/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2024, 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 Info.cpp * @brief Implementation of the 'assimp info' utility */ #include "Main.h" #include #include #include constexpr char AICMD_MSG_INFO_HELP_E[] = "assimp info [-r] [-v]\n" "\tPrint basic structure of a 3D model\n" "\t-r,--raw: No postprocessing, do a raw import\n" "\t-v,--verbose: Print verbose info such as node transform data\n" "\t-s, --silent: Print only minimal info\n"; // note: by default this is using utf-8 text. // this is well supported on pretty much any linux terminal. // if this causes problems on some platform, // put an #ifdef to use the ascii version for that platform. #ifdef _WIN32 constexpr char TREE_BRANCH_ASCII[] = "|-"; constexpr char TREE_STOP_ASCII[] = "'-"; constexpr char TREE_CONTINUE_ASCII[] = "| "; const char *TREE_BRANCH = TREE_BRANCH_ASCII; const char *TREE_STOP = TREE_STOP_ASCII; const char *TREE_CONTINUE = TREE_CONTINUE_ASCII; #else // _WIN32 constexpr char TREE_BRANCH_UTF8[] = "\xe2\x94\x9c\xe2\x95\xb4"; constexpr char TREE_STOP_UTF8[] = "\xe2\x94\x94\xe2\x95\xb4"; constexpr char TREE_CONTINUE_UTF8[] = "\xe2\x94\x82 "; const char *TREE_BRANCH = TREE_BRANCH_UTF8; const char *TREE_STOP = TREE_STOP_UTF8; const char *TREE_CONTINUE = TREE_CONTINUE_UTF8; #endif // _WIN32 // ----------------------------------------------------------------------------------- unsigned int CountNodes(const aiNode *root) { unsigned int i = 0; for (unsigned int a = 0; a < root->mNumChildren; ++a) { i += CountNodes(root->mChildren[a]); } return 1 + i; } // ----------------------------------------------------------------------------------- unsigned int GetMaxDepth(const aiNode *root) { unsigned int cnt = 0; for (unsigned int i = 0; i < root->mNumChildren; ++i) { cnt = std::max(cnt, GetMaxDepth(root->mChildren[i])); } return cnt + 1; } // ----------------------------------------------------------------------------------- unsigned int CountVertices(const aiScene *scene) { unsigned int cnt = 0; for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { cnt += scene->mMeshes[i]->mNumVertices; } return cnt; } // ----------------------------------------------------------------------------------- unsigned int CountFaces(const aiScene *scene) { unsigned int cnt = 0; for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { cnt += scene->mMeshes[i]->mNumFaces; } return cnt; } // ----------------------------------------------------------------------------------- unsigned int CountBones(const aiScene *scene) { unsigned int cnt = 0; for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { cnt += scene->mMeshes[i]->mNumBones; } return cnt; } // ----------------------------------------------------------------------------------- unsigned int CountAnimChannels(const aiScene *scene) { unsigned int cnt = 0; for (unsigned int i = 0; i < scene->mNumAnimations; ++i) { cnt += scene->mAnimations[i]->mNumChannels; } return cnt; } // ----------------------------------------------------------------------------------- unsigned int GetAvgFacePerMesh(const aiScene *scene) { return (scene->mNumMeshes != 0) ? static_cast(CountFaces(scene) / scene->mNumMeshes) : 0; } // ----------------------------------------------------------------------------------- unsigned int GetAvgVertsPerMesh(const aiScene *scene) { return (scene->mNumMeshes != 0) ? static_cast(CountVertices(scene) / scene->mNumMeshes) : 0; } // ----------------------------------------------------------------------------------- void FindSpecialPoints(const aiScene *scene, const aiNode *root, aiVector3D special_points[3], const aiMatrix4x4 &mat = aiMatrix4x4()) { // XXX that could be greatly simplified by using code from code/ProcessHelper.h // XXX I just don't want to include it here. const aiMatrix4x4 trafo = root->mTransformation * mat; for (unsigned int i = 0; i < root->mNumMeshes; ++i) { const aiMesh *mesh = scene->mMeshes[root->mMeshes[i]]; for (unsigned int a = 0; a < mesh->mNumVertices; ++a) { aiVector3D v = trafo * mesh->mVertices[a]; special_points[0].x = std::min(special_points[0].x, v.x); special_points[0].y = std::min(special_points[0].y, v.y); special_points[0].z = std::min(special_points[0].z, v.z); special_points[1].x = std::max(special_points[1].x, v.x); special_points[1].y = std::max(special_points[1].y, v.y); special_points[1].z = std::max(special_points[1].z, v.z); } } for (unsigned int i = 0; i < root->mNumChildren; ++i) { FindSpecialPoints(scene, root->mChildren[i], special_points, trafo); } } // ----------------------------------------------------------------------------------- void FindSpecialPoints(const aiScene *scene, aiVector3D special_points[3]) { special_points[0] = aiVector3D(1e10, 1e10, 1e10); special_points[1] = aiVector3D(-1e10, -1e10, -1e10); FindSpecialPoints(scene, scene->mRootNode, special_points); special_points[2] = (special_points[0] + special_points[1]) * (ai_real)0.5; } // ----------------------------------------------------------------------------------- std::string FindPTypes(const aiScene *scene) { bool haveit[4] = { false }; for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes; if (pt & aiPrimitiveType_POINT) { haveit[0] = true; } if (pt & aiPrimitiveType_LINE) { haveit[1] = true; } if (pt & aiPrimitiveType_TRIANGLE) { haveit[2] = true; } if (pt & aiPrimitiveType_POLYGON) { haveit[3] = true; } } return (haveit[0] ? std::string("points") : "") + (haveit[1] ? "lines" : "") + (haveit[2] ? "triangles" : "") + (haveit[3] ? "n-polygons" : ""); } // ----------------------------------------------------------------------------------- // Prettily print the node graph to stdout void PrintHierarchy( const aiNode *node, const std::string &indent, bool verbose, bool last = false, bool first = true) { // tree visualization std::string branchchar; if (first) { branchchar = ""; } else if (last) { branchchar = TREE_STOP; } // "'-" else { branchchar = TREE_BRANCH; } // "|-" // print the indent and the branch character and the name std::cout << indent << branchchar << node->mName.C_Str(); // if there are meshes attached, indicate this if (node->mNumMeshes) { std::cout << " (mesh "; bool sep = false; for (size_t i = 0; i < node->mNumMeshes; ++i) { unsigned int mesh_index = node->mMeshes[i]; if (sep) { std::cout << ", "; } std::cout << mesh_index; sep = true; } std::cout << ")"; } // finish the line std::cout << std::endl; // in verbose mode, print the transform data as well if (verbose) { // indent to use std::string indentadd; if (last) { indentadd += " "; } else { indentadd += TREE_CONTINUE; } // "| ".. if (node->mNumChildren == 0) { indentadd += " "; } else { indentadd += TREE_CONTINUE; } // .."| " aiVector3D s, r, t; node->mTransformation.Decompose(s, r, t); if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) { std::cout << indent << indentadd; printf(" S:[%f %f %f]\n", s.x, s.y, s.z); } if (r.x || r.y || r.z) { std::cout << indent << indentadd; printf(" R:[%f %f %f]\n", r.x, r.y, r.z); } if (t.x || t.y || t.z) { std::cout << indent << indentadd; printf(" T:[%f %f %f]\n", t.x, t.y, t.z); } } // and recurse std::string nextIndent; if (first) { nextIndent = indent; } else if (last) { nextIndent = indent + " "; } else { nextIndent = indent + TREE_CONTINUE; } // "| " for (size_t i = 0; i < node->mNumChildren; ++i) { bool lastone = (i == node->mNumChildren - 1); PrintHierarchy( node->mChildren[i], nextIndent, verbose, lastone, false); } } // ----------------------------------------------------------------------------------- // Implementation of the assimp info utility to print basic file info int Assimp_Info(const char *const *params, unsigned int num) { // asssimp info [-r] if (num < 1) { printf("assimp info: Invalid number of arguments. " "See \'assimp info --help\'\n"); return AssimpCmdError::InvalidNumberOfArguments; } // --help if (!strcmp(params[0], "-h") || !strcmp(params[0], "--help") || !strcmp(params[0], "-?")) { printf("%s", AICMD_MSG_INFO_HELP_E); return AssimpCmdError::Success; } const std::string in = std::string(params[0]); // get -r and -v arguments bool raw = false; bool verbose = false; bool silent = false; for (unsigned int i = 1; i < num; ++i) { if (!strcmp(params[i], "--raw") || !strcmp(params[i], "-r")) { raw = true; } if (!strcmp(params[i], "--verbose") || !strcmp(params[i], "-v")) { verbose = true; } if (!strcmp(params[i], "--silent") || !strcmp(params[i], "-s")) { silent = true; } } // Verbose and silent at the same time are not allowed if (verbose && silent) { printf("assimp info: Invalid arguments, verbose and silent at the same time are forbidden. "); return AssimpCmdInfoError::InvalidCombinaisonOfArguments; } // Parse post-processing flags unless -r was specified ImportData import; if (!raw) { // get import flags ProcessStandardArguments(import, params + 1, num - 1); //No custom post process flags defined, we set all the post process flags active if (import.ppFlags == 0) import.ppFlags |= aiProcessPreset_TargetRealtime_MaxQuality; } // import the main model const aiScene *scene = ImportModel(import, in); if (!scene) { printf("assimp info: Unable to load input file %s\n", in.c_str()); return AssimpCmdError::FailedToLoadInputFile; } aiMemoryInfo mem; globalImporter->GetMemoryRequirements(mem); static const char *format_string = "Memory consumption: %i B\n" "Nodes: %i\n" "Maximum depth %i\n" "Meshes: %i\n" "Animations: %i\n" "Textures (embed.): %i\n" "Materials: %i\n" "Cameras: %i\n" "Lights: %i\n" "Vertices: %i\n" "Faces: %i\n" "Bones: %i\n" "Animation Channels: %i\n" "Primitive Types: %s\n" "Average faces/mesh %i\n" "Average verts/mesh %i\n" "Minimum point (%f %f %f)\n" "Maximum point (%f %f %f)\n" "Center point (%f %f %f)\n" ; aiVector3D special_points[3]; FindSpecialPoints(scene, special_points); printf(format_string, mem.total, CountNodes(scene->mRootNode), GetMaxDepth(scene->mRootNode), scene->mNumMeshes, scene->mNumAnimations, scene->mNumTextures, scene->mNumMaterials, scene->mNumCameras, scene->mNumLights, CountVertices(scene), CountFaces(scene), CountBones(scene), CountAnimChannels(scene), FindPTypes(scene).c_str(), GetAvgFacePerMesh(scene), GetAvgVertsPerMesh(scene), special_points[0][0], special_points[0][1], special_points[0][2], special_points[1][0], special_points[1][1], special_points[1][2], special_points[2][0], special_points[2][1], special_points[2][2]); if (silent) { printf("\n"); return AssimpCmdError::Success; } // meshes if (scene->mNumMeshes) { printf("\nMeshes: (name) [vertices / bones / faces | primitive_types]\n"); } for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { const aiMesh *mesh = scene->mMeshes[i]; printf(" %d (%s)", i, mesh->mName.C_Str()); printf( ": [%d / %d / %d |", mesh->mNumVertices, mesh->mNumBones, mesh->mNumFaces); const unsigned int ptypes = mesh->mPrimitiveTypes; if (ptypes & aiPrimitiveType_POINT) { printf(" point"); } if (ptypes & aiPrimitiveType_LINE) { printf(" line"); } if (ptypes & aiPrimitiveType_TRIANGLE) { printf(" triangle"); } if (ptypes & aiPrimitiveType_POLYGON) { printf(" polygon"); } printf("]\n"); } // materials if (scene->mNumMaterials) printf("\nNamed Materials:"); for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { const aiMaterial *mat = scene->mMaterials[i]; aiString name = mat->GetName(); printf("\n \'%s\'", name.data); if (mat->mNumProperties) printf(" (prop) [index / bytes | texture semantic]"); for (unsigned p = 0; p < mat->mNumProperties; p++) { const aiMaterialProperty *prop = mat->mProperties[p]; const aiTextureType textype = static_cast(prop->mSemantic); printf("\n %d (%s): [%d / %d | %s]", p, prop->mKey.data, prop->mIndex, prop->mDataLength, aiTextureTypeToString(textype)); } } if (scene->mNumMaterials) { printf("\n"); } // textures unsigned int total = 0; for (unsigned int i = 0; i < scene->mNumMaterials; ++i) { aiString name; static const aiTextureType types[] = { aiTextureType_NONE, aiTextureType_DIFFUSE, aiTextureType_SPECULAR, aiTextureType_AMBIENT, aiTextureType_EMISSIVE, aiTextureType_HEIGHT, aiTextureType_NORMALS, aiTextureType_SHININESS, aiTextureType_OPACITY, aiTextureType_DISPLACEMENT, aiTextureType_LIGHTMAP, aiTextureType_REFLECTION, aiTextureType_BASE_COLOR, aiTextureType_NORMAL_CAMERA, aiTextureType_EMISSION_COLOR, aiTextureType_METALNESS, aiTextureType_DIFFUSE_ROUGHNESS, aiTextureType_AMBIENT_OCCLUSION, aiTextureType_UNKNOWN }; for (unsigned int type = 0; type < sizeof(types) / sizeof(types[0]); ++type) { for (unsigned int idx = 0; AI_SUCCESS == aiGetMaterialString(scene->mMaterials[i], AI_MATKEY_TEXTURE(types[type], idx), &name); ++idx) { printf("%s\n \'%s\'", (total++ ? "" : "\nTexture Refs:"), name.data); } } } if (total) { printf("\n"); } // animations total = 0; for (unsigned int i = 0; i < scene->mNumAnimations; ++i) { if (scene->mAnimations[i]->mName.length) { printf("%s\n \'%s\'", (total++ ? "" : "\nNamed Animations:"), scene->mAnimations[i]->mName.data); } } if (total) { printf("\n"); } // node hierarchy printf("\nNode hierarchy:\n"); PrintHierarchy(scene->mRootNode, "", verbose); printf("\n"); return AssimpCmdError::Success; }