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)
{
printf("Usage: assimptomesh.exe [--showinfo] [--out=outputfile] inputfile\n\n");
printf("Usage: assimptomesh.exe [--describe=txtfile] [--out=outputfile] inputfile\n\n");
return 0;
}
@ -25,15 +25,22 @@ int main(int argc, char *argv[])
std::string file = argv[argc - 1];
std::string outputFile;
bool showInfo = false;
std::string describeFile;
// find any options
for (int i = 1; i < argc - 1; ++i)
{
std::string arg = argv[i];
if (arg == "--showinfo")
showInfo = true;
if (arg.substr(0, 11) == "--describe=")
{
if (arg.length() == 11)
{
printf("Missing description output filename.\n");
return 1;
}
describeFile = arg.substr(11);
}
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());
// optionally show info about the entire scene before doing the conversion
if (showInfo)
Walk(scene);
if (describeFile.length() > 0)
{
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
if (IsSceneStatic(scene))

View file

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

View file

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