/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2018, 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" const char* AICMD_MSG_INFO_HELP_E = "assimp info [-r]\n" "\tPrint basic structure of a 3D model\n" "\t-r,--raw: No postprocessing, do a raw import\n"; // ----------------------------------------------------------------------------------- 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] = {0}; 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":""); } // ----------------------------------------------------------------------------------- void PrintHierarchy(const aiNode* root, unsigned int maxnest, unsigned int maxline, unsigned int cline, unsigned int cnest=0) { if (cline++ >= maxline || cnest >= maxnest) { return; } for(unsigned int i = 0; i < cnest; ++i) { printf("-- "); } printf("\'%s\', meshes: %u\n",root->mName.data,root->mNumMeshes); for (unsigned int i = 0; i < root->mNumChildren; ++i ) { PrintHierarchy(root->mChildren[i],maxnest,maxline,cline,cnest+1); if(i == root->mNumChildren-1) { for(unsigned int i = 0; i < cnest; ++i) { printf(" "); } printf("<--\n"); } } } // ----------------------------------------------------------------------------------- // Implementation of the assimp info utility to print basic file info int Assimp_Info (const char* const* params, unsigned int num) { if (num < 1) { printf("assimp info: Invalid number of arguments. " "See \'assimp info --help\'\n"); return 1; } // --help if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) { printf("%s",AICMD_MSG_INFO_HELP_E); return 0; } // asssimp info [-r] if (num < 1) { printf("assimp info: Invalid number of arguments. " "See \'assimp info --help\'\n"); return 1; } const std::string in = std::string(params[0]); // do maximum post-processing unless -r was specified ImportData import; import.ppFlags = num>1&&(!strcmp(params[1],"--raw")||!strcmp(params[1],"-r")) ? 0 : 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 5; } 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] ) ; unsigned int total=0; for(unsigned int i = 0;i < scene->mNumMaterials; ++i) { aiString name; if (AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],AI_MATKEY_NAME,&name)) { printf("%s\n \'%s\'",(total++?"":"\nNamed Materials:" ),name.data); } } if(total) { printf("\n"); } 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_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"); } 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"); } printf("\nNode hierarchy:\n"); unsigned int cline=0; PrintHierarchy(scene->mRootNode,20,1000,cline); printf("\n"); return 0; }