775 lines
24 KiB
C++
775 lines
24 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, 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 WriteTextDumb.cpp
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* @brief Implementation of the 'assimp dump' utility
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*/
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#include "Main.h"
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#include "PostProcessing/ProcessHelper.h"
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const char* AICMD_MSG_DUMP_HELP =
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"assimp dump <model> [<out>] [-b] [-s] [-z] [common parameters]\n"
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"\t -b Binary output \n"
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"\t -s Shortened \n"
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"\t -z Compressed \n"
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"\t[See the assimp_cmd docs for a full list of all common parameters] \n"
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"\t -cfast Fast post processing preset, runs just a few important steps \n"
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"\t -cdefault Default post processing: runs all recommended steps\n"
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"\t -cfull Fires almost all post processing steps \n"
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;
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#include "Common/assbin_chunks.h"
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#include <assimp/DefaultIOSystem.h>
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#include <code/Assbin/AssbinFileWriter.h>
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#include <memory>
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FILE* out = NULL;
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bool shortened = false;
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// -----------------------------------------------------------------------------------
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// Convert a name to standard XML format
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void ConvertName(aiString& out, const aiString& in)
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{
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out.length = 0;
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for (unsigned int i = 0; i < in.length; ++i) {
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switch (in.data[i]) {
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case '<':
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out.Append("<");break;
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case '>':
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out.Append(">");break;
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case '&':
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out.Append("&");break;
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case '\"':
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out.Append(""");break;
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case '\'':
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out.Append("'");break;
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default:
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out.data[out.length++] = in.data[i];
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}
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}
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out.data[out.length] = 0;
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}
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// -----------------------------------------------------------------------------------
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// Write a single node as text dump
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void WriteNode(const aiNode* node, FILE* out, unsigned int depth)
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{
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char prefix[512];
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for (unsigned int i = 0; i < depth;++i)
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prefix[i] = '\t';
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prefix[depth] = '\0';
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const aiMatrix4x4& m = node->mTransformation;
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aiString name;
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ConvertName(name,node->mName);
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fprintf(out,"%s<Node name=\"%s\"> \n"
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"%s\t<Matrix4> \n"
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"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
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"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
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"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
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"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
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"%s\t</Matrix4> \n",
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prefix,name.data,prefix,
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prefix,m.a1,m.a2,m.a3,m.a4,
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prefix,m.b1,m.b2,m.b3,m.b4,
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prefix,m.c1,m.c2,m.c3,m.c4,
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prefix,m.d1,m.d2,m.d3,m.d4,prefix);
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if (node->mNumMeshes) {
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fprintf(out, "%s\t<MeshRefs num=\"%u\">\n%s\t",
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prefix,node->mNumMeshes,prefix);
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for (unsigned int i = 0; i < node->mNumMeshes;++i) {
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fprintf(out,"%u ",node->mMeshes[i]);
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}
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fprintf(out,"\n%s\t</MeshRefs>\n",prefix);
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}
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if (node->mNumChildren) {
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fprintf(out,"%s\t<NodeList num=\"%u\">\n",
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prefix,node->mNumChildren);
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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WriteNode(node->mChildren[i],out,depth+2);
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}
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fprintf(out,"%s\t</NodeList>\n",prefix);
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}
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fprintf(out,"%s</Node>\n",prefix);
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}
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// -------------------------------------------------------------------------------
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const char* TextureTypeToString(aiTextureType in)
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{
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switch (in)
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{
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case aiTextureType_NONE:
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return "n/a";
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case aiTextureType_DIFFUSE:
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return "Diffuse";
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case aiTextureType_SPECULAR:
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return "Specular";
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case aiTextureType_AMBIENT:
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return "Ambient";
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case aiTextureType_EMISSIVE:
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return "Emissive";
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case aiTextureType_OPACITY:
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return "Opacity";
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case aiTextureType_NORMALS:
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return "Normals";
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case aiTextureType_HEIGHT:
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return "Height";
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case aiTextureType_SHININESS:
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return "Shininess";
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case aiTextureType_DISPLACEMENT:
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return "Displacement";
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case aiTextureType_LIGHTMAP:
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return "Lightmap";
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case aiTextureType_REFLECTION:
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return "Reflection";
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case aiTextureType_UNKNOWN:
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return "Unknown";
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default:
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break;
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}
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ai_assert(false);
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return "BUG";
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}
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// -----------------------------------------------------------------------------------
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// Some chuncks of text will need to be encoded for XML
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// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
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static std::string encodeXML(const std::string& data) {
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std::string buffer;
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buffer.reserve(data.size());
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for(size_t pos = 0; pos != data.size(); ++pos) {
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switch(data[pos]) {
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case '&': buffer.append("&"); break;
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case '\"': buffer.append("""); break;
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case '\'': buffer.append("'"); break;
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case '<': buffer.append("<"); break;
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case '>': buffer.append(">"); break;
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default: buffer.append(&data[pos], 1); break;
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}
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}
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return buffer;
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}
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// -----------------------------------------------------------------------------------
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// Write a text model dump
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void WriteDump(const aiScene* scene, FILE* out, const char* src, const char* cmd, bool shortened)
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{
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time_t tt = ::time(NULL);
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#if _WIN32
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tm* p = gmtime(&tt);
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#else
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struct tm now;
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tm* p = gmtime_r(&tt, &now);
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#endif
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ai_assert(nullptr != p);
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std::string c = cmd;
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std::string::size_type s;
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// https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
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// -- not allowed in XML comments
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while((s = c.find("--")) != std::string::npos) {
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c[s] = '?';
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}
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aiString name;
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// write header
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fprintf(out,
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"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
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"<ASSIMP format_id=\"1\">\n\n"
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"<!-- XML Model dump produced by assimp dump\n"
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" Library version: %u.%u.%u\n"
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" Source: %s\n"
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" Command line: %s\n"
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" %s\n"
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"-->"
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" \n\n"
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"<Scene flags=\"%u\" postprocessing=\"%i\">\n",
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aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),src,c.c_str(),asctime(p),
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scene->mFlags,
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0 /*globalImporter->GetEffectivePostProcessing()*/);
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// write the node graph
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WriteNode(scene->mRootNode, out, 0);
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#if 0
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// write cameras
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for (unsigned int i = 0; i < scene->mNumCameras;++i) {
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aiCamera* cam = scene->mCameras[i];
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ConvertName(name,cam->mName);
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// camera header
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fprintf(out,"\t<Camera parent=\"%s\">\n"
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"\t\t<Vector3 name=\"up\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Float name=\"fov\" > %f </Float>\n"
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"\t\t<Float name=\"aspect\" > %f </Float>\n"
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"\t\t<Float name=\"near_clip\" > %f </Float>\n"
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"\t\t<Float name=\"far_clip\" > %f </Float>\n"
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"\t</Camera>\n",
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name.data,
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cam->mUp.x,cam->mUp.y,cam->mUp.z,
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cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
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cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
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cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
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}
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// write lights
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for (unsigned int i = 0; i < scene->mNumLights;++i) {
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aiLight* l = scene->mLights[i];
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ConvertName(name,l->mName);
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// light header
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fprintf(out,"\t<Light parent=\"%s\"> type=\"%s\"\n"
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"\t\t<Vector3 name=\"diffuse\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Vector3 name=\"specular\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Vector3 name=\"ambient\" > %0 8f %0 8f %0 8f </Vector3>\n",
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name.data,
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(l->mType == aiLightSource_DIRECTIONAL ? "directional" :
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(l->mType == aiLightSource_POINT ? "point" : "spot" )),
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l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
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l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
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l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
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if (l->mType != aiLightSource_DIRECTIONAL) {
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fprintf(out,
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"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Float name=\"atten_cst\" > %f </Float>\n"
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"\t\t<Float name=\"atten_lin\" > %f </Float>\n"
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"\t\t<Float name=\"atten_sqr\" > %f </Float>\n",
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l->mPosition.x,l->mPosition.y,l->mPosition.z,
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l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
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}
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if (l->mType != aiLightSource_POINT) {
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fprintf(out,
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"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n",
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l->mDirection.x,l->mDirection.y,l->mDirection.z);
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}
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if (l->mType == aiLightSource_SPOT) {
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fprintf(out,
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"\t\t<Float name=\"cone_out\" > %f </Float>\n"
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"\t\t<Float name=\"cone_inn\" > %f </Float>\n",
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l->mAngleOuterCone,l->mAngleInnerCone);
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}
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fprintf(out,"\t</Light>\n");
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}
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#endif
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// write textures
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if (scene->mNumTextures) {
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fprintf(out,"<TextureList num=\"%u\">\n",scene->mNumTextures);
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for (unsigned int i = 0; i < scene->mNumTextures;++i) {
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aiTexture* tex = scene->mTextures[i];
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bool compressed = (tex->mHeight == 0);
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// mesh header
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fprintf(out,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
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(compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
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(compressed ? "true" : "false"));
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if (compressed) {
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fprintf(out,"\t\t<Data length=\"%u\"> \n",tex->mWidth);
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if (!shortened) {
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for (unsigned int n = 0; n < tex->mWidth;++n) {
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fprintf(out,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
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if (n && !(n % 50)) {
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fprintf(out,"\n");
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}
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}
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}
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}
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else if (!shortened){
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fprintf(out,"\t\t<Data length=\"%i\"> \n",tex->mWidth*tex->mHeight*4);
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// const unsigned int width = (unsigned int)log10((double)std::max(tex->mHeight,tex->mWidth))+1;
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for (unsigned int y = 0; y < tex->mHeight;++y) {
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for (unsigned int x = 0; x < tex->mWidth;++x) {
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aiTexel* tx = tex->pcData + y*tex->mWidth+x;
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unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
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fprintf(out,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
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// group by four for readibility
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if (0 == (x+y*tex->mWidth) % 4)
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fprintf(out,"\n");
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}
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}
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}
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fprintf(out,"\t\t</Data>\n\t</Texture>\n");
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}
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fprintf(out,"</TextureList>\n");
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}
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// write materials
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if (scene->mNumMaterials) {
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fprintf(out,"<MaterialList num=\"%u\">\n",scene->mNumMaterials);
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for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
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const aiMaterial* mat = scene->mMaterials[i];
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fprintf(out,"\t<Material>\n");
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fprintf(out,"\t\t<MatPropertyList num=\"%u\">\n",mat->mNumProperties);
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for (unsigned int n = 0; n < mat->mNumProperties;++n) {
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const aiMaterialProperty* prop = mat->mProperties[n];
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const char* sz = "";
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if (prop->mType == aiPTI_Float) {
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sz = "float";
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}
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else if (prop->mType == aiPTI_Integer) {
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sz = "integer";
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}
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else if (prop->mType == aiPTI_String) {
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sz = "string";
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}
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else if (prop->mType == aiPTI_Buffer) {
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sz = "binary_buffer";
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}
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fprintf(out,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
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prop->mKey.data, sz,
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::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
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if (prop->mType == aiPTI_Float) {
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fprintf(out," size=\"%i\">\n\t\t\t\t",
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static_cast<int>(prop->mDataLength/sizeof(float)));
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for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
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fprintf(out,"%f ",*((float*)(prop->mData+p*sizeof(float))));
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}
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}
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else if (prop->mType == aiPTI_Integer) {
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fprintf(out," size=\"%i\">\n\t\t\t\t",
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static_cast<int>(prop->mDataLength/sizeof(int)));
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for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
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fprintf(out,"%i ",*((int*)(prop->mData+p*sizeof(int))));
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}
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}
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else if (prop->mType == aiPTI_Buffer) {
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fprintf(out," size=\"%i\">\n\t\t\t\t",
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static_cast<int>(prop->mDataLength));
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for (unsigned int p = 0; p < prop->mDataLength;++p) {
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fprintf(out,"%2x ",prop->mData[p]);
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if (p && 0 == p%30) {
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fprintf(out,"\n\t\t\t\t");
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}
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}
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}
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else if (prop->mType == aiPTI_String) {
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fprintf(out,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
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}
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fprintf(out,"\n\t\t\t</MatProperty>\n");
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}
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fprintf(out,"\t\t</MatPropertyList>\n");
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fprintf(out,"\t</Material>\n");
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}
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fprintf(out,"</MaterialList>\n");
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}
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// write animations
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if (scene->mNumAnimations) {
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fprintf(out,"<AnimationList num=\"%u\">\n",scene->mNumAnimations);
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for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
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aiAnimation* anim = scene->mAnimations[i];
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// anim header
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ConvertName(name,anim->mName);
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fprintf(out,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
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name.data, anim->mDuration, anim->mTicksPerSecond);
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// write bone animation channels
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if (anim->mNumChannels) {
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fprintf(out,"\t\t<NodeAnimList num=\"%u\">\n",anim->mNumChannels);
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for (unsigned int n = 0; n < anim->mNumChannels;++n) {
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aiNodeAnim* nd = anim->mChannels[n];
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// node anim header
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ConvertName(name,nd->mNodeName);
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fprintf(out,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
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if (!shortened) {
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// write position keys
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if (nd->mNumPositionKeys) {
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fprintf(out,"\t\t\t\t<PositionKeyList num=\"%u\">\n",nd->mNumPositionKeys);
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for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
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aiVectorKey* vc = nd->mPositionKeys+a;
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fprintf(out,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
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|
"\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=\"%u\">\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=\"%u\">\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=\"%u\">\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=\"%u\">\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=\"%u\">\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=\"%u\">\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=\"%u\">\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=\"%u\">\n",mesh->mNumFaces);
|
|
for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
|
|
aiFace& f = mesh->mFaces[n];
|
|
fprintf(out,"\t\t\t<Face num=\"%u\">\n"
|
|
"\t\t\t\t",f.mNumIndices);
|
|
|
|
for (unsigned int j = 0; j < f.mNumIndices;++j)
|
|
fprintf(out,"%u ",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=\"%u\" 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=\"%u\" 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=\"%u\" 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=\"%u\" 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=\"%u\" set=\"%u\" num_components=\"%u\"> \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=\"%u\" set=\"%u\" 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";
|
|
|
|
// --help
|
|
if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {
|
|
printf("%s",AICMD_MSG_DUMP_HELP);
|
|
return AssimpCmdError::Success;
|
|
}
|
|
|
|
// asssimp dump in out [options]
|
|
if (num < 1) {
|
|
printf("%s", fail);
|
|
return AssimpCmdError::InvalidNumberOfArguments;
|
|
}
|
|
|
|
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 AssimpCmdError::FailedToLoadInputFile;
|
|
}
|
|
|
|
if (binary) {
|
|
try {
|
|
std::unique_ptr<IOSystem> pIOSystem(new DefaultIOSystem());
|
|
DumpSceneToAssbin(out.c_str(), cmd.c_str(), pIOSystem.get(),
|
|
scene, shortened, compressed);
|
|
}
|
|
catch (const std::exception& e) {
|
|
printf("%s", ("assimp dump: " + std::string(e.what())).c_str());
|
|
return AssimpCmdError::ExceptionWasRaised;
|
|
}
|
|
catch (...) {
|
|
printf("assimp dump: An unknown exception occured.\n");
|
|
return AssimpCmdError::ExceptionWasRaised;
|
|
}
|
|
}
|
|
else {
|
|
FILE* o = ::fopen(out.c_str(), "wt");
|
|
if (!o) {
|
|
printf("assimp dump: Unable to open output file %s\n",out.c_str());
|
|
return AssimpCmdError::FailedToOpenOutputFile;
|
|
}
|
|
WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened);
|
|
fclose(o);
|
|
}
|
|
|
|
printf("assimp dump: Wrote output dump %s\n",out.c_str());
|
|
return AssimpCmdError::Success;
|
|
}
|
|
|