Browse Source

Assbin: add unittest.

Kim Kulling 7 years ago
parent
commit
c25a2dfc22
4 changed files with 555 additions and 480 deletions
  1. 479 479
      code/AssbinExporter.cpp
  2. 8 1
      code/AssbinExporter.h
  3. 1 0
      test/CMakeLists.txt
  4. 67 0
      test/unit/utAssbinImportExport.cpp

+ 479 - 479
code/AssbinExporter.cpp

@@ -244,585 +244,585 @@ size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
     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:
+// ----------------------------------------------------------------------------------
+/** @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;
+    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) ));
+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];
+        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;
+        if (old) {
+            memcpy(buffer,old,cur_size);
+            delete[] old;
         }
 
-    public:
+        cur_size = new_size;
+    }
 
-        AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
-            : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
-        {
-        }
+public:
 
-        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;
+    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; }
+    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 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 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);
         }
 
-        // -------------------------------------------------------------------
-        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;
 
-            memcpy(buffer+cursor, pvBuffer, pSize);
-            cursor += pSize;
+        return pCount;
+    }
 
-            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;
 
-    // ----------------------------------------------------------------------------------
-    /** @class  AssbinExport
-     *  @brief  Assbin exporter class
-     *
-     *  This class performs the .assbin exporting, and is responsible for the file layout.
-     */
-    class AssbinExport
+protected:
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryNode( IOStream * container, const aiNode* node)
     {
-    private:
-        bool shortened;
-        bool compressed;
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
 
-    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);
 
-			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);
 
-            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->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 < 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);
 
-			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;
+            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:
+                case FORCE_32BIT:
 #endif // SWIG
-                    default:
-                        break;
-				}
-			}
+                default:
+                    break;
+            }
         }
+    }
 
-        // -----------------------------------------------------------------------------------
-        void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
-        {
-            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
+    // -----------------------------------------------------------------------------------
+    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);
-            chunk.Write( tex->achFormatHint, sizeof(char), 4 );
+        Write<unsigned int>(&chunk,tex->mWidth);
+        Write<unsigned int>(&chunk,tex->mHeight);
+        chunk.Write( tex->achFormatHint, sizeof(char), 4 );
 
-            if(!shortened) {
-                if (!tex->mHeight) {
-                    chunk.Write(tex->pcData,1,tex->mWidth);
-                }
-                else {
-                    chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
-                }
+        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);
+    // -----------------------------------------------------------------------------------
+    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);
+    }
 
-            // 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;
         }
-
-        // -----------------------------------------------------------------------------------
-        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->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;
             }
-            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);
-                }
+            c |= ASSBIN_MESH_HAS_TEXCOORD(n);
+        }
+        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
+            if (!mesh->mColors[n]) {
+                break;
             }
-            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);
 
-                if (shortened) {
-                    WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
-                } // else write as usual
-                else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
+        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_TEXTURECOORDS;++n) {
-                if (!mesh->mTextureCoords[n])
-                    break;
+        }
+        for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
+            if (!mesh->mColors[n])
+                break;
 
-                // write number of UV components
-                Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
+            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;
 
-                if (shortened) {
-                    WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
-                } // else write as usual
-                else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
-            }
+            // write number of UV components
+            Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
 
-            // 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) {
+                WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
+            } // else write as usual
+            else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
+        }
 
-                        const aiFace& f = mesh->mFaces[processed+a];
-                        uint32_t tmp = f.mNumIndices;
+        // 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);
-                        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);
                 }
+                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]);
+        }
+        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);
-                }
+        // 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 );
+    // -----------------------------------------------------------------------------------
+    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<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);
-        }
+        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);
+    // -----------------------------------------------------------------------------------
+    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]);
-            }
+        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 );
+    // -----------------------------------------------------------------------------------
+    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);
+        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);
+        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<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<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);
-            }
+            } // 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 );
+    // -----------------------------------------------------------------------------------
+    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);
+        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);
-            }
+        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);
+    // -----------------------------------------------------------------------------------
+    void WriteBinaryLight( IOStream * container, const aiLight* l )
+    {
+        AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
 
-            if (l->mType == aiLightSource_SPOT) {
-                Write<float>(&chunk,l->mAngleInnerCone);
-                Write<float>(&chunk,l->mAngleOuterCone);
-            }
+        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);
         }
 
-        // -----------------------------------------------------------------------------------
-        void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
-        {
-            AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
+        Write<aiColor3D>(&chunk,l->mColorDiffuse);
+        Write<aiColor3D>(&chunk,l->mColorSpecular);
+        Write<aiColor3D>(&chunk,l->mColorAmbient);
 
-            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);
+        if (l->mType == aiLightSource_SPOT) {
+            Write<float>(&chunk,l->mAngleInnerCone);
+            Write<float>(&chunk,l->mAngleOuterCone);
         }
 
-        // -----------------------------------------------------------------------------------
-        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);
-            }
+    // -----------------------------------------------------------------------------------
+    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);
+    }
 
-            // write all animations
-            for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
-                const aiAnimation* anim = scene->mAnimations[i];
-                WriteBinaryAnim(&chunk,anim);
-            }
+    // -----------------------------------------------------------------------------------
+    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 textures
-            for (unsigned int i = 0; i < scene->mNumTextures;++i) {
-                const aiTexture* mesh = scene->mTextures[i];
-                WriteBinaryTexture(&chunk,mesh);
-            }
+        // write all animations
+        for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+            const aiAnimation* anim = scene->mAnimations[i];
+            WriteBinaryAnim(&chunk,anim);
+        }
 
-            // 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);
-            }
+        // 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);
         }
 
-    public:
-        AssbinExport()
-            : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
-        {
+        // write cameras
+        for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+            const aiCamera* cam = scene->mCameras[i];
+            WriteBinaryCamera(&chunk,cam);
         }
 
-        // -----------------------------------------------------------------------------------
-        // Write a binary model dump
-        void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
-        {
-            IOStream * out = pIOSystem->Open( pFile, "wb" );
-            if (!out) return;
+    }
+
+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);
-            tm* p     = gmtime(&tt);
+        time_t tt = time(NULL);
+        tm* p     = gmtime(&tt);
 
-            // header
-            char s[64];
-            memset( s, 0, 64 );
+        // header
+        char s[64];
+        memset( s, 0, 64 );
 #if _MSC_VER >= 1400
-            sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p));
+        sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p));
 #else
-            ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
+        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)(uncompressedStream.Tell() * 1.001 + 12.);
-                uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
-
-                compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
-
-                out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
-                out->Write( compressedBuffer, sizeof(char), compressedSize );
-
-                delete[] compressedBuffer;
-            }
-            else
-            {
-                WriteBinaryScene( out, pScene );
-            }
+        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)(uncompressedStream.Tell() * 1.001 + 12.);
+            uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
+
+            compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
 
-            pIOSystem->Close( out );
+            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*/)
 {

+ 8 - 1
code/AssbinExporter.h

@@ -46,6 +46,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef AI_ASSBINEXPORTER_H_INC
 #define AI_ASSBINEXPORTER_H_INC
 
+#include <assimp/defs.h>
+
 // nothing really needed here - reserved for future use like properties
+namespace Assimp {
+
+void ASSIMP_API ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/);
+
+}
 
-#endif
+#endif // AI_ASSBINEXPORTER_H_INC

+ 1 - 0
test/CMakeLists.txt

@@ -114,6 +114,7 @@ SET( IMPORTERS
   unit/utCSMImportExport.cpp
   unit/utB3DImportExport.cpp
   unit/utMDCImportExport.cpp
+  unit/utAssbinImportExport.cpp
 )
 
 SET( MATERIAL

+ 67 - 0
test/unit/utAssbinImportExport.cpp

@@ -0,0 +1,67 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2018, 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.
+---------------------------------------------------------------------------
+*/
+#include "UnitTestPCH.h"
+#include "SceneDiffer.h"
+#include "AbstractImportExportBase.h"
+#include <assimp/Importer.hpp>
+#include <assimp/Exporter.hpp>
+#include <assimp/postprocess.h>
+
+using namespace Assimp;
+
+class utAssbinImportExport : public AbstractImportExportBase {
+public:
+    virtual bool importerTest() {
+        Assimp::Importer importer;
+        const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/spider.obj", aiProcess_ValidateDataStructure );
+        Exporter exporter;
+        EXPECT_EQ( aiReturn_SUCCESS, exporter.Export( scene, "assbin", ASSIMP_TEST_MODELS_DIR "/OBJ/spider_test.assbin" ) );
+        const aiScene *newScene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/spider_test.assbin", aiProcess_ValidateDataStructure );
+
+        return newScene != nullptr;
+    }
+};
+
+TEST_F( utAssbinImportExport, import3DFromFileTest ) {
+    EXPECT_TRUE( importerTest() );
+}