650 lines
26 KiB
C++
650 lines
26 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, 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 AssxmlExporter.cpp
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* ASSXML exporter main code
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*/
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#include <stdarg.h>
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#include <assimp/version.h>
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#include "ProcessHelper.h"
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#include <assimp/IOStream.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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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 <time.h>
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#include <stdio.h>
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
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using namespace Assimp;
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namespace Assimp {
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namespace AssxmlExport {
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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("<");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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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=\"%i\">\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,"%i ",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=\"%i\">\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 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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static
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void WriteDump(const aiScene* scene, IOStream* io, bool shortened) {
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time_t tt = ::time( NULL );
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tm* p = ::gmtime( &tt );
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ai_assert( nullptr != p );
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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: %i.%i.%i\n"
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" %s\n"
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"-->"
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" \n\n"
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"<Scene flags=\"%d\" postprocessing=\"%i\">\n"
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);
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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, curtime, scene->mFlags, 0 );
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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=\"%i\">\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=\"%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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ioprintf(io,"\t\t<Data length=\"%i\"> \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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}
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else if (!shortened){
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ioprintf(io,"\t\t<Data length=\"%i\"> \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=\"%i\">\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=\"%i\">\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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ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%i\"",
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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 p = 0; p < prop->mDataLength/sizeof(float);++p) {
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ioprintf(io,"%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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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 p = 0; p < prop->mDataLength/sizeof(int);++p) {
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ioprintf(io,"%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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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 p = 0; p < prop->mDataLength;++p) {
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ioprintf(io,"%2x ",prop->mData[p]);
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if (p && 0 == p%30) {
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ioprintf(io,"\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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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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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"
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"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\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</ScalingKeyList>\n");
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}
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// write rotation keys
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if (nd->mNumRotationKeys) {
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ioprintf(io,"\t\t\t\t<RotationKeyList num=\"%i\">\n",nd->mNumRotationKeys);
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for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
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|
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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\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=\"%i\">\n",mesh->mNumFaces);
|
|
for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
|
|
aiFace& f = mesh->mFaces[n];
|
|
ioprintf(io,"\t\t\t<Face num=\"%i\">\n"
|
|
"\t\t\t\t",f.mNumIndices);
|
|
|
|
for (unsigned int j = 0; j < f.mNumIndices;++j)
|
|
ioprintf(io,"%i ",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=\"%i\" 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=\"%i\" 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);
|
|
}
|
|
}
|
|
else {
|
|
}
|
|
ioprintf(io,"\t\t</Normals>\n");
|
|
}
|
|
|
|
// vertex tangents and bitangents
|
|
if (mesh->HasTangentsAndBitangents()) {
|
|
ioprintf(io,"\t\t<Tangents num=\"%i\" 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=\"%i\" 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=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices,
|
|
a,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=\"%i\" set=\"%i\" 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 AssxmlExport
|
|
|
|
void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
|
|
{
|
|
IOStream * out = pIOSystem->Open( pFile, "wt" );
|
|
if (!out) return;
|
|
|
|
bool shortened = false;
|
|
AssxmlExport::WriteDump( pScene, out, shortened );
|
|
|
|
pIOSystem->Close( out );
|
|
}
|
|
|
|
} // end of namespace Assimp
|
|
|
|
#endif // ASSIMP_BUILD_NO_ASSXML_EXPORTER
|
|
#endif // ASSIMP_BUILD_NO_EXPORT
|