scene tree display now writes to another file specified via the command line (argument is now "describe")

This commit is contained in:
gered 2011-05-05 18:07:35 -04:00
parent 8312604ef1
commit 578c1ebda4
3 changed files with 109 additions and 85 deletions

View file

@ -17,7 +17,7 @@ int main(int argc, char *argv[])
if (argc == 1) if (argc == 1)
{ {
printf("Usage: assimptomesh.exe [--showinfo] [--out=outputfile] inputfile\n\n"); printf("Usage: assimptomesh.exe [--describe=txtfile] [--out=outputfile] inputfile\n\n");
return 0; return 0;
} }
@ -25,15 +25,22 @@ int main(int argc, char *argv[])
std::string file = argv[argc - 1]; std::string file = argv[argc - 1];
std::string outputFile; std::string outputFile;
bool showInfo = false; std::string describeFile;
// find any options // find any options
for (int i = 1; i < argc - 1; ++i) for (int i = 1; i < argc - 1; ++i)
{ {
std::string arg = argv[i]; std::string arg = argv[i];
if (arg == "--showinfo") if (arg.substr(0, 11) == "--describe=")
showInfo = true; {
if (arg.length() == 11)
{
printf("Missing description output filename.\n");
return 1;
}
describeFile = arg.substr(11);
}
else if (arg.substr(0, 6) == "--out=") else if (arg.substr(0, 6) == "--out=")
{ {
@ -83,8 +90,18 @@ int main(int argc, char *argv[])
printf("Output file: %s\n", outputFile.c_str()); printf("Output file: %s\n", outputFile.c_str());
// optionally show info about the entire scene before doing the conversion // optionally show info about the entire scene before doing the conversion
if (showInfo) if (describeFile.length() > 0)
Walk(scene); {
try
{
Walk(scene, describeFile);
}
catch (std::exception &ex)
{
printf("Error: %s\n", ex.what());
return 1;
}
}
// attempt conversion using an appropriate converter based on what kind of scene it is // attempt conversion using an appropriate converter based on what kind of scene it is
if (IsSceneStatic(scene)) if (IsSceneStatic(scene))

View file

@ -10,6 +10,7 @@ void ShowMaterialTextureInfo(const aiMaterial *material, aiTextureType type, con
void ShowAnimationInfo(const aiAnimation *animation); void ShowAnimationInfo(const aiAnimation *animation);
unsigned int g_level; unsigned int g_level;
FILE *g_fp = NULL;
std::string GetIndentString() std::string GetIndentString()
{ {
@ -19,59 +20,64 @@ std::string GetIndentString()
return indent; return indent;
} }
void Walk(const aiScene *scene) void Walk(const aiScene *scene, const std::string &filename)
{ {
g_level = 0; g_level = 0;
printf("\n*** GENERAL SCENE INFO ***\n\n"); g_fp = fopen(filename.c_str(), "w");
printf("HasAnimations: %s\n", scene->HasAnimations() ? "yes" : "no"); if (g_fp == NULL)
printf("HasMaterials: %s\n", scene->HasMaterials() ? "yes" : "no"); throw std::exception("Error creating description output file.");
printf("HasMeshes: %s\n", scene->HasMeshes() ? "yes" : "no");
printf("mNumAnimations: %d\n", scene->mNumAnimations); fprintf(g_fp, "\n*** GENERAL SCENE INFO ***\n\n");
printf("mNumMaterials: %d\n", scene->mNumMaterials); fprintf(g_fp, "HasAnimations: %s\n", scene->HasAnimations() ? "yes" : "no");
printf("mNumMeshes: %d\n", scene->mNumMeshes); fprintf(g_fp, "HasMaterials: %s\n", scene->HasMaterials() ? "yes" : "no");
printf("\n"); fprintf(g_fp, "HasMeshes: %s\n", scene->HasMeshes() ? "yes" : "no");
fprintf(g_fp, "mNumAnimations: %d\n", scene->mNumAnimations);
fprintf(g_fp, "mNumMaterials: %d\n", scene->mNumMaterials);
fprintf(g_fp, "mNumMeshes: %d\n", scene->mNumMeshes);
fprintf(g_fp, "\n");
if (scene->mNumMaterials > 0) if (scene->mNumMaterials > 0)
{ {
printf("\n*** MATERIALS ***\n\n"); fprintf(g_fp, "\n*** MATERIALS ***\n\n");
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) for (unsigned int i = 0; i < scene->mNumMaterials; ++i)
{ {
printf("[%d]:\n", i); fprintf(g_fp, "[%d]:\n", i);
ShowMaterialInfo(scene->mMaterials[i]); ShowMaterialInfo(scene->mMaterials[i]);
} }
} }
printf("\n*** MESHES ***\n\n"); fprintf(g_fp, "\n*** MESHES ***\n\n");
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{ {
printf("[%d]\n", i); fprintf(g_fp, "[%d]\n", i);
ShowMeshInfo(scene->mMeshes[i], scene); ShowMeshInfo(scene->mMeshes[i], scene);
} }
printf("\n*** NODES ***\n"); fprintf(g_fp, "\n*** NODES ***\n");
WalkNode(scene->mRootNode); WalkNode(scene->mRootNode);
if (scene->mNumAnimations > 0) if (scene->mNumAnimations > 0)
{ {
printf("\n*** ANIMATIONS ***\n\n"); fprintf(g_fp, "\n*** ANIMATIONS ***\n\n");
for (unsigned int i = 0; i < scene->mNumAnimations; ++i) for (unsigned int i = 0; i < scene->mNumAnimations; ++i)
{ {
printf("[%d]:\n", i); fprintf(g_fp, "[%d]:\n", i);
ShowAnimationInfo(scene->mAnimations[i]); ShowAnimationInfo(scene->mAnimations[i]);
} }
} }
printf("\n"); fclose(g_fp);
g_fp = NULL;
} }
void WalkNode(const aiNode *node) void WalkNode(const aiNode *node)
{ {
++g_level; ++g_level;
printf("\n"); fprintf(g_fp, "\n");
std::string indent = GetIndentString(); std::string indent = GetIndentString();
@ -80,25 +86,25 @@ void WalkNode(const aiNode *node)
aiVector3D position; aiVector3D position;
node->mTransformation.Decompose(scaling, rotation, position); node->mTransformation.Decompose(scaling, rotation, position);
printf("%sName: %s\n", indent.c_str(), node->mName.data); fprintf(g_fp, "%sName: %s\n", indent.c_str(), node->mName.data);
printf("%smNumChildren: %d\n", indent.c_str(), node->mNumChildren); fprintf(g_fp, "%smNumChildren: %d\n", indent.c_str(), node->mNumChildren);
printf("%smNumMeshes: %d", indent.c_str(), node->mNumMeshes); fprintf(g_fp, "%smNumMeshes: %d", indent.c_str(), node->mNumMeshes);
if (node->mNumMeshes > 0) if (node->mNumMeshes > 0)
{ {
printf(" ["); fprintf(g_fp, " [");
for (unsigned int i = 0; i < node->mNumMeshes; ++i) for (unsigned int i = 0; i < node->mNumMeshes; ++i)
{ {
if (i > 0) if (i > 0)
printf(", "); fprintf(g_fp, ", ");
printf("%d", node->mMeshes[i]); fprintf(g_fp, "%d", node->mMeshes[i]);
} }
printf("]"); fprintf(g_fp, "]");
} }
printf("\n"); fprintf(g_fp, "\n");
printf("%smTransformation:\n", indent.c_str()); fprintf(g_fp, "%smTransformation:\n", indent.c_str());
printf("%s - Rotation: %f, %f, %f, %f\n", indent.c_str(), rotation.x, rotation.y, rotation.z, rotation.w); fprintf(g_fp, "%s - Rotation: %f, %f, %f, %f\n", indent.c_str(), rotation.x, rotation.y, rotation.z, rotation.w);
printf("%s - Scaling: %f, %f, %f\n", indent.c_str(), scaling.x, scaling.y, scaling.z); fprintf(g_fp, "%s - Scaling: %f, %f, %f\n", indent.c_str(), scaling.x, scaling.y, scaling.z);
printf("%s - Position: %f, %f, %f\n", indent.c_str(), position.x, position.y, position.z); fprintf(g_fp, "%s - Position: %f, %f, %f\n", indent.c_str(), position.x, position.y, position.z);
for (unsigned int i = 0; i < node->mNumChildren; ++i) for (unsigned int i = 0; i < node->mNumChildren; ++i)
WalkNode(node->mChildren[i]); WalkNode(node->mChildren[i]);
@ -108,32 +114,32 @@ void WalkNode(const aiNode *node)
void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene) void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene)
{ {
printf(" Name: %s\n", mesh->mName.data); fprintf(g_fp, " Name: %s\n", mesh->mName.data);
printf(" HasBones: %s\n", mesh->HasBones() ? "yes" : "no"); fprintf(g_fp, " HasBones: %s\n", mesh->HasBones() ? "yes" : "no");
printf(" HasFaces: %s\n", mesh->HasFaces() ? "yes" : "no"); fprintf(g_fp, " HasFaces: %s\n", mesh->HasFaces() ? "yes" : "no");
printf(" HasNormals: %s\n", mesh->HasNormals() ? "yes" : "no"); fprintf(g_fp, " HasNormals: %s\n", mesh->HasNormals() ? "yes" : "no");
printf(" HasPositions: %s\n", mesh->HasPositions() ? "yes" : "no"); fprintf(g_fp, " HasPositions: %s\n", mesh->HasPositions() ? "yes" : "no");
printf(" HasTangentsAndBitangents: %s\n", mesh->HasTangentsAndBitangents() ? "yes" : "no"); fprintf(g_fp, " HasTangentsAndBitangents: %s\n", mesh->HasTangentsAndBitangents() ? "yes" : "no");
printf(" HasTextureCoords: %s, %s, %s, %s\n", fprintf(g_fp, " HasTextureCoords: %s, %s, %s, %s\n",
(mesh->HasTextureCoords(0) ? "yes" : "no"), (mesh->HasTextureCoords(0) ? "yes" : "no"),
(mesh->HasTextureCoords(1) ? "yes" : "no"), (mesh->HasTextureCoords(1) ? "yes" : "no"),
(mesh->HasTextureCoords(2) ? "yes" : "no"), (mesh->HasTextureCoords(2) ? "yes" : "no"),
(mesh->HasTextureCoords(3) ? "yes" : "no") (mesh->HasTextureCoords(3) ? "yes" : "no")
); );
printf(" HasVertexColors: %s, %s, %s, %s\n", fprintf(g_fp, " HasVertexColors: %s, %s, %s, %s\n",
(mesh->HasVertexColors(0) ? "yes" : "no"), (mesh->HasVertexColors(0) ? "yes" : "no"),
(mesh->HasVertexColors(1) ? "yes" : "no"), (mesh->HasVertexColors(1) ? "yes" : "no"),
(mesh->HasVertexColors(2) ? "yes" : "no"), (mesh->HasVertexColors(2) ? "yes" : "no"),
(mesh->HasVertexColors(3) ? "yes" : "no") (mesh->HasVertexColors(3) ? "yes" : "no")
); );
printf(" mMaterialIndex: %d\n", mesh->mMaterialIndex); fprintf(g_fp, " mMaterialIndex: %d\n", mesh->mMaterialIndex);
printf(" mNumFaces: %d\n", mesh->mNumFaces); fprintf(g_fp, " mNumFaces: %d\n", mesh->mNumFaces);
printf(" mPrimitiveTypes: %d - (All Triangles? %s)\n", mesh->mPrimitiveTypes, mesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE ? "yes" : "no"); fprintf(g_fp, " mPrimitiveTypes: %d - (All Triangles? %s)\n", mesh->mPrimitiveTypes, mesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE ? "yes" : "no");
printf(" mNumVertices: %d\n", mesh->mNumVertices); fprintf(g_fp, " mNumVertices: %d\n", mesh->mNumVertices);
printf(" mNumUVComponents: %d, %d, %d, %d\n", mesh->mNumUVComponents[0], mesh->mNumUVComponents[1], mesh->mNumUVComponents[2], mesh->mNumUVComponents[3]); fprintf(g_fp, " mNumUVComponents: %d, %d, %d, %d\n", mesh->mNumUVComponents[0], mesh->mNumUVComponents[1], mesh->mNumUVComponents[2], mesh->mNumUVComponents[3]);
printf(" mNumBones: %d\n", mesh->mNumBones); fprintf(g_fp, " mNumBones: %d\n", mesh->mNumBones);
printf(" mNumAnimMeshes: %d\n", mesh->mNumAnimMeshes); fprintf(g_fp, " mNumAnimMeshes: %d\n", mesh->mNumAnimMeshes);
printf(" mBones:\n"); fprintf(g_fp, " mBones:\n");
for (unsigned int i = 0; i < mesh->mNumBones; ++i) for (unsigned int i = 0; i < mesh->mNumBones; ++i)
{ {
aiBone *bone = mesh->mBones[i]; aiBone *bone = mesh->mBones[i];
@ -152,14 +158,14 @@ void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene)
parentName = parent->mName; parentName = parent->mName;
} }
printf(" [%d]\n", i); fprintf(g_fp, " [%d]\n", i);
printf(" Name: %s\n", bone->mName.data); fprintf(g_fp, " Name: %s\n", bone->mName.data);
printf(" Parent Name: %s\n", parentName.data); fprintf(g_fp, " Parent Name: %s\n", parentName.data);
printf(" mNumWeights: %d\n", bone->mNumWeights); fprintf(g_fp, " mNumWeights: %d\n", bone->mNumWeights);
printf(" mOffsetMatrix:\n"); fprintf(g_fp, " mOffsetMatrix:\n");
printf(" - Rotation: %f, %f, %f, %f\n", rotation.x, rotation.y, rotation.z, rotation.w); fprintf(g_fp, " - 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); fprintf(g_fp, " - Scaling: %f, %f, %f\n", scaling.x, scaling.y, scaling.z);
printf(" - Position: %f, %f, %f\n", position.x, position.y, position.z); fprintf(g_fp, " - Position: %f, %f, %f\n", position.x, position.y, position.z);
} }
} }
@ -182,13 +188,13 @@ void ShowMaterialInfo(const aiMaterial *material)
material->Get(AI_MATKEY_SHININESS, shininess); material->Get(AI_MATKEY_SHININESS, shininess);
material->Get(AI_MATKEY_OPACITY, opacity); material->Get(AI_MATKEY_OPACITY, opacity);
printf(" Name: %s\n", name.data); fprintf(g_fp, " Name: %s\n", name.data);
printf(" Ambient: %f, %f, %f\n", ambient.r, ambient.g, ambient.b); fprintf(g_fp, " Ambient: %f, %f, %f\n", ambient.r, ambient.g, ambient.b);
printf(" Diffuse: %f, %f, %f\n", diffuse.r, diffuse.g, diffuse.b); fprintf(g_fp, " Diffuse: %f, %f, %f\n", diffuse.r, diffuse.g, diffuse.b);
printf(" Specular: %f, %f, %f\n", specular.r, specular.g, specular.b); fprintf(g_fp, " Specular: %f, %f, %f\n", specular.r, specular.g, specular.b);
printf(" Emissive: %f, %f, %f\n", emissive.r, emissive.g, emissive.b); fprintf(g_fp, " Emissive: %f, %f, %f\n", emissive.r, emissive.g, emissive.b);
printf(" Shininess: %f\n", shininess); fprintf(g_fp, " Shininess: %f\n", shininess);
printf(" Opacity: %f\n", opacity); fprintf(g_fp, " Opacity: %f\n", opacity);
ShowMaterialTextureInfo(material, aiTextureType_NONE, "aiTextureType_NONE"); ShowMaterialTextureInfo(material, aiTextureType_NONE, "aiTextureType_NONE");
ShowMaterialTextureInfo(material, aiTextureType_DIFFUSE, "aiTextureType_DIFFUSE"); ShowMaterialTextureInfo(material, aiTextureType_DIFFUSE, "aiTextureType_DIFFUSE");
@ -212,40 +218,40 @@ void ShowMaterialTextureInfo(const aiMaterial *material, aiTextureType type, con
unsigned int count = material->GetTextureCount(type); unsigned int count = material->GetTextureCount(type);
if (count > 0) if (count > 0)
{ {
printf(" %s: %d\n", typeText.c_str(), count); fprintf(g_fp, " %s: %d\n", typeText.c_str(), count);
for (unsigned int i = 0; i < count; ++i) for (unsigned int i = 0; i < count; ++i)
{ {
material->Get(AI_MATKEY_TEXTURE(type, i), textureFile); material->Get(AI_MATKEY_TEXTURE(type, i), textureFile);
printf(" %s\n", textureFile.data); fprintf(g_fp, " %s\n", textureFile.data);
} }
} }
} }
void ShowAnimationInfo(const aiAnimation *animation) void ShowAnimationInfo(const aiAnimation *animation)
{ {
printf(" Name: %s\n", animation->mName.data); fprintf(g_fp, " Name: %s\n", animation->mName.data);
printf(" mDuration: %f\n", animation->mDuration); fprintf(g_fp, " mDuration: %f\n", animation->mDuration);
printf(" mTicksPerSecond: %f\n", animation->mTicksPerSecond); fprintf(g_fp, " mTicksPerSecond: %f\n", animation->mTicksPerSecond);
printf(" mNumChannels: %d\n", animation->mNumChannels); fprintf(g_fp, " mNumChannels: %d\n", animation->mNumChannels);
printf(" mChannels:\n"); fprintf(g_fp, " mChannels:\n");
for (unsigned int i = 0; i < animation->mNumChannels; ++i) for (unsigned int i = 0; i < animation->mNumChannels; ++i)
{ {
aiNodeAnim *channel = animation->mChannels[i]; aiNodeAnim *channel = animation->mChannels[i];
printf(" [%d]:\n", i); fprintf(g_fp, " [%d]:\n", i);
printf(" Name: %s\n", channel->mNodeName.data); fprintf(g_fp, " Name: %s\n", channel->mNodeName.data);
printf(" mNumPositionKeys: %d\n", channel->mNumPositionKeys); fprintf(g_fp, " mNumPositionKeys: %d\n", channel->mNumPositionKeys);
printf(" mNumRotationKeys: %d\n", channel->mNumRotationKeys); fprintf(g_fp, " mNumRotationKeys: %d\n", channel->mNumRotationKeys);
printf(" mNumScalingKeys: %d\n", channel->mNumScalingKeys); fprintf(g_fp, " mNumScalingKeys: %d\n", channel->mNumScalingKeys);
} }
printf(" mNumMeshChannels: %d\n", animation->mNumMeshChannels); fprintf(g_fp, " mNumMeshChannels: %d\n", animation->mNumMeshChannels);
printf(" mMeshChannels:\n"); fprintf(g_fp, " mMeshChannels:\n");
for (unsigned int i = 0; i < animation->mNumMeshChannels; ++i) for (unsigned int i = 0; i < animation->mNumMeshChannels; ++i)
{ {
aiMeshAnim *channel = animation->mMeshChannels[i]; aiMeshAnim *channel = animation->mMeshChannels[i];
printf(" [%d]:\n", i); fprintf(g_fp, " [%d]:\n", i);
printf(" Name: %s\n", channel->mName.data); fprintf(g_fp, " Name: %s\n", channel->mName.data);
printf(" mNumKeys: %d\n", channel->mNumKeys); fprintf(g_fp, " mNumKeys: %d\n", channel->mNumKeys);
} }
} }

View file

@ -2,7 +2,8 @@
#define __NODETREE_NODETREE_H_INCLUDED__ #define __NODETREE_NODETREE_H_INCLUDED__
#include <aiScene.h> #include <aiScene.h>
#include <string>
void Walk(const aiScene *scene); void Walk(const aiScene *scene, const std::string &filename);
#endif #endif