summaryrefslogtreecommitdiff
path: root/libs/assimp/code/AssetLib/Assxml/AssxmlFileWriter.cpp
diff options
context:
space:
mode:
authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/Assxml/AssxmlFileWriter.cpp
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/Assxml/AssxmlFileWriter.cpp')
-rw-r--r--libs/assimp/code/AssetLib/Assxml/AssxmlFileWriter.cpp662
1 files changed, 662 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Assxml/AssxmlFileWriter.cpp b/libs/assimp/code/AssetLib/Assxml/AssxmlFileWriter.cpp
new file mode 100644
index 0000000..640890e
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assxml/AssxmlFileWriter.cpp
@@ -0,0 +1,662 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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("&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=\"%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 chunks 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 char *pFile, const char *cmd, const aiScene *scene, IOStream *io, bool shortened) {
+ time_t tt = ::time(nullptr);
+#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\" name=\"%s\" num_components=\"%u\"> \n",
+ mesh->mNumVertices,
+ a,
+ (mesh->HasTextureCoordsName(a) ? mesh->GetTextureCoordsName(a)->C_Str() : ""),
+ 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