/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 [] [-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 inline uint32_t WriteBounds(const T* in, unsigned int size) { T minc,maxc; ArrayBounds(in,size,minc,maxc); fwrite(&minc,sizeof(T),1,out); fwrite(&maxc,sizeof(T),1,out); return sizeof(T)*2; } // ----------------------------------------------------------------------------------- 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 += WriteAiString(node->mName); len += WriteMat4x4(node->mTransformation); len += WriteInteger(node->mNumChildren); len += WriteInteger(node->mNumMeshes); for (unsigned int i = 0; i < node->mNumMeshes;++i) { len += WriteInteger(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 += WriteInteger(tex->mWidth); len += WriteInteger(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 += WriteAiString(b->mName); len += WriteInteger(b->mNumWeights); len += WriteMat4x4(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 += WriteInteger(mesh->mPrimitiveTypes); len += WriteInteger(mesh->mNumVertices); len += WriteInteger(mesh->mNumFaces); len += WriteInteger(mesh->mNumBones); len += WriteInteger(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 += WriteInteger(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 += WriteInteger(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) { unsigned int hash = 0; for (unsigned int a = 0; a < job;++a) { const aiFace& f = mesh->mFaces[processed+a]; hash = SuperFastHash((const char*)&f.mNumIndices,sizeof(unsigned int),hash); hash = SuperFastHash((const char*) f.mIndices,f.mNumIndices*sizeof(unsigned int),hash); } len += WriteInteger(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]; if (f.mNumIndices >= (1u<<16)) { printf("The assbin format doesn't support polygons with more than 65536 vertices"); return -1; } len += WriteShort(f.mNumIndices); for (unsigned int a = 0; a < f.mNumIndices;++a) { if (mesh->mNumVertices < (1u<<16)) { len += WriteShort(f.mIndices[a]); } else len += WriteInteger(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 += WriteAiString(prop->mKey); len += WriteInteger(prop->mSemantic); len += WriteInteger(prop->mIndex); len += WriteInteger(prop->mDataLength); len += WriteInteger((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 += WriteInteger(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 += WriteAiString(nd->mNodeName); len += WriteInteger(nd->mNumPositionKeys); len += WriteInteger(nd->mNumRotationKeys); len += WriteInteger(nd->mNumScalingKeys); len += WriteInteger(nd->mPreState); len += WriteInteger(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 += WriteAiString (anim->mName); len += WriteDouble (anim->mDuration); len += WriteDouble (anim->mTicksPerSecond); len += WriteInteger(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 += WriteAiString(l->mName); len += WriteInteger(l->mType); if (l->mType != aiLightSource_DIRECTIONAL) { len += WriteFloat(l->mAttenuationConstant); len += WriteFloat(l->mAttenuationLinear); len += WriteFloat(l->mAttenuationQuadratic); } len += WriteVec3((const aiVector3D&)l->mColorDiffuse); len += WriteVec3((const aiVector3D&)l->mColorSpecular); len += WriteVec3((const aiVector3D&)l->mColorAmbient); if (l->mType == aiLightSource_SPOT) { len += WriteFloat(l->mAngleInnerCone); len += WriteFloat(l->mAngleOuterCone); } ChangeInteger(old,len); return len; } // ----------------------------------------------------------------------------------- uint32_t WriteBinaryCamera(const aiCamera* cam) { uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AICAMERA); len += WriteAiString(cam->mName); len += WriteVec3(cam->mPosition); len += WriteVec3(cam->mLookAt); len += WriteVec3(cam->mUp); len += WriteFloat(cam->mHorizontalFOV); len += WriteFloat(cam->mClipPlaneNear); len += WriteFloat(cam->mClipPlaneFar); len += WriteFloat(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 += WriteInteger(scene->mFlags); len += WriteInteger(scene->mNumMeshes); len += WriteInteger(scene->mNumMaterials); len += WriteInteger(scene->mNumAnimations); len += WriteInteger(scene->mNumTextures); len += WriteInteger(scene->mNumLights); len += WriteInteger(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 WriteInteger(ASSBIN_VERSION_MAJOR); WriteInteger(ASSBIN_VERSION_MINOR); WriteInteger(aiGetVersionRevision()); WriteInteger(aiGetCompileFlags()); WriteShort(shortened); WriteShort(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 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 \n" "%s\t \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 \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\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\n",prefix); } if (node->mNumChildren) { fprintf(out,"%s\t\n", prefix,node->mNumChildren); for (unsigned int i = 0; i < node->mNumChildren;++i) { WriteNode(node->mChildren[i],out,depth+2); } fprintf(out,"%s\t\n",prefix); } fprintf(out,"%s\n",prefix); } // ----------------------------------------------------------------------------------- // 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); aiString name; // write header fprintf(out, "\n" "\n\n" "" " \n\n" "\n", aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),src,cmd,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\n" "\t\t %0 8f %0 8f %0 8f \n" "\t\t %0 8f %0 8f %0 8f \n" "\t\t %0 8f %0 8f %0 8f \n" "\t\t %f \n" "\t\t %f \n" "\t\t %f \n" "\t\t %f \n" "\t\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 type=\"%s\"\n" "\t\t %0 8f %0 8f %0 8f \n" "\t\t %0 8f %0 8f %0 8f \n" "\t\t %0 8f %0 8f %0 8f \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 %0 8f %0 8f %0 8f \n" "\t\t %f \n" "\t\t %f \n" "\t\t %f \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 %0 8f %0 8f %0 8f \n", l->mDirection.x,l->mDirection.y,l->mDirection.z); } if (l->mType == aiLightSource_SPOT) { fprintf(out, "\t\t %f \n" "\t\t %f \n", l->mAngleOuterCone,l->mAngleInnerCone); } fprintf(out,"\t\n"); } #endif // write textures if (scene->mNumTextures) { fprintf(out,"\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 \n", (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight), (compressed ? "true" : "false")); if (compressed) { fprintf(out,"\t\t \n",tex->mWidth); if (!shortened) { for (unsigned int n = 0; n < tex->mWidth;++n) { fprintf(out,"\t\t\t%2x",reinterpret_cast(tex->pcData)[n]); if (n && !(n % 50)) { fprintf(out,"\n"); } } } } else if (!shortened){ fprintf(out,"\t\t \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\n\t\n"); } fprintf(out,"\n"); } // write materials if (scene->mNumMaterials) { fprintf(out,"\n",scene->mNumMaterials); for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { const aiMaterial* mat = scene->mMaterials[i]; fprintf(out,"\t\n"); fprintf(out,"\t\t\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\tmKey.data, sz, TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex); if (prop->mType == aiPTI_Float) { fprintf(out," size=\"%i\">\n\t\t\t\t", static_cast(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(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(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\"%s\"",prop->mData+4 /* skip length */); } fprintf(out,"\n\t\t\t\n"); } fprintf(out,"\t\t\n"); fprintf(out,"\t\n"); } fprintf(out,"\n"); } // write animations if (scene->mNumAnimations) { fprintf(out,"\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\n", name.data, anim->mDuration, anim->mTicksPerSecond); // write bone animation channels if (anim->mNumChannels) { fprintf(out,"\t\t\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\n",name.data); if (!shortened) { // write position keys if (nd->mNumPositionKeys) { fprintf(out,"\t\t\t\t\n",nd->mNumPositionKeys); for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) { aiVectorKey* vc = nd->mPositionKeys+a; fprintf(out,"\t\t\t\t\t\n" "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); } fprintf(out,"\t\t\t\t\n"); } // write scaling keys if (nd->mNumScalingKeys) { fprintf(out,"\t\t\t\t\n",nd->mNumScalingKeys); for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) { aiVectorKey* vc = nd->mScalingKeys+a; fprintf(out,"\t\t\t\t\t\n" "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); } fprintf(out,"\t\t\t\t\n"); } // write rotation keys if (nd->mNumRotationKeys) { fprintf(out,"\t\t\t\t\n",nd->mNumRotationKeys); for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) { aiQuatKey* vc = nd->mRotationKeys+a; fprintf(out,"\t\t\t\t\t\n" "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t\n", vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w); } fprintf(out,"\t\t\t\t\n"); } } fprintf(out,"\t\t\t\n"); } fprintf(out,"\t\t\n"); } fprintf(out,"\t\n"); } fprintf(out,"\n"); } // write meshes if (scene->mNumMeshes) { fprintf(out,"\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\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\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\n" "\t\t\t\t \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 \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\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\n\t\t\t\t\t\t%f\n\t\t\t\t\t\n", wght->mVertexId,wght->mWeight); } fprintf(out,"\t\t\t\t\n"); } fprintf(out,"\t\t\t\n"); } fprintf(out,"\t\t\n"); } // faces if (!shortened && mesh->mNumFaces) { fprintf(out,"\t\t\n",mesh->mNumFaces); for (unsigned int n = 0; n < mesh->mNumFaces; ++n) { aiFace& f = mesh->mFaces[n]; fprintf(out,"\t\t\t\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\n"); } fprintf(out,"\t\t\n"); } // vertex positions if (mesh->HasPositions()) { fprintf(out,"\t\t \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\n"); } // vertex normals if (mesh->HasNormals()) { fprintf(out,"\t\t \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\n"); } // vertex tangents and bitangents if (mesh->HasTangentsAndBitangents()) { fprintf(out,"\t\t \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\n"); fprintf(out,"\t\t \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\n"); } // texture coordinates for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { if (!mesh->mTextureCoords[a]) break; fprintf(out,"\t\t \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\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 \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\n"); } fprintf(out,"\t\n"); } fprintf(out,"\n"); } fprintf(out,"\n"); } // ----------------------------------------------------------------------------------- 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(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(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; }