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@@ -0,0 +1,858 @@
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+/*
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+Open Asset Import Library (assimp)
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+----------------------------------------------------------------------
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+
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+Copyright (c) 2006-2020, assimp team
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+
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+
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+All rights reserved.
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+
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+Redistribution and use of this software in source and binary forms,
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+with or without modification, are permitted provided that the
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+following conditions are met:
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+
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+* Redistributions of source code must retain the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer.
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+
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+* Redistributions in binary form must reproduce the above
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+ copyright notice, this list of conditions and the
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+ following disclaimer in the documentation and/or other
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+ materials provided with the distribution.
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+
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+* Neither the name of the assimp team, nor the names of its
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+ contributors may be used to endorse or promote products
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+ derived from this software without specific prior
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+ written permission of the assimp team.
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+
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+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+
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+----------------------------------------------------------------------
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+*/
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+/** @file AssbinFileWriter.cpp
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+ * @brief Implementation of Assbin file writer.
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+ */
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+
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+#include "AssbinFileWriter.h"
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+
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+#include "Common/assbin_chunks.h"
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+#include "PostProcessing/ProcessHelper.h"
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+
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+#include <assimp/version.h>
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+#include <assimp/IOStream.hpp>
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+#include <assimp/Exporter.hpp>
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+#include <assimp/Exceptional.h>
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+
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+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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+# include <zlib.h>
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+#else
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+# include "../contrib/zlib/zlib.h"
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+#endif
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+
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+#include <time.h>
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+
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+namespace Assimp {
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+
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+template <typename T>
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+size_t Write(IOStream * stream, const T& v) {
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+ return stream->Write( &v, sizeof(T), 1 );
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize an aiString
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+template <>
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+inline
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+size_t Write<aiString>(IOStream * stream, const aiString& s) {
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+ const size_t s2 = (uint32_t)s.length;
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+ stream->Write(&s,4,1);
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+ stream->Write(s.data,s2,1);
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+
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+ return s2+4;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize an unsigned int as uint32_t
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+template <>
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+inline
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+size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
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+ const uint32_t t = (uint32_t)w;
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+ if (w > t) {
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+ // this shouldn't happen, integers in Assimp data structures never exceed 2^32
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+ throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
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+ }
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+
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+ stream->Write(&t,4,1);
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+
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+ return 4;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize an unsigned int as uint16_t
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+template <>
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+inline
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+size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
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+ static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
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+ stream->Write(&w,2,1);
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+
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+ return 2;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize a float
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+template <>
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+inline
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+size_t Write<float>(IOStream * stream, const float& f) {
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+ static_assert(sizeof(float)==4, "sizeof(float)==4");
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+ stream->Write(&f,4,1);
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+
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+ return 4;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize a double
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+template <>
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+inline
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+size_t Write<double>(IOStream * stream, const double& f) {
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+ static_assert(sizeof(double)==8, "sizeof(double)==8");
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+ stream->Write(&f,8,1);
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+
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+ return 8;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize a vec3
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+template <>
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+inline
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+size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
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+ size_t t = Write<float>(stream,v.x);
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+ t += Write<float>(stream,v.y);
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+ t += Write<float>(stream,v.z);
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+
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+ return t;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize a color value
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+template <>
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+inline
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+size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
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+ size_t t = Write<float>(stream,v.r);
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+ t += Write<float>(stream,v.g);
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+ t += Write<float>(stream,v.b);
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+
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+ return t;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize a color value
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+template <>
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+inline
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+size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
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+ size_t t = Write<float>(stream,v.r);
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+ t += Write<float>(stream,v.g);
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+ t += Write<float>(stream,v.b);
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+ t += Write<float>(stream,v.a);
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+
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+ return t;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize a quaternion
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+template <>
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+inline
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+size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
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+ size_t t = Write<float>(stream,v.w);
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+ t += Write<float>(stream,v.x);
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+ t += Write<float>(stream,v.y);
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+ t += Write<float>(stream,v.z);
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+ ai_assert(t == 16);
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+
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+ return 16;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize a vertex weight
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+template <>
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+inline
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+size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
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+ size_t t = Write<unsigned int>(stream,v.mVertexId);
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+
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+ return t+Write<float>(stream,v.mWeight);
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize a mat4x4
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+template <>
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+inline
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+size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
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+ for (unsigned int i = 0; i < 4;++i) {
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+ for (unsigned int i2 = 0; i2 < 4;++i2) {
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+ Write<float>(stream,m[i][i2]);
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+ }
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+ }
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+
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+ return 64;
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize an aiVectorKey
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+template <>
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+inline
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+size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
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+ const size_t t = Write<double>(stream,v.mTime);
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+ return t + Write<aiVector3D>(stream,v.mValue);
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+}
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+
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+// -----------------------------------------------------------------------------------
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+// Serialize an aiQuatKey
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+template <>
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+inline
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+size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
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+ const size_t t = Write<double>(stream,v.mTime);
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+ return t + Write<aiQuaternion>(stream,v.mValue);
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+}
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+
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+template <typename T>
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+inline
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+size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
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+ T minc, maxc;
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+ ArrayBounds(in,size,minc,maxc);
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+
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+ const size_t t = Write<T>(stream,minc);
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+ return t + Write<T>(stream,maxc);
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+}
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+
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+// We use this to write out non-byte arrays so that we write using the specializations.
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+// This way we avoid writing out extra bytes that potentially come from struct alignment.
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+template <typename T>
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+inline
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+size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
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+ size_t n = 0;
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+ for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
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+
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+ return n;
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+}
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+
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+// ----------------------------------------------------------------------------------
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+/** @class AssbinChunkWriter
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+ * @brief Chunk writer mechanism for the .assbin file structure
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+ *
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+ * This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
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+ * the difference being that this takes another IOStream as a "container" in the
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+ * constructor, and when it is destroyed, it appends the magic number, the chunk size,
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+ * and the chunk contents to the container stream. This allows relatively easy chunk
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+ * chunk construction, even recursively.
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+ */
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+class AssbinChunkWriter : public IOStream
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+{
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+private:
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+
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+ uint8_t* buffer;
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+ uint32_t magic;
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+ IOStream * container;
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+ size_t cur_size, cursor, initial;
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+
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+private:
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+ // -------------------------------------------------------------------
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+ void Grow(size_t need = 0)
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+ {
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+ size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
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+
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+ const uint8_t* const old = buffer;
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+ buffer = new uint8_t[new_size];
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+
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+ if (old) {
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+ memcpy(buffer,old,cur_size);
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+ delete[] old;
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+ }
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+
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+ cur_size = new_size;
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+ }
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+
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+public:
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+
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+ AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
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+ : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
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+ {
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+ }
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+
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+ virtual ~AssbinChunkWriter()
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+ {
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+ if (container) {
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+ container->Write( &magic, sizeof(uint32_t), 1 );
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+ container->Write( &cursor, sizeof(uint32_t), 1 );
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+ container->Write( buffer, 1, cursor );
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+ }
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+ if (buffer) delete[] buffer;
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+ }
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+
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+ void * GetBufferPointer() { return buffer; }
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+
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+ // -------------------------------------------------------------------
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+ virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
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+ return 0;
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+ }
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+ virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
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+ return aiReturn_FAILURE;
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+ }
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+ virtual size_t Tell() const {
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+ return cursor;
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+ }
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+ virtual void Flush() {
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+ // not implemented
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+ }
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+
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+ virtual size_t FileSize() const {
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+ return cursor;
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+ }
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+
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+ // -------------------------------------------------------------------
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+ virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
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+ pSize *= pCount;
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+ if (cursor + pSize > cur_size) {
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+ Grow(cursor + pSize);
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+ }
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+
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+ memcpy(buffer+cursor, pvBuffer, pSize);
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+ cursor += pSize;
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+
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+ return pCount;
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+ }
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+
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+};
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+
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+// ----------------------------------------------------------------------------------
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+/** @class AssbinFileWriter
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+ * @brief Assbin file writer class
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+ *
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+ * This class writes an .assbin file, and is responsible for the file layout.
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+ */
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+class AssbinFileWriter
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+{
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+private:
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+ bool shortened;
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+ bool compressed;
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+
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+protected:
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+ // -----------------------------------------------------------------------------------
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+ void WriteBinaryNode( IOStream * container, const aiNode* node)
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+ {
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+ AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
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+
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+ unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
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+
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+ Write<aiString>(&chunk,node->mName);
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+ Write<aiMatrix4x4>(&chunk,node->mTransformation);
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+ Write<unsigned int>(&chunk,node->mNumChildren);
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+ Write<unsigned int>(&chunk,node->mNumMeshes);
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+ Write<unsigned int>(&chunk,nb_metadata);
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+
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+ for (unsigned int i = 0; i < node->mNumMeshes;++i) {
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+ Write<unsigned int>(&chunk,node->mMeshes[i]);
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+ }
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+
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+ for (unsigned int i = 0; i < node->mNumChildren;++i) {
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+ WriteBinaryNode( &chunk, node->mChildren[i] );
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+ }
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+
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+ for (unsigned int i = 0; i < nb_metadata; ++i) {
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+ const aiString& key = node->mMetaData->mKeys[i];
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+ aiMetadataType type = node->mMetaData->mValues[i].mType;
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+ void* value = node->mMetaData->mValues[i].mData;
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+
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+ Write<aiString>(&chunk, key);
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+ Write<uint16_t>(&chunk, type);
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+
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+ switch (type) {
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+ case AI_BOOL:
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+ Write<bool>(&chunk, *((bool*) value));
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+ break;
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+ case AI_INT32:
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+ Write<int32_t>(&chunk, *((int32_t*) value));
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+ break;
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+ case AI_UINT64:
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+ Write<uint64_t>(&chunk, *((uint64_t*) value));
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+ break;
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+ case AI_FLOAT:
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+ Write<float>(&chunk, *((float*) value));
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+ break;
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+ case AI_DOUBLE:
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+ Write<double>(&chunk, *((double*) value));
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+ break;
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+ case AI_AISTRING:
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+ Write<aiString>(&chunk, *((aiString*) value));
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+ break;
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+ case AI_AIVECTOR3D:
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+ Write<aiVector3D>(&chunk, *((aiVector3D*) value));
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+ break;
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+#ifdef SWIG
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+ case FORCE_32BIT:
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+#endif // SWIG
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+ default:
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+ break;
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+ }
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+ }
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+ }
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+
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+ // -----------------------------------------------------------------------------------
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+ void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
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+ {
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+ AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
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+
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+ Write<unsigned int>(&chunk,tex->mWidth);
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+ Write<unsigned int>(&chunk,tex->mHeight);
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+ // Write the texture format, but don't include the null terminator.
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+ chunk.Write( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
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+
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+ if(!shortened) {
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+ if (!tex->mHeight) {
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+ chunk.Write(tex->pcData,1,tex->mWidth);
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+ }
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+ else {
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+ chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
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+ }
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+ }
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+
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+ }
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+
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+ // -----------------------------------------------------------------------------------
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+ void WriteBinaryBone(IOStream * container, const aiBone* b)
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+ {
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|
|
+ 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
|