#include "Main.h"
#include "../code/ProcessHelper.h"
const char* AICMD_MSG_DUMP_HELP =
"assimp dump <model> [<out>] [-b] [-s] [-z] [common parameters]\n"
"\t -b Binary output \n"
"\t -s Shortened \n"
"\t -z Compressed \n"
"\t[See the assimp_cmd docs for a full list of all common parameters] \n"
"\t -cfast Fast post processing preset, runs just a few important steps \n"
"\t -cdefault Default post processing: runs all recommended steps\n"
"\t -cfull Fires almost all post processing steps \n"
;
#include "../../code/assbin_chunks.h"
FILE* out = NULL;
bool shortened = false;
void CompressBinaryDump(const char* file, unsigned int head_size)
{
FILE* p = fopen(file,"r");
fseek(p,0,SEEK_END);
const uint32_t size = ftell(p);
fseek(p,0,SEEK_SET);
if (size<head_size) {
fclose(p);
return;
}
uint8_t* data = new uint8_t[size];
fread(data,1,size,p);
uLongf out_size = (uLongf)((size-head_size) * 1.001 + 12.);
uint8_t* out = new uint8_t[out_size];
compress2(out,&out_size,data+head_size,size-head_size,9);
fclose(p);
p = fopen(file,"w");
fwrite(data,head_size,1,p);
fwrite(&out_size,4,1,p); fwrite(out,out_size,1,p);
fclose(p);
delete[] data;
delete[] out;
}
inline uint32_t WriteMagic(uint32_t magic)
{
fwrite(&magic,4,1,out);
fwrite(&magic,4,1,out);
return ftell(out)-4;
}
template <typename T> uint32_t Write(const T&);
template <>
inline uint32_t Write<aiString>(const aiString& s)
{
const uint32_t s2 = (uint32_t)s.length;
fwrite(&s,4,1,out);
fwrite(s.data,s2,1,out);
return s2+4;
}
template <>
inline uint32_t Write<unsigned int>(const unsigned int& w)
{
const uint32_t t = (uint32_t)w;
if (w > t) {
printf("loss of data due to 64 -> 32 bit integer conversion");
}
fwrite(&t,4,1,out);
return 4;
}
template <>
inline uint32_t Write<uint16_t>(const uint16_t& w)
{
fwrite(&w,2,1,out);
return 2;
}
template <>
inline uint32_t Write<float>(const float& f)
{
static_assert(sizeof(float)==4, "sizeof(float)==4");
fwrite(&f,4,1,out);
return 4;
}
template <>
inline uint32_t Write<double>(const double& f)
{
static_assert(sizeof(double)==8, "sizeof(double)==8");
fwrite(&f,8,1,out);
return 8;
}
template <>
inline uint32_t Write<aiVector3D>(const aiVector3D& v)
{
uint32_t t = Write<float>(v.x);
t += Write<float>(v.y);
t += Write<float>(v.z);
return t;
}
template <>
inline uint32_t Write<aiColor4D>(const aiColor4D& v)
{
uint32_t t = Write<float>(v.r);
t += Write<float>(v.g);
t += Write<float>(v.b);
t += Write<float>(v.a);
return t;
}
template <>
inline uint32_t Write<aiQuaternion>(const aiQuaternion& v)
{
uint32_t t = Write<float>(v.w);
t += Write<float>(v.x);
t += Write<float>(v.y);
t += Write<float>(v.z);
return 16;
}
template <>
inline uint32_t Write<aiVertexWeight>(const aiVertexWeight& v)
{
uint32_t t = Write<unsigned int>(v.mVertexId);
return t+Write<float>(v.mWeight);
}
template <>
inline uint32_t Write<aiMatrix4x4>(const aiMatrix4x4& m)
{
for (unsigned int i = 0; i < 4;++i) {
for (unsigned int i2 = 0; i2 < 4;++i2) {
Write<float>(m[i][i2]);
}
}
return 64;
}
template <>
inline uint32_t Write<aiVectorKey>(const aiVectorKey& v)
{
const uint32_t t = Write<double>(v.mTime);
return t + Write<aiVector3D>(v.mValue);
}
template <>
inline uint32_t Write<aiQuatKey>(const aiQuatKey& v)
{
const uint32_t t = Write<double>(v.mTime);
return t + Write<aiQuaternion>(v.mValue);
}
template <typename T>
inline uint32_t WriteBounds(const T* in, unsigned int size)
{
T minc,maxc;
Assimp::ArrayBounds(in,size,minc,maxc);
const uint32_t t = Write<T>(minc);
return t + Write<T>(maxc);
}
void ChangeInteger(uint32_t ofs,uint32_t n)
{
const uint32_t cur = ftell(out);
fseek(out,ofs,SEEK_SET);
fwrite(&n,4,1,out);
fseek(out,cur,SEEK_SET);
}
uint32_t WriteBinaryNode(const aiNode* node)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODE);
len += Write<aiString>(node->mName);
len += Write<aiMatrix4x4>(node->mTransformation);
len += Write<unsigned int>(node->mNumChildren);
len += Write<unsigned int>(node->mNumMeshes);
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
len += Write<unsigned int>(node->mMeshes[i]);
}
for (unsigned int i = 0; i < node->mNumChildren;++i) {
len += WriteBinaryNode(node->mChildren[i])+8;
}
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryTexture(const aiTexture* tex)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AITEXTURE);
len += Write<unsigned int>(tex->mWidth);
len += Write<unsigned int>(tex->mHeight);
len += static_cast<uint32_t>(fwrite(tex->achFormatHint,1,4,out));
if(!shortened) {
if (!tex->mHeight) {
len += static_cast<uint32_t>(fwrite(tex->pcData,1,tex->mWidth,out));
}
else {
len += static_cast<uint32_t>(fwrite(tex->pcData,1,tex->mWidth*tex->mHeight*4,out));
}
}
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryBone(const aiBone* b)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIBONE);
len += Write<aiString>(b->mName);
len += Write<unsigned int>(b->mNumWeights);
len += Write<aiMatrix4x4>(b->mOffsetMatrix);
if (shortened) {
len += WriteBounds(b->mWeights,b->mNumWeights);
} else len += static_cast<uint32_t>(fwrite(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight),out));
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryMesh(const aiMesh* mesh)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMESH);
len += Write<unsigned int>(mesh->mPrimitiveTypes);
len += Write<unsigned int>(mesh->mNumVertices);
len += Write<unsigned int>(mesh->mNumFaces);
len += Write<unsigned int>(mesh->mNumBones);
len += Write<unsigned int>(mesh->mMaterialIndex);
unsigned int c = 0;
if (mesh->mVertices) {
c |= ASSBIN_MESH_HAS_POSITIONS;
}
if (mesh->mNormals) {
c |= ASSBIN_MESH_HAS_NORMALS;
}
if (mesh->mTangents && mesh->mBitangents) {
c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
if (!mesh->mTextureCoords[n]) {
break;
}
c |= ASSBIN_MESH_HAS_TEXCOORD(n);
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
if (!mesh->mColors[n]) {
break;
}
c |= ASSBIN_MESH_HAS_COLOR(n);
}
len += Write<unsigned int>(c);
aiVector3D minVec, maxVec;
if (mesh->mVertices) {
if (shortened) {
len += WriteBounds(mesh->mVertices,mesh->mNumVertices);
} else len += static_cast<uint32_t>(fwrite(mesh->mVertices,1,12*mesh->mNumVertices,out));
}
if (mesh->mNormals) {
if (shortened) {
len += WriteBounds(mesh->mNormals,mesh->mNumVertices);
} else len += static_cast<uint32_t>(fwrite(mesh->mNormals,1,12*mesh->mNumVertices,out));
}
if (mesh->mTangents && mesh->mBitangents) {
if (shortened) {
len += WriteBounds(mesh->mTangents,mesh->mNumVertices);
len += WriteBounds(mesh->mBitangents,mesh->mNumVertices);
} else {
len += static_cast<uint32_t>(fwrite(mesh->mTangents,1,12*mesh->mNumVertices,out));
len += static_cast<uint32_t>(fwrite(mesh->mBitangents,1,12*mesh->mNumVertices,out));
}
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
if (!mesh->mColors[n])
break;
if (shortened) {
len += WriteBounds(mesh->mColors[n],mesh->mNumVertices);
} else len += static_cast<uint32_t>(fwrite(mesh->mColors[n],16*mesh->mNumVertices,1,out));
}
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
if (!mesh->mTextureCoords[n])
break;
len += Write<unsigned int>(mesh->mNumUVComponents[n]);
if (shortened) {
len += WriteBounds(mesh->mTextureCoords[n],mesh->mNumVertices);
} else len += static_cast<uint32_t>(fwrite(mesh->mTextureCoords[n],12*mesh->mNumVertices,1,out));
}
if (shortened) {
unsigned int processed = 0;
for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
uint32_t hash = 0;
for (unsigned int a = 0; a < job;++a) {
const aiFace& f = mesh->mFaces[processed+a];
uint32_t tmp = f.mNumIndices;
hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
for (unsigned int i = 0; i < f.mNumIndices; ++i) {
static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
tmp = static_cast<uint32_t>( f.mIndices[i] );
hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
}
}
len += Write<unsigned int>(hash);
}
}
else {
for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
const aiFace& f = mesh->mFaces[i];
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
len += Write<uint16_t>(f.mNumIndices);
for (unsigned int a = 0; a < f.mNumIndices;++a) {
if (mesh->mNumVertices < (1u<<16)) {
len += Write<uint16_t>(f.mIndices[a]);
}
else len += Write<unsigned int>(f.mIndices[a]);
}
}
}
if (mesh->mNumBones) {
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
const aiBone* b = mesh->mBones[a];
len += WriteBinaryBone(b)+8;
}
}
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryMaterialProperty(const aiMaterialProperty* prop)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIALPROPERTY);
len += Write<aiString>(prop->mKey);
len += Write<unsigned int>(prop->mSemantic);
len += Write<unsigned int>(prop->mIndex);
len += Write<unsigned int>(prop->mDataLength);
len += Write<unsigned int>((unsigned int)prop->mType);
len += static_cast<uint32_t>(fwrite(prop->mData,1,prop->mDataLength,out));
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryMaterial(const aiMaterial* mat)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIAL);
len += Write<unsigned int>(mat->mNumProperties);
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
len += WriteBinaryMaterialProperty(mat->mProperties[i])+8;
}
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryNodeAnim(const aiNodeAnim* nd)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODEANIM);
len += Write<aiString>(nd->mNodeName);
len += Write<unsigned int>(nd->mNumPositionKeys);
len += Write<unsigned int>(nd->mNumRotationKeys);
len += Write<unsigned int>(nd->mNumScalingKeys);
len += Write<unsigned int>(nd->mPreState);
len += Write<unsigned int>(nd->mPostState);
if (nd->mPositionKeys) {
if (shortened) {
len += WriteBounds(nd->mPositionKeys,nd->mNumPositionKeys);
} else len += static_cast<uint32_t>(fwrite(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey),out));
}
if (nd->mRotationKeys) {
if (shortened) {
len += WriteBounds(nd->mRotationKeys,nd->mNumRotationKeys);
} else len += static_cast<uint32_t>(fwrite(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey),out));
}
if (nd->mScalingKeys) {
if (shortened) {
len += WriteBounds(nd->mScalingKeys,nd->mNumScalingKeys);
} else len += static_cast<uint32_t>(fwrite(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey),out));
}
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryAnim(const aiAnimation* anim)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIANIMATION);
len += Write<aiString> (anim->mName);
len += Write<double> (anim->mDuration);
len += Write<double> (anim->mTicksPerSecond);
len += Write<unsigned int>(anim->mNumChannels);
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
const aiNodeAnim* nd = anim->mChannels[a];
len += WriteBinaryNodeAnim(nd)+8;
}
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryLight(const aiLight* l)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AILIGHT);
len += Write<aiString>(l->mName);
len += Write<unsigned int>(l->mType);
if (l->mType != aiLightSource_DIRECTIONAL) {
len += Write<float>(l->mAttenuationConstant);
len += Write<float>(l->mAttenuationLinear);
len += Write<float>(l->mAttenuationQuadratic);
}
len += Write<aiVector3D>((const aiVector3D&)l->mColorDiffuse);
len += Write<aiVector3D>((const aiVector3D&)l->mColorSpecular);
len += Write<aiVector3D>((const aiVector3D&)l->mColorAmbient);
if (l->mType == aiLightSource_SPOT) {
len += Write<float>(l->mAngleInnerCone);
len += Write<float>(l->mAngleOuterCone);
}
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryCamera(const aiCamera* cam)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AICAMERA);
len += Write<aiString>(cam->mName);
len += Write<aiVector3D>(cam->mPosition);
len += Write<aiVector3D>(cam->mLookAt);
len += Write<aiVector3D>(cam->mUp);
len += Write<float>(cam->mHorizontalFOV);
len += Write<float>(cam->mClipPlaneNear);
len += Write<float>(cam->mClipPlaneFar);
len += Write<float>(cam->mAspect);
ChangeInteger(old,len);
return len;
}
uint32_t WriteBinaryScene(const aiScene* scene)
{
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AISCENE);
len += Write<unsigned int>(scene->mFlags);
len += Write<unsigned int>(scene->mNumMeshes);
len += Write<unsigned int>(scene->mNumMaterials);
len += Write<unsigned int>(scene->mNumAnimations);
len += Write<unsigned int>(scene->mNumTextures);
len += Write<unsigned int>(scene->mNumLights);
len += Write<unsigned int>(scene->mNumCameras);
len += WriteBinaryNode(scene->mRootNode)+8;
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
const aiMesh* mesh = scene->mMeshes[i];
len += WriteBinaryMesh(mesh)+8;
}
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
const aiMaterial* mat = scene->mMaterials[i];
len += WriteBinaryMaterial(mat)+8;
}
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
const aiAnimation* anim = scene->mAnimations[i];
len += WriteBinaryAnim(anim)+8;
}
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
const aiTexture* mesh = scene->mTextures[i];
len += WriteBinaryTexture(mesh)+8;
}
for (unsigned int i = 0; i < scene->mNumLights;++i) {
const aiLight* l = scene->mLights[i];
len += WriteBinaryLight(l)+8;
}
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
const aiCamera* cam = scene->mCameras[i];
len += WriteBinaryCamera(cam)+8;
}
ChangeInteger(old,len);
return len;
}
void WriteBinaryDump(const aiScene* scene, FILE* _out, const char* src, const char* cmd,
bool _shortened, bool compressed, ImportData& )
{
out = _out;
shortened = _shortened;
time_t tt = time(NULL);
tm* p = gmtime(&tt);
fprintf(out,"ASSIMP.binary-dump.%s",asctime(p));
Write<unsigned int>(ASSBIN_VERSION_MAJOR);
Write<unsigned int>(ASSBIN_VERSION_MINOR);
Write<unsigned int>(aiGetVersionRevision());
Write<unsigned int>(aiGetCompileFlags());
Write<uint16_t>(shortened);
Write<uint16_t>(compressed);
{
char buff[256] = { 0 };
strncpy(buff,src,256);
buff[255] = 0;
fwrite(buff,256,1,out);
}
{
char buff[128] = { 0 };
strncpy(buff,cmd,128);
buff[127] = 0;
fwrite(buff,128,1,out);
}
{
char buff[64];
memset(buff,0xcd,64);
fwrite(buff,64,1,out);
}
ai_assert(ftell(out)==ASSBIN_HEADER_LENGTH);
WriteBinaryScene(scene);
}
void ConvertName(aiString& out, const aiString& in)
{
out.length = 0;
for (unsigned int i = 0; i < in.length; ++i) {
switch (in.data[i]) {
case '<':
out.Append("<");break;
case '>':
out.Append(">");break;
case '&':
out.Append("&");break;
case '\"':
out.Append(""");break;
case '\'':
out.Append("'");break;
default:
out.data[out.length++] = in.data[i];
}
}
out.data[out.length] = 0;
}
void WriteNode(const aiNode* node, FILE* out, unsigned int depth)
{
char prefix[512];
for (unsigned int i = 0; i < depth;++i)
prefix[i] = '\t';
prefix[depth] = '\0';
const aiMatrix4x4& m = node->mTransformation;
aiString name;
ConvertName(name,node->mName);
fprintf(out,"%s<Node name=\"%s\"> \n"
"%s\t<Matrix4> \n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
"%s\t</Matrix4> \n",
prefix,name.data,prefix,
prefix,m.a1,m.a2,m.a3,m.a4,
prefix,m.b1,m.b2,m.b3,m.b4,
prefix,m.c1,m.c2,m.c3,m.c4,
prefix,m.d1,m.d2,m.d3,m.d4,prefix);
if (node->mNumMeshes) {
fprintf(out, "%s\t<MeshRefs num=\"%u\">\n%s\t",
prefix,node->mNumMeshes,prefix);
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
fprintf(out,"%u ",node->mMeshes[i]);
}
fprintf(out,"\n%s\t</MeshRefs>\n",prefix);
}
if (node->mNumChildren) {
fprintf(out,"%s\t<NodeList num=\"%u\">\n",
prefix,node->mNumChildren);
for (unsigned int i = 0; i < node->mNumChildren;++i) {
WriteNode(node->mChildren[i],out,depth+2);
}
fprintf(out,"%s\t</NodeList>\n",prefix);
}
fprintf(out,"%s</Node>\n",prefix);
}
const char* TextureTypeToString(aiTextureType in)
{
switch (in)
{
case aiTextureType_NONE:
return "n/a";
case aiTextureType_DIFFUSE:
return "Diffuse";
case aiTextureType_SPECULAR:
return "Specular";
case aiTextureType_AMBIENT:
return "Ambient";
case aiTextureType_EMISSIVE:
return "Emissive";
case aiTextureType_OPACITY:
return "Opacity";
case aiTextureType_NORMALS:
return "Normals";
case aiTextureType_HEIGHT:
return "Height";
case aiTextureType_SHININESS:
return "Shininess";
case aiTextureType_DISPLACEMENT:
return "Displacement";
case aiTextureType_LIGHTMAP:
return "Lightmap";
case aiTextureType_REFLECTION:
return "Reflection";
case aiTextureType_UNKNOWN:
return "Unknown";
default:
break;
}
ai_assert(false);
return "BUG";
}
static std::string encodeXML(const std::string& data) {
std::string buffer;
buffer.reserve(data.size());
for(size_t pos = 0; pos != data.size(); ++pos) {
switch(data[pos]) {
case '&': buffer.append("&"); break;
case '\"': buffer.append("""); break;
case '\'': buffer.append("'"); break;
case '<': buffer.append("<"); break;
case '>': buffer.append(">"); break;
default: buffer.append(&data[pos], 1); break;
}
}
return buffer;
}
void WriteDump(const aiScene* scene, FILE* out, const char* src, const char* cmd, bool shortened)
{
time_t tt = ::time(NULL);
tm* p = ::gmtime(&tt);
std::string c = cmd;
std::string::size_type s;
while((s = c.find("--")) != std::string::npos) {
c[s] = '?';
}
aiString name;
fprintf(out,
"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
"<ASSIMP format_id=\"1\">\n\n"
"<!-- XML Model dump produced by assimp dump\n"
" Library version: %u.%u.%u\n"
" Source: %s\n"
" Command line: %s\n"
" %s\n"
"-->"
" \n\n"
"<Scene flags=\"%u\" postprocessing=\"%i\">\n",
aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),src,c.c_str(),asctime(p),
scene->mFlags,
0 );
WriteNode(scene->mRootNode, out, 0);
#if 0#endif
if (scene->mNumTextures) {
fprintf(out,"<TextureList num=\"%u\">\n",scene->mNumTextures);
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
aiTexture* tex = scene->mTextures[i];
bool compressed = (tex->mHeight == 0);
fprintf(out,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
(compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
(compressed ? "true" : "false"));
if (compressed) {
fprintf(out,"\t\t<Data length=\"%u\"> \n",tex->mWidth);
if (!shortened) {
for (unsigned int n = 0; n < tex->mWidth;++n) {
fprintf(out,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
if (n && !(n % 50)) {
fprintf(out,"\n");
}
}
}
}
else if (!shortened){
fprintf(out,"\t\t<Data length=\"%i\"> \n",tex->mWidth*tex->mHeight*4);
for (unsigned int y = 0; y < tex->mHeight;++y) {
for (unsigned int x = 0; x < tex->mWidth;++x) {
aiTexel* tx = tex->pcData + y*tex->mWidth+x;
unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
fprintf(out,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
if (0 == (x+y*tex->mWidth) % 4)
fprintf(out,"\n");
}
}
}
fprintf(out,"\t\t</Data>\n\t</Texture>\n");
}
fprintf(out,"</TextureList>\n");
}
if (scene->mNumMaterials) {
fprintf(out,"<MaterialList num=\"%u\">\n",scene->mNumMaterials);
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
const aiMaterial* mat = scene->mMaterials[i];
fprintf(out,"\t<Material>\n");
fprintf(out,"\t\t<MatPropertyList num=\"%u\">\n",mat->mNumProperties);
for (unsigned int n = 0; n < mat->mNumProperties;++n) {
const aiMaterialProperty* prop = mat->mProperties[n];
const char* sz = "";
if (prop->mType == aiPTI_Float) {
sz = "float";
}
else if (prop->mType == aiPTI_Integer) {
sz = "integer";
}
else if (prop->mType == aiPTI_String) {
sz = "string";
}
else if (prop->mType == aiPTI_Buffer) {
sz = "binary_buffer";
}
fprintf(out,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
prop->mKey.data, sz,
::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
if (prop->mType == aiPTI_Float) {
fprintf(out," size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength/sizeof(float)));
for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
fprintf(out,"%f ",*((float*)(prop->mData+p*sizeof(float))));
}
}
else if (prop->mType == aiPTI_Integer) {
fprintf(out," size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength/sizeof(int)));
for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
fprintf(out,"%i ",*((int*)(prop->mData+p*sizeof(int))));
}
}
else if (prop->mType == aiPTI_Buffer) {
fprintf(out," size=\"%i\">\n\t\t\t\t",
static_cast<int>(prop->mDataLength));
for (unsigned int p = 0; p < prop->mDataLength;++p) {
fprintf(out,"%2x ",prop->mData[p]);
if (p && 0 == p%30) {
fprintf(out,"\n\t\t\t\t");
}
}
}
else if (prop->mType == aiPTI_String) {
fprintf(out,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() );
}
fprintf(out,"\n\t\t\t</MatProperty>\n");
}
fprintf(out,"\t\t</MatPropertyList>\n");
fprintf(out,"\t</Material>\n");
}
fprintf(out,"</MaterialList>\n");
}
if (scene->mNumAnimations) {
fprintf(out,"<AnimationList num=\"%u\">\n",scene->mNumAnimations);
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
aiAnimation* anim = scene->mAnimations[i];
ConvertName(name,anim->mName);
fprintf(out,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
name.data, anim->mDuration, anim->mTicksPerSecond);
if (anim->mNumChannels) {
fprintf(out,"\t\t<NodeAnimList num=\"%u\">\n",anim->mNumChannels);
for (unsigned int n = 0; n < anim->mNumChannels;++n) {
aiNodeAnim* nd = anim->mChannels[n];
ConvertName(name,nd->mNodeName);
fprintf(out,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
if (!shortened) {
if (nd->mNumPositionKeys) {
fprintf(out,"\t\t\t\t<PositionKeyList num=\"%u\">\n",nd->mNumPositionKeys);
for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
aiVectorKey* vc = nd->mPositionKeys+a;
fprintf(out,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
}
fprintf(out,"\t\t\t\t</PositionKeyList>\n");
}
if (nd->mNumScalingKeys) {
fprintf(out,"\t\t\t\t<ScalingKeyList num=\"%u\">\n",nd->mNumScalingKeys);
for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
aiVectorKey* vc = nd->mScalingKeys+a;
fprintf(out,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
}
fprintf(out,"\t\t\t\t</ScalingKeyList>\n");
}
if (nd->mNumRotationKeys) {
fprintf(out,"\t\t\t\t<RotationKeyList num=\"%u\">\n",nd->mNumRotationKeys);
for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
aiQuatKey* vc = nd->mRotationKeys+a;
fprintf(out,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
"\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
}
fprintf(out,"\t\t\t\t</RotationKeyList>\n");
}
}
fprintf(out,"\t\t\t</NodeAnim>\n");
}
fprintf(out,"\t\t</NodeAnimList>\n");
}
fprintf(out,"\t</Animation>\n");
}
fprintf(out,"</AnimationList>\n");
}
if (scene->mNumMeshes) {
fprintf(out,"<MeshList num=\"%u\">\n",scene->mNumMeshes);
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
aiMesh* mesh = scene->mMeshes[i];
fprintf(out,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%u\">\n",
(mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
(mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""),
mesh->mMaterialIndex);
if (mesh->mNumBones) {
fprintf(out,"\t\t<BoneList num=\"%u\">\n",mesh->mNumBones);
for (unsigned int n = 0; n < mesh->mNumBones;++n) {
aiBone* bone = mesh->mBones[n];
ConvertName(name,bone->mName);
fprintf(out,"\t\t\t<Bone name=\"%s\">\n"
"\t\t\t\t<Matrix4> \n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
"\t\t\t\t</Matrix4> \n",
name.data,
bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
if (!shortened && bone->mNumWeights) {
fprintf(out,"\t\t\t\t<WeightList num=\"%u\">\n",bone->mNumWeights);
for (unsigned int a = 0; a < bone->mNumWeights;++a) {
aiVertexWeight* wght = bone->mWeights+a;
fprintf(out,"\t\t\t\t\t<Weight index=\"%u\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
wght->mVertexId,wght->mWeight);
}
fprintf(out,"\t\t\t\t</WeightList>\n");
}
fprintf(out,"\t\t\t</Bone>\n");
}
fprintf(out,"\t\t</BoneList>\n");
}
if (!shortened && mesh->mNumFaces) {
fprintf(out,"\t\t<FaceList num=\"%u\">\n",mesh->mNumFaces);
for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
aiFace& f = mesh->mFaces[n];
fprintf(out,"\t\t\t<Face num=\"%u\">\n"
"\t\t\t\t",f.mNumIndices);
for (unsigned int j = 0; j < f.mNumIndices;++j)
fprintf(out,"%u ",f.mIndices[j]);
fprintf(out,"\n\t\t\t</Face>\n");
}
fprintf(out,"\t\t</FaceList>\n");
}
if (mesh->HasPositions()) {
fprintf(out,"\t\t<Positions num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
mesh->mVertices[n].x,
mesh->mVertices[n].y,
mesh->mVertices[n].z);
}
}
fprintf(out,"\t\t</Positions>\n");
}
if (mesh->HasNormals()) {
fprintf(out,"\t\t<Normals num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
mesh->mNormals[n].x,
mesh->mNormals[n].y,
mesh->mNormals[n].z);
}
}
else {
}
fprintf(out,"\t\t</Normals>\n");
}
if (mesh->HasTangentsAndBitangents()) {
fprintf(out,"\t\t<Tangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
mesh->mTangents[n].x,
mesh->mTangents[n].y,
mesh->mTangents[n].z);
}
}
fprintf(out,"\t\t</Tangents>\n");
fprintf(out,"\t\t<Bitangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
mesh->mBitangents[n].x,
mesh->mBitangents[n].y,
mesh->mBitangents[n].z);
}
}
fprintf(out,"\t\t</Bitangents>\n");
}
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
if (!mesh->mTextureCoords[a])
break;
fprintf(out,"\t\t<TextureCoords num=\"%u\" set=\"%u\" num_components=\"%u\"> \n",mesh->mNumVertices,
a,mesh->mNumUVComponents[a]);
if (!shortened) {
if (mesh->mNumUVComponents[a] == 3) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
mesh->mTextureCoords[a][n].x,
mesh->mTextureCoords[a][n].y,
mesh->mTextureCoords[a][n].z);
}
}
else {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
fprintf(out,"\t\t%0 8f %0 8f\n",
mesh->mTextureCoords[a][n].x,
mesh->mTextureCoords[a][n].y);
}
}
}
fprintf(out,"\t\t</TextureCoords>\n");
}
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
if (!mesh->mColors[a])
break;
fprintf(out,"\t\t<Colors num=\"%u\" set=\"%u\" num_components=\"4\"> \n",mesh->mNumVertices,a);
if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
fprintf(out,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
mesh->mColors[a][n].r,
mesh->mColors[a][n].g,
mesh->mColors[a][n].b,
mesh->mColors[a][n].a);
}
}
fprintf(out,"\t\t</Colors>\n");
}
fprintf(out,"\t</Mesh>\n");
}
fprintf(out,"</MeshList>\n");
}
fprintf(out,"</Scene>\n</ASSIMP>");
}
int Assimp_Dump (const char* const* params, unsigned int num)
{
const char* fail = "assimp dump: Invalid number of arguments. "
"See \'assimp dump --help\'\r\n";
if (num < 1) {
printf("%s", fail);
return 1;
}
if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {
printf("%s",AICMD_MSG_DUMP_HELP);
return 0;
}
if (num < 1) {
printf("%s", fail);
return 1;
}
std::string in = std::string(params[0]);
std::string out = (num > 1 ? std::string(params[1]) : std::string("-"));
std::string cmd;
for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) {
if (!params[i])continue;
cmd.append(params[i]);
cmd.append(" ");
}
ImportData import;
ProcessStandardArguments(import,params+1,num-1);
bool binary = false, shortened = false,compressed=false;
for (unsigned int i = 1; i < num;++i) {
if (!params[i])continue;
if (!strcmp( params[i], "-b") || !strcmp( params[i], "--binary")) {
binary = true;
}
else if (!strcmp( params[i], "-s") || !strcmp( params[i], "--short")) {
shortened = true;
}
else if (!strcmp( params[i], "-z") || !strcmp( params[i], "--compressed")) {
compressed = true;
}
#if 0#endif
}
if (out[0] == '-') {
std::string::size_type s = in.find_last_of('.');
if (s == std::string::npos) {
s = in.length();
}
out = in.substr(0,s);
out.append((binary ? ".assbin" : ".assxml"));
if (shortened && binary) {
out.append(".regress");
}
}
const aiScene* scene = ImportModel(import,in);
if (!scene) {
printf("assimp dump: Unable to load input file %s\n",in.c_str());
return 5;
}
FILE* o = ::fopen(out.c_str(),(binary ? "wb" : "wt"));
if (!o) {
printf("assimp dump: Unable to open output file %s\n",out.c_str());
return 12;
}
if (binary) {
WriteBinaryDump (scene,o,in.c_str(),cmd.c_str(),shortened,compressed,import);
}
else WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened);
fclose(o);
if (compressed && binary) {
CompressBinaryDump(out.c_str(),ASSBIN_HEADER_LENGTH);
}
printf("assimp dump: Wrote output dump %s\n",out.c_str());
return 0;
}