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-rw-r--r--src/3rdparty/assimp/code/AssxmlExporter.cpp648
1 files changed, 648 insertions, 0 deletions
diff --git a/src/3rdparty/assimp/code/AssxmlExporter.cpp b/src/3rdparty/assimp/code/AssxmlExporter.cpp
new file mode 100644
index 000000000..cf18837f5
--- /dev/null
+++ b/src/3rdparty/assimp/code/AssxmlExporter.cpp
@@ -0,0 +1,648 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+/** @file AssxmlExporter.cpp
+ * ASSXML exporter main code
+ */
+#include <stdarg.h>
+#include "./../include/assimp/version.h"
+#include "ProcessHelper.h"
+#include <assimp/IOStream.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+# include <zlib.h>
+#else
+# include <contrib/zlib/zlib.h>
+#endif
+
+#include <time.h>
+#include <stdio.h>
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
+
+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 ];
+ size_t len( strlen( format ) );
+ ::memset( sz, '\0', Size );
+ va_list va;
+ va_start( va, format );
+ 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 );
+ tm* p = ::gmtime( &tt );
+ 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)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)log10((double)mesh->mNumVertices)+1;
+
+ // mesh header
+ ioprintf(io,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%i\">\n",
+ (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""),
+ (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""),
+ (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
+ (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""),
+ mesh->mMaterialIndex);
+
+ // bones
+ if (mesh->mNumBones) {
+ ioprintf(io,"\t\t<BoneList num=\"%i\">\n",mesh->mNumBones);
+
+ for (unsigned int n = 0; n < mesh->mNumBones;++n) {
+ aiBone* bone = mesh->mBones[n];
+
+ ConvertName(name,bone->mName);
+ // bone header
+ ioprintf(io,"\t\t\t<Bone name=\"%s\">\n"
+ "\t\t\t\t<Matrix4> \n"
+ "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+ "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+ "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+ "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+ "\t\t\t\t</Matrix4> \n",
+ name.data,
+ bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
+ bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
+ bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
+ bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
+
+ if (!shortened && bone->mNumWeights) {
+ ioprintf(io,"\t\t\t\t<WeightList num=\"%i\">\n",bone->mNumWeights);
+
+ // bone weights
+ for (unsigned int a = 0; a < bone->mNumWeights;++a) {
+ aiVertexWeight* wght = bone->mWeights+a;
+
+ ioprintf(io,"\t\t\t\t\t<Weight index=\"%i\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
+ wght->mVertexId,wght->mWeight);
+ }
+ ioprintf(io,"\t\t\t\t</WeightList>\n");
+ }
+ ioprintf(io,"\t\t\t</Bone>\n");
+ }
+ ioprintf(io,"\t\t</BoneList>\n");
+ }
+
+ // faces
+ if (!shortened && mesh->mNumFaces) {
+ ioprintf(io,"\t\t<FaceList num=\"%i\">\n",mesh->mNumFaces);
+ for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
+ aiFace& f = mesh->mFaces[n];
+ ioprintf(io,"\t\t\t<Face num=\"%i\">\n"
+ "\t\t\t\t",f.mNumIndices);
+
+ for (unsigned int j = 0; j < f.mNumIndices;++j)
+ ioprintf(io,"%i ",f.mIndices[j]);
+
+ ioprintf(io,"\n\t\t\t</Face>\n");
+ }
+ ioprintf(io,"\t\t</FaceList>\n");
+ }
+
+ // vertex positions
+ if (mesh->HasPositions()) {
+ ioprintf(io,"\t\t<Positions num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mVertices[n].x,
+ mesh->mVertices[n].y,
+ mesh->mVertices[n].z);
+ }
+ }
+ ioprintf(io,"\t\t</Positions>\n");
+ }
+
+ // vertex normals
+ if (mesh->HasNormals()) {
+ ioprintf(io,"\t\t<Normals num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mNormals[n].x,
+ mesh->mNormals[n].y,
+ mesh->mNormals[n].z);
+ }
+ }
+ else {
+ }
+ ioprintf(io,"\t\t</Normals>\n");
+ }
+
+ // vertex tangents and bitangents
+ if (mesh->HasTangentsAndBitangents()) {
+ ioprintf(io,"\t\t<Tangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mTangents[n].x,
+ mesh->mTangents[n].y,
+ mesh->mTangents[n].z);
+ }
+ }
+ ioprintf(io,"\t\t</Tangents>\n");
+
+ ioprintf(io,"\t\t<Bitangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mBitangents[n].x,
+ mesh->mBitangents[n].y,
+ mesh->mBitangents[n].z);
+ }
+ }
+ ioprintf(io,"\t\t</Bitangents>\n");
+ }
+
+ // texture coordinates
+ for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
+ if (!mesh->mTextureCoords[a])
+ break;
+
+ ioprintf(io,"\t\t<TextureCoords num=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices,
+ a,mesh->mNumUVComponents[a]);
+
+ if (!shortened) {
+ if (mesh->mNumUVComponents[a] == 3) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+ mesh->mTextureCoords[a][n].x,
+ mesh->mTextureCoords[a][n].y,
+ mesh->mTextureCoords[a][n].z);
+ }
+ }
+ else {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ ioprintf(io,"\t\t%0 8f %0 8f\n",
+ mesh->mTextureCoords[a][n].x,
+ mesh->mTextureCoords[a][n].y);
+ }
+ }
+ }
+ ioprintf(io,"\t\t</TextureCoords>\n");
+ }
+
+ // vertex colors
+ for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
+ if (!mesh->mColors[a])
+ break;
+ ioprintf(io,"\t\t<Colors num=\"%i\" set=\"%i\" num_components=\"4\"> \n",mesh->mNumVertices,a);
+ if (!shortened) {
+ for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+ ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
+ mesh->mColors[a][n].r,
+ mesh->mColors[a][n].g,
+ mesh->mColors[a][n].b,
+ mesh->mColors[a][n].a);
+ }
+ }
+ ioprintf(io,"\t\t</Colors>\n");
+ }
+ ioprintf(io,"\t</Mesh>\n");
+ }
+ ioprintf(io,"</MeshList>\n");
+ }
+ ioprintf(io,"</Scene>\n</ASSIMP>");
+}
+
+} // end of namespace AssxmlExport
+
+void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
+{
+ IOStream * out = pIOSystem->Open( pFile, "wt" );
+ if (!out) return;
+
+ bool shortened = false;
+ AssxmlExport::WriteDump( pScene, out, shortened );
+
+ pIOSystem->Close( out );
+}
+
+} // end of namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_ASSXML_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT