mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
665 lines
27 KiB
C++
665 lines
27 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file AssxmlFileWriter.cpp
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* @brief Implementation of Assxml file writer.
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*/
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#include "AssxmlFileWriter.h"
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#include "PostProcessing/ProcessHelper.h"
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#include <assimp/version.h>
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#include <assimp/IOStream.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <stdarg.h>
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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# include <zlib.h>
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#else
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# include <contrib/zlib/zlib.h>
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#endif
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#include <time.h>
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#include <stdio.h>
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#include <memory>
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using namespace Assimp;
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namespace Assimp {
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namespace AssxmlFileWriter {
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// -----------------------------------------------------------------------------------
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static int ioprintf( IOStream * io, const char *format, ... ) {
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using namespace std;
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if ( nullptr == io ) {
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return -1;
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}
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static const int Size = 4096;
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char sz[ Size ];
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::memset( sz, '\0', Size );
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va_list va;
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va_start( va, format );
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const unsigned int nSize = vsnprintf( sz, Size-1, format, va );
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ai_assert( nSize < Size );
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va_end( va );
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io->Write( sz, sizeof(char), nSize );
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return nSize;
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}
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// -----------------------------------------------------------------------------------
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// Convert a name to standard XML format
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static void ConvertName(aiString& out, const aiString& in) {
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out.length = 0;
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for (unsigned int i = 0; i < in.length; ++i) {
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switch (in.data[i]) {
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case '<':
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out.Append("<");break;
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case '>':
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out.Append(">");break;
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case '&':
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out.Append("&");break;
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case '\"':
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out.Append(""");break;
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case '\'':
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out.Append("'");break;
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default:
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out.data[out.length++] = in.data[i];
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}
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}
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out.data[out.length] = 0;
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}
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// -----------------------------------------------------------------------------------
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// Write a single node as text dump
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static void WriteNode(const aiNode* node, IOStream * io, unsigned int depth) {
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char prefix[512];
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for (unsigned int i = 0; i < depth;++i)
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prefix[i] = '\t';
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prefix[depth] = '\0';
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const aiMatrix4x4& m = node->mTransformation;
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aiString name;
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ConvertName(name,node->mName);
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ioprintf(io,"%s<Node name=\"%s\"> \n"
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"%s\t<Matrix4> \n"
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"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
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"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
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"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
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"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
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"%s\t</Matrix4> \n",
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prefix,name.data,prefix,
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prefix,m.a1,m.a2,m.a3,m.a4,
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prefix,m.b1,m.b2,m.b3,m.b4,
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prefix,m.c1,m.c2,m.c3,m.c4,
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prefix,m.d1,m.d2,m.d3,m.d4,prefix);
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if (node->mNumMeshes) {
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ioprintf(io, "%s\t<MeshRefs num=\"%u\">\n%s\t",
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prefix,node->mNumMeshes,prefix);
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for (unsigned int i = 0; i < node->mNumMeshes;++i) {
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ioprintf(io,"%u ",node->mMeshes[i]);
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}
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ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
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}
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if (node->mNumChildren) {
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ioprintf(io,"%s\t<NodeList num=\"%u\">\n",
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prefix,node->mNumChildren);
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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WriteNode(node->mChildren[i],io,depth+2);
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}
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ioprintf(io,"%s\t</NodeList>\n",prefix);
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}
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ioprintf(io,"%s</Node>\n",prefix);
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}
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// -----------------------------------------------------------------------------------
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// Some chuncks of text will need to be encoded for XML
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// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
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static std::string encodeXML(const std::string& data) {
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std::string buffer;
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buffer.reserve(data.size());
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for(size_t pos = 0; pos != data.size(); ++pos) {
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switch(data[pos]) {
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case '&': buffer.append("&"); break;
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case '\"': buffer.append("""); break;
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case '\'': buffer.append("'"); break;
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case '<': buffer.append("<"); break;
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case '>': buffer.append(">"); break;
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default: buffer.append(&data[pos], 1); break;
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}
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}
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return buffer;
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}
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// -----------------------------------------------------------------------------------
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// Write a text model dump
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static
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void WriteDump(const char* pFile, const char* cmd, const aiScene* scene, IOStream* io, bool shortened) {
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time_t tt = ::time( NULL );
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#if _WIN32
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tm* p = gmtime(&tt);
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#else
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struct tm now;
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tm* p = gmtime_r(&tt, &now);
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#endif
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ai_assert(nullptr != p);
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std::string c = cmd;
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std::string::size_type s;
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// https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
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// -- not allowed in XML comments
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while((s = c.find("--")) != std::string::npos) {
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c[s] = '?';
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}
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// write header
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std::string header(
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"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
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"<ASSIMP format_id=\"1\">\n\n"
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"<!-- XML Model dump produced by assimp dump\n"
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" Library version: %u.%u.%u\n"
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" Source: %s\n"
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" Command line: %s\n"
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" %s\n"
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"-->"
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" \n\n"
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"<Scene flags=\"%u\" postprocessing=\"%u\">\n"
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);
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const unsigned int majorVersion( aiGetVersionMajor() );
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const unsigned int minorVersion( aiGetVersionMinor() );
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const unsigned int rev( aiGetVersionRevision() );
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const char *curtime( asctime( p ) );
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ioprintf( io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u );
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// write the node graph
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WriteNode(scene->mRootNode, io, 0);
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#if 0
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// write cameras
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for (unsigned int i = 0; i < scene->mNumCameras;++i) {
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aiCamera* cam = scene->mCameras[i];
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ConvertName(name,cam->mName);
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// camera header
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ioprintf(io,"\t<Camera parent=\"%s\">\n"
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"\t\t<Vector3 name=\"up\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Float name=\"fov\" > %f </Float>\n"
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"\t\t<Float name=\"aspect\" > %f </Float>\n"
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"\t\t<Float name=\"near_clip\" > %f </Float>\n"
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"\t\t<Float name=\"far_clip\" > %f </Float>\n"
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"\t</Camera>\n",
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name.data,
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cam->mUp.x,cam->mUp.y,cam->mUp.z,
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cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
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cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
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cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
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}
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// write lights
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for (unsigned int i = 0; i < scene->mNumLights;++i) {
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aiLight* l = scene->mLights[i];
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ConvertName(name,l->mName);
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// light header
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ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n"
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"\t\t<Vector3 name=\"diffuse\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Vector3 name=\"specular\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Vector3 name=\"ambient\" > %0 8f %0 8f %0 8f </Vector3>\n",
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name.data,
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(l->mType == aiLightSource_DIRECTIONAL ? "directional" :
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(l->mType == aiLightSource_POINT ? "point" : "spot" )),
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l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
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l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
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l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
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if (l->mType != aiLightSource_DIRECTIONAL) {
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ioprintf(io,
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"\t\t<Vector3 name=\"pos\" > %0 8f %0 8f %0 8f </Vector3>\n"
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"\t\t<Float name=\"atten_cst\" > %f </Float>\n"
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"\t\t<Float name=\"atten_lin\" > %f </Float>\n"
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"\t\t<Float name=\"atten_sqr\" > %f </Float>\n",
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l->mPosition.x,l->mPosition.y,l->mPosition.z,
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l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
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}
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if (l->mType != aiLightSource_POINT) {
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ioprintf(io,
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"\t\t<Vector3 name=\"lookat\" > %0 8f %0 8f %0 8f </Vector3>\n",
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l->mDirection.x,l->mDirection.y,l->mDirection.z);
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}
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if (l->mType == aiLightSource_SPOT) {
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ioprintf(io,
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"\t\t<Float name=\"cone_out\" > %f </Float>\n"
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"\t\t<Float name=\"cone_inn\" > %f </Float>\n",
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l->mAngleOuterCone,l->mAngleInnerCone);
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}
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ioprintf(io,"\t</Light>\n");
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}
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#endif
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aiString name;
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// write textures
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if (scene->mNumTextures) {
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ioprintf(io,"<TextureList num=\"%u\">\n",scene->mNumTextures);
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for (unsigned int i = 0; i < scene->mNumTextures;++i) {
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aiTexture* tex = scene->mTextures[i];
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bool compressed = (tex->mHeight == 0);
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// mesh header
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ioprintf(io,"\t<Texture width=\"%u\" height=\"%u\" compressed=\"%s\"> \n",
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(compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
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(compressed ? "true" : "false"));
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if (compressed) {
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ioprintf(io,"\t\t<Data length=\"%u\"> \n",tex->mWidth);
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if (!shortened) {
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for (unsigned int n = 0; n < tex->mWidth;++n) {
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ioprintf(io,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
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if (n && !(n % 50)) {
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ioprintf(io,"\n");
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}
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}
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}
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}
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else if (!shortened){
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ioprintf(io,"\t\t<Data length=\"%u\"> \n",tex->mWidth*tex->mHeight*4);
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// const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1;
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for (unsigned int y = 0; y < tex->mHeight;++y) {
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for (unsigned int x = 0; x < tex->mWidth;++x) {
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aiTexel* tx = tex->pcData + y*tex->mWidth+x;
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unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
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ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
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// group by four for readability
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if ( 0 == ( x + y*tex->mWidth ) % 4 ) {
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ioprintf( io, "\n" );
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}
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}
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}
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}
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ioprintf(io,"\t\t</Data>\n\t</Texture>\n");
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}
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ioprintf(io,"</TextureList>\n");
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}
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// write materials
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if (scene->mNumMaterials) {
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ioprintf(io,"<MaterialList num=\"%u\">\n",scene->mNumMaterials);
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for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
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const aiMaterial* mat = scene->mMaterials[i];
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ioprintf(io,"\t<Material>\n");
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ioprintf(io,"\t\t<MatPropertyList num=\"%u\">\n",mat->mNumProperties);
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for (unsigned int n = 0; n < mat->mNumProperties;++n) {
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const aiMaterialProperty* prop = mat->mProperties[n];
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const char* sz = "";
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if (prop->mType == aiPTI_Float) {
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sz = "float";
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}
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else if (prop->mType == aiPTI_Integer) {
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sz = "integer";
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}
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else if (prop->mType == aiPTI_String) {
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sz = "string";
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}
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else if (prop->mType == aiPTI_Buffer) {
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sz = "binary_buffer";
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}
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ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
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prop->mKey.data, sz,
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::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
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if (prop->mType == aiPTI_Float) {
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ioprintf(io," size=\"%i\">\n\t\t\t\t",
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static_cast<int>(prop->mDataLength/sizeof(float)));
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for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
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ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float))));
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}
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}
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else if (prop->mType == aiPTI_Integer) {
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ioprintf(io," size=\"%i\">\n\t\t\t\t",
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static_cast<int>(prop->mDataLength/sizeof(int)));
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for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
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ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int))));
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}
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}
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else if (prop->mType == aiPTI_Buffer) {
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ioprintf(io," size=\"%i\">\n\t\t\t\t",
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static_cast<int>(prop->mDataLength));
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for (unsigned int p = 0; p < prop->mDataLength;++p) {
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ioprintf(io,"%2x ",prop->mData[p]);
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if (p && 0 == p%30) {
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ioprintf(io,"\n\t\t\t\t");
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}
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}
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}
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else if (prop->mType == aiPTI_String) {
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ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
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}
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ioprintf(io,"\n\t\t\t</MatProperty>\n");
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}
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ioprintf(io,"\t\t</MatPropertyList>\n");
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ioprintf(io,"\t</Material>\n");
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}
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ioprintf(io,"</MaterialList>\n");
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}
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// write animations
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if (scene->mNumAnimations) {
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ioprintf(io,"<AnimationList num=\"%u\">\n",scene->mNumAnimations);
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for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
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aiAnimation* anim = scene->mAnimations[i];
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// anim header
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ConvertName(name,anim->mName);
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ioprintf(io,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
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name.data, anim->mDuration, anim->mTicksPerSecond);
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// write bone animation channels
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if (anim->mNumChannels) {
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ioprintf(io,"\t\t<NodeAnimList num=\"%u\">\n",anim->mNumChannels);
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for (unsigned int n = 0; n < anim->mNumChannels;++n) {
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aiNodeAnim* nd = anim->mChannels[n];
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// node anim header
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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
|