فهرست منبع

Merge branch 'master' into hl1-mdl-remove-texture-256-clamping-2

Marc-Antoine Lortie 5 سال پیش
والد
کامیت
3386e9ea58

+ 56 - 48
CMakeLists.txt

@@ -100,6 +100,10 @@ OPTION ( ASSIMP_COVERALLS
   "Enable this to measure test coverage."
   OFF
 )
+OPTION( ASSIMP_INSTALL
+  "DIsable this if you want to use assimp as a submodule."
+  ON
+)
 OPTION ( ASSIMP_ERROR_MAX
   "Enable all warnings."
   OFF
@@ -601,55 +605,59 @@ ENDIF ( ASSIMP_BUILD_TESTS )
 
 # Generate a pkg-config .pc for the Assimp library.
 CONFIGURE_FILE( "${PROJECT_SOURCE_DIR}/assimp.pc.in" "${PROJECT_BINARY_DIR}/assimp.pc" @ONLY )
-INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
-
-IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
-  # Packing information
-  SET(CPACK_PACKAGE_NAME                    "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
-  SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
-  SET(CPACK_PACKAGE_VENDOR                  "https://github.com/assimp")
-  SET(CPACK_PACKAGE_DISPLAY_NAME            "Assimp ${ASSIMP_VERSION}")
-  SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY     " - Open Asset Import Library ${ASSIMP_VERSION}")
-  SET(CPACK_PACKAGE_VERSION                 "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
-  SET(CPACK_PACKAGE_VERSION_MAJOR           "${ASSIMP_VERSION_MAJOR}")
-  SET(CPACK_PACKAGE_VERSION_MINOR           "${ASSIMP_VERSION_MINOR}")
-  SET(CPACK_PACKAGE_VERSION_PATCH           "${ASSIMP_VERSION_PATCH}")
-  SET(CPACK_PACKAGE_INSTALL_DIRECTORY       "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
-  SET(CPACK_RESOURCE_FILE_LICENSE           "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
-
-  STRING(TOUPPER ${LIBASSIMP_COMPONENT}     "LIBASSIMP_COMPONENT_UPPER")
-  STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
-
-  SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME                       "tools")
-  SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS                            "${LIBASSIMP_COMPONENT}" )
-  SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME     "libraries")
-  SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
-  SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $    "{LIBASSIMP_COMPONENT}" )
-  SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME                       "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
-  SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS                            "${LIBASSIMP-DEV_COMPONENT}" )
-  SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config)
-
-  # debian
-  SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
-  SET(CPACK_DEBIAN_CMAKE_OPTIONS    "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
-  SET(CPACK_DEBIAN_PACKAGE_SECTION  "libs" )
-  SET(CPACK_DEBIAN_PACKAGE_DEPENDS  "${CPACK_COMPONENTS_ALL}")
-  SET(CPACK_DEBIAN_PACKAGE_SUGGESTS)
-  set(cPACK_DEBIAN_PACKAGE_NAME     "assimp")
-  SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging)
-  SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
-  SET(CPACK_DEBIAN_CHANGELOG)
-  execute_process(COMMAND lsb_release -is
-    OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE
-    RESULT_VARIABLE _lsb_release_failed)
-  SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
-  STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
-  IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
-    SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
+IF ( ASSIMP_INSTALL )
+  INSTALL( FILES "${PROJECT_BINARY_DIR}/assimp.pc" DESTINATION ${ASSIMP_LIB_INSTALL_DIR}/pkgconfig/ COMPONENT ${LIBASSIMP-DEV_COMPONENT})
+ENDIF( ASSIMP_INSTALL )
+
+IF ( ASSIMP_INSTALL )
+  IF(CMAKE_CPACK_COMMAND AND UNIX AND ASSIMP_OPT_BUILD_PACKAGES)
+    # Packing information
+    SET(CPACK_PACKAGE_NAME                    "assimp{ASSIMP_VERSION_MAJOR}.{ASSIMP_VERSION_MINOR}")
+    SET(CPACK_PACKAGE_CONTACT "" CACHE STRING "Package maintainer and PGP signer.")
+    SET(CPACK_PACKAGE_VENDOR                  "https://github.com/assimp")
+    SET(CPACK_PACKAGE_DISPLAY_NAME            "Assimp ${ASSIMP_VERSION}")
+    SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY     " - Open Asset Import Library ${ASSIMP_VERSION}")
+    SET(CPACK_PACKAGE_VERSION                 "${ASSIMP_VERSION}.${ASSIMP_PACKAGE_VERSION}" )
+    SET(CPACK_PACKAGE_VERSION_MAJOR           "${ASSIMP_VERSION_MAJOR}")
+    SET(CPACK_PACKAGE_VERSION_MINOR           "${ASSIMP_VERSION_MINOR}")
+    SET(CPACK_PACKAGE_VERSION_PATCH           "${ASSIMP_VERSION_PATCH}")
+    SET(CPACK_PACKAGE_INSTALL_DIRECTORY       "assimp${ASSIMP_VERSION_MAJOR}.${ASSIMP_VERSION_MINOR}")
+    SET(CPACK_RESOURCE_FILE_LICENSE           "${CMAKE_CURRENT_SOURCE_DIR}/LICENSE")
+
+    STRING(TOUPPER ${LIBASSIMP_COMPONENT}     "LIBASSIMP_COMPONENT_UPPER")
+    STRING(TOUPPER ${LIBASSIMP-DEV_COMPONENT} "LIBASSIMP-DEV_COMPONENT_UPPER")
+
+    SET(CPACK_COMPONENT_ASSIMP-BIN_DISPLAY_NAME                       "tools")
+    SET(CPACK_COMPONENT_ASSIMP-BIN_DEPENDS                            "${LIBASSIMP_COMPONENT}" )
+    SET(CPACK_COMPONENT_${LIBASSIMP_COMPONENT_UPPER}_DISPLAY_NAME     "libraries")
+    SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DISPLAY_NAME "common headers and installs")
+    SET(CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT_UPPER}_DEPENDS $    "{LIBASSIMP_COMPONENT}" )
+    SET(CPACK_COMPONENT_ASSIMP-DEV_DISPLAY_NAME                       "${CPACK_COMPONENT_${LIBASSIMP-DEV_COMPONENT}_DISPLAY_NAME}" )
+    SET(CPACK_COMPONENT_ASSIMP-DEV_DEPENDS                            "${LIBASSIMP-DEV_COMPONENT}" )
+    SET(CPACK_DEBIAN_BUILD_DEPENDS debhelper cmake zlib1g-dev pkg-config)
+
+    # debian
+    SET(CPACK_DEBIAN_PACKAGE_PRIORITY "optional")
+    SET(CPACK_DEBIAN_CMAKE_OPTIONS    "-DBUILD_ASSIMP_SAMPLES:BOOL=${ASSIMP_BUILD_SAMPLES}")
+    SET(CPACK_DEBIAN_PACKAGE_SECTION  "libs" )
+    SET(CPACK_DEBIAN_PACKAGE_DEPENDS  "${CPACK_COMPONENTS_ALL}")
+    SET(CPACK_DEBIAN_PACKAGE_SUGGESTS)
+    SET(cPACK_DEBIAN_PACKAGE_NAME     "assimp")
+    SET(CPACK_DEBIAN_PACKAGE_REMOVE_SOURCE_FILES contrib/gtest contrib/zlib workspaces test doc obj samples packaging)
+    SET(CPACK_DEBIAN_PACKAGE_SOURCE_COPY svn export --force)
+    SET(CPACK_DEBIAN_CHANGELOG)
+    execute_process(COMMAND lsb_release -is
+      OUTPUT_VARIABLE _lsb_distribution OUTPUT_STRIP_TRAILING_WHITESPACE
+      RESULT_VARIABLE _lsb_release_failed)
+    SET(CPACK_DEBIAN_DISTRIBUTION_NAME ${_lsb_distribution} CACHE STRING "Name of the distrubiton")
+    STRING(TOLOWER ${CPACK_DEBIAN_DISTRIBUTION_NAME} CPACK_DEBIAN_DISTRIBUTION_NAME)
+    IF( ${CPACK_DEBIAN_DISTRIBUTION_NAME} STREQUAL "ubuntu" )
+      SET(CPACK_DEBIAN_DISTRIBUTION_RELEASES lucid maverick natty oneiric precise CACHE STRING "Release code-names of the distrubiton release")
+    ENDIF()
+    SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
+    INCLUDE(CPack)
+    INCLUDE(DebSourcePPA)
   ENDIF()
-  SET(DPUT_HOST "" CACHE STRING "PPA repository to upload the debian sources")
-  INCLUDE(CPack)
-  INCLUDE(DebSourcePPA)
 ENDIF()
 
 if(WIN32)

+ 3 - 3
appveyor.yml

@@ -17,10 +17,10 @@ matrix:
     
 image:
   - Visual Studio 2013
-  - Visual Studio 2015
-  - Visual Studio 2017
+  #- Visual Studio 2015
+  #- Visual Studio 2017
   - Visual Studio 2019
-  - MinGW  
+  #- MinGW  
     
 platform:
   - Win32

+ 9 - 787
code/Assbin/AssbinExporter.cpp

@@ -46,800 +46,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
 
-#include "Common/assbin_chunks.h"
-#include "PostProcessing/ProcessHelper.h"
+#include "AssbinFileWriter.h"
 
-#include <assimp/version.h>
-#include <assimp/IOStream.hpp>
+#include <assimp/scene.h>
 #include <assimp/IOSystem.hpp>
 #include <assimp/Exporter.hpp>
-#include <assimp/Exceptional.h>
-
-#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#   include <zlib.h>
-#else
-#   include "../contrib/zlib/zlib.h"
-#endif
-
-#include <time.h>
 
 namespace Assimp {
 
-template <typename T>
-size_t Write(IOStream * stream, const T& v) {
-    return stream->Write( &v, sizeof(T), 1 );
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize an aiString
-template <>
-inline
-size_t Write<aiString>(IOStream * stream, const aiString& s) {
-    const size_t s2 = (uint32_t)s.length;
-    stream->Write(&s,4,1);
-    stream->Write(s.data,s2,1);
-
-    return s2+4;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize an unsigned int as uint32_t
-template <>
-inline
-size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
-    const uint32_t t = (uint32_t)w;
-    if (w > t) {
-        // this shouldn't happen, integers in Assimp data structures never exceed 2^32
-        throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
-    }
-
-    stream->Write(&t,4,1);
-
-    return 4;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize an unsigned int as uint16_t
-template <>
-inline
-size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
-    static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
-    stream->Write(&w,2,1);
-
-    return 2;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize a float
-template <>
-inline
-size_t Write<float>(IOStream * stream, const float& f) {
-    static_assert(sizeof(float)==4, "sizeof(float)==4");
-    stream->Write(&f,4,1);
-
-    return 4;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize a double
-template <>
-inline
-size_t Write<double>(IOStream * stream, const double& f) {
-    static_assert(sizeof(double)==8, "sizeof(double)==8");
-    stream->Write(&f,8,1);
-
-    return 8;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize a vec3
-template <>
-inline
-size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
-    size_t t = Write<float>(stream,v.x);
-    t += Write<float>(stream,v.y);
-    t += Write<float>(stream,v.z);
-
-    return t;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize a color value
-template <>
-inline
-size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
-    size_t t = Write<float>(stream,v.r);
-    t += Write<float>(stream,v.g);
-    t += Write<float>(stream,v.b);
-
-    return t;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize a color value
-template <>
-inline
-size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
-    size_t t = Write<float>(stream,v.r);
-    t += Write<float>(stream,v.g);
-    t += Write<float>(stream,v.b);
-    t += Write<float>(stream,v.a);
-
-    return t;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize a quaternion
-template <>
-inline
-size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
-    size_t t = Write<float>(stream,v.w);
-    t += Write<float>(stream,v.x);
-    t += Write<float>(stream,v.y);
-    t += Write<float>(stream,v.z);
-    ai_assert(t == 16);
-
-    return 16;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize a vertex weight
-template <>
-inline
-size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
-    size_t t = Write<unsigned int>(stream,v.mVertexId);
-
-    return t+Write<float>(stream,v.mWeight);
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize a mat4x4
-template <>
-inline
-size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
-    for (unsigned int i = 0; i < 4;++i) {
-        for (unsigned int i2 = 0; i2 < 4;++i2) {
-            Write<float>(stream,m[i][i2]);
-        }
-    }
-
-    return 64;
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize an aiVectorKey
-template <>
-inline
-size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
-    const size_t t = Write<double>(stream,v.mTime);
-    return t + Write<aiVector3D>(stream,v.mValue);
-}
-
-// -----------------------------------------------------------------------------------
-// Serialize an aiQuatKey
-template <>
-inline
-size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
-    const size_t t = Write<double>(stream,v.mTime);
-    return t + Write<aiQuaternion>(stream,v.mValue);
-}
-
-template <typename T>
-inline
-size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
-    T minc, maxc;
-    ArrayBounds(in,size,minc,maxc);
-
-    const size_t t = Write<T>(stream,minc);
-    return t + Write<T>(stream,maxc);
-}
-
-// We use this to write out non-byte arrays so that we write using the specializations.
-// This way we avoid writing out extra bytes that potentially come from struct alignment.
-template <typename T>
-inline
-size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
-    size_t n = 0;
-    for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
-
-    return n;
-}
-
-// ----------------------------------------------------------------------------------
-/** @class  AssbinChunkWriter
- *  @brief  Chunk writer mechanism for the .assbin file structure
- *
- *  This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
- *  the difference being that this takes another IOStream as a "container" in the
- *  constructor, and when it is destroyed, it appends the magic number, the chunk size,
- *  and the chunk contents to the container stream. This allows relatively easy chunk
- *  chunk construction, even recursively.
- */
-class AssbinChunkWriter : public IOStream
-{
-private:
-
-    uint8_t* buffer;
-    uint32_t magic;
-    IOStream * container;
-    size_t cur_size, cursor, initial;
-
-private:
-    // -------------------------------------------------------------------
-    void Grow(size_t need = 0)
-    {
-        size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
-
-        const uint8_t* const old = buffer;
-        buffer = new uint8_t[new_size];
-
-        if (old) {
-            memcpy(buffer,old,cur_size);
-            delete[] old;
-        }
-
-        cur_size = new_size;
-    }
-
-public:
-
-    AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
-        : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
-    {
-    }
-
-    virtual ~AssbinChunkWriter()
-    {
-        if (container) {
-            container->Write( &magic, sizeof(uint32_t), 1 );
-            container->Write( &cursor, sizeof(uint32_t), 1 );
-            container->Write( buffer, 1, cursor );
-        }
-        if (buffer) delete[] buffer;
-    }
-
-    void * GetBufferPointer() { return buffer; }
-
-    // -------------------------------------------------------------------
-    virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
-        return 0;
-    }
-    virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
-        return aiReturn_FAILURE;
-    }
-    virtual size_t Tell() const {
-        return cursor;
-    }
-    virtual void Flush() {
-        // not implemented
-    }
-
-    virtual size_t FileSize() const {
-        return cursor;
-    }
-
-    // -------------------------------------------------------------------
-    virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
-        pSize *= pCount;
-        if (cursor + pSize > cur_size) {
-            Grow(cursor + pSize);
-        }
-
-        memcpy(buffer+cursor, pvBuffer, pSize);
-        cursor += pSize;
-
-        return pCount;
-    }
-
-};
-
-// ----------------------------------------------------------------------------------
-/** @class  AssbinExport
- *  @brief  Assbin exporter class
- *
- *  This class performs the .assbin exporting, and is responsible for the file layout.
- */
-class AssbinExport
-{
-private:
-    bool shortened;
-    bool compressed;
-
-protected:
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryNode( IOStream * container, const aiNode* node)
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
-
-        unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
-
-        Write<aiString>(&chunk,node->mName);
-        Write<aiMatrix4x4>(&chunk,node->mTransformation);
-        Write<unsigned int>(&chunk,node->mNumChildren);
-        Write<unsigned int>(&chunk,node->mNumMeshes);
-        Write<unsigned int>(&chunk,nb_metadata);
-
-        for (unsigned int i = 0; i < node->mNumMeshes;++i) {
-            Write<unsigned int>(&chunk,node->mMeshes[i]);
-        }
-
-        for (unsigned int i = 0; i < node->mNumChildren;++i) {
-            WriteBinaryNode( &chunk, node->mChildren[i] );
-        }
-
-        for (unsigned int i = 0; i < nb_metadata; ++i) {
-            const aiString& key = node->mMetaData->mKeys[i];
-            aiMetadataType type = node->mMetaData->mValues[i].mType;
-            void* value = node->mMetaData->mValues[i].mData;
-
-            Write<aiString>(&chunk, key);
-            Write<uint16_t>(&chunk, type);
-
-            switch (type) {
-                case AI_BOOL:
-                    Write<bool>(&chunk, *((bool*) value));
-                    break;
-                case AI_INT32:
-                    Write<int32_t>(&chunk, *((int32_t*) value));
-                    break;
-                case AI_UINT64:
-                    Write<uint64_t>(&chunk, *((uint64_t*) value));
-                    break;
-                case AI_FLOAT:
-                    Write<float>(&chunk, *((float*) value));
-                    break;
-                case AI_DOUBLE:
-                    Write<double>(&chunk, *((double*) value));
-                    break;
-                case AI_AISTRING:
-                    Write<aiString>(&chunk, *((aiString*) value));
-                    break;
-                case AI_AIVECTOR3D:
-                    Write<aiVector3D>(&chunk, *((aiVector3D*) value));
-                    break;
-#ifdef SWIG
-                case FORCE_32BIT:
-#endif // SWIG
-                default:
-                    break;
-            }
-        }
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
-
-        Write<unsigned int>(&chunk,tex->mWidth);
-        Write<unsigned int>(&chunk,tex->mHeight);
-        // Write the texture format, but don't include the null terminator.
-        chunk.Write( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
-
-        if(!shortened) {
-            if (!tex->mHeight) {
-                chunk.Write(tex->pcData,1,tex->mWidth);
-            }
-            else {
-                chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
-            }
-        }
-
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryBone(IOStream * container, const aiBone* b)
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
-
-        Write<aiString>(&chunk,b->mName);
-        Write<unsigned int>(&chunk,b->mNumWeights);
-        Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
-
-        // for the moment we write dumb min/max values for the bones, too.
-        // maybe I'll add a better, hash-like solution later
-        if (shortened) {
-            WriteBounds(&chunk,b->mWeights,b->mNumWeights);
-        } // else write as usual
-        else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
-
-        Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
-        Write<unsigned int>(&chunk,mesh->mNumVertices);
-        Write<unsigned int>(&chunk,mesh->mNumFaces);
-        Write<unsigned int>(&chunk,mesh->mNumBones);
-        Write<unsigned int>(&chunk,mesh->mMaterialIndex);
-
-        // first of all, write bits for all existent vertex components
-        unsigned int c = 0;
-        if (mesh->mVertices) {
-            c |= ASSBIN_MESH_HAS_POSITIONS;
-        }
-        if (mesh->mNormals) {
-            c |= ASSBIN_MESH_HAS_NORMALS;
-        }
-        if (mesh->mTangents && mesh->mBitangents) {
-            c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
-        }
-        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
-            if (!mesh->mTextureCoords[n]) {
-                break;
-            }
-            c |= ASSBIN_MESH_HAS_TEXCOORD(n);
-        }
-        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
-            if (!mesh->mColors[n]) {
-                break;
-            }
-            c |= ASSBIN_MESH_HAS_COLOR(n);
-        }
-        Write<unsigned int>(&chunk,c);
-
-        aiVector3D minVec, maxVec;
-        if (mesh->mVertices) {
-            if (shortened) {
-                WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
-            } // else write as usual
-            else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
-        }
-        if (mesh->mNormals) {
-            if (shortened) {
-                WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
-            } // else write as usual
-            else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
-        }
-        if (mesh->mTangents && mesh->mBitangents) {
-            if (shortened) {
-                WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
-                WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
-            } // else write as usual
-            else {
-                WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
-                WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
-            }
-        }
-        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
-            if (!mesh->mColors[n])
-                break;
-
-            if (shortened) {
-                WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
-            } // else write as usual
-            else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
-        }
-        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
-            if (!mesh->mTextureCoords[n])
-                break;
-
-            // write number of UV components
-            Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
-
-            if (shortened) {
-                WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
-            } // else write as usual
-            else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
-        }
-
-        // write faces. There are no floating-point calculations involved
-        // in these, so we can write a simple hash over the face data
-        // to the dump file. We generate a single 32 Bit hash for 512 faces
-        // using Assimp's standard hashing function.
-        if (shortened) {
-            unsigned int processed = 0;
-            for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
-
-                uint32_t hash = 0;
-                for (unsigned int a = 0; a < job;++a) {
-
-                    const aiFace& f = mesh->mFaces[processed+a];
-                    uint32_t tmp = f.mNumIndices;
-                    hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
-                    for (unsigned int i = 0; i < f.mNumIndices; ++i) {
-                        static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
-                        tmp = static_cast<uint32_t>( f.mIndices[i] );
-                        hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
-                    }
-                }
-                Write<unsigned int>(&chunk,hash);
-            }
-        }
-        else // else write as usual
-        {
-            // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
-            for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
-                const aiFace& f = mesh->mFaces[i];
-
-                static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
-                Write<uint16_t>(&chunk,f.mNumIndices);
-
-                for (unsigned int a = 0; a < f.mNumIndices;++a) {
-                    if (mesh->mNumVertices < (1u<<16)) {
-                        Write<uint16_t>(&chunk,f.mIndices[a]);
-                    }
-                    else Write<unsigned int>(&chunk,f.mIndices[a]);
-                }
-            }
-        }
-
-        // write bones
-        if (mesh->mNumBones) {
-            for (unsigned int a = 0; a < mesh->mNumBones;++a) {
-                const aiBone* b = mesh->mBones[a];
-                WriteBinaryBone(&chunk,b);
-            }
-        }
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
-
-        Write<aiString>(&chunk,prop->mKey);
-        Write<unsigned int>(&chunk,prop->mSemantic);
-        Write<unsigned int>(&chunk,prop->mIndex);
-
-        Write<unsigned int>(&chunk,prop->mDataLength);
-        Write<unsigned int>(&chunk,(unsigned int)prop->mType);
-        chunk.Write(prop->mData,1,prop->mDataLength);
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
-
-        Write<unsigned int>(&chunk,mat->mNumProperties);
-        for (unsigned int i = 0; i < mat->mNumProperties;++i) {
-            WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
-        }
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
-
-        Write<aiString>(&chunk,nd->mNodeName);
-        Write<unsigned int>(&chunk,nd->mNumPositionKeys);
-        Write<unsigned int>(&chunk,nd->mNumRotationKeys);
-        Write<unsigned int>(&chunk,nd->mNumScalingKeys);
-        Write<unsigned int>(&chunk,nd->mPreState);
-        Write<unsigned int>(&chunk,nd->mPostState);
-
-        if (nd->mPositionKeys) {
-            if (shortened) {
-                WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
-
-            } // else write as usual
-            else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
-        }
-        if (nd->mRotationKeys) {
-            if (shortened) {
-                WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
-
-            } // else write as usual
-            else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
-        }
-        if (nd->mScalingKeys) {
-            if (shortened) {
-                WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
-
-            } // else write as usual
-            else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
-        }
-    }
-
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
-
-        Write<aiString>(&chunk,anim->mName);
-        Write<double>(&chunk,anim->mDuration);
-        Write<double>(&chunk,anim->mTicksPerSecond);
-        Write<unsigned int>(&chunk,anim->mNumChannels);
-
-        for (unsigned int a = 0; a < anim->mNumChannels;++a) {
-            const aiNodeAnim* nd = anim->mChannels[a];
-            WriteBinaryNodeAnim(&chunk,nd);
-        }
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryLight( IOStream * container, const aiLight* l )
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
-
-        Write<aiString>(&chunk,l->mName);
-        Write<unsigned int>(&chunk,l->mType);
-
-        if (l->mType != aiLightSource_DIRECTIONAL) {
-            Write<float>(&chunk,l->mAttenuationConstant);
-            Write<float>(&chunk,l->mAttenuationLinear);
-            Write<float>(&chunk,l->mAttenuationQuadratic);
-        }
-
-        Write<aiColor3D>(&chunk,l->mColorDiffuse);
-        Write<aiColor3D>(&chunk,l->mColorSpecular);
-        Write<aiColor3D>(&chunk,l->mColorAmbient);
-
-        if (l->mType == aiLightSource_SPOT) {
-            Write<float>(&chunk,l->mAngleInnerCone);
-            Write<float>(&chunk,l->mAngleOuterCone);
-        }
-
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
-
-        Write<aiString>(&chunk,cam->mName);
-        Write<aiVector3D>(&chunk,cam->mPosition);
-        Write<aiVector3D>(&chunk,cam->mLookAt);
-        Write<aiVector3D>(&chunk,cam->mUp);
-        Write<float>(&chunk,cam->mHorizontalFOV);
-        Write<float>(&chunk,cam->mClipPlaneNear);
-        Write<float>(&chunk,cam->mClipPlaneFar);
-        Write<float>(&chunk,cam->mAspect);
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryScene( IOStream * container, const aiScene* scene)
-    {
-        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
-
-        // basic scene information
-        Write<unsigned int>(&chunk,scene->mFlags);
-        Write<unsigned int>(&chunk,scene->mNumMeshes);
-        Write<unsigned int>(&chunk,scene->mNumMaterials);
-        Write<unsigned int>(&chunk,scene->mNumAnimations);
-        Write<unsigned int>(&chunk,scene->mNumTextures);
-        Write<unsigned int>(&chunk,scene->mNumLights);
-        Write<unsigned int>(&chunk,scene->mNumCameras);
-
-        // write node graph
-        WriteBinaryNode( &chunk, scene->mRootNode );
-
-        // write all meshes
-        for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
-            const aiMesh* mesh = scene->mMeshes[i];
-            WriteBinaryMesh( &chunk,mesh);
-        }
-
-        // write materials
-        for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
-            const aiMaterial* mat = scene->mMaterials[i];
-            WriteBinaryMaterial(&chunk,mat);
-        }
-
-        // write all animations
-        for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
-            const aiAnimation* anim = scene->mAnimations[i];
-            WriteBinaryAnim(&chunk,anim);
-        }
-
-
-        // write all textures
-        for (unsigned int i = 0; i < scene->mNumTextures;++i) {
-            const aiTexture* mesh = scene->mTextures[i];
-            WriteBinaryTexture(&chunk,mesh);
-        }
-
-        // write lights
-        for (unsigned int i = 0; i < scene->mNumLights;++i) {
-            const aiLight* l = scene->mLights[i];
-            WriteBinaryLight(&chunk,l);
-        }
-
-        // write cameras
-        for (unsigned int i = 0; i < scene->mNumCameras;++i) {
-            const aiCamera* cam = scene->mCameras[i];
-            WriteBinaryCamera(&chunk,cam);
-        }
-
-    }
-
-public:
-    AssbinExport()
-        : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
-    {
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Write a binary model dump
-    void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
-    {
-        IOStream * out = pIOSystem->Open( pFile, "wb" );
-        if (!out) return;
-
-        time_t tt = time(NULL);
-#if _WIN32
-        tm* p     = gmtime(&tt);
-#else
-        struct tm now;
-        tm* p = gmtime_r(&tt, &now);
-#endif
-
-        // header
-        char s[64];
-        memset( s, 0, 64 );
-#if _MSC_VER >= 1400
-        sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p));
-#else
-        ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
-#endif
-        out->Write( s, 44, 1 );
-        // == 44 bytes
-
-        Write<unsigned int>( out, ASSBIN_VERSION_MAJOR );
-        Write<unsigned int>( out, ASSBIN_VERSION_MINOR );
-        Write<unsigned int>( out, aiGetVersionRevision() );
-        Write<unsigned int>( out, aiGetCompileFlags() );
-        Write<uint16_t>( out, shortened );
-        Write<uint16_t>( out, compressed );
-        // ==  20 bytes
-
-        char buff[256];
-        strncpy(buff,pFile,256);
-        out->Write(buff,sizeof(char),256);
-
-        char cmd[] = "\0";
-        strncpy(buff,cmd,128);
-        out->Write(buff,sizeof(char),128);
-
-        // leave 64 bytes free for future extensions
-        memset(buff,0xcd,64);
-        out->Write(buff,sizeof(char),64);
-        // == 435 bytes
-
-        // ==== total header size: 512 bytes
-        ai_assert( out->Tell() == ASSBIN_HEADER_LENGTH );
-
-        // Up to here the data is uncompressed. For compressed files, the rest
-        // is compressed using standard DEFLATE from zlib.
-        if (compressed)
-        {
-            AssbinChunkWriter uncompressedStream( NULL, 0 );
-            WriteBinaryScene( &uncompressedStream, pScene );
-
-            uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
-            uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
-            uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
-
-            int res = compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
-            if(res != Z_OK)
-            {
-                delete [] compressedBuffer;
-                pIOSystem->Close(out);
-                throw DeadlyExportError("Compression failed.");
-            }
-
-            out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
-            out->Write( compressedBuffer, sizeof(char), compressedSize );
-
-            delete[] compressedBuffer;
-        }
-        else
-        {
-            WriteBinaryScene( out, pScene );
-        }
-
-        pIOSystem->Close( out );
-    }
-};
-
 void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
-    AssbinExport exporter;
-    exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
+    DumpSceneToAssbin(
+        pFile,
+        "\0", // no command(s).
+        pIOSystem,
+        pScene,
+        false, // shortened?
+        false); // compressed?
 }
 } // end of namespace Assimp
 

+ 858 - 0
code/Assbin/AssbinFileWriter.cpp

@@ -0,0 +1,858 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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  AssbinFileWriter.cpp
+ *  @brief Implementation of Assbin file writer.
+ */
+
+#include "AssbinFileWriter.h"
+
+#include "Common/assbin_chunks.h"
+#include "PostProcessing/ProcessHelper.h"
+
+#include <assimp/version.h>
+#include <assimp/IOStream.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/Exceptional.h>
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#   include <zlib.h>
+#else
+#   include "../contrib/zlib/zlib.h"
+#endif
+
+#include <time.h>
+
+namespace Assimp {
+
+template <typename T>
+size_t Write(IOStream * stream, const T& v) {
+    return stream->Write( &v, sizeof(T), 1 );
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiString
+template <>
+inline
+size_t Write<aiString>(IOStream * stream, const aiString& s) {
+    const size_t s2 = (uint32_t)s.length;
+    stream->Write(&s,4,1);
+    stream->Write(s.data,s2,1);
+
+    return s2+4;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an unsigned int as uint32_t
+template <>
+inline
+size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
+    const uint32_t t = (uint32_t)w;
+    if (w > t) {
+        // this shouldn't happen, integers in Assimp data structures never exceed 2^32
+        throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
+    }
+
+    stream->Write(&t,4,1);
+
+    return 4;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an unsigned int as uint16_t
+template <>
+inline
+size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
+    static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
+    stream->Write(&w,2,1);
+
+    return 2;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a float
+template <>
+inline
+size_t Write<float>(IOStream * stream, const float& f) {
+    static_assert(sizeof(float)==4, "sizeof(float)==4");
+    stream->Write(&f,4,1);
+
+    return 4;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a double
+template <>
+inline
+size_t Write<double>(IOStream * stream, const double& f) {
+    static_assert(sizeof(double)==8, "sizeof(double)==8");
+    stream->Write(&f,8,1);
+
+    return 8;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a vec3
+template <>
+inline
+size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
+    size_t t = Write<float>(stream,v.x);
+    t += Write<float>(stream,v.y);
+    t += Write<float>(stream,v.z);
+
+    return t;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a color value
+template <>
+inline
+size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
+    size_t t = Write<float>(stream,v.r);
+    t += Write<float>(stream,v.g);
+    t += Write<float>(stream,v.b);
+
+    return t;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a color value
+template <>
+inline
+size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
+    size_t t = Write<float>(stream,v.r);
+    t += Write<float>(stream,v.g);
+    t += Write<float>(stream,v.b);
+    t += Write<float>(stream,v.a);
+
+    return t;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a quaternion
+template <>
+inline
+size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
+    size_t t = Write<float>(stream,v.w);
+    t += Write<float>(stream,v.x);
+    t += Write<float>(stream,v.y);
+    t += Write<float>(stream,v.z);
+    ai_assert(t == 16);
+
+    return 16;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a vertex weight
+template <>
+inline
+size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
+    size_t t = Write<unsigned int>(stream,v.mVertexId);
+
+    return t+Write<float>(stream,v.mWeight);
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a mat4x4
+template <>
+inline
+size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
+    for (unsigned int i = 0; i < 4;++i) {
+        for (unsigned int i2 = 0; i2 < 4;++i2) {
+            Write<float>(stream,m[i][i2]);
+        }
+    }
+
+    return 64;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiVectorKey
+template <>
+inline
+size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
+    const size_t t = Write<double>(stream,v.mTime);
+    return t + Write<aiVector3D>(stream,v.mValue);
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiQuatKey
+template <>
+inline
+size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
+    const size_t t = Write<double>(stream,v.mTime);
+    return t + Write<aiQuaternion>(stream,v.mValue);
+}
+
+template <typename T>
+inline
+size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
+    T minc, maxc;
+    ArrayBounds(in,size,minc,maxc);
+
+    const size_t t = Write<T>(stream,minc);
+    return t + Write<T>(stream,maxc);
+}
+
+// We use this to write out non-byte arrays so that we write using the specializations.
+// This way we avoid writing out extra bytes that potentially come from struct alignment.
+template <typename T>
+inline
+size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
+    size_t n = 0;
+    for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
+
+    return n;
+}
+
+// ----------------------------------------------------------------------------------
+/** @class  AssbinChunkWriter
+ *  @brief  Chunk writer mechanism for the .assbin file structure
+ *
+ *  This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
+ *  the difference being that this takes another IOStream as a "container" in the
+ *  constructor, and when it is destroyed, it appends the magic number, the chunk size,
+ *  and the chunk contents to the container stream. This allows relatively easy chunk
+ *  chunk construction, even recursively.
+ */
+class AssbinChunkWriter : public IOStream
+{
+private:
+
+    uint8_t* buffer;
+    uint32_t magic;
+    IOStream * container;
+    size_t cur_size, cursor, initial;
+
+private:
+    // -------------------------------------------------------------------
+    void Grow(size_t need = 0)
+    {
+        size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
+
+        const uint8_t* const old = buffer;
+        buffer = new uint8_t[new_size];
+
+        if (old) {
+            memcpy(buffer,old,cur_size);
+            delete[] old;
+        }
+
+        cur_size = new_size;
+    }
+
+public:
+
+    AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
+        : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
+    {
+    }
+
+    virtual ~AssbinChunkWriter()
+    {
+        if (container) {
+            container->Write( &magic, sizeof(uint32_t), 1 );
+            container->Write( &cursor, sizeof(uint32_t), 1 );
+            container->Write( buffer, 1, cursor );
+        }
+        if (buffer) delete[] buffer;
+    }
+
+    void * GetBufferPointer() { return buffer; }
+
+    // -------------------------------------------------------------------
+    virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
+        return 0;
+    }
+    virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
+        return aiReturn_FAILURE;
+    }
+    virtual size_t Tell() const {
+        return cursor;
+    }
+    virtual void Flush() {
+        // not implemented
+    }
+
+    virtual size_t FileSize() const {
+        return cursor;
+    }
+
+    // -------------------------------------------------------------------
+    virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
+        pSize *= pCount;
+        if (cursor + pSize > cur_size) {
+            Grow(cursor + pSize);
+        }
+
+        memcpy(buffer+cursor, pvBuffer, pSize);
+        cursor += pSize;
+
+        return pCount;
+    }
+
+};
+
+// ----------------------------------------------------------------------------------
+/** @class  AssbinFileWriter
+ *  @brief  Assbin file writer class
+ *
+ *  This class writes an .assbin file, and is responsible for the file layout.
+ */
+class AssbinFileWriter
+{
+private:
+    bool shortened;
+    bool compressed;
+
+protected:
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryNode( IOStream * container, const aiNode* node)
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
+
+        unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
+
+        Write<aiString>(&chunk,node->mName);
+        Write<aiMatrix4x4>(&chunk,node->mTransformation);
+        Write<unsigned int>(&chunk,node->mNumChildren);
+        Write<unsigned int>(&chunk,node->mNumMeshes);
+        Write<unsigned int>(&chunk,nb_metadata);
+
+        for (unsigned int i = 0; i < node->mNumMeshes;++i) {
+            Write<unsigned int>(&chunk,node->mMeshes[i]);
+        }
+
+        for (unsigned int i = 0; i < node->mNumChildren;++i) {
+            WriteBinaryNode( &chunk, node->mChildren[i] );
+        }
+
+        for (unsigned int i = 0; i < nb_metadata; ++i) {
+            const aiString& key = node->mMetaData->mKeys[i];
+            aiMetadataType type = node->mMetaData->mValues[i].mType;
+            void* value = node->mMetaData->mValues[i].mData;
+
+            Write<aiString>(&chunk, key);
+            Write<uint16_t>(&chunk, type);
+
+            switch (type) {
+                case AI_BOOL:
+                    Write<bool>(&chunk, *((bool*) value));
+                    break;
+                case AI_INT32:
+                    Write<int32_t>(&chunk, *((int32_t*) value));
+                    break;
+                case AI_UINT64:
+                    Write<uint64_t>(&chunk, *((uint64_t*) value));
+                    break;
+                case AI_FLOAT:
+                    Write<float>(&chunk, *((float*) value));
+                    break;
+                case AI_DOUBLE:
+                    Write<double>(&chunk, *((double*) value));
+                    break;
+                case AI_AISTRING:
+                    Write<aiString>(&chunk, *((aiString*) value));
+                    break;
+                case AI_AIVECTOR3D:
+                    Write<aiVector3D>(&chunk, *((aiVector3D*) value));
+                    break;
+#ifdef SWIG
+                case FORCE_32BIT:
+#endif // SWIG
+                default:
+                    break;
+            }
+        }
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
+
+        Write<unsigned int>(&chunk,tex->mWidth);
+        Write<unsigned int>(&chunk,tex->mHeight);
+        // Write the texture format, but don't include the null terminator.
+        chunk.Write( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
+
+        if(!shortened) {
+            if (!tex->mHeight) {
+                chunk.Write(tex->pcData,1,tex->mWidth);
+            }
+            else {
+                chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
+            }
+        }
+
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryBone(IOStream * container, const aiBone* b)
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
+
+        Write<aiString>(&chunk,b->mName);
+        Write<unsigned int>(&chunk,b->mNumWeights);
+        Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
+
+        // for the moment we write dumb min/max values for the bones, too.
+        // maybe I'll add a better, hash-like solution later
+        if (shortened) {
+            WriteBounds(&chunk,b->mWeights,b->mNumWeights);
+        } // else write as usual
+        else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
+
+        Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
+        Write<unsigned int>(&chunk,mesh->mNumVertices);
+        Write<unsigned int>(&chunk,mesh->mNumFaces);
+        Write<unsigned int>(&chunk,mesh->mNumBones);
+        Write<unsigned int>(&chunk,mesh->mMaterialIndex);
+
+        // first of all, write bits for all existent vertex components
+        unsigned int c = 0;
+        if (mesh->mVertices) {
+            c |= ASSBIN_MESH_HAS_POSITIONS;
+        }
+        if (mesh->mNormals) {
+            c |= ASSBIN_MESH_HAS_NORMALS;
+        }
+        if (mesh->mTangents && mesh->mBitangents) {
+            c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
+        }
+        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
+            if (!mesh->mTextureCoords[n]) {
+                break;
+            }
+            c |= ASSBIN_MESH_HAS_TEXCOORD(n);
+        }
+        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
+            if (!mesh->mColors[n]) {
+                break;
+            }
+            c |= ASSBIN_MESH_HAS_COLOR(n);
+        }
+        Write<unsigned int>(&chunk,c);
+
+        aiVector3D minVec, maxVec;
+        if (mesh->mVertices) {
+            if (shortened) {
+                WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
+            } // else write as usual
+            else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
+        }
+        if (mesh->mNormals) {
+            if (shortened) {
+                WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
+            } // else write as usual
+            else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
+        }
+        if (mesh->mTangents && mesh->mBitangents) {
+            if (shortened) {
+                WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
+                WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
+            } // else write as usual
+            else {
+                WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
+                WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
+            }
+        }
+        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
+            if (!mesh->mColors[n])
+                break;
+
+            if (shortened) {
+                WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
+            } // else write as usual
+            else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
+        }
+        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
+            if (!mesh->mTextureCoords[n])
+                break;
+
+            // write number of UV components
+            Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
+
+            if (shortened) {
+                WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
+            } // else write as usual
+            else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
+        }
+
+        // write faces. There are no floating-point calculations involved
+        // in these, so we can write a simple hash over the face data
+        // to the dump file. We generate a single 32 Bit hash for 512 faces
+        // using Assimp's standard hashing function.
+        if (shortened) {
+            unsigned int processed = 0;
+            for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
+
+                uint32_t hash = 0;
+                for (unsigned int a = 0; a < job;++a) {
+
+                    const aiFace& f = mesh->mFaces[processed+a];
+                    uint32_t tmp = f.mNumIndices;
+                    hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
+                    for (unsigned int i = 0; i < f.mNumIndices; ++i) {
+                        static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
+                        tmp = static_cast<uint32_t>( f.mIndices[i] );
+                        hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
+                    }
+                }
+                Write<unsigned int>(&chunk,hash);
+            }
+        }
+        else // else write as usual
+        {
+            // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
+            for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
+                const aiFace& f = mesh->mFaces[i];
+
+                static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
+                Write<uint16_t>(&chunk,f.mNumIndices);
+
+                for (unsigned int a = 0; a < f.mNumIndices;++a) {
+                    if (mesh->mNumVertices < (1u<<16)) {
+                        Write<uint16_t>(&chunk,f.mIndices[a]);
+                    }
+                    else Write<unsigned int>(&chunk,f.mIndices[a]);
+                }
+            }
+        }
+
+        // write bones
+        if (mesh->mNumBones) {
+            for (unsigned int a = 0; a < mesh->mNumBones;++a) {
+                const aiBone* b = mesh->mBones[a];
+                WriteBinaryBone(&chunk,b);
+            }
+        }
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
+
+        Write<aiString>(&chunk,prop->mKey);
+        Write<unsigned int>(&chunk,prop->mSemantic);
+        Write<unsigned int>(&chunk,prop->mIndex);
+
+        Write<unsigned int>(&chunk,prop->mDataLength);
+        Write<unsigned int>(&chunk,(unsigned int)prop->mType);
+        chunk.Write(prop->mData,1,prop->mDataLength);
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
+
+        Write<unsigned int>(&chunk,mat->mNumProperties);
+        for (unsigned int i = 0; i < mat->mNumProperties;++i) {
+            WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
+        }
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
+
+        Write<aiString>(&chunk,nd->mNodeName);
+        Write<unsigned int>(&chunk,nd->mNumPositionKeys);
+        Write<unsigned int>(&chunk,nd->mNumRotationKeys);
+        Write<unsigned int>(&chunk,nd->mNumScalingKeys);
+        Write<unsigned int>(&chunk,nd->mPreState);
+        Write<unsigned int>(&chunk,nd->mPostState);
+
+        if (nd->mPositionKeys) {
+            if (shortened) {
+                WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
+
+            } // else write as usual
+            else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
+        }
+        if (nd->mRotationKeys) {
+            if (shortened) {
+                WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
+
+            } // else write as usual
+            else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
+        }
+        if (nd->mScalingKeys) {
+            if (shortened) {
+                WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
+
+            } // else write as usual
+            else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
+        }
+    }
+
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
+
+        Write<aiString>(&chunk,anim->mName);
+        Write<double>(&chunk,anim->mDuration);
+        Write<double>(&chunk,anim->mTicksPerSecond);
+        Write<unsigned int>(&chunk,anim->mNumChannels);
+
+        for (unsigned int a = 0; a < anim->mNumChannels;++a) {
+            const aiNodeAnim* nd = anim->mChannels[a];
+            WriteBinaryNodeAnim(&chunk,nd);
+        }
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryLight( IOStream * container, const aiLight* l )
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
+
+        Write<aiString>(&chunk,l->mName);
+        Write<unsigned int>(&chunk,l->mType);
+
+        if (l->mType != aiLightSource_DIRECTIONAL) {
+            Write<float>(&chunk,l->mAttenuationConstant);
+            Write<float>(&chunk,l->mAttenuationLinear);
+            Write<float>(&chunk,l->mAttenuationQuadratic);
+        }
+
+        Write<aiColor3D>(&chunk,l->mColorDiffuse);
+        Write<aiColor3D>(&chunk,l->mColorSpecular);
+        Write<aiColor3D>(&chunk,l->mColorAmbient);
+
+        if (l->mType == aiLightSource_SPOT) {
+            Write<float>(&chunk,l->mAngleInnerCone);
+            Write<float>(&chunk,l->mAngleOuterCone);
+        }
+
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
+
+        Write<aiString>(&chunk,cam->mName);
+        Write<aiVector3D>(&chunk,cam->mPosition);
+        Write<aiVector3D>(&chunk,cam->mLookAt);
+        Write<aiVector3D>(&chunk,cam->mUp);
+        Write<float>(&chunk,cam->mHorizontalFOV);
+        Write<float>(&chunk,cam->mClipPlaneNear);
+        Write<float>(&chunk,cam->mClipPlaneFar);
+        Write<float>(&chunk,cam->mAspect);
+    }
+
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryScene( IOStream * container, const aiScene* scene)
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
+
+        // basic scene information
+        Write<unsigned int>(&chunk,scene->mFlags);
+        Write<unsigned int>(&chunk,scene->mNumMeshes);
+        Write<unsigned int>(&chunk,scene->mNumMaterials);
+        Write<unsigned int>(&chunk,scene->mNumAnimations);
+        Write<unsigned int>(&chunk,scene->mNumTextures);
+        Write<unsigned int>(&chunk,scene->mNumLights);
+        Write<unsigned int>(&chunk,scene->mNumCameras);
+
+        // write node graph
+        WriteBinaryNode( &chunk, scene->mRootNode );
+
+        // write all meshes
+        for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+            const aiMesh* mesh = scene->mMeshes[i];
+            WriteBinaryMesh( &chunk,mesh);
+        }
+
+        // write materials
+        for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+            const aiMaterial* mat = scene->mMaterials[i];
+            WriteBinaryMaterial(&chunk,mat);
+        }
+
+        // write all animations
+        for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+            const aiAnimation* anim = scene->mAnimations[i];
+            WriteBinaryAnim(&chunk,anim);
+        }
+
+
+        // write all textures
+        for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+            const aiTexture* mesh = scene->mTextures[i];
+            WriteBinaryTexture(&chunk,mesh);
+        }
+
+        // write lights
+        for (unsigned int i = 0; i < scene->mNumLights;++i) {
+            const aiLight* l = scene->mLights[i];
+            WriteBinaryLight(&chunk,l);
+        }
+
+        // write cameras
+        for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+            const aiCamera* cam = scene->mCameras[i];
+            WriteBinaryCamera(&chunk,cam);
+        }
+
+    }
+
+public:
+    AssbinFileWriter(bool shortened, bool compressed)
+        : shortened(shortened), compressed(compressed)
+    {
+    }
+
+    // -----------------------------------------------------------------------------------
+    // Write a binary model dump
+    void WriteBinaryDump(const char* pFile, const char* cmd, IOSystem* pIOSystem, const aiScene* pScene)
+    {
+        IOStream * out = pIOSystem->Open( pFile, "wb" );
+        if (!out)
+            throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
+
+        auto CloseIOStream = [&]() {
+            if (out) {
+                pIOSystem->Close(out);
+                out = nullptr; // Ensure this is only done once.
+            }
+        };
+
+        try {
+            time_t tt = time(NULL);
+#if _WIN32
+            tm* p = gmtime(&tt);
+#else
+            struct tm now;
+            tm* p = gmtime_r(&tt, &now);
+#endif
+
+            // header
+            char s[64];
+            memset(s, 0, 64);
+#if _MSC_VER >= 1400
+            sprintf_s(s, "ASSIMP.binary-dump.%s", asctime(p));
+#else
+            ai_snprintf(s, 64, "ASSIMP.binary-dump.%s", asctime(p));
+#endif
+            out->Write(s, 44, 1);
+            // == 44 bytes
+
+            Write<unsigned int>(out, ASSBIN_VERSION_MAJOR);
+            Write<unsigned int>(out, ASSBIN_VERSION_MINOR);
+            Write<unsigned int>(out, aiGetVersionRevision());
+            Write<unsigned int>(out, aiGetCompileFlags());
+            Write<uint16_t>(out, shortened);
+            Write<uint16_t>(out, compressed);
+            // ==  20 bytes
+
+            char buff[256] = {0};
+            ai_snprintf(buff, 256, "%s", pFile);
+            out->Write(buff, sizeof(char), 256);
+
+            memset(buff, 0, sizeof(buff));
+            ai_snprintf(buff, 128, "%s", cmd);
+            out->Write(buff, sizeof(char), 128);
+            
+            // leave 64 bytes free for future extensions
+            memset(buff, 0xcd, 64);
+            out->Write(buff, sizeof(char), 64);
+            // == 435 bytes
+
+            // ==== total header size: 512 bytes
+            ai_assert(out->Tell() == ASSBIN_HEADER_LENGTH);
+
+            // Up to here the data is uncompressed. For compressed files, the rest
+            // is compressed using standard DEFLATE from zlib.
+            if (compressed)
+            {
+                AssbinChunkWriter uncompressedStream(NULL, 0);
+                WriteBinaryScene(&uncompressedStream, pScene);
+
+                uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
+                uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
+                uint8_t* compressedBuffer = new uint8_t[compressedSize];
+
+                int res = compress2(compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9);
+                if (res != Z_OK)
+                {
+                    delete[] compressedBuffer;
+                    throw DeadlyExportError("Compression failed.");
+                }
+
+                out->Write(&uncompressedSize, sizeof(uint32_t), 1);
+                out->Write(compressedBuffer, sizeof(char), compressedSize);
+
+                delete[] compressedBuffer;
+            }
+            else
+            {
+                WriteBinaryScene(out, pScene);
+            }
+
+            CloseIOStream();
+        }
+        catch (...) {
+            CloseIOStream();
+            throw;
+        }
+    }
+};
+
+void DumpSceneToAssbin(
+    const char* pFile, const char* cmd, IOSystem* pIOSystem,
+    const aiScene* pScene, bool shortened, bool compressed) {
+    AssbinFileWriter fileWriter(shortened, compressed);
+    fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene);
+}
+
+} // end of namespace Assimp

+ 66 - 0
code/Assbin/AssbinFileWriter.h

@@ -0,0 +1,66 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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 AssbinFileWriter.h
+ *  @brief Declaration of Assbin file writer.
+ */
+
+#ifndef AI_ASSBINFILEWRITER_H_INC
+#define AI_ASSBINFILEWRITER_H_INC
+
+#include <assimp/defs.h>
+#include <assimp/scene.h>
+#include <assimp/IOSystem.hpp>
+
+namespace Assimp {
+
+void ASSIMP_API DumpSceneToAssbin(
+    const char* pFile,
+    const char* cmd,
+    IOSystem* pIOSystem,
+    const aiScene* pScene,
+    bool shortened,
+    bool compressed);
+
+}
+
+#endif // AI_ASSBINFILEWRITER_H_INC

+ 7 - 594
code/Assxml/AssxmlExporter.cpp

@@ -46,607 +46,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
 
-#include "PostProcessing/ProcessHelper.h"
-
-#include <assimp/version.h>
-#include <assimp/IOStream.hpp>
+#include "AssxmlFileWriter.h"
 #include <assimp/IOSystem.hpp>
 #include <assimp/Exporter.hpp>
 
-#include <stdarg.h>
-
-#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#   include <zlib.h>
-#else
-#   include <contrib/zlib/zlib.h>
-#endif
-
-#include <time.h>
-#include <stdio.h>
-
-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 ];
-    ::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=\"%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 );
-#if _WIN32
-    tm* p = gmtime(&tt);
-#else
-    struct tm now;
-    tm* p = gmtime_r(&tt, &now);
-#endif
-    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)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=\"%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)std::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);
-                    }
-                }
-                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 );
+    DumpSceneToAssxml(
+        pFile,
+        "\0", // command(s)
+        pIOSystem,
+        pScene,
+        false); // shortened?
 }
 
 } // end of namespace Assimp

+ 664 - 0
code/Assxml/AssxmlFileWriter.cpp

@@ -0,0 +1,664 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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/IOStream.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+
+#include <stdarg.h>
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#   include <zlib.h>
+#else
+#   include <contrib/zlib/zlib.h>
+#endif
+
+#include <time.h>
+#include <stdio.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 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 char* pFile, const char* cmd, const aiScene* scene, IOStream* io, bool shortened) {
+    time_t tt = ::time( NULL );
+#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 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=\"%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\" num_components=\"%u\"> \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=\"%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

+ 65 - 0
code/Assxml/AssxmlFileWriter.h

@@ -0,0 +1,65 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, 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.h
+ *  @brief Declaration of Assxml file writer.
+ */
+
+#ifndef AI_ASSXMLFILEWRITER_H_INC
+#define AI_ASSXMLFILEWRITER_H_INC
+
+#include <assimp/defs.h>
+#include <assimp/scene.h>
+#include <assimp/IOSystem.hpp>
+
+namespace Assimp {
+
+void ASSIMP_API DumpSceneToAssxml(
+    const char* pFile,
+    const char* cmd,
+    IOSystem* pIOSystem,
+    const aiScene* pScene,
+    bool shortened);
+
+}
+
+#endif // AI_ASSXMLFILEWRITER_H_INC

+ 4 - 0
code/CMakeLists.txt

@@ -331,11 +331,15 @@ ADD_ASSIMP_IMPORTER( ASSBIN
 ADD_ASSIMP_EXPORTER( ASSBIN
   Assbin/AssbinExporter.h
   Assbin/AssbinExporter.cpp
+  Assbin/AssbinFileWriter.h
+  Assbin/AssbinFileWriter.cpp
 )
 
 ADD_ASSIMP_EXPORTER( ASSXML
   Assxml/AssxmlExporter.h
   Assxml/AssxmlExporter.cpp
+  Assxml/AssxmlFileWriter.h
+  Assxml/AssxmlFileWriter.cpp
 )
 
 ADD_ASSIMP_IMPORTER( B3D

+ 4 - 4
code/MDL/HalfLife/HL1MDLLoader.cpp

@@ -345,11 +345,11 @@ void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture,
         uint8_t *data, uint8_t *pal, aiTexture *pResult,
         aiColor3D &last_palette_color) {
     pResult->mFilename = ptexture->name;
-    pResult->mWidth = static_cast<unsigned int>(ptexture->width);
-    pResult->mHeight = static_cast<unsigned int>(ptexture->height);
-    pResult->achFormatHint[0] = 'b';
+    pResult->mWidth = outwidth;
+    pResult->mHeight = outheight;
+    pResult->achFormatHint[0] = 'r';
     pResult->achFormatHint[1] = 'g';
-    pResult->achFormatHint[2] = 'r';
+    pResult->achFormatHint[2] = 'b';
     pResult->achFormatHint[3] = 'a';
     pResult->achFormatHint[4] = '8';
     pResult->achFormatHint[5] = '8';

+ 2 - 1
code/PostProcessing/EmbedTexturesProcess.cpp

@@ -128,7 +128,8 @@ bool EmbedTexturesProcess::addTexture(aiScene* pScene, std::string path) const {
     auto oldTextures = pScene->mTextures;
     pScene->mTextures = new aiTexture*[pScene->mNumTextures];
     ::memmove(pScene->mTextures, oldTextures, sizeof(aiTexture*) * (pScene->mNumTextures - 1u));
-
+    delete [] oldTextures;
+    
     // Add the new texture
     auto pTexture = new aiTexture;
     pTexture->mHeight = 0; // Means that this is still compressed

+ 1 - 1
code/glTF/glTFExporter.cpp

@@ -869,7 +869,7 @@ void glTFExporter::ExportMetadata()
     asset.version = "1.0";
 
     char buffer[256];
-    ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
+    ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%x)",
         aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
 
     asset.generator = buffer;

+ 1 - 1
code/glTF2/glTF2Exporter.cpp

@@ -991,7 +991,7 @@ void glTF2Exporter::ExportMetadata()
     asset.version = "2.0";
 
     char buffer[256];
-    ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%d)",
+    ai_snprintf(buffer, 256, "Open Asset Import Library (assimp v%d.%d.%x)",
         aiGetVersionMajor(), aiGetVersionMinor(), aiGetVersionRevision());
 
     asset.generator = buffer;

+ 8 - 8
tools/assimp_cmd/CompareDump.cpp

@@ -885,19 +885,19 @@ int Assimp_CompareDump (const char* const* params, unsigned int num)
     // --help
     if ((num == 1 && !strcmp( params[0], "-h")) || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {
         printf("%s",AICMD_MSG_CMPDUMP_HELP);
-        return 0;
+        return AssimpCmdError::Success;
     }
 
     // assimp cmpdump actual expected
     if (num < 2) {
         std::cout << "assimp cmpdump: Invalid number of arguments. "
             "See \'assimp cmpdump --help\'\r\n" << std::endl;
-        return 1;
+        return AssimpCmdError::InvalidNumberOfArguments;
     }
 
     if(!strcmp(params[0],params[1])) {
         std::cout << "assimp cmpdump: same file, same content." << std::endl;
-        return 0;
+        return AssimpCmdError::Success;
     }
 
     class file_ptr
@@ -924,13 +924,13 @@ int Assimp_CompareDump (const char* const* params, unsigned int num)
     if (!actual) {
         std::cout << "assimp cmpdump: Failure reading ACTUAL data from " <<
             params[0]  << std::endl;
-        return -5;
+        return AssimpCmdError::FailedToLoadInputFile;
     }
     file_ptr expected(fopen(params[1],"rb"));
     if (!expected) {
         std::cout << "assimp cmpdump: Failure reading EXPECT data from " <<
             params[1]  << std::endl;
-        return -6;
+        return AssimpCmdCompareDumpError::FailedToLoadExpectedInputFile;
     }
 
     comparer_context comp(actual,expected);
@@ -940,17 +940,17 @@ int Assimp_CompareDump (const char* const* params, unsigned int num)
     }
     catch(const compare_fails_exception& ex) {
         printf("%s",ex.what());
-        return -1;
+        return AssimpCmdCompareDumpError::FileComparaisonFailure;
     }
     catch(...) {
         // we don't bother checking too rigourously here, so
         // we might end up here ...
         std::cout << "Unknown failure, are the input files well-defined?";
-        return -3;
+        return AssimpCmdCompareDumpError::UnknownFailure;
     }
 
     std::cout << "Success (totally " << std::dec << comp.get_num_chunks() <<
         " chunks)" << std::endl;
 
-    return 0;
+    return AssimpCmdError::Success;
 }

+ 5 - 5
tools/assimp_cmd/Export.cpp

@@ -76,13 +76,13 @@ int Assimp_Export(const char* const* params, unsigned int num)
 	const char* const invalid = "assimp export: Invalid number of arguments. See \'assimp export --help\'\n";
 	if (num < 1) {
 		printf(invalid);
-		return 1;
+		return AssimpCmdError::InvalidNumberOfArguments;
 	}
 
 	// --help
 	if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {
 		printf("%s",AICMD_MSG_EXPORT_HELP_E);
-		return 0;
+		return AssimpCmdError::Success;
 	}
 
 	std::string in  = std::string(params[0]);
@@ -156,7 +156,7 @@ int Assimp_Export(const char* const* params, unsigned int num)
 	// import the  model
 	const aiScene* scene = ImportModel(import,in);
 	if (!scene) {
-		return -39;
+		return AssimpCmdExportError::FailedToImportModel;
 	}
 
 	// derive the final file name
@@ -164,10 +164,10 @@ int Assimp_Export(const char* const* params, unsigned int num)
 
 	// and call the export routine
 	if(!ExportModel(scene, import, out,e->id)) {
-		return -25;
+		return AssimpCmdExportError::FailedToExportModel;
 	}
 	printf("assimp export: wrote output file: %s\n",out.c_str());
-	return 0;
+	return AssimpCmdError::Success;
 }
 
 #endif // no export

+ 11 - 9
tools/assimp_cmd/ImageExtractor.cpp

@@ -219,9 +219,9 @@ int DoExport(const aiTexture* tx, FILE* p, const std::string& extension,
     }
     else {
         printf("assimp extract: No available texture encoder found for %s\n", extension.c_str());
-        return 1;
+        return AssimpCmdExtractError::NoAvailableTextureEncoderFound;
     }
-    return 0;
+    return AssimpCmdError::Success;
 }
 
 // -----------------------------------------------------------------------------------
@@ -232,13 +232,13 @@ int Assimp_Extract (const char* const* params, unsigned int num)
     // assimp extract in out [options]
     if (num < 1) {
         printf(invalid);
-        return 1;
+        return AssimpCmdError::InvalidNumberOfArguments;
     }
 
     // --help
     if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) {
         printf("%s",AICMD_MSG_DUMP_HELP_E);
-        return 0;
+        return AssimpCmdError::Success;
     }
 
 
@@ -308,7 +308,7 @@ int Assimp_Extract (const char* const* params, unsigned int num)
     const aiScene* scene = ImportModel(import,in);
     if (!scene) {
         printf("assimp extract: Unable to load input file %s\n",in.c_str());
-        return 5;
+        return AssimpCmdError::FailedToLoadInputFile;
     }
 
     // get the texture(s) to be exported
@@ -318,7 +318,7 @@ int Assimp_Extract (const char* const* params, unsigned int num)
         if (texIdx >= scene->mNumTextures) {
             ::printf("assimp extract: Texture %i requested, but there are just %i textures\n",
                 texIdx, scene->mNumTextures);
-            return 6;
+            return AssimpCmdExtractError::TextureIndexIsOutOfRange;
         }
     }
     else {
@@ -358,12 +358,14 @@ int Assimp_Extract (const char* const* params, unsigned int num)
         FILE* p = ::fopen(out_cpy.c_str(),"wb");
         if (!p)  {
             printf("assimp extract: Unable to open output file %s\n",out_cpy.c_str());
-            return 7;
+            return AssimpCmdError::FailedToOpenOutputFile;
         }
         int m;
 
         if (!tex->mHeight) {
-            m = (1 != fwrite(tex->pcData,tex->mWidth,1,p));
+            m = (1 != fwrite(tex->pcData,tex->mWidth,1,p)) 
+				? static_cast<int>(AssimpCmdError::Success) 
+				: static_cast<int>(AssimpCmdExtractError::FailedToExportCompressedTexture);
         }
         else m = DoExport(tex,p,extension,flags);
         ::fclose(p);
@@ -372,5 +374,5 @@ int Assimp_Extract (const char* const* params, unsigned int num)
         if (texIdx != 0xffffffff)
             return m;
     }
-    return 0;
+    return AssimpCmdError::Success;
 }

+ 6 - 6
tools/assimp_cmd/Info.cpp

@@ -283,14 +283,14 @@ int Assimp_Info (const char* const* params, unsigned int num) {
 	// --help
 	if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) {
 		printf("%s",AICMD_MSG_INFO_HELP_E);
-		return 0;
+		return AssimpCmdError::Success;
 	}
 
 	// asssimp info <file> [-r]
 	if (num < 1) {
 		printf("assimp info: Invalid number of arguments. "
 			"See \'assimp info --help\'\n");
-		return 1;
+		return AssimpCmdError::InvalidNumberOfArguments;
 	}
 
 	const std::string in  = std::string(params[0]);
@@ -314,7 +314,7 @@ int Assimp_Info (const char* const* params, unsigned int num) {
 	// Verbose and silent at the same time are not allowed
 	if ( verbose && silent ) {
 		printf("assimp info: Invalid arguments, verbose and silent at the same time are forbitten. ");
-		return 1;
+		return AssimpCmdInfoError::InvalidCombinaisonOfArguments;
 	}
 	
 	// Parse post-processing flags unless -r was specified
@@ -333,7 +333,7 @@ int Assimp_Info (const char* const* params, unsigned int num) {
 	if (!scene) {
 		printf("assimp info: Unable to load input file %s\n",
 			in.c_str());
-		return 5;
+		return AssimpCmdError::FailedToLoadInputFile;
 	}
 
 	aiMemoryInfo mem;
@@ -391,7 +391,7 @@ int Assimp_Info (const char* const* params, unsigned int num) {
 	if (silent)
 	{
 		printf("\n");
-		return 0;
+		return AssimpCmdError::Success;
 	}
 
 	// meshes
@@ -473,5 +473,5 @@ int Assimp_Info (const char* const* params, unsigned int num) {
 	PrintHierarchy(scene->mRootNode,"",verbose);
 
 	printf("\n");
-	return 0;
+	return AssimpCmdError::Success;
 }

+ 13 - 13
tools/assimp_cmd/Main.cpp

@@ -85,7 +85,7 @@ int main (int argc, char* argv[])
 {
 	if (argc <= 1)	{
 		printf("assimp: No command specified. Use \'assimp help\' for a detailed command list\n");
-		return 0;
+		return AssimpCmdError::Success;
 	}
 
 	// assimp version
@@ -102,7 +102,7 @@ int main (int argc, char* argv[])
 			(flags & ASSIMP_CFLAGS_STLPORT ?		"-stlport " : ""),
 			aiGetVersionRevision());
 
-		return 0;
+		return AssimpCmdError::Success;
 	}
 
 	// assimp help
@@ -110,7 +110,7 @@ int main (int argc, char* argv[])
 	// because people could try them intuitively)
 	if (!strcmp(argv[1], "help") || !strcmp(argv[1], "--help") || !strcmp(argv[1], "-h")) {
 		printf("%s",AICMD_MSG_HELP);
-		return 0;
+		return AssimpCmdError::Success;
 	}
 
 	// assimp cmpdump
@@ -137,7 +137,7 @@ int main (int argc, char* argv[])
 		imp.GetExtensionList(s);
 
 		printf("%s\n",s.data);
-		return 0;
+		return AssimpCmdError::Success;
 	}
 
 #ifndef ASSIMP_BUILD_NO_EXPORT
@@ -155,7 +155,7 @@ int main (int argc, char* argv[])
 		}
 
 		printf("%s\n",s.data);
-		return 0;
+		return AssimpCmdError::Success;
 	}
 
 
@@ -166,19 +166,19 @@ int main (int argc, char* argv[])
 
 		if (argc<3) {
 			printf("Expected file format id\n");
-			return -11;
+			return AssimpCmdError::NoFileFormatSpecified;
 		}
 
 		for(size_t i = 0, end = exp.GetExportFormatCount(); i < end; ++i) {
 			const aiExportFormatDesc* const e = exp.GetExportFormatDescription(i);
 			if (!strcmp(e->id,argv[2])) {
 				printf("%s\n%s\n%s\n",e->id,e->fileExtension,e->description);
-				return 0;
+				return AssimpCmdError::Success;
 			}
 		}
 		
 		printf("Unknown file format id: \'%s\'\n",argv[2]);
-		return -12;
+		return AssimpCmdError::UnknownFileFormat;
 	}
 
 	// assimp export
@@ -194,11 +194,11 @@ int main (int argc, char* argv[])
 	if (! strcmp(argv[1], "knowext")) {
 		if (argc<3) {
 			printf("Expected file extension");
-			return -10;
+			return AssimpCmdError::NoFileExtensionSpecified;
 		}
 		const bool b = imp.IsExtensionSupported(argv[2]);
 		printf("File extension \'%s\'  is %sknown\n",argv[2],(b?"":"not "));
-		return b?0:-1;
+		return b? AssimpCmdError::Success : AssimpCmdError::UnknownFileExtension;
 	}
 
 	// assimp info
@@ -228,7 +228,7 @@ int main (int argc, char* argv[])
 	}
 
 	printf("Unrecognized command. Use \'assimp help\' for a detailed command list\n");
-	return 1;
+	return AssimpCmdError::UnrecognizedCommand;
 }
 
 
@@ -505,7 +505,7 @@ int ProcessStandardArguments(
 		fill.log = true;
 	}
 
-	return 0;
+	return AssimpCmdError::Success;
 }
 
 // ------------------------------------------------------------------------------
@@ -517,5 +517,5 @@ int Assimp_TestBatchLoad (
 		globalImporter->ReadFile(params[i],aiProcessPreset_TargetRealtime_MaxQuality);
 		// we're totally silent. scene destructs automatically.
 	}
-	return 0;
+	return AssimpCmdError::Success;
 }

+ 71 - 7
tools/assimp_cmd/Main.h

@@ -114,13 +114,32 @@ struct ImportData {
 	bool log;
 };
 
+/// \enum AssimpCmdError
+/// \brief General error codes used among assimp_cmd's utilities.
+enum AssimpCmdError {
+	Success = 0,
+	InvalidNumberOfArguments,
+	UnrecognizedCommand,
+	FailedToLoadInputFile,
+	FailedToOpenOutputFile,
+	NoFileFormatSpecified,
+	UnknownFileFormat,
+	NoFileExtensionSpecified,
+	UnknownFileExtension,
+	ExceptionWasRaised,
+
+	// Add new error codes here...
+
+	LastAssimpCmdError, // Must be last.
+};
+
 // ------------------------------------------------------------------------------
 /** Process standard arguments
  *
  *  @param fill Filled by function
  *  @param params Command line parameters to be processed
  *  @param num NUmber of params
- *  @return 0 for success */
+ *  @return An #AssimpCmdError value. */
 int ProcessStandardArguments(ImportData& fill, 
 	const char* const* params,
 	unsigned int num);
@@ -151,43 +170,88 @@ bool ExportModel(const aiScene* pOut,
 /** assimp_dump utility
  *  @param params Command line parameters to 'assimp dumb'
  *  @param Number of params
- *  @return 0 for success*/
+ *  @return An #AssimpCmdError value.*/
 int Assimp_Dump (
 	const char* const* params, 
 	unsigned int num);
 
+/// \enum AssimpCmdExportError
+/// \brief Error codes used by the 'Export' utility.
+enum AssimpCmdExportError {
+	FailedToImportModel = AssimpCmdError::LastAssimpCmdError,
+	FailedToExportModel,
+
+	// Add new error codes here...
+	
+	LastAssimpCmdExportError, // Must be last.
+};
+
 // ------------------------------------------------------------------------------
 /** assimp_export utility
  *  @param params Command line parameters to 'assimp export'
  *  @param Number of params
- *  @return 0 for success*/
+ *  @return Either an #AssimpCmdError or #AssimpCmdExportError value. */
 int Assimp_Export (
 	const char* const* params, 
 	unsigned int num);
 
+/// \enum AssimpCmdExtractError
+/// \brief Error codes used by the 'Image Extractor' utility.
+enum AssimpCmdExtractError {
+	TextureIndexIsOutOfRange = AssimpCmdError::LastAssimpCmdError,
+	NoAvailableTextureEncoderFound,
+	FailedToExportCompressedTexture,
+
+	// Add new error codes here...
+
+	LastAssimpCmdExtractError, // Must be last.
+};
+
 // ------------------------------------------------------------------------------
 /** assimp_extract utility
  *  @param params Command line parameters to 'assimp extract'
  *  @param Number of params
- *  @return 0 for success*/
+ *  @return Either an #AssimpCmdError or #AssimpCmdExtractError value. */
 int Assimp_Extract (
 	const char* const* params, 
 	unsigned int num);
 
+/// \enum AssimpCmdCompareDumpError
+/// \brief Error codes used by the 'Compare Dump' utility.
+enum AssimpCmdCompareDumpError {
+	FailedToLoadExpectedInputFile = AssimpCmdError::LastAssimpCmdError,
+	FileComparaisonFailure,
+	UnknownFailure,
+
+	// Add new error codes here...
+
+	LastAssimpCmdCompareDumpError, // Must be last.
+};
+
 // ------------------------------------------------------------------------------
 /** assimp_cmpdump utility
  *  @param params Command line parameters to 'assimp cmpdump'
  *  @param Number of params
- *  @return 0 for success*/
+ *  @return Either an #AssimpCmdError or #AssimpCmdCompareDumpError. */
 int Assimp_CompareDump (
 	const char* const* params, 
 	unsigned int num);
 
+/// \enum AssimpCmdInfoError
+/// \brief Error codes used by the 'Info' utility.
+enum AssimpCmdInfoError {
+	InvalidCombinaisonOfArguments = AssimpCmdError::LastAssimpCmdError,
+
+	// Add new error codes here...
+
+	LastAssimpCmdInfoError, // Must be last.
+};
+
 // ------------------------------------------------------------------------------
 /** @brief assimp info utility
  *  @param params Command line parameters to 'assimp info'
  *  @param Number of params
- *  @return 0 for success */
+ *  @return Either an #AssimpCmdError or #AssimpCmdInfoError value. */
 int Assimp_Info (
 	const char* const* params, 
 	unsigned int num);
@@ -196,7 +260,7 @@ int Assimp_Info (
 /** @brief assimp testbatchload utility
  *  @param params Command line parameters to 'assimp testbatchload'
  *  @param Number of params
- *  @return 0 for success */
+ *  @return An #AssimpCmdError value. */
 int Assimp_TestBatchLoad (
 	const char* const* params, 
 	unsigned int num);

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 5 - 1230
tools/assimp_cmd/WriteDumb.cpp


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