506 lines
17 KiB
C++
506 lines
17 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) 2006-2022, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Info.cpp
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* @brief Implementation of the 'assimp info' utility */
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#include "Main.h"
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#include <cstdio>
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#include <iostream>
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#include <string>
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const char *AICMD_MSG_INFO_HELP_E =
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"assimp info <file> [-r] [-v]\n"
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"\tPrint basic structure of a 3D model\n"
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"\t-r,--raw: No postprocessing, do a raw import\n"
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"\t-v,--verbose: Print verbose info such as node transform data\n"
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"\t-s, --silent: Print only minimal info\n";
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const char *TREE_BRANCH_ASCII = "|-";
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const char *TREE_BRANCH_UTF8 = "\xe2\x94\x9c\xe2\x95\xb4";
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const char *TREE_STOP_ASCII = "'-";
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const char *TREE_STOP_UTF8 = "\xe2\x94\x94\xe2\x95\xb4";
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const char *TREE_CONTINUE_ASCII = "| ";
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const char *TREE_CONTINUE_UTF8 = "\xe2\x94\x82 ";
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// note: by default this is using utf-8 text.
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// this is well supported on pretty much any linux terminal.
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// if this causes problems on some platform,
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// put an #ifdef to use the ascii version for that platform.
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const char *TREE_BRANCH = TREE_BRANCH_UTF8;
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const char *TREE_STOP = TREE_STOP_UTF8;
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const char *TREE_CONTINUE = TREE_CONTINUE_UTF8;
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// -----------------------------------------------------------------------------------
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unsigned int CountNodes(const aiNode *root) {
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unsigned int i = 0;
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for (unsigned int a = 0; a < root->mNumChildren; ++a) {
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i += CountNodes(root->mChildren[a]);
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}
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return 1 + i;
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}
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// -----------------------------------------------------------------------------------
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unsigned int GetMaxDepth(const aiNode *root) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < root->mNumChildren; ++i) {
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cnt = std::max(cnt, GetMaxDepth(root->mChildren[i]));
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}
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return cnt + 1;
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountVertices(const aiScene *scene) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumVertices;
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}
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return cnt;
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountFaces(const aiScene *scene) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumFaces;
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}
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return cnt;
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountBones(const aiScene *scene) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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cnt += scene->mMeshes[i]->mNumBones;
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}
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return cnt;
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}
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// -----------------------------------------------------------------------------------
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unsigned int CountAnimChannels(const aiScene *scene) {
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unsigned int cnt = 0;
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for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
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cnt += scene->mAnimations[i]->mNumChannels;
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}
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return cnt;
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}
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// -----------------------------------------------------------------------------------
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unsigned int GetAvgFacePerMesh(const aiScene *scene) {
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return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountFaces(scene) / scene->mNumMeshes) : 0;
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}
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// -----------------------------------------------------------------------------------
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unsigned int GetAvgVertsPerMesh(const aiScene *scene) {
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return (scene->mNumMeshes != 0) ? static_cast<unsigned int>(CountVertices(scene) / scene->mNumMeshes) : 0;
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}
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// -----------------------------------------------------------------------------------
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void FindSpecialPoints(const aiScene *scene, const aiNode *root, aiVector3D special_points[3], const aiMatrix4x4 &mat = aiMatrix4x4()) {
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// XXX that could be greatly simplified by using code from code/ProcessHelper.h
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// XXX I just don't want to include it here.
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const aiMatrix4x4 trafo = root->mTransformation * mat;
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for (unsigned int i = 0; i < root->mNumMeshes; ++i) {
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const aiMesh *mesh = scene->mMeshes[root->mMeshes[i]];
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for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
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aiVector3D v = trafo * mesh->mVertices[a];
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special_points[0].x = std::min(special_points[0].x, v.x);
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special_points[0].y = std::min(special_points[0].y, v.y);
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special_points[0].z = std::min(special_points[0].z, v.z);
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special_points[1].x = std::max(special_points[1].x, v.x);
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special_points[1].y = std::max(special_points[1].y, v.y);
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special_points[1].z = std::max(special_points[1].z, v.z);
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}
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}
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for (unsigned int i = 0; i < root->mNumChildren; ++i) {
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FindSpecialPoints(scene, root->mChildren[i], special_points, trafo);
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}
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}
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// -----------------------------------------------------------------------------------
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void FindSpecialPoints(const aiScene *scene, aiVector3D special_points[3]) {
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special_points[0] = aiVector3D(1e10, 1e10, 1e10);
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special_points[1] = aiVector3D(-1e10, -1e10, -1e10);
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FindSpecialPoints(scene, scene->mRootNode, special_points);
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special_points[2] = (special_points[0] + special_points[1]) * (ai_real)0.5;
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}
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// -----------------------------------------------------------------------------------
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std::string FindPTypes(const aiScene *scene) {
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bool haveit[4] = { 0 };
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes;
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if (pt & aiPrimitiveType_POINT) {
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haveit[0] = true;
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}
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if (pt & aiPrimitiveType_LINE) {
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haveit[1] = true;
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}
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if (pt & aiPrimitiveType_TRIANGLE) {
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haveit[2] = true;
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}
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if (pt & aiPrimitiveType_POLYGON) {
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haveit[3] = true;
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}
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}
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return (haveit[0] ? std::string("points") : "") + (haveit[1] ? "lines" : "") +
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(haveit[2] ? "triangles" : "") + (haveit[3] ? "n-polygons" : "");
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}
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// -----------------------------------------------------------------------------------
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// Prettily print the node graph to stdout
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void PrintHierarchy(
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const aiNode *node,
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const std::string &indent,
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bool verbose,
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bool last = false,
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bool first = true) {
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// tree visualization
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std::string branchchar;
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if (first) {
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branchchar = "";
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} else if (last) {
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branchchar = TREE_STOP;
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} // "'-"
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else {
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branchchar = TREE_BRANCH;
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} // "|-"
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// print the indent and the branch character and the name
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std::cout << indent << branchchar << node->mName.C_Str();
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// if there are meshes attached, indicate this
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if (node->mNumMeshes) {
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std::cout << " (mesh ";
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bool sep = false;
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for (size_t i = 0; i < node->mNumMeshes; ++i) {
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unsigned int mesh_index = node->mMeshes[i];
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if (sep) {
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std::cout << ", ";
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}
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std::cout << mesh_index;
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sep = true;
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}
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std::cout << ")";
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}
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// finish the line
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std::cout << std::endl;
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// in verbose mode, print the transform data as well
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if (verbose) {
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// indent to use
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std::string indentadd;
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if (last) {
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indentadd += " ";
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} else {
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indentadd += TREE_CONTINUE;
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} // "| "..
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if (node->mNumChildren == 0) {
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indentadd += " ";
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} else {
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indentadd += TREE_CONTINUE;
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} // .."| "
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aiVector3D s, r, t;
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node->mTransformation.Decompose(s, r, t);
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if (s.x != 1.0 || s.y != 1.0 || s.z != 1.0) {
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std::cout << indent << indentadd;
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printf(" S:[%f %f %f]\n", s.x, s.y, s.z);
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}
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if (r.x || r.y || r.z) {
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std::cout << indent << indentadd;
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printf(" R:[%f %f %f]\n", r.x, r.y, r.z);
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}
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if (t.x || t.y || t.z) {
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std::cout << indent << indentadd;
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printf(" T:[%f %f %f]\n", t.x, t.y, t.z);
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}
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}
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// and recurse
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std::string nextIndent;
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if (first) {
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nextIndent = indent;
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} else if (last) {
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nextIndent = indent + " ";
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} else {
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nextIndent = indent + TREE_CONTINUE;
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} // "| "
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for (size_t i = 0; i < node->mNumChildren; ++i) {
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bool lastone = (i == node->mNumChildren - 1);
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PrintHierarchy(
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node->mChildren[i],
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nextIndent,
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verbose,
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lastone,
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false);
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}
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}
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// -----------------------------------------------------------------------------------
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// Implementation of the assimp info utility to print basic file info
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int Assimp_Info(const char *const *params, unsigned int num) {
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// asssimp info <file> [-r]
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if (num < 1) {
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printf("assimp info: Invalid number of arguments. "
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"See \'assimp info --help\'\n");
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return AssimpCmdError::InvalidNumberOfArguments;
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}
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// --help
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if (!strcmp(params[0], "-h") || !strcmp(params[0], "--help") || !strcmp(params[0], "-?")) {
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printf("%s", AICMD_MSG_INFO_HELP_E);
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return AssimpCmdError::Success;
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}
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const std::string in = std::string(params[0]);
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// get -r and -v arguments
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bool raw = false;
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bool verbose = false;
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bool silent = false;
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for (unsigned int i = 1; i < num; ++i) {
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if (!strcmp(params[i], "--raw") || !strcmp(params[i], "-r")) {
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raw = true;
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}
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if (!strcmp(params[i], "--verbose") || !strcmp(params[i], "-v")) {
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verbose = true;
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}
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if (!strcmp(params[i], "--silent") || !strcmp(params[i], "-s")) {
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silent = true;
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}
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}
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// Verbose and silent at the same time are not allowed
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if (verbose && silent) {
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printf("assimp info: Invalid arguments, verbose and silent at the same time are forbidden. ");
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return AssimpCmdInfoError::InvalidCombinaisonOfArguments;
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}
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// Parse post-processing flags unless -r was specified
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ImportData import;
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if (!raw) {
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// get import flags
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ProcessStandardArguments(import, params + 1, num - 1);
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//No custom post process flags defined, we set all the post process flags active
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if (import.ppFlags == 0)
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import.ppFlags |= aiProcessPreset_TargetRealtime_MaxQuality;
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}
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// import the main model
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const aiScene *scene = ImportModel(import, in);
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if (!scene) {
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printf("assimp info: Unable to load input file %s\n",
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in.c_str());
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return AssimpCmdError::FailedToLoadInputFile;
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}
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aiMemoryInfo mem;
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globalImporter->GetMemoryRequirements(mem);
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static const char *format_string =
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"Memory consumption: %i B\n"
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"Nodes: %i\n"
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"Maximum depth %i\n"
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"Meshes: %i\n"
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"Animations: %i\n"
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"Textures (embed.): %i\n"
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"Materials: %i\n"
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"Cameras: %i\n"
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"Lights: %i\n"
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"Vertices: %i\n"
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"Faces: %i\n"
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"Bones: %i\n"
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"Animation Channels: %i\n"
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"Primitive Types: %s\n"
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"Average faces/mesh %i\n"
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"Average verts/mesh %i\n"
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"Minimum point (%f %f %f)\n"
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"Maximum point (%f %f %f)\n"
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"Center point (%f %f %f)\n"
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;
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aiVector3D special_points[3];
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FindSpecialPoints(scene, special_points);
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printf(format_string,
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mem.total,
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CountNodes(scene->mRootNode),
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GetMaxDepth(scene->mRootNode),
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scene->mNumMeshes,
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scene->mNumAnimations,
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scene->mNumTextures,
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scene->mNumMaterials,
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scene->mNumCameras,
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scene->mNumLights,
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CountVertices(scene),
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CountFaces(scene),
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CountBones(scene),
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CountAnimChannels(scene),
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FindPTypes(scene).c_str(),
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GetAvgFacePerMesh(scene),
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GetAvgVertsPerMesh(scene),
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special_points[0][0], special_points[0][1], special_points[0][2],
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special_points[1][0], special_points[1][1], special_points[1][2],
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special_points[2][0], special_points[2][1], special_points[2][2]);
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if (silent) {
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printf("\n");
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return AssimpCmdError::Success;
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}
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// meshes
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if (scene->mNumMeshes) {
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printf("\nMeshes: (name) [vertices / bones / faces | primitive_types]\n");
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}
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
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const aiMesh *mesh = scene->mMeshes[i];
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printf(" %d (%s)", i, mesh->mName.C_Str());
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printf(
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": [%d / %d / %d |",
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mesh->mNumVertices,
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mesh->mNumBones,
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mesh->mNumFaces);
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const unsigned int ptypes = mesh->mPrimitiveTypes;
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if (ptypes & aiPrimitiveType_POINT) {
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printf(" point");
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}
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if (ptypes & aiPrimitiveType_LINE) {
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printf(" line");
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}
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if (ptypes & aiPrimitiveType_TRIANGLE) {
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printf(" triangle");
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}
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if (ptypes & aiPrimitiveType_POLYGON) {
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printf(" polygon");
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}
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printf("]\n");
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}
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// materials
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if (scene->mNumMaterials)
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printf("\nNamed Materials:");
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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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aiString name = mat->GetName();
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printf("\n \'%s\'", name.data);
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if (mat->mNumProperties)
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printf(" (prop) [index / bytes | texture semantic]");
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for (unsigned p = 0; p < mat->mNumProperties; p++) {
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const aiMaterialProperty *prop = mat->mProperties[p];
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const aiTextureType textype = static_cast<aiTextureType>(prop->mSemantic);
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printf("\n %d (%s): [%d / %d | %s]",
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p,
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prop->mKey.data,
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prop->mIndex,
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prop->mDataLength,
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aiTextureTypeToString(textype));
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}
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}
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if (scene->mNumMaterials) {
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printf("\n");
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}
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// textures
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unsigned int total = 0;
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for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
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aiString name;
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static const aiTextureType types[] = {
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aiTextureType_NONE,
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aiTextureType_DIFFUSE,
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aiTextureType_SPECULAR,
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aiTextureType_AMBIENT,
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aiTextureType_EMISSIVE,
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aiTextureType_HEIGHT,
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aiTextureType_NORMALS,
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aiTextureType_SHININESS,
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aiTextureType_OPACITY,
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aiTextureType_DISPLACEMENT,
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aiTextureType_LIGHTMAP,
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aiTextureType_REFLECTION,
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aiTextureType_BASE_COLOR,
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aiTextureType_NORMAL_CAMERA,
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aiTextureType_EMISSION_COLOR,
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aiTextureType_METALNESS,
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aiTextureType_DIFFUSE_ROUGHNESS,
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aiTextureType_AMBIENT_OCCLUSION,
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aiTextureType_UNKNOWN
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};
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for (unsigned int type = 0; type < sizeof(types) / sizeof(types[0]); ++type) {
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for (unsigned int idx = 0; AI_SUCCESS == aiGetMaterialString(scene->mMaterials[i],
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AI_MATKEY_TEXTURE(types[type], idx), &name);
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++idx) {
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printf("%s\n \'%s\'", (total++ ? "" : "\nTexture Refs:"), name.data);
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}
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}
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}
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if (total) {
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printf("\n");
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}
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// animations
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total = 0;
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for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
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if (scene->mAnimations[i]->mName.length) {
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printf("%s\n \'%s\'", (total++ ? "" : "\nNamed Animations:"), scene->mAnimations[i]->mName.data);
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}
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}
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|
if (total) {
|
|
printf("\n");
|
|
}
|
|
|
|
// node hierarchy
|
|
printf("\nNode hierarchy:\n");
|
|
PrintHierarchy(scene->mRootNode, "", verbose);
|
|
|
|
printf("\n");
|
|
return AssimpCmdError::Success;
|
|
}
|