\"%i\">\n",scene->mNumMaterials);
- for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
- const aiMaterial* mat = scene->mMaterials[i];
-
- fprintf(out,"\t<Material>\n");
- fprintf(out,"\t\t<MatPropertyList num=\"%i\">\n",mat->mNumProperties);
- for (unsigned int n = 0; n < mat->mNumProperties;++n) {
-
- const aiMaterialProperty* prop = mat->mProperties[n];
- const char* sz = "";
- if (prop->mType == aiPTI_Float) {
- sz = "float";
- }
- else if (prop->mType == aiPTI_Integer) {
- sz = "integer";
- }
- else if (prop->mType == aiPTI_String) {
- sz = "string";
- }
- else if (prop->mType == aiPTI_Buffer) {
- sz = "binary_buffer";
- }
-
- fprintf(out,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%i\"",
- prop->mKey.data, sz,
- ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
-
- if (prop->mType == aiPTI_Float) {
- fprintf(out," size=\"%i\">\n\t\t\t\t",
- static_cast<int>(prop->mDataLength/sizeof(float)));
-
- for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
- fprintf(out,"%f ",*((float*)(prop->mData+p*sizeof(float))));
- }
- }
- else if (prop->mType == aiPTI_Integer) {
- fprintf(out," size=\"%i\">\n\t\t\t\t",
- static_cast<int>(prop->mDataLength/sizeof(int)));
-
- for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
- fprintf(out,"%i ",*((int*)(prop->mData+p*sizeof(int))));
- }
- }
- else if (prop->mType == aiPTI_Buffer) {
- fprintf(out," size=\"%i\">\n\t\t\t\t",
- static_cast<int>(prop->mDataLength));
-
- for (unsigned int p = 0; p < prop->mDataLength;++p) {
- fprintf(out,"%2x ",prop->mData[p]);
- if (p && 0 == p%30) {
- fprintf(out,"\n\t\t\t\t");
- }
- }
- }
- else if (prop->mType == aiPTI_String) {
- fprintf(out,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
- }
- fprintf(out,"\n\t\t\t</MatProperty>\n");
- }
- fprintf(out,"\t\t</MatPropertyList>\n");
- fprintf(out,"\t</Material>\n");
- }
- fprintf(out,"</MaterialList>\n");
- }
-
- // write animations
- if (scene->mNumAnimations) {
- fprintf(out,"<AnimationList num=\"%i\">\n",scene->mNumAnimations);
- for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
- aiAnimation* anim = scene->mAnimations[i];
-
- // anim header
- ConvertName(name,anim->mName);
- fprintf(out,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
- name.data, anim->mDuration, anim->mTicksPerSecond);
-
- // write bone animation channels
- if (anim->mNumChannels) {
- fprintf(out,"\t\t<NodeAnimList num=\"%i\">\n",anim->mNumChannels);
- for (unsigned int n = 0; n < anim->mNumChannels;++n) {
- aiNodeAnim* nd = anim->mChannels[n];
-
- // node anim header
- ConvertName(name,nd->mNodeName);
- fprintf(out,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
-
- if (!shortened) {
- // write position keys
- if (nd->mNumPositionKeys) {
- fprintf(out,"\t\t\t\t<PositionKeyList num=\"%i\">\n",nd->mNumPositionKeys);
- for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
- aiVectorKey* vc = nd->mPositionKeys+a;
- fprintf(out,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
- "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
- vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
- }
- fprintf(out,"\t\t\t\t</PositionKeyList>\n");
- }
-
- // write scaling keys
- if (nd->mNumScalingKeys) {
- fprintf(out,"\t\t\t\t<ScalingKeyList num=\"%i\">\n",nd->mNumScalingKeys);
- for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
- aiVectorKey* vc = nd->mScalingKeys+a;
- fprintf(out,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
- "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
- vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
- }
- fprintf(out,"\t\t\t\t</ScalingKeyList>\n");
- }
-
- // write rotation keys
- if (nd->mNumRotationKeys) {
- fprintf(out,"\t\t\t\t<RotationKeyList num=\"%i\">\n",nd->mNumRotationKeys);
- for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
- aiQuatKey* vc = nd->mRotationKeys+a;
- fprintf(out,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
- "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
- vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
- }
- fprintf(out,"\t\t\t\t</RotationKeyList>\n");
- }
- }
- fprintf(out,"\t\t\t</NodeAnim>\n");
- }
- fprintf(out,"\t\t</NodeAnimList>\n");
- }
- fprintf(out,"\t</Animation>\n");
- }
- fprintf(out,"</AnimationList>\n");
- }
-
- // write meshes
- if (scene->mNumMeshes) {
- fprintf(out,"<MeshList num=\"%i\">\n",scene->mNumMeshes);
- for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
- aiMesh* mesh = scene->mMeshes[i];
- // const unsigned int width = (unsigned int)log10((double)mesh->mNumVertices)+1;
-
- // mesh header
- fprintf(out,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%i\">\n",
- (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""),
- (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""),
- (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
- (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""),
- mesh->mMaterialIndex);
-
- // bones
- if (mesh->mNumBones) {
- fprintf(out,"\t\t<BoneList num=\"%i\">\n",mesh->mNumBones);
-
- for (unsigned int n = 0; n < mesh->mNumBones;++n) {
- aiBone* bone = mesh->mBones[n];
-
- ConvertName(name,bone->mName);
- // bone header
- fprintf(out,"\t\t\t<Bone name=\"%s\">\n"
- "\t\t\t\t<Matrix4> \n"
- "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
- "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
- "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
- "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
- "\t\t\t\t</Matrix4> \n",
- name.data,
- bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
- bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
- bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
- bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
-
- if (!shortened && bone->mNumWeights) {
- fprintf(out,"\t\t\t\t<WeightList num=\"%i\">\n",bone->mNumWeights);
-
- // bone weights
- for (unsigned int a = 0; a < bone->mNumWeights;++a) {
- aiVertexWeight* wght = bone->mWeights+a;
-
- fprintf(out,"\t\t\t\t\t<Weight index=\"%i\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
- wght->mVertexId,wght->mWeight);
- }
- fprintf(out,"\t\t\t\t</WeightList>\n");
- }
- fprintf(out,"\t\t\t</Bone>\n");
- }
- fprintf(out,"\t\t</BoneList>\n");
- }
-
- // faces
- if (!shortened && mesh->mNumFaces) {
- fprintf(out,"\t\t<FaceList num=\"%i\">\n",mesh->mNumFaces);
- for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
- aiFace& f = mesh->mFaces[n];
- fprintf(out,"\t\t\t<Face num=\"%i\">\n"
- "\t\t\t\t",f.mNumIndices);
-
- for (unsigned int j = 0; j < f.mNumIndices;++j)
- fprintf(out,"%i ",f.mIndices[j]);
-
- fprintf(out,"\n\t\t\t</Face>\n");
- }
- fprintf(out,"\t\t</FaceList>\n");
- }
-
- // vertex positions
- if (mesh->HasPositions()) {
- fprintf(out,"\t\t<Positions num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
- if (!shortened) {
- for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
- fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
- mesh->mVertices[n].x,
- mesh->mVertices[n].y,
- mesh->mVertices[n].z);
- }
- }
- fprintf(out,"\t\t</Positions>\n");
- }
-
- // vertex normals
- if (mesh->HasNormals()) {
- fprintf(out,"\t\t<Normals num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
- if (!shortened) {
- for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
- fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
- mesh->mNormals[n].x,
- mesh->mNormals[n].y,
- mesh->mNormals[n].z);
- }
- }
- else {
- }
- fprintf(out,"\t\t</Normals>\n");
- }
-
- // vertex tangents and bitangents
- if (mesh->HasTangentsAndBitangents()) {
- fprintf(out,"\t\t<Tangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
- if (!shortened) {
- for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
- fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
- mesh->mTangents[n].x,
- mesh->mTangents[n].y,
- mesh->mTangents[n].z);
- }
- }
- fprintf(out,"\t\t</Tangents>\n");
-
- fprintf(out,"\t\t<Bitangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
- if (!shortened) {
- for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
- fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
- mesh->mBitangents[n].x,
- mesh->mBitangents[n].y,
- mesh->mBitangents[n].z);
- }
- }
- fprintf(out,"\t\t</Bitangents>\n");
- }
-
- // texture coordinates
- for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
- if (!mesh->mTextureCoords[a])
- break;
-
- fprintf(out,"\t\t<TextureCoords num=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices,
- a,mesh->mNumUVComponents[a]);
-
- if (!shortened) {
- if (mesh->mNumUVComponents[a] == 3) {
- for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
- fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
- mesh->mTextureCoords[a][n].x,
- mesh->mTextureCoords[a][n].y,
- mesh->mTextureCoords[a][n].z);
- }
- }
- else {
- for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
- fprintf(out,"\t\t%0 8f %0 8f\n",
- mesh->mTextureCoords[a][n].x,
- mesh->mTextureCoords[a][n].y);
- }
- }
- }
- fprintf(out,"\t\t</TextureCoords>\n");
- }
-
- // vertex colors
- for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
- if (!mesh->mColors[a])
- break;
- fprintf(out,"\t\t<Colors num=\"%i\" set=\"%i\" num_components=\"4\"> \n",mesh->mNumVertices,a);
- if (!shortened) {
- for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
- fprintf(out,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
- mesh->mColors[a][n].r,
- mesh->mColors[a][n].g,
- mesh->mColors[a][n].b,
- mesh->mColors[a][n].a);
- }
- }
- fprintf(out,"\t\t</Colors>\n");
- }
- fprintf(out,"\t</Mesh>\n");
- }
- fprintf(out,"</MeshList>\n");
- }
- fprintf(out,"</Scene>\n</ASSIMP>");
- }
-
-
- // -----------------------------------------------------------------------------------
- int Assimp_Dump (const char* const* params, unsigned int num)
- {
- const char* fail = "assimp dump: Invalid number of arguments. "
- "See \'assimp dump --help\'\r\n";
- if (num < 1) {
- printf("%s", fail);
- return 1;
- }
-
- // --help
- if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {
- printf("%s",AICMD_MSG_DUMP_HELP);
- return 0;
- }
-
- // asssimp dump in out [options]
- if (num < 1) {
- printf("%s", fail);
- return 1;
- }
-
- std::string in = std::string(params[0]);
- std::string out = (num > 1 ? std::string(params[1]) : std::string("-"));
-
- // store full command line
- std::string cmd;
- for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) {
- if (!params[i])continue;
- cmd.append(params[i]);
- cmd.append(" ");
- }
-
- // get import flags
- ImportData import;
- ProcessStandardArguments(import,params+1,num-1);
-
- bool binary = false, shortened = false,compressed=false;
-
- // process other flags
- for (unsigned int i = 1; i < num;++i) {
- if (!params[i])continue;
- if (!strcmp( params[i], "-b") || !strcmp( params[i], "--binary")) {
- binary = true;
- }
- else if (!strcmp( params[i], "-s") || !strcmp( params[i], "--short")) {
- shortened = true;
- }
- else if (!strcmp( params[i], "-z") || !strcmp( params[i], "--compressed")) {
- compressed = true;
- }
- #if 0
- else if (i > 2 || params[i][0] == '-') {
- ::printf("Unknown parameter: %s\n",params[i]);
- return 10;
- }
- #endif
- }
-
- if (out[0] == '-') {
- // take file name from input file
- std::string::size_type s = in.find_last_of('.');
- if (s == std::string::npos) {
- s = in.length();
- }
-
- out = in.substr(0,s);
- out.append((binary ? ".assbin" : ".assxml"));
- if (shortened && binary) {
- out.append(".regress");
- }
- }
-
- // import the main model
- const aiScene* scene = ImportModel(import,in);
- if (!scene) {
- printf("assimp dump: Unable to load input file %s\n",in.c_str());
- return 5;
- }
-
- // open the output file and build the dump
- FILE* o = ::fopen(out.c_str(),(binary ? "wb" : "wt"));
- if (!o) {
- printf("assimp dump: Unable to open output file %s\n",out.c_str());
- return 12;
- }
-
- if (binary) {
- WriteBinaryDump (scene,o,in.c_str(),cmd.c_str(),shortened,compressed,import);
- }
- else WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened);
- fclose(o);
-
- if (compressed && binary) {
- CompressBinaryDump(out.c_str(),ASSBIN_HEADER_LENGTH);
- }
-
- printf("assimp dump: Wrote output dump %s\n",out.c_str());
- return 0;
- }
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