Browse Source

Merge pull request #349 from Gargaj/assxml-export

Native Assxml export
Kim Kulling 11 years ago
parent
commit
258afb3e43
4 changed files with 697 additions and 0 deletions
  1. 636 0
      code/AssxmlExporter.cpp
  2. 49 0
      code/AssxmlExporter.h
  3. 7 0
      code/CMakeLists.txt
  4. 5 0
      code/Exporter.cpp

+ 636 - 0
code/AssxmlExporter.cpp

@@ -0,0 +1,636 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, 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  AssxmlExporter.cpp
+ *  ASSXML exporter main code
+ */
+#include <stdarg.h>
+#include "AssimpPCH.h"
+#include "./../include/assimp/version.h"
+#include "ProcessHelper.h"
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#	include <zlib.h>
+#else
+#	include "../contrib/zlib/zlib.h"
+#endif
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
+
+using namespace Assimp;
+
+namespace Assimp	{
+
+namespace AssxmlExport	{
+
+int ioprintf( IOStream * io, const char * format, ... )
+{
+	char sz[4096];
+	va_list va;
+	va_start( va, format );
+	int nSize = vsnprintf( sz, 4096, format, va );
+  ai_assert( nSize < 4096 );
+	va_end( va );
+
+	io->Write( sz, sizeof(char), nSize );
+
+	return nSize;
+}
+
+// -----------------------------------------------------------------------------------
+// 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, IOStream * io, 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);
+	ioprintf(io,"%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) {
+		ioprintf(io, "%s\t<MeshRefs num=\"%i\">\n%s\t",
+			prefix,node->mNumMeshes,prefix);
+
+		for (unsigned int i = 0; i < node->mNumMeshes;++i) {
+			ioprintf(io,"%i ",node->mMeshes[i]);
+		}
+		ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
+	}
+
+	if (node->mNumChildren) {
+		ioprintf(io,"%s\t<NodeList num=\"%i\">\n",
+			prefix,node->mNumChildren);
+
+		for (unsigned int i = 0; i < node->mNumChildren;++i) {
+			WriteNode(node->mChildren[i],io,depth+2);
+		}
+		ioprintf(io,"%s\t</NodeList>\n",prefix);
+	}
+	ioprintf(io,"%s</Node>\n",prefix);
+}
+
+
+// -----------------------------------------------------------------------------------
+// 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, IOStream* io, bool shortened)
+{
+	time_t tt = ::time(NULL);
+	tm* p     = ::gmtime(&tt);
+
+	aiString name;
+
+	// write header
+	ioprintf(io,
+		"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
+		"<ASSIMP format_id=\"1\">\n\n"
+
+		"<!-- XML Model dump produced by assimp dump\n"
+		"  Library version: %i.%i.%i\n"
+		"  %s\n"
+		"-->"
+		" \n\n"
+		"<Scene flags=\"%i\" postprocessing=\"%i\">\n",
+		
+		aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),asctime(p),
+		scene->mFlags,
+		0 /*globalImporter->GetEffectivePostProcessing()*/);
+
+	// write the node graph
+	WriteNode(scene->mRootNode, io, 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
+		ioprintf(io,"\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
+		ioprintf(io,"\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) {
+			ioprintf(io,
+				"\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) {
+			ioprintf(io,
+				"\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) {
+			ioprintf(io,
+				"\t\t<Float   name=\"cone_out\" > %f </Float>\n"
+				"\t\t<Float   name=\"cone_inn\" > %f </Float>\n",
+				l->mAngleOuterCone,l->mAngleInnerCone);
+		}
+		ioprintf(io,"\t</Light>\n");
+	}
+#endif
+
+	// write textures
+	if (scene->mNumTextures) {
+		ioprintf(io,"<TextureList num=\"%i\">\n",scene->mNumTextures);
+		for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+			aiTexture* tex  = scene->mTextures[i];
+			bool compressed = (tex->mHeight == 0);
+
+			// mesh header
+			ioprintf(io,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
+				(compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
+				(compressed ? "true" : "false"));
+
+			if (compressed) {
+				ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth);
+
+				if (!shortened) {
+					for (unsigned int n = 0; n < tex->mWidth;++n) {
+						ioprintf(io,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
+						if (n && !(n % 50)) {
+							ioprintf(io,"\n");
+						}
+					}
+				}
+			}
+			else if (!shortened){
+				ioprintf(io,"\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;
+						ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
+
+						// group by four for readibility
+						if (0 == (x+y*tex->mWidth) % 4)
+							ioprintf(io,"\n");
+					}
+				}
+			}
+			ioprintf(io,"\t\t</Data>\n\t</Texture>\n");
+		}
+		ioprintf(io,"</TextureList>\n");
+	}
+
+	// write materials
+	if (scene->mNumMaterials) {
+		ioprintf(io,"<MaterialList num=\"%i\">\n",scene->mNumMaterials);
+		for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+			const aiMaterial* mat = scene->mMaterials[i];
+
+			ioprintf(io,"\t<Material>\n");
+			ioprintf(io,"\t\t<MatPropertyList  num=\"%i\">\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";
+				}
+
+				ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%i\"",
+					prop->mKey.data, sz,
+					::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
+
+				if (prop->mType == aiPTI_Float) {
+					ioprintf(io," 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) {
+						ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float))));
+					}
+				}
+				else if (prop->mType == aiPTI_Integer) {
+					ioprintf(io," 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) {
+						ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int))));
+					}
+				}
+				else if (prop->mType == aiPTI_Buffer) {
+					ioprintf(io," size=\"%i\">\n\t\t\t\t",
+						static_cast<int>(prop->mDataLength));
+
+					for (unsigned int p = 0; p < prop->mDataLength;++p) {
+						ioprintf(io,"%2x ",prop->mData[p]);
+						if (p && 0 == p%30) {
+							ioprintf(io,"\n\t\t\t\t");
+						}
+					}
+				}
+				else if (prop->mType == aiPTI_String) {
+					ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
+				}
+				ioprintf(io,"\n\t\t\t</MatProperty>\n");
+			}
+			ioprintf(io,"\t\t</MatPropertyList>\n");
+			ioprintf(io,"\t</Material>\n");
+		}
+		ioprintf(io,"</MaterialList>\n");
+	}
+
+	// write animations
+	if (scene->mNumAnimations) {
+		ioprintf(io,"<AnimationList num=\"%i\">\n",scene->mNumAnimations);
+		for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+			aiAnimation* anim = scene->mAnimations[i];
+
+			// anim header
+			ConvertName(name,anim->mName);
+			ioprintf(io,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
+				name.data, anim->mDuration, anim->mTicksPerSecond);
+
+			// write bone animation channels
+			if (anim->mNumChannels) {
+				ioprintf(io,"\t\t<NodeAnimList num=\"%i\">\n",anim->mNumChannels);
+				for (unsigned int n = 0; n < anim->mNumChannels;++n) {
+					aiNodeAnim* nd = anim->mChannels[n];
+
+					// node anim header
+					ConvertName(name,nd->mNodeName);
+					ioprintf(io,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
+
+					if (!shortened) {
+						// write position keys
+						if (nd->mNumPositionKeys) {
+							ioprintf(io,"\t\t\t\t<PositionKeyList num=\"%i\">\n",nd->mNumPositionKeys);
+							for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
+								aiVectorKey* vc = nd->mPositionKeys+a;
+								ioprintf(io,"\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);
+							}
+							ioprintf(io,"\t\t\t\t</PositionKeyList>\n");
+						}
+
+						// write scaling keys
+						if (nd->mNumScalingKeys) {
+							ioprintf(io,"\t\t\t\t<ScalingKeyList num=\"%i\">\n",nd->mNumScalingKeys);
+							for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
+								aiVectorKey* vc = nd->mScalingKeys+a;
+								ioprintf(io,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
+									"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
+									vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
+							}
+							ioprintf(io,"\t\t\t\t</ScalingKeyList>\n");
+						}
+
+						// write rotation keys
+						if (nd->mNumRotationKeys) {
+							ioprintf(io,"\t\t\t\t<RotationKeyList num=\"%i\">\n",nd->mNumRotationKeys);
+							for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
+								aiQuatKey* vc = nd->mRotationKeys+a;
+								ioprintf(io,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
+									"\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
+									vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
+							}
+							ioprintf(io,"\t\t\t\t</RotationKeyList>\n");
+						}
+					}
+					ioprintf(io,"\t\t\t</NodeAnim>\n");
+				}
+				ioprintf(io,"\t\t</NodeAnimList>\n");
+			}
+			ioprintf(io,"\t</Animation>\n");
+		}
+		ioprintf(io,"</AnimationList>\n");
+	}
+
+	// write meshes
+	if (scene->mNumMeshes) {
+		ioprintf(io,"<MeshList num=\"%i\">\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
+			ioprintf(io,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%i\">\n",
+				(mesh->mPrimitiveTypes & aiPrimitiveType_POINT    ? "points"    : ""),
+				(mesh->mPrimitiveTypes & aiPrimitiveType_LINE     ? "lines"     : ""),
+				(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
+				(mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON  ? "polygons"  : ""),
+				mesh->mMaterialIndex);
+
+			// bones
+			if (mesh->mNumBones) {
+				ioprintf(io,"\t\t<BoneList num=\"%i\">\n",mesh->mNumBones);
+
+				for (unsigned int n = 0; n < mesh->mNumBones;++n) {
+					aiBone* bone = mesh->mBones[n];
+
+					ConvertName(name,bone->mName);
+					// bone header
+					ioprintf(io,"\t\t\t<Bone name=\"%s\">\n"
+						"\t\t\t\t<Matrix4> \n"
+						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+						"\t\t\t\t</Matrix4> \n",
+						name.data,
+						bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
+						bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
+						bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
+						bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
+
+					if (!shortened && bone->mNumWeights) {
+						ioprintf(io,"\t\t\t\t<WeightList num=\"%i\">\n",bone->mNumWeights);
+
+						// bone weights
+						for (unsigned int a = 0; a < bone->mNumWeights;++a) {
+							aiVertexWeight* wght = bone->mWeights+a;
+
+							ioprintf(io,"\t\t\t\t\t<Weight index=\"%i\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
+								wght->mVertexId,wght->mWeight);
+						}
+						ioprintf(io,"\t\t\t\t</WeightList>\n");
+					}
+					ioprintf(io,"\t\t\t</Bone>\n");
+				}
+				ioprintf(io,"\t\t</BoneList>\n");
+			}
+
+			// faces
+			if (!shortened && mesh->mNumFaces) {
+				ioprintf(io,"\t\t<FaceList num=\"%i\">\n",mesh->mNumFaces);
+				for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
+					aiFace& f = mesh->mFaces[n];
+					ioprintf(io,"\t\t\t<Face num=\"%i\">\n"
+						"\t\t\t\t",f.mNumIndices);
+
+					for (unsigned int j = 0; j < f.mNumIndices;++j)
+						ioprintf(io,"%i ",f.mIndices[j]);
+
+					ioprintf(io,"\n\t\t\t</Face>\n");
+				}
+				ioprintf(io,"\t\t</FaceList>\n");
+			}
+
+			// vertex positions
+			if (mesh->HasPositions()) {
+				ioprintf(io,"\t\t<Positions num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+				if (!shortened) {
+					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+						ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+							mesh->mVertices[n].x,
+							mesh->mVertices[n].y,
+							mesh->mVertices[n].z);
+					}
+				}
+				ioprintf(io,"\t\t</Positions>\n");
+			}
+
+			// vertex normals
+			if (mesh->HasNormals()) {
+				ioprintf(io,"\t\t<Normals num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+				if (!shortened) {
+					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+						ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+							mesh->mNormals[n].x,
+							mesh->mNormals[n].y,
+							mesh->mNormals[n].z);
+					}
+				}
+				else {
+				}
+				ioprintf(io,"\t\t</Normals>\n");
+			}
+
+			// vertex tangents and bitangents
+			if (mesh->HasTangentsAndBitangents()) {
+				ioprintf(io,"\t\t<Tangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+				if (!shortened) {
+					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+						ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+							mesh->mTangents[n].x,
+							mesh->mTangents[n].y,
+							mesh->mTangents[n].z);
+					}
+				}
+				ioprintf(io,"\t\t</Tangents>\n");
+
+				ioprintf(io,"\t\t<Bitangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+				if (!shortened) {
+					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+						ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+							mesh->mBitangents[n].x,
+							mesh->mBitangents[n].y,
+							mesh->mBitangents[n].z);
+					}
+				}
+				ioprintf(io,"\t\t</Bitangents>\n");
+			}
+
+			// texture coordinates
+			for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
+				if (!mesh->mTextureCoords[a])
+					break;
+
+				ioprintf(io,"\t\t<TextureCoords num=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices,
+					a,mesh->mNumUVComponents[a]);
+				
+				if (!shortened) {
+					if (mesh->mNumUVComponents[a] == 3) {
+						for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+							ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+								mesh->mTextureCoords[a][n].x,
+								mesh->mTextureCoords[a][n].y,
+								mesh->mTextureCoords[a][n].z);
+						}
+					}
+					else {
+						for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+							ioprintf(io,"\t\t%0 8f %0 8f\n",
+								mesh->mTextureCoords[a][n].x,
+								mesh->mTextureCoords[a][n].y);
+						}
+					}
+				}
+				ioprintf(io,"\t\t</TextureCoords>\n");
+			}
+
+			// vertex colors
+			for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
+				if (!mesh->mColors[a])
+					break;
+				ioprintf(io,"\t\t<Colors num=\"%i\" set=\"%i\" num_components=\"4\"> \n",mesh->mNumVertices,a);
+				if (!shortened) {
+					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+						ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
+							mesh->mColors[a][n].r,
+							mesh->mColors[a][n].g,
+							mesh->mColors[a][n].b,
+							mesh->mColors[a][n].a);
+					}
+				}
+				ioprintf(io,"\t\t</Colors>\n");
+			}
+			ioprintf(io,"\t</Mesh>\n");
+		}
+		ioprintf(io,"</MeshList>\n");
+	}
+	ioprintf(io,"</Scene>\n</ASSIMP>");
+}
+
+} // end of namespace AssxmlExport
+
+void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
+{
+	IOStream * out = pIOSystem->Open( pFile, "wt" );
+	if (!out) return;
+
+	bool shortened = false;
+	AssxmlExport::WriteDump( pScene, out, shortened );
+
+	pIOSystem->Close( out );
+}
+
+} // end of namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_ASSXML_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT

+ 49 - 0
code/AssxmlExporter.h

@@ -0,0 +1,49 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, 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 AssxmlExporter.h
+ * ASSXML Exporter Main Header
+ */
+#ifndef AI_ASSXMLEXPORTER_H_INC
+#define AI_ASSXMLEXPORTER_H_INC
+
+// nothing really needed here - reserved for future use like properties
+
+#endif

+ 7 - 0
code/CMakeLists.txt

@@ -180,6 +180,12 @@ SET( ASSBIN_SRCS
 )
 SOURCE_GROUP( Assbin FILES ${ASSBIN_SRCS})
 
+SET( ASSXML_SRCS
+	AssxmlExporter.h
+	AssxmlExporter.cpp
+)
+SOURCE_GROUP( Assxml FILES ${ASSXML_SRCS})
+
 SET( B3D_SRCS
 	B3DImporter.cpp
 	B3DImporter.h
@@ -656,6 +662,7 @@ SET( assimp_src
 	${AC_SRCS}
 	${ASE_SRCS}
 	${ASSBIN_SRCS}
+	${ASSXML_SRCS}
 	${B3D_SRCS}
 	${BVH_SRCS}
 	${Collada_SRCS}

+ 5 - 0
code/Exporter.cpp

@@ -80,6 +80,7 @@ void ExportSceneSTLBinary(const char*,IOSystem*, const aiScene*);
 void ExportScenePly(const char*,IOSystem*, const aiScene*);
 void ExportScene3DS(const char*, IOSystem*, const aiScene*);
 void ExportSceneAssbin(const char*, IOSystem*, const aiScene*);
+void ExportSceneAssxml(const char*, IOSystem*, const aiScene*);
 
 // ------------------------------------------------------------------------------------------------
 // global array of all export formats which Assimp supports in its current build
@@ -122,6 +123,10 @@ Exporter::ExportFormatEntry gExporters[] =
 #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
 	Exporter::ExportFormatEntry( "assbin", "Assimp Binary", "assbin" , &ExportSceneAssbin, 0),
 #endif
+
+#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
+	Exporter::ExportFormatEntry( "assxml", "Assxml Document", "assxml" , &ExportSceneAssxml, 0),
+#endif
 };
 
 #define ASSIMP_NUM_EXPORTERS (sizeof(gExporters)/sizeof(gExporters[0]))