added simple "scene walking" which outputs various info about the scene. added a command line option to enable this before the scene conversion happens

This commit is contained in:
gered 2011-04-27 12:53:49 -04:00
parent 11939f9033
commit 22d7c53fb7
5 changed files with 253 additions and 9 deletions

View file

@ -84,11 +84,13 @@
<ClCompile Include="src\convert\skeletalanimated.cpp" /> <ClCompile Include="src\convert\skeletalanimated.cpp" />
<ClCompile Include="src\convert\static.cpp" /> <ClCompile Include="src\convert\static.cpp" />
<ClCompile Include="src\main.cpp" /> <ClCompile Include="src\main.cpp" />
<ClCompile Include="src\nodetree\nodetree.cpp" />
<ClCompile Include="src\utils\fileutils.cpp" /> <ClCompile Include="src\utils\fileutils.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\assimputils\utils.h" /> <ClInclude Include="src\assimputils\utils.h" />
<ClInclude Include="src\convert\convert.h" /> <ClInclude Include="src\convert\convert.h" />
<ClInclude Include="src\nodetree\nodetree.h" />
<ClInclude Include="src\utils\utils.h" /> <ClInclude Include="src\utils\utils.h" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View file

@ -30,6 +30,9 @@
<ClCompile Include="src\convert\skeletalanimated.cpp"> <ClCompile Include="src\convert\skeletalanimated.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\nodetree\nodetree.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\utils\utils.h"> <ClInclude Include="src\utils\utils.h">
@ -41,5 +44,8 @@
<ClInclude Include="src\convert\convert.h"> <ClInclude Include="src\convert\convert.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\nodetree\nodetree.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>

View file

@ -9,6 +9,7 @@
#include "utils/utils.h" #include "utils/utils.h"
#include "assimputils/utils.h" #include "assimputils/utils.h"
#include "convert/convert.h" #include "convert/convert.h"
#include "nodetree/nodetree.h"
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
@ -16,22 +17,23 @@ int main(int argc, char *argv[])
if (argc == 1) if (argc == 1)
{ {
printf("Usage: assimptomesh.exe [inputfile]\n\n"); printf("Usage: assimptomesh.exe [--showinfo] inputfile\n\n");
return 0; return 0;
} }
std::string file = argv[1]; // input file is always the last argument
std::string outputFile = GetMeshFilenameFromInput(file); std::string file = argv[argc - 1];
bool showInfo = false;
if (outputFile.length() == 0) // find any options
for (int i = 1; i < argc - 1; ++i)
{ {
printf("Unable to determine output mesh filename from the input file name.\n\n"); if (strcmp(argv[i], "--showinfo") == 0)
return 1; showInfo = true;
} }
// attempt to load the input file
printf("Input file: %s\n", file.c_str()); printf("Input file: %s\n", file.c_str());
printf("Output file: %s\n", outputFile.c_str());
Assimp::Importer importer; Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(file, const aiScene *scene = importer.ReadFile(file,
aiProcess_JoinIdenticalVertices | aiProcess_JoinIdenticalVertices |
@ -47,9 +49,22 @@ int main(int argc, char *argv[])
printf("Failed to load input file: %s\n\n", importer.GetErrorString()); printf("Failed to load input file: %s\n\n", importer.GetErrorString());
return 1; return 1;
} }
printf("Scene loaded.\n"); printf("Scene loaded.\n");
// input file loaded, now get the output filename
std::string outputFile = GetMeshFilenameFromInput(file);
if (outputFile.length() == 0)
{
printf("Unable to determine output mesh filename from the input file name.\n\n");
return 1;
}
printf("Output file: %s\n", outputFile.c_str());
// optionally show info about the entire scene before doing the conversion
if (showInfo)
Walk(scene);
// attempt conversion using an appropriate converter based on what kind of scene it is
if (IsSceneStatic(scene)) if (IsSceneStatic(scene))
{ {
printf("Using static converter.\n"); printf("Using static converter.\n");

View file

@ -0,0 +1,213 @@
#include "nodetree.h"
#include <stdio.h>
void WalkNode(const aiNode *node);
void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene);
void ShowMaterialInfo(const aiMaterial *material);
void ShowAnimationInfo(const aiAnimation *animation);
unsigned int g_level;
std::string GetIndentString()
{
std::string indent;
for (unsigned int i = 0; i < g_level; ++i)
indent += " ";
return indent;
}
void Walk(const aiScene *scene)
{
g_level = 0;
printf("\n*** GENERAL SCENE INFO ***\n\n");
printf("HasAnimations: %s\n", scene->HasAnimations() ? "yes" : "no");
printf("HasMaterials: %s\n", scene->HasMaterials() ? "yes" : "no");
printf("HasMeshes: %s\n", scene->HasMeshes() ? "yes" : "no");
printf("mNumAnimations: %d\n", scene->mNumAnimations);
printf("mNumMaterials: %d\n", scene->mNumMaterials);
printf("mNumMeshes: %d\n", scene->mNumMeshes);
printf("\n");
if (scene->mNumMaterials > 0)
{
printf("\n*** MATERIALS ***\n\n");
for (unsigned int i = 0; i < scene->mNumMaterials; ++i)
{
printf("[%d]:\n", i);
ShowMaterialInfo(scene->mMaterials[i]);
}
}
printf("\n*** MESHES ***\n\n");
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
printf("[%d]\n", i);
ShowMeshInfo(scene->mMeshes[i], scene);
}
printf("\n*** NODES ***\n");
WalkNode(scene->mRootNode);
if (scene->mNumAnimations > 0)
{
printf("\n*** ANIMATIONS ***\n\n");
for (unsigned int i = 0; i < scene->mNumAnimations; ++i)
{
printf("[%d]:\n", i);
ShowAnimationInfo(scene->mAnimations[i]);
}
}
printf("\n");
}
void WalkNode(const aiNode *node)
{
++g_level;
printf("\n");
std::string indent = GetIndentString();
aiQuaternion rotation;
aiVector3D scaling;
aiVector3D position;
node->mTransformation.Decompose(scaling, rotation, position);
printf("%sName: %s\n", indent.c_str(), node->mName.data);
printf("%smNumChildren: %d\n", indent.c_str(), node->mNumChildren);
printf("%smNumMeshes: %d", indent.c_str(), node->mNumMeshes);
if (node->mNumMeshes > 0)
{
printf(" [");
for (unsigned int i = 0; i < node->mNumMeshes; ++i)
{
if (i > 0)
printf(", ");
printf("%d", node->mMeshes[i]);
}
printf("]");
}
printf("\n");
printf("%sRotation: %f, %f, %f, %f\n", indent.c_str(), rotation.x, rotation.y, rotation.z, rotation.w);
printf("%sScaling: %f, %f, %f\n", indent.c_str(), scaling.x, scaling.y, scaling.z);
printf("%sPosition: %f, %f, %f\n", indent.c_str(), position.x, position.y, position.z);
for (unsigned int i = 0; i < node->mNumChildren; ++i)
WalkNode(node->mChildren[i]);
--g_level;
}
void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene)
{
printf(" Name: %s\n", mesh->mName.data);
printf(" HasBones: %s\n", mesh->HasBones() ? "yes" : "no");
printf(" HasFaces: %s\n", mesh->HasFaces() ? "yes" : "no");
printf(" HasNormals: %s\n", mesh->HasNormals() ? "yes" : "no");
printf(" HasPositions: %s\n", mesh->HasPositions() ? "yes" : "no");
printf(" HasTangentsAndBitangents: %s\n", mesh->HasTangentsAndBitangents() ? "yes" : "no");
printf(" HasTextureCoords: %s, %s, %s, %s\n",
(mesh->HasTextureCoords(0) ? "yes" : "no"),
(mesh->HasTextureCoords(1) ? "yes" : "no"),
(mesh->HasTextureCoords(2) ? "yes" : "no"),
(mesh->HasTextureCoords(3) ? "yes" : "no")
);
printf(" HasVertexColors: %s, %s, %s, %s\n",
(mesh->HasVertexColors(0) ? "yes" : "no"),
(mesh->HasVertexColors(1) ? "yes" : "no"),
(mesh->HasVertexColors(2) ? "yes" : "no"),
(mesh->HasVertexColors(3) ? "yes" : "no")
);
printf(" mMaterialIndex: %d\n", mesh->mMaterialIndex);
printf(" mNumFaces: %d\n", mesh->mNumFaces);
printf(" mPrimitiveTypes: %d - (All Triangles? %s)\n", mesh->mPrimitiveTypes, mesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE ? "yes" : "no");
printf(" mNumVertices: %d\n", mesh->mNumVertices);
printf(" mNumUVComponents: %d, %d, %d, %d\n", mesh->mNumUVComponents[0], mesh->mNumUVComponents[1], mesh->mNumUVComponents[2], mesh->mNumUVComponents[3]);
printf(" mNumBones: %d\n", mesh->mNumBones);
printf(" mNumAnimMeshes: %d\n", mesh->mNumAnimMeshes);
for (unsigned int i = 0; i < mesh->mNumBones; ++i)
{
aiBone *bone = mesh->mBones[i];
aiQuaternion rotation;
aiVector3D scaling;
aiVector3D position;
bone->mOffsetMatrix.Decompose(scaling, rotation, position);
aiString parentName = "[null]";
aiNode *boneNode = scene->mRootNode->FindNode(bone->mName);
if (boneNode != NULL)
{
aiNode *parent = boneNode->mParent;
if (parent != NULL)
parentName = parent->mName;
}
printf(" [%d]\n", i);
printf(" Name: %s\n", bone->mName.data);
printf(" Parent Name: %s\n", parentName.data);
printf(" mNumWeights: %d\n", bone->mNumWeights);
printf(" Rotation: %f, %f, %f, %f\n", rotation.x, rotation.y, rotation.z, rotation.w);
printf(" Scaling: %f, %f, %f\n", scaling.x, scaling.y, scaling.z);
printf(" Position: %f, %f, %f\n", position.x, position.y, position.z);
}
}
void ShowMaterialInfo(const aiMaterial *material)
{
aiString name;
aiColor3D ambient;
aiColor3D diffuse;
aiColor3D specular;
aiColor3D emissive;
float shininess;
float opacity;
material->Get(AI_MATKEY_NAME, name);
material->Get(AI_MATKEY_COLOR_AMBIENT, ambient);
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
material->Get(AI_MATKEY_COLOR_EMISSIVE, emissive);
material->Get(AI_MATKEY_SHININESS, shininess);
material->Get(AI_MATKEY_OPACITY, opacity);
printf(" Name: %s\n", name.data);
printf(" Ambient: %f, %f, %f\n", ambient.r, ambient.g, ambient.b);
printf(" Diffuse: %f, %f, %f\n", diffuse.r, diffuse.g, diffuse.b);
printf(" Specular: %f, %f, %f\n", specular.r, specular.g, specular.b);
printf(" Emissive: %f, %f, %f\n", emissive.r, emissive.g, emissive.b);
printf(" Shininess: %f\n", shininess);
printf(" Opacity: %f\n", opacity);
}
void ShowAnimationInfo(const aiAnimation *animation)
{
printf(" Name: %s\n", animation->mName.data);
printf(" mDuration: %f\n", animation->mDuration);
printf(" mTicksPerSecond: %f\n", animation->mTicksPerSecond);
printf(" mNumChannels: %d\n", animation->mNumChannels);
for (unsigned int i = 0; i < animation->mNumChannels; ++i)
{
aiNodeAnim *channel = animation->mChannels[i];
printf(" [%d]:\n", i);
printf(" Name: %s\n", channel->mNodeName.data);
printf(" mNumPositionKeys: %d\n", channel->mNumPositionKeys);
printf(" mNumRotationKeys: %d\n", channel->mNumRotationKeys);
printf(" mNumScalingKeys: %d\n", channel->mNumScalingKeys);
}
printf(" mNumMeshChannels: %d\n", animation->mNumMeshChannels);
for (unsigned int i = 0; i < animation->mNumMeshChannels; ++i)
{
aiMeshAnim *channel = animation->mMeshChannels[i];
printf(" [%d]:\n", i);
printf(" Name: %s\n", channel->mName.data);
printf(" mNumKeys: %d\n", channel->mNumKeys);
}
}

View file

@ -0,0 +1,8 @@
#ifndef __NODETREE_NODETREE_H_INCLUDED__
#define __NODETREE_NODETREE_H_INCLUDED__
#include <aiScene.h>
void Walk(const aiScene *scene);
#endif