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diff --git a/NvCloth/samples/external/assimp-4.1.0/tools/assimp_cmd/WriteDumb.cpp b/NvCloth/samples/external/assimp-4.1.0/tools/assimp_cmd/WriteDumb.cpp
new file mode 100644
index 0000000..e1b104d
--- /dev/null
+++ b/NvCloth/samples/external/assimp-4.1.0/tools/assimp_cmd/WriteDumb.cpp
@@ -0,0 +1,1415 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2017, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file WriteTextDumb.cpp
+ * @brief Implementation of the 'assimp dump' utility
+ */
+
+#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;
+
+// -----------------------------------------------------------------------------------
+// Compress a binary dump file (beginning at offset head_size)
+void CompressBinaryDump(const char* file, unsigned int head_size)
+{
+ // for simplicity ... copy the file into memory again and compress it there
+ 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); // write size of uncompressed data
+ fwrite(out,out_size,1,p);
+
+ fclose(p);
+ delete[] data;
+ delete[] out;
+}
+
+// -----------------------------------------------------------------------------------
+// Write a magic start value for each serialized data structure
+inline uint32_t WriteMagic(uint32_t magic)
+{
+ fwrite(&magic,4,1,out);
+ fwrite(&magic,4,1,out);
+ return ftell(out)-4;
+}
+
+// use template specializations rather than regular overloading to be able to
+// explicitly select the right 'overload' to leave no doubts on what is called,
+// retaining the possibility of letting the compiler select.
+template <typename T> uint32_t Write(const T&);
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiString
+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;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an unsigned int as uint32_t
+template <>
+inline uint32_t Write<unsigned int>(const unsigned int& w)
+{
+ const uint32_t t = (uint32_t)w;
+ if (w > t) {
+ // this shouldn't happen, integers in Assimp data structures never exceed 2^32
+ printf("loss of data due to 64 -> 32 bit integer conversion");
+ }
+
+ fwrite(&t,4,1,out);
+ return 4;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an unsigned int as uint16_t
+template <>
+inline uint32_t Write<uint16_t>(const uint16_t& w)
+{
+ fwrite(&w,2,1,out);
+ return 2;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a float
+template <>
+inline uint32_t Write<float>(const float& f)
+{
+ static_assert(sizeof(float)==4, "sizeof(float)==4");
+ fwrite(&f,4,1,out);
+ return 4;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a double
+template <>
+inline uint32_t Write<double>(const double& f)
+{
+ static_assert(sizeof(double)==8, "sizeof(double)==8");
+ fwrite(&f,8,1,out);
+ return 8;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a vec3
+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;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a color value
+template <>
+inline uint32_t Write<aiColor3D>(const aiColor3D& v)
+{
+ uint32_t t = Write<float>(v.r);
+ t += Write<float>(v.g);
+ t += Write<float>(v.b);
+ return t;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a color value
+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;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a quaternion
+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);
+ ai_assert(t == 16);
+ return 16;
+}
+
+
+// -----------------------------------------------------------------------------------
+// Serialize a vertex weight
+template <>
+inline uint32_t Write<aiVertexWeight>(const aiVertexWeight& v)
+{
+ uint32_t t = Write<unsigned int>(v.mVertexId);
+ return t+Write<float>(v.mWeight);
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a mat4x4
+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;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiVectorKey
+template <>
+inline uint32_t Write<aiVectorKey>(const aiVectorKey& v)
+{
+ const uint32_t t = Write<double>(v.mTime);
+ return t + Write<aiVector3D>(v.mValue);
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiQuatKey
+template <>
+inline uint32_t Write<aiQuatKey>(const aiQuatKey& v)
+{
+ const uint32_t t = Write<double>(v.mTime);
+ return t + Write<aiQuaternion>(v.mValue);
+}
+
+// -----------------------------------------------------------------------------------
+// Write the min/max values of an array of Ts to the file
+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);
+
+ // for the moment we write dumb min/max values for the bones, too.
+ // maybe I'll add a better, hash-like solution later
+ if (shortened) {
+ len += WriteBounds(b->mWeights,b->mNumWeights);
+ } // else write as usual
+ 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);
+
+ // first of all, write bits for all existent vertex components
+ 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 write as usual
+ 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 write as usual
+ 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 write as usual
+ 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 write as usual
+ 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;
+
+ // write number of UV components
+ len += Write<unsigned int>(mesh->mNumUVComponents[n]);
+
+ if (shortened) {
+ len += WriteBounds(mesh->mTextureCoords[n],mesh->mNumVertices);
+ } // else write as usual
+ else len += static_cast<uint32_t>(fwrite(mesh->mTextureCoords[n],12*mesh->mNumVertices,1,out));
+ }
+
+ // write faces. There are no floating-point calculations involved
+ // in these, so we can write a simple hash over the face data
+ // to the dump file. We generate a single 32 Bit hash for 512 faces
+ // using Assimp's standard hashing function.
+ 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 // else write as usual
+ {
+ // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
+ 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]);
+ }
+ }
+ }
+
+ // write bones
+ 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 write as usual
+ 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 write as usual
+ 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 write as usual
+ 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<aiColor3D>(l->mColorDiffuse);
+ len += Write<aiColor3D>(l->mColorSpecular);
+ len += Write<aiColor3D>(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);
+
+ // basic scene information
+ 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);
+
+ // write node graph
+ len += WriteBinaryNode(scene->mRootNode)+8;
+
+ // write all meshes
+ for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+ const aiMesh* mesh = scene->mMeshes[i];
+ len += WriteBinaryMesh(mesh)+8;
+ }
+
+ // write materials
+ for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+ const aiMaterial* mat = scene->mMaterials[i];
+ len += WriteBinaryMaterial(mat)+8;
+ }
+
+ // write all animations
+ for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+ const aiAnimation* anim = scene->mAnimations[i];
+ len += WriteBinaryAnim(anim)+8;
+ }
+
+
+ // write all textures
+ for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+ const aiTexture* mesh = scene->mTextures[i];
+ len += WriteBinaryTexture(mesh)+8;
+ }
+
+ // write lights
+ for (unsigned int i = 0; i < scene->mNumLights;++i) {
+ const aiLight* l = scene->mLights[i];
+ len += WriteBinaryLight(l)+8;
+ }
+
+ // write cameras
+ for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+ const aiCamera* cam = scene->mCameras[i];
+ len += WriteBinaryCamera(cam)+8;
+ }
+
+ ChangeInteger(old,len);
+ return len;
+}
+
+// -----------------------------------------------------------------------------------
+// Write a binary model dump
+void WriteBinaryDump(const aiScene* scene, FILE* _out, const char* src, const char* cmd,
+ bool _shortened, bool compressed, ImportData& /*imp*/)
+{
+ out = _out;
+ shortened = _shortened;
+
+ time_t tt = time(NULL);
+ tm* p = gmtime(&tt);
+
+ // header
+ fprintf(out,"ASSIMP.binary-dump.%s",asctime(p));
+ // == 44 bytes
+
+ 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);
+ // == 20 bytes
+
+ {
+ 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);
+ }
+
+ // leave 64 bytes free for future extensions
+ {
+ char buff[64];
+ memset(buff,0xcd,64);
+ fwrite(buff,64,1,out);
+ }
+ // == 435 bytes
+
+ // ==== total header size: 512 bytes
+ ai_assert(ftell(out)==ASSBIN_HEADER_LENGTH);
+
+ // Up to here the data is uncompressed. For compressed files, the rest
+ // is compressed using standard DEFLATE from zlib.
+ WriteBinaryScene(scene);
+}
+
+// -----------------------------------------------------------------------------------
+// Convert a name to standard XML format
+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("&lt;");break;
+ case '>':
+ out.Append("&gt;");break;
+ case '&':
+ out.Append("&amp;");break;
+ case '\"':
+ out.Append("&quot;");break;
+ case '\'':
+ out.Append("&apos;");break;
+ default:
+ out.data[out.length++] = in.data[i];
+ }
+ }
+ out.data[out.length] = 0;
+}
+
+// -----------------------------------------------------------------------------------
+// Write a single node as text dump
+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";
+}
+
+
+// -----------------------------------------------------------------------------------
+// Some chuncks of text will need to be encoded for XML
+// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
+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("&amp;"); break;
+ case '\"': buffer.append("&quot;"); break;
+ case '\'': buffer.append("&apos;"); break;
+ case '<': buffer.append("&lt;"); break;
+ case '>': buffer.append("&gt;"); break;
+ default: buffer.append(&data[pos], 1); break;
+ }
+ }
+ return buffer;
+}
+
+
+
+// -----------------------------------------------------------------------------------
+// Write a text model dump
+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;
+
+ // https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
+ // -- not allowed in XML comments
+ while((s = c.find("--")) != std::string::npos) {
+ c[s] = '?';
+ }
+ aiString name;
+
+ // write header
+ 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 /*globalImporter->GetEffectivePostProcessing()*/);
+
+ // write the node graph
+ WriteNode(scene->mRootNode, out, 0);
+
+#if 0
+ // write cameras
+ for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+ aiCamera* cam = scene->mCameras[i];
+ ConvertName(name,cam->mName);
+
+ // camera header
+ fprintf(out,"\t<Camera parent=\"%s\">\n"
+ "\t\t<Vector3 name=\"up\" > %0 8f %0 8f %0 8f </Vector3>\n"
+ "\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n"
+ "\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
+ "\t\t<Float name=\"fov\" > %f </Float>\n"
+ "\t\t<Float name=\"aspect\" > %f </Float>\n"
+ "\t\t<Float name=\"near_clip\" > %f </Float>\n"
+ "\t\t<Float name=\"far_clip\" > %f </Float>\n"
+ "\t</Camera>\n",
+ name.data,
+ cam->mUp.x,cam->mUp.y,cam->mUp.z,
+ cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
+ cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
+ cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
+ }
+
+ // write lights
+ for (unsigned int i = 0; i < scene->mNumLights;++i) {
+ aiLight* l = scene->mLights[i];
+ ConvertName(name,l->mName);
+
+ // light header
+ fprintf(out,"\t<Light parent=\"%s\"> type=\"%s\"\n"
+ "\t\t<Vector3 name=\"diffuse\" > %0 8f %0 8f %0 8f </Vector3>\n"
+ "\t\t<Vector3 name=\"specular\" > %0 8f %0 8f %0 8f </Vector3>\n"
+ "\t\t<Vector3 name=\"ambient\" > %0 8f %0 8f %0 8f </Vector3>\n",
+ name.data,
+ (l->mType == aiLightSource_DIRECTIONAL ? "directional" :
+ (l->mType == aiLightSource_POINT ? "point" : "spot" )),
+ l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
+ l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
+ l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
+
+ if (l->mType != aiLightSource_DIRECTIONAL) {
+ fprintf(out,
+ "\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
+ "\t\t<Float name=\"atten_cst\" > %f </Float>\n"
+ "\t\t<Float name=\"atten_lin\" > %f </Float>\n"
+ "\t\t<Float name=\"atten_sqr\" > %f </Float>\n",
+ l->mPosition.x,l->mPosition.y,l->mPosition.z,
+ l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
+ }
+
+ if (l->mType != aiLightSource_POINT) {
+ fprintf(out,
+ "\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n",
+ l->mDirection.x,l->mDirection.y,l->mDirection.z);
+ }
+
+ if (l->mType == aiLightSource_SPOT) {
+ fprintf(out,
+ "\t\t<Float name=\"cone_out\" > %f </Float>\n"
+ "\t\t<Float name=\"cone_inn\" > %f </Float>\n",
+ l->mAngleOuterCone,l->mAngleInnerCone);
+ }
+ fprintf(out,"\t</Light>\n");
+ }
+#endif
+
+ // write textures
+ 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);
+
+ // mesh header
+ 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);
+
+ // const unsigned int width = (unsigned int)log10((double)std::max(tex->mHeight,tex->mWidth))+1;
+ 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);
+
+ // group by four for readibility
+ if (0 == (x+y*tex->mWidth) % 4)
+ fprintf(out,"\n");
+ }
+ }
+ }
+ fprintf(out,"\t\t</Data>\n\t</Texture>\n");
+ }
+ fprintf(out,"</TextureList>\n");
+ }
+
+ // write materials
+ 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() /* skip length */);
+ }
+ fprintf(out,"\n\t\t\t</MatProperty>\n");
+ }
+ fprintf(out,"\t\t</MatPropertyList>\n");
+ fprintf(out,"\t</Material>\n");
+ }
+ fprintf(out,"</MaterialList>\n");
+ }
+
+ // write animations
+ 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];
+
+ // anim header
+ ConvertName(name,anim->mName);
+ fprintf(out,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
+ name.data, anim->mDuration, anim->mTicksPerSecond);
+
+ // write bone animation channels
+ 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];
+
+ // node anim header
+ ConvertName(name,nd->mNodeName);
+ fprintf(out,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
+
+ if (!shortened) {
+ // write position keys
+ 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");
+ }
+
+ // write scaling keys
+ if (nd->mNumScalingKeys) {
+ fprintf(out,"\t\t\t\t<ScalingKeyList num=\"%u\">\n",nd->mNumScalingKeys);
+ for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
+ aiVectorKey* vc = nd->mScalingKeys+a;
+ fprintf(out,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
+ "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
+ vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
+ }
+ fprintf(out,"\t\t\t\t</ScalingKeyList>\n");
+ }
+
+ // write rotation keys
+ if (nd->mNumRotationKeys) {
+ fprintf(out,"\t\t\t\t<RotationKeyList num=\"%u\">\n",nd->mNumRotationKeys);
+ for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
+ aiQuatKey* vc = nd->mRotationKeys+a;
+ fprintf(out,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
+ "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
+ vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
+ }
+ fprintf(out,"\t\t\t\t</RotationKeyList>\n");
+ }
+ }
+ fprintf(out,"\t\t\t</NodeAnim>\n");
+ }
+ fprintf(out,"\t\t</NodeAnimList>\n");
+ }
+ fprintf(out,"\t</Animation>\n");
+ }
+ fprintf(out,"</AnimationList>\n");
+ }
+
+ // write meshes
+ if (scene->mNumMeshes) {
+ fprintf(out,"<MeshList num=\"%u\">\n",scene->mNumMeshes);
+ for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+ aiMesh* mesh = scene->mMeshes[i];
+ // const unsigned int width = (unsigned int)log10((double)mesh->mNumVertices)+1;
+
+ // mesh header
+ fprintf(out,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%u\">\n",
+ (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""),
+ (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""),
+ (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
+ (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""),
+ mesh->mMaterialIndex);
+
+ // bones
+ if (mesh->mNumBones) {
+ fprintf(out,"\t\t<BoneList num=\"%u\">\n",mesh->mNumBones);
+
+ for (unsigned int n = 0; n < mesh->mNumBones;++n) {
+ aiBone* bone = mesh->mBones[n];
+
+ ConvertName(name,bone->mName);
+ // bone header
+ fprintf(out,"\t\t\t<Bone name=\"%s\">\n"
+ "\t\t\t\t<Matrix4> \n"
+ "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+ "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+ "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+ "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+ "\t\t\t\t</Matrix4> \n",
+ name.data,
+ bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
+ bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
+ bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
+ bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
+
+ if (!shortened && bone->mNumWeights) {
+ fprintf(out,"\t\t\t\t<WeightList num=\"%u\">\n",bone->mNumWeights);
+
+ // bone weights
+ for (unsigned int a = 0; a < bone->mNumWeights;++a) {
+ aiVertexWeight* wght = bone->mWeights+a;
+
+ fprintf(out,"\t\t\t\t\t<Weight index=\"%u\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
+ wght->mVertexId,wght->mWeight);
+ }
+ fprintf(out,"\t\t\t\t</WeightList>\n");
+ }
+ fprintf(out,"\t\t\t</Bone>\n");
+ }
+ fprintf(out,"\t\t</BoneList>\n");
+ }
+
+ // faces
+ if (!shortened && mesh->mNumFaces) {
+ fprintf(out,"\t\t<FaceList num=\"%u\">\n",mesh->mNumFaces);
+ for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
+ aiFace& f = mesh->mFaces[n];
+ fprintf(out,"\t\t\t<Face num=\"%u\">\n"
+ "\t\t\t\t",f.mNumIndices);
+
+ for (unsigned int j = 0; j < f.mNumIndices;++j)
+ fprintf(out,"%u ",f.mIndices[j]);
+
+ fprintf(out,"\n\t\t\t</Face>\n");
+ }
+ fprintf(out,"\t\t</FaceList>\n");
+ }
+
+ // vertex positions
+ if (mesh->HasPositions()) {
+ fprintf(out,"\t\t<Positions num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mVertices[n].x,
+ mesh->mVertices[n].y,
+ mesh->mVertices[n].z);
+ }
+ }
+ fprintf(out,"\t\t</Positions>\n");
+ }
+
+ // vertex normals
+ if (mesh->HasNormals()) {
+ fprintf(out,"\t\t<Normals num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mNormals[n].x,
+ mesh->mNormals[n].y,
+ mesh->mNormals[n].z);
+ }
+ }
+ else {
+ }
+ fprintf(out,"\t\t</Normals>\n");
+ }
+
+ // vertex tangents and bitangents
+ if (mesh->HasTangentsAndBitangents()) {
+ fprintf(out,"\t\t<Tangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mTangents[n].x,
+ mesh->mTangents[n].y,
+ mesh->mTangents[n].z);
+ }
+ }
+ fprintf(out,"\t\t</Tangents>\n");
+
+ fprintf(out,"\t\t<Bitangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mBitangents[n].x,
+ mesh->mBitangents[n].y,
+ mesh->mBitangents[n].z);
+ }
+ }
+ fprintf(out,"\t\t</Bitangents>\n");
+ }
+
+ // texture coordinates
+ for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
+ if (!mesh->mTextureCoords[a])
+ break;
+
+ fprintf(out,"\t\t<TextureCoords num=\"%u\" set=\"%u\" num_components=\"%u\"> \n",mesh->mNumVertices,
+ a,mesh->mNumUVComponents[a]);
+
+ if (!shortened) {
+ if (mesh->mNumUVComponents[a] == 3) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mTextureCoords[a][n].x,
+ mesh->mTextureCoords[a][n].y,
+ mesh->mTextureCoords[a][n].z);
+ }
+ }
+ else {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ fprintf(out,"\t\t%0 8f %0 8f\n",
+ mesh->mTextureCoords[a][n].x,
+ mesh->mTextureCoords[a][n].y);
+ }
+ }
+ }
+ fprintf(out,"\t\t</TextureCoords>\n");
+ }
+
+ // vertex colors
+ for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
+ if (!mesh->mColors[a])
+ break;
+ fprintf(out,"\t\t<Colors num=\"%u\" set=\"%u\" num_components=\"4\"> \n",mesh->mNumVertices,a);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ fprintf(out,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
+ mesh->mColors[a][n].r,
+ mesh->mColors[a][n].g,
+ mesh->mColors[a][n].b,
+ mesh->mColors[a][n].a);
+ }
+ }
+ fprintf(out,"\t\t</Colors>\n");
+ }
+ fprintf(out,"\t</Mesh>\n");
+ }
+ fprintf(out,"</MeshList>\n");
+ }
+ fprintf(out,"</Scene>\n</ASSIMP>");
+}
+
+
+// -----------------------------------------------------------------------------------
+int Assimp_Dump (const char* const* params, unsigned int num)
+{
+ const char* fail = "assimp dump: Invalid number of arguments. "
+ "See \'assimp dump --help\'\r\n";
+ if (num < 1) {
+ printf("%s", fail);
+ return 1;
+ }
+
+ // --help
+ if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {
+ printf("%s",AICMD_MSG_DUMP_HELP);
+ return 0;
+ }
+
+ // asssimp dump in out [options]
+ 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("-"));
+
+ // store full command line
+ std::string cmd;
+ for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) {
+ if (!params[i])continue;
+ cmd.append(params[i]);
+ cmd.append(" ");
+ }
+
+ // get import flags
+ ImportData import;
+ ProcessStandardArguments(import,params+1,num-1);
+
+ bool binary = false, shortened = false,compressed=false;
+
+ // process other flags
+ for (unsigned int i = 1; i < num;++i) {
+ if (!params[i])continue;
+ if (!strcmp( params[i], "-b") || !strcmp( params[i], "--binary")) {
+ binary = true;
+ }
+ else if (!strcmp( params[i], "-s") || !strcmp( params[i], "--short")) {
+ shortened = true;
+ }
+ else if (!strcmp( params[i], "-z") || !strcmp( params[i], "--compressed")) {
+ compressed = true;
+ }
+#if 0
+ else if (i > 2 || params[i][0] == '-') {
+ ::printf("Unknown parameter: %s\n",params[i]);
+ return 10;
+ }
+#endif
+ }
+
+ if (out[0] == '-') {
+ // take file name from input file
+ std::string::size_type s = in.find_last_of('.');
+ if (s == std::string::npos) {
+ s = in.length();
+ }
+
+ out = in.substr(0,s);
+ out.append((binary ? ".assbin" : ".assxml"));
+ if (shortened && binary) {
+ out.append(".regress");
+ }
+ }
+
+ // import the main model
+ const aiScene* scene = ImportModel(import,in);
+ if (!scene) {
+ printf("assimp dump: Unable to load input file %s\n",in.c_str());
+ return 5;
+ }
+
+ // open the output file and build the dump
+ 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;
+}
+