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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2020, 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 AssxmlFileWriter.cpp
- * @brief Implementation of Assxml file writer.
- */
- #include "AssxmlFileWriter.h"
- #include "PostProcessing/ProcessHelper.h"
- #include <assimp/version.h>
- #include <assimp/Exporter.hpp>
- #include <assimp/IOStream.hpp>
- #include <assimp/IOSystem.hpp>
- #include <stdarg.h>
- #ifdef ASSIMP_BUILD_NO_OWN_ZLIB
- #include <zlib.h>
- #else
- #include <contrib/zlib/zlib.h>
- #endif
- #include <stdio.h>
- #include <time.h>
- #include <memory>
- using namespace Assimp;
- namespace Assimp {
- namespace AssxmlFileWriter {
- // -----------------------------------------------------------------------------------
- static int ioprintf(IOStream *io, const char *format, ...) {
- using namespace std;
- if (nullptr == io) {
- return -1;
- }
- static const int Size = 4096;
- char sz[Size];
- ::memset(sz, '\0', Size);
- va_list va;
- va_start(va, format);
- const unsigned int nSize = vsnprintf(sz, Size - 1, format, va);
- ai_assert(nSize < Size);
- va_end(va);
- io->Write(sz, sizeof(char), nSize);
- return nSize;
- }
- // -----------------------------------------------------------------------------------
- // Convert a name to standard XML format
- static 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
- static 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=\"%u\">\n%s\t",
- prefix, node->mNumMeshes, prefix);
- for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
- ioprintf(io, "%u ", node->mMeshes[i]);
- }
- ioprintf(io, "\n%s\t</MeshRefs>\n", prefix);
- }
- if (node->mNumChildren) {
- ioprintf(io, "%s\t<NodeList num=\"%u\">\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("&"); 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
- static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene, IOStream *io, bool shortened) {
- time_t tt = ::time(NULL);
- #if _WIN32
- tm *p = gmtime(&tt);
- #else
- struct tm now;
- tm *p = gmtime_r(&tt, &now);
- #endif
- ai_assert(nullptr != p);
- 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] = '?';
- }
- // write header
- std::string header(
- "<?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=\"%u\">\n");
- const unsigned int majorVersion(aiGetVersionMajor());
- const unsigned int minorVersion(aiGetVersionMinor());
- const unsigned int rev(aiGetVersionRevision());
- const char *curtime(asctime(p));
- ioprintf(io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u);
- // 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
- aiString name;
- // write textures
- if (scene->mNumTextures) {
- ioprintf(io, "<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
- ioprintf(io, "\t<Texture width=\"%u\" height=\"%u\" compressed=\"%s\"> \n",
- (compressed ? -1 : tex->mWidth), (compressed ? -1 : tex->mHeight),
- (compressed ? "true" : "false"));
- if (compressed) {
- ioprintf(io, "\t\t<Data length=\"%u\"> \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=\"%u\"> \n", tex->mWidth * tex->mHeight * 4);
- // const unsigned int width = (unsigned int)std::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 readability
- 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=\"%u\">\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=\"%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";
- }
- ioprintf(io, "\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) {
- ioprintf(io, " size=\"%i\">\n\t\t\t\t",
- static_cast<int>(prop->mDataLength / sizeof(float)));
- for (unsigned int pp = 0; pp < prop->mDataLength / sizeof(float); ++pp) {
- ioprintf(io, "%f ", *((float *)(prop->mData + pp * 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 pp = 0; pp < prop->mDataLength / sizeof(int); ++pp) {
- ioprintf(io, "%i ", *((int *)(prop->mData + pp * 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 pp = 0; pp < prop->mDataLength; ++pp) {
- ioprintf(io, "%2x ", prop->mData[pp]);
- if (pp && 0 == pp % 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=\"%u\">\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=\"%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);
- 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=\"%u\">\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=\"%u\">\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=\"%u\">\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=\"%u\">\n", scene->mNumMeshes);
- for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
- aiMesh *mesh = scene->mMeshes[i];
- // const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1;
- // mesh header
- ioprintf(io, "\t<Mesh types=\"%s %s %s %s\" material_index=\"%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) {
- ioprintf(io, "\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
- 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=\"%u\">\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=\"%u\">\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=\"%u\">\n", mesh->mNumFaces);
- for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
- aiFace &f = mesh->mFaces[n];
- ioprintf(io, "\t\t\t<Face num=\"%u\">\n"
- "\t\t\t\t",
- f.mNumIndices);
- for (unsigned int j = 0; j < f.mNumIndices; ++j)
- ioprintf(io, "%u ", 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=\"%u\" 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=\"%u\" 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);
- }
- }
- ioprintf(io, "\t\t</Normals>\n");
- }
- // vertex tangents and bitangents
- if (mesh->HasTangentsAndBitangents()) {
- ioprintf(io, "\t\t<Tangents num=\"%u\" 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=\"%u\" 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=\"%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) {
- 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=\"%u\" set=\"%u\" 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 AssxmlFileWriter
- void DumpSceneToAssxml(
- const char *pFile, const char *cmd, IOSystem *pIOSystem,
- const aiScene *pScene, bool shortened) {
- std::unique_ptr<IOStream> file(pIOSystem->Open(pFile, "wt"));
- if (!file.get()) {
- throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
- }
- AssxmlFileWriter::WriteDump(pFile, cmd, pScene, file.get(), shortened);
- }
- } // end of namespace Assimp
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