diff options
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/tools/assimp_cmd/WriteDumb.cpp')
| -rw-r--r-- | NvCloth/samples/external/assimp-4.1.0/tools/assimp_cmd/WriteDumb.cpp | 1415 |
1 files changed, 1415 insertions, 0 deletions
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("<");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; +} + +// ----------------------------------------------------------------------------------- +// 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("&"); 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; +} + + + +// ----------------------------------------------------------------------------------- +// 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; +} + |