Updated Assimp

Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages
Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found
Disabled fields for dynamic and static shadowmap refresh rates
Moved noShape model to core/rendering/shapes to place it in a more logical module position
Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code
Added call to reload probe textures when a reloadTextures call is made
Adjusted default directional light shadowmap settings to not be as extreme
Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication.
Shifted shape loader code to utilize assimp for loader consistency and testing
Changed render bin used for SSAO postfx so it runs at the right time
Made Core_Rendering module scan for assets
Updated loose file references to a number of assets to follow proper formatting
Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items
Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type.
Cleaned up a bunch of old, outdated code in the asset importer
Added initial handling for in-place importing of files without needing to process them through the UI.
Added ability to edit module script from RMB context menu if torsion path is set
Updated list field code for variable inspector to utilize correct ownerObject field
This commit is contained in:
Areloch 2020-03-19 09:47:38 -05:00
parent 2d015bc426
commit 6ade6f08ce
545 changed files with 15077 additions and 8437 deletions

View file

@ -2,7 +2,7 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
Copyright (c) 2006-2020, assimp team
All rights reserved.
@ -46,607 +46,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
#include "PostProcessing/ProcessHelper.h"
#include <assimp/version.h>
#include <assimp/IOStream.hpp>
#include "AssxmlFileWriter.h"
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <stdarg.h>
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
# include <zlib.h>
#else
# include <contrib/zlib/zlib.h>
#endif
#include <time.h>
#include <stdio.h>
using namespace Assimp;
namespace Assimp {
namespace AssxmlExport {
// -----------------------------------------------------------------------------------
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("&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
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=\"%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
static
void WriteDump(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);
// 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: %i.%i.%i\n"
" %s\n"
"-->"
" \n\n"
"<Scene flags=\"%d\" postprocessing=\"%i\">\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, curtime, scene->mFlags, 0 );
// 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=\"%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)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=\"%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)std::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);
}
}
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, const ExportProperties* /*pProperties*/)
{
IOStream * out = pIOSystem->Open( pFile, "wt" );
if (!out) return;
bool shortened = false;
AssxmlExport::WriteDump( pScene, out, shortened );
pIOSystem->Close( out );
DumpSceneToAssxml(
pFile,
"\0", // command(s)
pIOSystem,
pScene,
false); // shortened?
}
} // end of namespace Assimp