2015-07-02 11:07:50 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Info.cpp
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* @brief Implementation of the 'assimp info' utility */
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#include "Main.h"
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const char* AICMD_MSG_INFO_HELP_E =
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"assimp info <file> [-r]\n"
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"\tPrint basic structure of a 3D model\n"
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"\t-r,--raw: No postprocessing, do a raw import\n";
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// -----------------------------------------------------------------------------------
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unsigned int CountNodes(const aiNode* root)
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{
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unsigned int i = 0;
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for (unsigned int a = 0; a < root->mNumChildren; ++a ) {
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i += CountNodes(root->mChildren[a]);
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}
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return 1+i;
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}
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// -----------------------------------------------------------------------------------
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unsigned int GetMaxDepth(const aiNode* root)
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{
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < root->mNumChildren; ++i ) {
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cnt = std::max(cnt,GetMaxDepth(root->mChildren[i]));
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}
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return cnt+1;
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountVertices(const aiScene* scene)
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{
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unsigned int cnt = 0;
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for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumVertices;
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}
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return cnt;
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountFaces(const aiScene* scene)
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{
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unsigned int cnt = 0;
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for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumFaces;
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}
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return cnt;
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountBones(const aiScene* scene)
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{
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unsigned int cnt = 0;
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for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumBones;
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}
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return cnt;
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountAnimChannels(const aiScene* scene)
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{
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unsigned int cnt = 0;
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for(unsigned int i = 0; i < scene->mNumAnimations; ++i) {
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cnt += scene->mAnimations[i]->mNumChannels;
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}
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return cnt;
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}
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// -----------------------------------------------------------------------------------
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unsigned int GetAvgFacePerMesh(const aiScene* scene) {
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return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountFaces(scene)/scene->mNumMeshes) : 0;
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}
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// -----------------------------------------------------------------------------------
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unsigned int GetAvgVertsPerMesh(const aiScene* scene) {
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return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountVertices(scene)/scene->mNumMeshes) : 0;
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}
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// -----------------------------------------------------------------------------------
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void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D special_points[3],const aiMatrix4x4& mat=aiMatrix4x4())
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{
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// XXX that could be greatly simplified by using code from code/ProcessHelper.h
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// XXX I just don't want to include it here.
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const aiMatrix4x4 trafo = root->mTransformation*mat;
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for(unsigned int i = 0; i < root->mNumMeshes; ++i) {
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const aiMesh* mesh = scene->mMeshes[root->mMeshes[i]];
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for(unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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aiVector3D v = trafo*mesh->mVertices[a];
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special_points[0].x = std::min(special_points[0].x,v.x);
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special_points[0].y = std::min(special_points[0].y,v.y);
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special_points[0].z = std::min(special_points[0].z,v.z);
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special_points[1].x = std::max(special_points[1].x,v.x);
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special_points[1].y = std::max(special_points[1].y,v.y);
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special_points[1].z = std::max(special_points[1].z,v.z);
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}
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}
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for(unsigned int i = 0; i < root->mNumChildren; ++i) {
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FindSpecialPoints(scene,root->mChildren[i],special_points,trafo);
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}
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}
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// -----------------------------------------------------------------------------------
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void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3])
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{
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special_points[0] = aiVector3D(1e10f,1e10f,1e10f);
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special_points[1] = aiVector3D(-1e10f,-1e10f,-1e10f);
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FindSpecialPoints(scene,scene->mRootNode,special_points);
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special_points[2] = 0.5f*(special_points[0]+special_points[1]);
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}
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// -----------------------------------------------------------------------------------
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std::string FindPTypes(const aiScene* scene)
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{
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bool haveit[4] = {0};
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for(unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes;
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if (pt & aiPrimitiveType_POINT) {
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haveit[0]=true;
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}
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if (pt & aiPrimitiveType_LINE) {
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haveit[1]=true;
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}
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if (pt & aiPrimitiveType_TRIANGLE) {
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haveit[2]=true;
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}
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if (pt & aiPrimitiveType_POLYGON) {
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haveit[3]=true;
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}
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}
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return (haveit[0]?std::string("points"):"")+(haveit[1]?"lines":"")+
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(haveit[2]?"triangles":"")+(haveit[3]?"n-polygons":"");
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}
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// -----------------------------------------------------------------------------------
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void PrintHierarchy(const aiNode* root, unsigned int maxnest, unsigned int maxline,
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unsigned int cline, unsigned int cnest=0)
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{
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if (cline++ >= maxline || cnest >= maxnest) {
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return;
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}
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for(unsigned int i = 0; i < cnest; ++i) {
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printf("-- ");
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}
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printf("\'%s\', meshes: %i\n",root->mName.data,root->mNumMeshes);
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for (unsigned int i = 0; i < root->mNumChildren; ++i ) {
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PrintHierarchy(root->mChildren[i],maxnest,maxline,cline,cnest+1);
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if(i == root->mNumChildren-1) {
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for(unsigned int i = 0; i < cnest; ++i) {
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printf(" ");
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}
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printf("<--\n");
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}
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}
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}
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// -----------------------------------------------------------------------------------
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// Implementation of the assimp info utility to print basic file info
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int Assimp_Info (const char* const* params, unsigned int num)
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{
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if (num < 1) {
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printf("assimp info: Invalid number of arguments. "
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"See \'assimp info --help\'\n");
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return 1;
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}
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// --help
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if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) {
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printf("%s",AICMD_MSG_INFO_HELP_E);
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return 0;
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}
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// asssimp info <file> [-r]
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if (num < 1) {
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printf("assimp info: Invalid number of arguments. "
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"See \'assimp info --help\'\n");
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return 1;
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}
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const std::string in = std::string(params[0]);
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// do maximum post-processing unless -r was specified
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ImportData import;
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import.ppFlags = num>1&&(!strcmp(params[1],"--raw")||!strcmp(params[1],"-r")) ? 0
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: aiProcessPreset_TargetRealtime_MaxQuality;
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// import the main model
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const aiScene* scene = ImportModel(import,in);
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if (!scene) {
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printf("assimp info: Unable to load input file %s\n",
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in.c_str());
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return 5;
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}
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aiMemoryInfo mem;
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globalImporter->GetMemoryRequirements(mem);
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static const char* format_string =
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"Memory consumption: %i B\n"
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"Nodes: %i\n"
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"Maximum depth %i\n"
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"Meshes: %i\n"
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"Animations: %i\n"
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"Textures (embed.): %i\n"
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"Materials: %i\n"
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"Cameras: %i\n"
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"Lights: %i\n"
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"Vertices: %i\n"
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"Faces: %i\n"
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"Bones: %i\n"
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"Animation Channels: %i\n"
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"Primitive Types: %s\n"
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"Average faces/mesh %i\n"
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"Average verts/mesh %i\n"
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"Minimum point (%f %f %f)\n"
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"Maximum point (%f %f %f)\n"
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"Center point (%f %f %f)\n"
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;
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aiVector3D special_points[3];
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FindSpecialPoints(scene,special_points);
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printf(format_string,
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mem.total,
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CountNodes(scene->mRootNode),
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GetMaxDepth(scene->mRootNode),
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scene->mNumMeshes,
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scene->mNumAnimations,
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scene->mNumTextures,
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scene->mNumMaterials,
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scene->mNumCameras,
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scene->mNumLights,
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CountVertices(scene),
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CountFaces(scene),
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CountBones(scene),
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CountAnimChannels(scene),
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FindPTypes(scene).c_str(),
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GetAvgFacePerMesh(scene),
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GetAvgVertsPerMesh(scene),
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special_points[0][0],special_points[0][1],special_points[0][2],
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special_points[1][0],special_points[1][1],special_points[1][2],
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special_points[2][0],special_points[2][1],special_points[2][2]
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)
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;
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unsigned int total=0;
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for(unsigned int i = 0;i < scene->mNumMaterials; ++i) {
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aiString name;
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if (AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],AI_MATKEY_NAME,&name)) {
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printf("%s\n \'%s\'",(total++?"":"\nNamed Materials:" ),name.data);
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}
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}
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if(total) {
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printf("\n");
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}
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total=0;
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for(unsigned int i = 0;i < scene->mNumMaterials; ++i) {
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aiString name;
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static const aiTextureType types[] = {
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aiTextureType_NONE,
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aiTextureType_DIFFUSE,
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aiTextureType_SPECULAR,
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aiTextureType_AMBIENT,
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aiTextureType_EMISSIVE,
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aiTextureType_HEIGHT,
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aiTextureType_NORMALS,
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aiTextureType_SHININESS,
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aiTextureType_OPACITY,
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aiTextureType_DISPLACEMENT,
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aiTextureType_LIGHTMAP,
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aiTextureType_REFLECTION,
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aiTextureType_UNKNOWN
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};
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for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) {
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for(unsigned int idx = 0;AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],
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AI_MATKEY_TEXTURE(types[type],idx),&name); ++idx) {
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printf("%s\n \'%s\'",(total++?"":"\nTexture Refs:" ),name.data);
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}
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}
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}
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if(total) {
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printf("\n");
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}
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total=0;
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for(unsigned int i = 0;i < scene->mNumAnimations; ++i) {
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if (scene->mAnimations[i]->mName.length) {
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printf("%s\n \'%s\'",(total++?"":"\nNamed Animations:" ),scene->mAnimations[i]->mName.data);
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}
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}
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if(total) {
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printf("\n");
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}
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printf("\nNode hierarchy:\n");
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unsigned int cline=0;
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PrintHierarchy(scene->mRootNode,20,1000,cline);
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printf("\n");
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return 0;
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}
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