663 lines
27 KiB
C++
663 lines
27 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2021, 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
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following 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 AssxmlFileWriter.cpp
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* @brief Implementation of Assxml file writer.
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*/
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#include "AssxmlFileWriter.h"
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#include "PostProcessing/ProcessHelper.h"
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#include <assimp/version.h>
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#include <assimp/Exporter.hpp>
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#include <assimp/IOStream.hpp>
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#include <assimp/IOSystem.hpp>
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#include <stdarg.h>
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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#include <zlib.h>
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#else
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#include <contrib/zlib/zlib.h>
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#endif
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#include <stdio.h>
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#include <time.h>
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#include <memory>
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using namespace Assimp;
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namespace Assimp {
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namespace AssxmlFileWriter {
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// -----------------------------------------------------------------------------------
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static int ioprintf(IOStream *io, const char *format, ...) {
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using namespace std;
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if (nullptr == io) {
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return -1;
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}
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static const int Size = 4096;
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char sz[Size];
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::memset(sz, '\0', Size);
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va_list va;
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va_start(va, format);
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const unsigned int nSize = vsnprintf(sz, Size - 1, format, va);
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ai_assert(nSize < Size);
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va_end(va);
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io->Write(sz, sizeof(char), nSize);
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return nSize;
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}
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// -----------------------------------------------------------------------------------
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// Convert a name to standard XML format
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static void ConvertName(aiString &out, const aiString &in) {
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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("<");
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break;
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case '>':
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out.Append(">");
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break;
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case '&':
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out.Append("&");
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break;
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case '\"':
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out.Append(""");
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break;
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case '\'':
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out.Append("'");
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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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static void WriteNode(const aiNode *node, IOStream *io, unsigned int depth) {
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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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ioprintf(io, "%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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ioprintf(io, "%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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ioprintf(io, "%u ", node->mMeshes[i]);
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}
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ioprintf(io, "\n%s\t</MeshRefs>\n", prefix);
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}
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if (node->mNumChildren) {
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ioprintf(io, "%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], io, depth + 2);
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}
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ioprintf(io, "%s\t</NodeList>\n", prefix);
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}
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ioprintf(io, "%s</Node>\n", prefix);
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}
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// -----------------------------------------------------------------------------------
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// Some chunks 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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static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene, IOStream *io, bool shortened) {
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time_t tt = ::time(nullptr);
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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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// write header
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std::string header(
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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=\"%u\">\n");
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const unsigned int majorVersion(aiGetVersionMajor());
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const unsigned int minorVersion(aiGetVersionMinor());
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const unsigned int rev(aiGetVersionRevision());
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const char *curtime(asctime(p));
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ioprintf(io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u);
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// write the node graph
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WriteNode(scene->mRootNode, io, 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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ioprintf(io,"\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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ioprintf(io,"\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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ioprintf(io,
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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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ioprintf(io,
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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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ioprintf(io,
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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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ioprintf(io,"\t</Light>\n");
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}
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#endif
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aiString name;
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// write textures
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if (scene->mNumTextures) {
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ioprintf(io, "<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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ioprintf(io, "\t<Texture width=\"%u\" height=\"%u\" 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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ioprintf(io, "\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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ioprintf(io, "\t\t\t%2x", reinterpret_cast<uint8_t *>(tex->pcData)[n]);
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if (n && !(n % 50)) {
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ioprintf(io, "\n");
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}
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}
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}
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} else if (!shortened) {
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ioprintf(io, "\t\t<Data length=\"%u\"> \n", tex->mWidth * tex->mHeight * 4);
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// const unsigned int width = (unsigned int)std::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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ioprintf(io, "\t\t\t%2x %2x %2x %2x", r, g, b, a);
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// group by four for readability
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if (0 == (x + y * tex->mWidth) % 4) {
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ioprintf(io, "\n");
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}
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}
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}
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}
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ioprintf(io, "\t\t</Data>\n\t</Texture>\n");
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}
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ioprintf(io, "</TextureList>\n");
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}
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// write materials
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if (scene->mNumMaterials) {
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ioprintf(io, "<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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ioprintf(io, "\t<Material>\n");
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ioprintf(io, "\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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} else if (prop->mType == aiPTI_Integer) {
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sz = "integer";
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} else if (prop->mType == aiPTI_String) {
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sz = "string";
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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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ioprintf(io, "\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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ioprintf(io, " 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 pp = 0; pp < prop->mDataLength / sizeof(float); ++pp) {
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ioprintf(io, "%f ", *((float *)(prop->mData + pp * sizeof(float))));
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}
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} else if (prop->mType == aiPTI_Integer) {
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ioprintf(io, " 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 pp = 0; pp < prop->mDataLength / sizeof(int); ++pp) {
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ioprintf(io, "%i ", *((int *)(prop->mData + pp * sizeof(int))));
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}
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} else if (prop->mType == aiPTI_Buffer) {
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ioprintf(io, " size=\"%i\">\n\t\t\t\t",
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static_cast<int>(prop->mDataLength));
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for (unsigned int pp = 0; pp < prop->mDataLength; ++pp) {
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ioprintf(io, "%2x ", prop->mData[pp]);
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if (pp && 0 == pp % 30) {
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ioprintf(io, "\n\t\t\t\t");
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}
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}
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} else if (prop->mType == aiPTI_String) {
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ioprintf(io, ">\n\t\t\t\t\"%s\"", encodeXML(prop->mData + 4).c_str() /* skip length */);
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}
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ioprintf(io, "\n\t\t\t</MatProperty>\n");
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}
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ioprintf(io, "\t\t</MatPropertyList>\n");
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ioprintf(io, "\t</Material>\n");
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}
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ioprintf(io, "</MaterialList>\n");
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}
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// write animations
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if (scene->mNumAnimations) {
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ioprintf(io, "<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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ioprintf(io, "\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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ioprintf(io, "\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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ioprintf(io, "\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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ioprintf(io, "\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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ioprintf(io, "\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",
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vc->mTime, vc->mValue.x, vc->mValue.y, vc->mValue.z);
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}
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ioprintf(io, "\t\t\t\t</PositionKeyList>\n");
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}
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// write scaling keys
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if (nd->mNumScalingKeys) {
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ioprintf(io, "\t\t\t\t<ScalingKeyList num=\"%u\">\n", nd->mNumScalingKeys);
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for (unsigned int a = 0; a < nd->mNumScalingKeys; ++a) {
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aiVectorKey *vc = nd->mScalingKeys + a;
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ioprintf(io, "\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);
|
|
}
|
|
ioprintf(io, "\t\t\t\t</ScalingKeyList>\n");
|
|
}
|
|
|
|
// write rotation keys
|
|
if (nd->mNumRotationKeys) {
|
|
ioprintf(io, "\t\t\t\t<RotationKeyList num=\"%u\">\n", nd->mNumRotationKeys);
|
|
for (unsigned int a = 0; a < nd->mNumRotationKeys; ++a) {
|
|
aiQuatKey *vc = nd->mRotationKeys + a;
|
|
ioprintf(io, "\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);
|
|
}
|
|
ioprintf(io, "\t\t\t\t</RotationKeyList>\n");
|
|
}
|
|
}
|
|
ioprintf(io, "\t\t\t</NodeAnim>\n");
|
|
}
|
|
ioprintf(io, "\t\t</NodeAnimList>\n");
|
|
}
|
|
ioprintf(io, "\t</Animation>\n");
|
|
}
|
|
ioprintf(io, "</AnimationList>\n");
|
|
}
|
|
|
|
// write meshes
|
|
if (scene->mNumMeshes) {
|
|
ioprintf(io, "<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)std::log10((double)mesh->mNumVertices)+1;
|
|
|
|
// mesh header
|
|
ioprintf(io, "\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) {
|
|
ioprintf(io, "\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
|
|
ioprintf(io, "\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) {
|
|
ioprintf(io, "\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;
|
|
|
|
ioprintf(io, "\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);
|
|
}
|
|
ioprintf(io, "\t\t\t\t</WeightList>\n");
|
|
}
|
|
ioprintf(io, "\t\t\t</Bone>\n");
|
|
}
|
|
ioprintf(io, "\t\t</BoneList>\n");
|
|
}
|
|
|
|
// faces
|
|
if (!shortened && mesh->mNumFaces) {
|
|
ioprintf(io, "\t\t<FaceList num=\"%u\">\n", mesh->mNumFaces);
|
|
for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
|
|
aiFace &f = mesh->mFaces[n];
|
|
ioprintf(io, "\t\t\t<Face num=\"%u\">\n"
|
|
"\t\t\t\t",
|
|
f.mNumIndices);
|
|
|
|
for (unsigned int j = 0; j < f.mNumIndices; ++j)
|
|
ioprintf(io, "%u ", f.mIndices[j]);
|
|
|
|
ioprintf(io, "\n\t\t\t</Face>\n");
|
|
}
|
|
ioprintf(io, "\t\t</FaceList>\n");
|
|
}
|
|
|
|
// vertex positions
|
|
if (mesh->HasPositions()) {
|
|
ioprintf(io, "\t\t<Positions num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
|
|
if (!shortened) {
|
|
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
|
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
|
|
mesh->mVertices[n].x,
|
|
mesh->mVertices[n].y,
|
|
mesh->mVertices[n].z);
|
|
}
|
|
}
|
|
ioprintf(io, "\t\t</Positions>\n");
|
|
}
|
|
|
|
// vertex normals
|
|
if (mesh->HasNormals()) {
|
|
ioprintf(io, "\t\t<Normals num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
|
|
if (!shortened) {
|
|
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
|
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
|
|
mesh->mNormals[n].x,
|
|
mesh->mNormals[n].y,
|
|
mesh->mNormals[n].z);
|
|
}
|
|
}
|
|
ioprintf(io, "\t\t</Normals>\n");
|
|
}
|
|
|
|
// vertex tangents and bitangents
|
|
if (mesh->HasTangentsAndBitangents()) {
|
|
ioprintf(io, "\t\t<Tangents num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
|
|
if (!shortened) {
|
|
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
|
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
|
|
mesh->mTangents[n].x,
|
|
mesh->mTangents[n].y,
|
|
mesh->mTangents[n].z);
|
|
}
|
|
}
|
|
ioprintf(io, "\t\t</Tangents>\n");
|
|
|
|
ioprintf(io, "\t\t<Bitangents num=\"%u\" set=\"0\" num_components=\"3\"> \n", mesh->mNumVertices);
|
|
if (!shortened) {
|
|
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
|
ioprintf(io, "\t\t%0 8f %0 8f %0 8f\n",
|
|
mesh->mBitangents[n].x,
|
|
mesh->mBitangents[n].y,
|
|
mesh->mBitangents[n].z);
|
|
}
|
|
}
|
|
ioprintf(io, "\t\t</Bitangents>\n");
|
|
}
|
|
|
|
// texture coordinates
|
|
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
|
|
if (!mesh->mTextureCoords[a])
|
|
break;
|
|
|
|
ioprintf(io, "\t\t<TextureCoords num=\"%u\" set=\"%u\" name=\"%s\" num_components=\"%u\"> \n",
|
|
mesh->mNumVertices,
|
|
a,
|
|
mesh->mTextureCoordsNames[a].C_Str(),
|
|
mesh->mNumUVComponents[a]);
|
|
|
|
if (!shortened) {
|
|
if (mesh->mNumUVComponents[a] == 3) {
|
|
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
|
|
ioprintf(io, "\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) {
|
|
ioprintf(io, "\t\t%0 8f %0 8f\n",
|
|
mesh->mTextureCoords[a][n].x,
|
|
mesh->mTextureCoords[a][n].y);
|
|
}
|
|
}
|
|
}
|
|
ioprintf(io, "\t\t</TextureCoords>\n");
|
|
}
|
|
|
|
// vertex colors
|
|
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
|
|
if (!mesh->mColors[a])
|
|
break;
|
|
ioprintf(io, "\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) {
|
|
ioprintf(io, "\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);
|
|
}
|
|
}
|
|
ioprintf(io, "\t\t</Colors>\n");
|
|
}
|
|
ioprintf(io, "\t</Mesh>\n");
|
|
}
|
|
ioprintf(io, "</MeshList>\n");
|
|
}
|
|
ioprintf(io, "</Scene>\n</ASSIMP>");
|
|
}
|
|
|
|
} // end of namespace AssxmlFileWriter
|
|
|
|
void DumpSceneToAssxml(
|
|
const char *pFile, const char *cmd, IOSystem *pIOSystem,
|
|
const aiScene *pScene, bool shortened) {
|
|
std::unique_ptr<IOStream> file(pIOSystem->Open(pFile, "wt"));
|
|
if (!file.get()) {
|
|
throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
|
|
}
|
|
|
|
AssxmlFileWriter::WriteDump(pFile, cmd, pScene, file.get(), shortened);
|
|
}
|
|
|
|
} // end of namespace Assimp
|