Forráskód Böngészése

follow assimp code style (tabs)

Gargaj 11 éve
szülő
commit
fc9b4e2adf
1 módosított fájl, 679 hozzáadás és 679 törlés
  1. 679 679
      code/AssbinExporter.cpp

+ 679 - 679
code/AssbinExporter.cpp

@@ -10,18 +10,18 @@ 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.
+	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.
+	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.
+	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 
@@ -50,695 +50,695 @@ using namespace Assimp;
 
 namespace Assimp	{
 
-  class AssbinChunkWriter : public IOStream
-  {
-  private:
-
-    uint8_t* buffer;
-    uint32_t magic;
-    IOStream * container;
-    uint32_t cur_size, cursor, initial;
-
-  private:
-    // -------------------------------------------------------------------
-    void Grow(size_t need = 0) 
-    {
-      size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
-
-      const uint8_t* const old = buffer;
-      buffer = new uint8_t[new_size];
-
-      if (old) {
-        memcpy(buffer,old,cur_size);
-        delete[] old;
-      }
-
-      cur_size = new_size;
-    }
-
-  public:
-
-    AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096) 
-      : initial(initial), buffer(NULL), cur_size(0), cursor(0), container(container), magic(magic)
-    {
-    }
-
-    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;
-    }
-
-    // -------------------------------------------------------------------
-    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 0; };
-    virtual void Flush() { };
-
-    virtual size_t FileSize() const
-    {
-      return cursor;
-    }
-
-    // -------------------------------------------------------------------
-    virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) 
-    {
-      pSize *= pCount;
-      if (cursor + pSize > cur_size) {
-        Grow(cursor + pSize);
-      }
-
-      memcpy(buffer+cursor, pvBuffer, pSize);
-      cursor += pSize;
-
-      return pCount; 
-    }
-
-    template <typename T> 
-    size_t Write(const T& v)
-    {
-      return Write( &v, sizeof(T), 1 );
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize an aiString
-    template <>
-    inline uint32_t Write<aiString>(const aiString& s)
-    {
-      const uint32_t s2 = (uint32_t)s.length;
-      Write(&s,4,1);
-      Write(s.data,s2,1);
-      return s2+4;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize an unsigned int as uint32_t
-    template <>
-    inline uint32_t Write<unsigned int>(const unsigned int& w)
-    {
-      const uint32_t t = (uint32_t)w;
-      if (w > t) {
-        // this shouldn't happen, integers in Assimp data structures never exceed 2^32
-        printf("loss of data due to 64 -> 32 bit integer conversion");
-      }
-
-      Write(&t,4,1);
-      return 4;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize an unsigned int as uint16_t
-    template <>
-    inline uint32_t Write<uint16_t>(const uint16_t& w)
-    {
-      Write(&w,2,1);
-      return 2;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize a float
-    template <>
-    inline uint32_t Write<float>(const float& f)
-    {
-      BOOST_STATIC_ASSERT(sizeof(float)==4);
-      Write(&f,4,1);
-      return 4;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize a double
-    template <>
-    inline uint32_t Write<double>(const double& f)
-    {
-      BOOST_STATIC_ASSERT(sizeof(double)==8);
-      Write(&f,8,1);
-      return 8;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize a vec3
-    template <>
-    inline uint32_t Write<aiVector3D>(const aiVector3D& v)
-    {
-      uint32_t t = Write<float>(v.x);
-      t += Write<float>(v.y);
-      t += Write<float>(v.z);
-      return t;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize a color value
-    template <>
-    inline uint32_t Write<aiColor4D>(const aiColor4D& v)
-    {
-      uint32_t t = Write<float>(v.r);
-      t += Write<float>(v.g);
-      t += Write<float>(v.b);
-      t += Write<float>(v.a);
-      return t;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize a quaternion
-    template <>
-    inline uint32_t Write<aiQuaternion>(const aiQuaternion& v)
-    {
-      uint32_t t = Write<float>(v.w);
-      t += Write<float>(v.x);
-      t += Write<float>(v.y);
-      t += Write<float>(v.z);
-      return 16;
-    }
-
-
-    // -----------------------------------------------------------------------------------
-    // Serialize a vertex weight
-    template <>
-    inline uint32_t Write<aiVertexWeight>(const aiVertexWeight& v)
-    {
-      uint32_t t = Write<unsigned int>(v.mVertexId);
-      return t+Write<float>(v.mWeight);
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize a mat4x4
-    template <>
-    inline uint32_t Write<aiMatrix4x4>(const aiMatrix4x4& m)
-    {
-      for (unsigned int i = 0; i < 4;++i) {
-        for (unsigned int i2 = 0; i2 < 4;++i2) {
-          Write<float>(m[i][i2]);
-        }
-      }
-      return 64;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize an aiVectorKey
-    template <>
-    inline uint32_t Write<aiVectorKey>(const aiVectorKey& v)
-    {
-      const uint32_t t = Write<double>(v.mTime);
-      return t + Write<aiVector3D>(v.mValue);
-    }
-
-    // -----------------------------------------------------------------------------------
-    // Serialize an aiQuatKey
-    template <>
-    inline uint32_t Write<aiQuatKey>(const aiQuatKey& v)
-    {
-      const uint32_t t = Write<double>(v.mTime);
-      return t + Write<aiQuaternion>(v.mValue);
-    }
-
-    template <typename T>
-    inline uint32_t WriteBounds(const T* in, unsigned int size)
-    {
-      T minc,maxc;
-      ArrayBounds(in,size,minc,maxc);
-
-      const uint32_t t = Write<T>(minc);
-      return t + Write<T>(maxc);
-    }
-
-
-  };
+	class AssbinChunkWriter : public IOStream
+	{
+	private:
+
+		uint8_t* buffer;
+		uint32_t magic;
+		IOStream * container;
+		uint32_t cur_size, cursor, initial;
+
+	private:
+		// -------------------------------------------------------------------
+		void Grow(size_t need = 0) 
+		{
+			size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
+
+			const uint8_t* const old = buffer;
+			buffer = new uint8_t[new_size];
+
+			if (old) {
+				memcpy(buffer,old,cur_size);
+				delete[] old;
+			}
+
+			cur_size = new_size;
+		}
+
+	public:
+
+		AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096) 
+			: initial(initial), buffer(NULL), cur_size(0), cursor(0), container(container), magic(magic)
+		{
+		}
+
+		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;
+		}
+
+		// -------------------------------------------------------------------
+		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 0; };
+		virtual void Flush() { };
+
+		virtual size_t FileSize() const
+		{
+			return cursor;
+		}
+
+		// -------------------------------------------------------------------
+		virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) 
+		{
+			pSize *= pCount;
+			if (cursor + pSize > cur_size) {
+				Grow(cursor + pSize);
+			}
+
+			memcpy(buffer+cursor, pvBuffer, pSize);
+			cursor += pSize;
+
+			return pCount; 
+		}
+
+		template <typename T> 
+		size_t Write(const T& v)
+		{
+			return Write( &v, sizeof(T), 1 );
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize an aiString
+		template <>
+		inline uint32_t Write<aiString>(const aiString& s)
+		{
+			const uint32_t s2 = (uint32_t)s.length;
+			Write(&s,4,1);
+			Write(s.data,s2,1);
+			return s2+4;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize an unsigned int as uint32_t
+		template <>
+		inline uint32_t Write<unsigned int>(const unsigned int& w)
+		{
+			const uint32_t t = (uint32_t)w;
+			if (w > t) {
+				// this shouldn't happen, integers in Assimp data structures never exceed 2^32
+				printf("loss of data due to 64 -> 32 bit integer conversion");
+			}
+
+			Write(&t,4,1);
+			return 4;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize an unsigned int as uint16_t
+		template <>
+		inline uint32_t Write<uint16_t>(const uint16_t& w)
+		{
+			Write(&w,2,1);
+			return 2;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize a float
+		template <>
+		inline uint32_t Write<float>(const float& f)
+		{
+			BOOST_STATIC_ASSERT(sizeof(float)==4);
+			Write(&f,4,1);
+			return 4;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize a double
+		template <>
+		inline uint32_t Write<double>(const double& f)
+		{
+			BOOST_STATIC_ASSERT(sizeof(double)==8);
+			Write(&f,8,1);
+			return 8;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize a vec3
+		template <>
+		inline uint32_t Write<aiVector3D>(const aiVector3D& v)
+		{
+			uint32_t t = Write<float>(v.x);
+			t += Write<float>(v.y);
+			t += Write<float>(v.z);
+			return t;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize a color value
+		template <>
+		inline uint32_t Write<aiColor4D>(const aiColor4D& v)
+		{
+			uint32_t t = Write<float>(v.r);
+			t += Write<float>(v.g);
+			t += Write<float>(v.b);
+			t += Write<float>(v.a);
+			return t;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize a quaternion
+		template <>
+		inline uint32_t Write<aiQuaternion>(const aiQuaternion& v)
+		{
+			uint32_t t = Write<float>(v.w);
+			t += Write<float>(v.x);
+			t += Write<float>(v.y);
+			t += Write<float>(v.z);
+			return 16;
+		}
+
+
+		// -----------------------------------------------------------------------------------
+		// Serialize a vertex weight
+		template <>
+		inline uint32_t Write<aiVertexWeight>(const aiVertexWeight& v)
+		{
+			uint32_t t = Write<unsigned int>(v.mVertexId);
+			return t+Write<float>(v.mWeight);
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize a mat4x4
+		template <>
+		inline uint32_t Write<aiMatrix4x4>(const aiMatrix4x4& m)
+		{
+			for (unsigned int i = 0; i < 4;++i) {
+				for (unsigned int i2 = 0; i2 < 4;++i2) {
+					Write<float>(m[i][i2]);
+				}
+			}
+			return 64;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize an aiVectorKey
+		template <>
+		inline uint32_t Write<aiVectorKey>(const aiVectorKey& v)
+		{
+			const uint32_t t = Write<double>(v.mTime);
+			return t + Write<aiVector3D>(v.mValue);
+		}
+
+		// -----------------------------------------------------------------------------------
+		// Serialize an aiQuatKey
+		template <>
+		inline uint32_t Write<aiQuatKey>(const aiQuatKey& v)
+		{
+			const uint32_t t = Write<double>(v.mTime);
+			return t + Write<aiQuaternion>(v.mValue);
+		}
+
+		template <typename T>
+		inline uint32_t WriteBounds(const T* in, unsigned int size)
+		{
+			T minc,maxc;
+			ArrayBounds(in,size,minc,maxc);
+
+			const uint32_t t = Write<T>(minc);
+			return t + Write<T>(maxc);
+		}
+
+
+	};
 
 /*
-  class AssbinChunkWriter
-  {
-    AssbinStream stream;
-    uint32_t magic;
-  public:
-    AssbinChunkWriter( uint32_t _magic )
-    {
-      magic = _magic;
-    }
-    void AppendToStream( AssbinStream & _stream )
-    {
-      uint32_t s = stream.FileSize();
-      _stream.Write( &magic, sizeof(uint32_t), 1 );
-      _stream.Write( &s, sizeof(uint32_t), 1 );
-      _stream.Write( stream.GetBuffer(), stream.FileSize(), 1 );
-    }
-    void AppendToStream( AssbinChunkWriter & _stream )
-    {
-      uint32_t s = stream.FileSize();
-      _stream.WriteRaw( &magic, sizeof(uint32_t) );
-      _stream.WriteRaw( &s, sizeof(uint32_t) );
-      _stream.WriteRaw( stream.GetBuffer(), stream.FileSize() );
-    }
-
-  };
+	class AssbinChunkWriter
+	{
+		AssbinStream stream;
+		uint32_t magic;
+	public:
+		AssbinChunkWriter( uint32_t _magic )
+		{
+			magic = _magic;
+		}
+		void AppendToStream( AssbinStream & _stream )
+		{
+			uint32_t s = stream.FileSize();
+			_stream.Write( &magic, sizeof(uint32_t), 1 );
+			_stream.Write( &s, sizeof(uint32_t), 1 );
+			_stream.Write( stream.GetBuffer(), stream.FileSize(), 1 );
+		}
+		void AppendToStream( AssbinChunkWriter & _stream )
+		{
+			uint32_t s = stream.FileSize();
+			_stream.WriteRaw( &magic, sizeof(uint32_t) );
+			_stream.WriteRaw( &s, sizeof(uint32_t) );
+			_stream.WriteRaw( stream.GetBuffer(), stream.FileSize() );
+		}
+
+	};
 */
 
-  class AssbinExport
-  {
-  private:
-    bool shortened;
-    bool compressed;
-    //AssbinStream stream;
-
-  protected:
-    template <typename T> 
-    size_t Write( IOStream * container, const T& v)
-    {
-      return container->Write( &v, sizeof(T), 1 );
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryNode( IOStream * container, const aiNode* node)
-    {
-      AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
-
-      chunk.Write<aiString>(node->mName);
-      chunk.Write<aiMatrix4x4>(node->mTransformation);
-      chunk.Write<unsigned int>(node->mNumChildren);
-      chunk.Write<unsigned int>(node->mNumMeshes);
-
-      for (unsigned int i = 0; i < node->mNumMeshes;++i) {
-        chunk.Write<unsigned int>(node->mMeshes[i]);
-      }
-
-      for (unsigned int i = 0; i < node->mNumChildren;++i) {
-        WriteBinaryNode( &chunk, node->mChildren[i] );
-      }
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
-    {
-      AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
-
-      chunk.Write<unsigned int>(tex->mWidth);
-      chunk.Write<unsigned int>(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);
-        }
-      }
-
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryBone(IOStream * container, const aiBone* b)
-    {
-      AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
-
-      chunk.Write<aiString>(b->mName);
-      chunk.Write<unsigned int>(b->mNumWeights);
-      chunk.Write<aiMatrix4x4>(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) {
-        chunk.WriteBounds(b->mWeights,b->mNumWeights);
-      } // else write as usual
-      else chunk.Write(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight));
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
-    {
-      AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
-
-      chunk.Write<unsigned int>(mesh->mPrimitiveTypes);
-      chunk.Write<unsigned int>(mesh->mNumVertices);
-      chunk.Write<unsigned int>(mesh->mNumFaces);
-      chunk.Write<unsigned int>(mesh->mNumBones);
-      chunk.Write<unsigned int>(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);
-      }
-      chunk.Write<unsigned int>(c);
-
-      aiVector3D minVec, maxVec;
-      if (mesh->mVertices) {
-        if (shortened) {
-          chunk.WriteBounds(mesh->mVertices,mesh->mNumVertices);
-        } // else write as usual
-        else chunk.Write(mesh->mVertices,1,12*mesh->mNumVertices);
-      }
-      if (mesh->mNormals) {
-        if (shortened) {
-          chunk.WriteBounds(mesh->mNormals,mesh->mNumVertices);
-        } // else write as usual
-        else chunk.Write(mesh->mNormals,1,12*mesh->mNumVertices);
-      }
-      if (mesh->mTangents && mesh->mBitangents) {
-        if (shortened) {
-          chunk.WriteBounds(mesh->mTangents,mesh->mNumVertices);
-          chunk.WriteBounds(mesh->mBitangents,mesh->mNumVertices);
-        } // else write as usual
-        else {
-          chunk.Write(mesh->mTangents,1,12*mesh->mNumVertices);
-          chunk.Write(mesh->mBitangents,1,12*mesh->mNumVertices);
-        }
-      }
-      for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
-        if (!mesh->mColors[n])
-          break;
-
-        if (shortened) {
-          chunk.WriteBounds(mesh->mColors[n],mesh->mNumVertices);
-        } // else write as usual
-        else chunk.Write(mesh->mColors[n],16*mesh->mNumVertices,1);
-      }
-      for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
-        if (!mesh->mTextureCoords[n])
-          break;
-
-        // write number of UV components
-        chunk.Write<unsigned int>(mesh->mNumUVComponents[n]);
-
-        if (shortened) {
-          chunk.WriteBounds(mesh->mTextureCoords[n],mesh->mNumVertices);
-        } // else write as usual
-        else chunk.Write(mesh->mTextureCoords[n],12*mesh->mNumVertices,1);
-      }
-
-      // 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) {
-              BOOST_STATIC_ASSERT(AI_MAX_VERTICES <= 0xffffffff);
-              tmp = static_cast<uint32_t>( f.mIndices[i] );
-              hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
-            }
-          }
-          chunk.Write<unsigned int>(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];
-
-          BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
-          chunk.Write<uint16_t>(f.mNumIndices);
-
-          for (unsigned int a = 0; a < f.mNumIndices;++a) {
-            if (mesh->mNumVertices < (1u<<16)) {
-              chunk.Write<uint16_t>(f.mIndices[a]);
-            }
-            else chunk.Write<unsigned int>(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 );
-
-      chunk.Write<aiString>(prop->mKey);
-      chunk.Write<unsigned int>(prop->mSemantic);
-      chunk.Write<unsigned int>(prop->mIndex);
-
-      chunk.Write<unsigned int>(prop->mDataLength);
-      chunk.Write<unsigned int>((unsigned int)prop->mType);
-      chunk.Write(prop->mData,1,prop->mDataLength);
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
-    {
-      AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
-
-      chunk.Write<unsigned int>(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 );
-
-      chunk.Write<aiString>(nd->mNodeName);
-      chunk.Write<unsigned int>(nd->mNumPositionKeys);
-      chunk.Write<unsigned int>(nd->mNumRotationKeys);
-      chunk.Write<unsigned int>(nd->mNumScalingKeys);
-      chunk.Write<unsigned int>(nd->mPreState);
-      chunk.Write<unsigned int>(nd->mPostState);
-
-      if (nd->mPositionKeys) {
-        if (shortened) {
-          chunk.WriteBounds(nd->mPositionKeys,nd->mNumPositionKeys);
-
-        } // else write as usual
-        else chunk.Write(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey));
-      }
-      if (nd->mRotationKeys) {
-        if (shortened) {
-          chunk.WriteBounds(nd->mRotationKeys,nd->mNumRotationKeys);
-
-        } // else write as usual
-        else chunk.Write(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey));
-      }
-      if (nd->mScalingKeys) {
-        if (shortened) {
-          chunk.WriteBounds(nd->mScalingKeys,nd->mNumScalingKeys);
-
-        } // else write as usual
-        else chunk.Write(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey));
-      }
-    }
-
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
-    {
-      AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
-
-      chunk.Write<aiString> (anim->mName);
-      chunk.Write<double> (anim->mDuration);
-      chunk.Write<double> (anim->mTicksPerSecond);
-      chunk.Write<unsigned int>(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 );
-
-      chunk.Write<aiString>(l->mName);
-      chunk.Write<unsigned int>(l->mType);
-
-      if (l->mType != aiLightSource_DIRECTIONAL) { 
-        chunk.Write<float>(l->mAttenuationConstant);
-        chunk.Write<float>(l->mAttenuationLinear);
-        chunk.Write<float>(l->mAttenuationQuadratic);
-      }
-
-      chunk.Write<aiVector3D>((const aiVector3D&)l->mColorDiffuse);
-      chunk.Write<aiVector3D>((const aiVector3D&)l->mColorSpecular);
-      chunk.Write<aiVector3D>((const aiVector3D&)l->mColorAmbient);
-
-      if (l->mType == aiLightSource_SPOT) {
-        chunk.Write<float>(l->mAngleInnerCone);
-        chunk.Write<float>(l->mAngleOuterCone);
-      }
-
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
-    {
-      AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
-
-      chunk.Write<aiString>(cam->mName);
-      chunk.Write<aiVector3D>(cam->mPosition);
-      chunk.Write<aiVector3D>(cam->mLookAt);
-      chunk.Write<aiVector3D>(cam->mUp);
-      chunk.Write<float>(cam->mHorizontalFOV);
-      chunk.Write<float>(cam->mClipPlaneNear);
-      chunk.Write<float>(cam->mClipPlaneFar);
-      chunk.Write<float>(cam->mAspect);
-    }
-
-    // -----------------------------------------------------------------------------------
-    void WriteBinaryScene( IOStream * container, const aiScene* scene)
-    {
-      AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
-
-      // basic scene information
-      chunk.Write<unsigned int>(scene->mFlags);
-      chunk.Write<unsigned int>(scene->mNumMeshes);
-      chunk.Write<unsigned int>(scene->mNumMaterials);
-      chunk.Write<unsigned int>(scene->mNumAnimations);
-      chunk.Write<unsigned int>(scene->mNumTextures);
-      chunk.Write<unsigned int>(scene->mNumLights);
-      chunk.Write<unsigned int>(scene->mNumCameras);
-
-      // write node graph
-      WriteBinaryNode( &chunk, scene->mRootNode );
-
-      // write all meshes
-      for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
-        const aiMesh* mesh = scene->mMeshes[i];
-        WriteBinaryMesh( &chunk,mesh);
-      }
-
-      // write materials
-      for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
-        const aiMaterial* mat = scene->mMaterials[i];
-        WriteBinaryMaterial(&chunk,mat);
-      }
-
-      // write all animations
-      for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
-        const aiAnimation* anim = scene->mAnimations[i];
-        WriteBinaryAnim(&chunk,anim);
-      }
-
-
-      // write all textures
-      for (unsigned int i = 0; i < scene->mNumTextures;++i) {
-        const aiTexture* mesh = scene->mTextures[i];
-        WriteBinaryTexture(&chunk,mesh);
-      }
-
-      // write lights
-      for (unsigned int i = 0; i < scene->mNumLights;++i) {
-        const aiLight* l = scene->mLights[i];
-        WriteBinaryLight(&chunk,l);
-      }
-
-      // write cameras
-      for (unsigned int i = 0; i < scene->mNumCameras;++i) {
-        const aiCamera* cam = scene->mCameras[i];
-        WriteBinaryCamera(&chunk,cam);
-      }
-
-    }
-
-  public:
-    AssbinExport()
-    {
-      shortened = false;
-      compressed = false;
-    }
-
-    // -----------------------------------------------------------------------------------
-    // 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);
-
-      // header
-      char s[64];
-      memset( s, 0, 64 );
+	class AssbinExport
+	{
+	private:
+		bool shortened;
+		bool compressed;
+		//AssbinStream stream;
+
+	protected:
+		template <typename T> 
+		size_t Write( IOStream * container, const T& v)
+		{
+			return container->Write( &v, sizeof(T), 1 );
+		}
+
+		// -----------------------------------------------------------------------------------
+		void WriteBinaryNode( IOStream * container, const aiNode* node)
+		{
+			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
+
+			chunk.Write<aiString>(node->mName);
+			chunk.Write<aiMatrix4x4>(node->mTransformation);
+			chunk.Write<unsigned int>(node->mNumChildren);
+			chunk.Write<unsigned int>(node->mNumMeshes);
+
+			for (unsigned int i = 0; i < node->mNumMeshes;++i) {
+				chunk.Write<unsigned int>(node->mMeshes[i]);
+			}
+
+			for (unsigned int i = 0; i < node->mNumChildren;++i) {
+				WriteBinaryNode( &chunk, node->mChildren[i] );
+			}
+		}
+
+		// -----------------------------------------------------------------------------------
+		void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
+		{
+			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
+
+			chunk.Write<unsigned int>(tex->mWidth);
+			chunk.Write<unsigned int>(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);
+				}
+			}
+
+		}
+
+		// -----------------------------------------------------------------------------------
+		void WriteBinaryBone(IOStream * container, const aiBone* b)
+		{
+			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
+
+			chunk.Write<aiString>(b->mName);
+			chunk.Write<unsigned int>(b->mNumWeights);
+			chunk.Write<aiMatrix4x4>(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) {
+				chunk.WriteBounds(b->mWeights,b->mNumWeights);
+			} // else write as usual
+			else chunk.Write(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight));
+		}
+
+		// -----------------------------------------------------------------------------------
+		void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
+		{
+			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
+
+			chunk.Write<unsigned int>(mesh->mPrimitiveTypes);
+			chunk.Write<unsigned int>(mesh->mNumVertices);
+			chunk.Write<unsigned int>(mesh->mNumFaces);
+			chunk.Write<unsigned int>(mesh->mNumBones);
+			chunk.Write<unsigned int>(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);
+			}
+			chunk.Write<unsigned int>(c);
+
+			aiVector3D minVec, maxVec;
+			if (mesh->mVertices) {
+				if (shortened) {
+					chunk.WriteBounds(mesh->mVertices,mesh->mNumVertices);
+				} // else write as usual
+				else chunk.Write(mesh->mVertices,1,12*mesh->mNumVertices);
+			}
+			if (mesh->mNormals) {
+				if (shortened) {
+					chunk.WriteBounds(mesh->mNormals,mesh->mNumVertices);
+				} // else write as usual
+				else chunk.Write(mesh->mNormals,1,12*mesh->mNumVertices);
+			}
+			if (mesh->mTangents && mesh->mBitangents) {
+				if (shortened) {
+					chunk.WriteBounds(mesh->mTangents,mesh->mNumVertices);
+					chunk.WriteBounds(mesh->mBitangents,mesh->mNumVertices);
+				} // else write as usual
+				else {
+					chunk.Write(mesh->mTangents,1,12*mesh->mNumVertices);
+					chunk.Write(mesh->mBitangents,1,12*mesh->mNumVertices);
+				}
+			}
+			for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
+				if (!mesh->mColors[n])
+					break;
+
+				if (shortened) {
+					chunk.WriteBounds(mesh->mColors[n],mesh->mNumVertices);
+				} // else write as usual
+				else chunk.Write(mesh->mColors[n],16*mesh->mNumVertices,1);
+			}
+			for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
+				if (!mesh->mTextureCoords[n])
+					break;
+
+				// write number of UV components
+				chunk.Write<unsigned int>(mesh->mNumUVComponents[n]);
+
+				if (shortened) {
+					chunk.WriteBounds(mesh->mTextureCoords[n],mesh->mNumVertices);
+				} // else write as usual
+				else chunk.Write(mesh->mTextureCoords[n],12*mesh->mNumVertices,1);
+			}
+
+			// 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) {
+							BOOST_STATIC_ASSERT(AI_MAX_VERTICES <= 0xffffffff);
+							tmp = static_cast<uint32_t>( f.mIndices[i] );
+							hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
+						}
+					}
+					chunk.Write<unsigned int>(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];
+
+					BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
+					chunk.Write<uint16_t>(f.mNumIndices);
+
+					for (unsigned int a = 0; a < f.mNumIndices;++a) {
+						if (mesh->mNumVertices < (1u<<16)) {
+							chunk.Write<uint16_t>(f.mIndices[a]);
+						}
+						else chunk.Write<unsigned int>(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 );
+
+			chunk.Write<aiString>(prop->mKey);
+			chunk.Write<unsigned int>(prop->mSemantic);
+			chunk.Write<unsigned int>(prop->mIndex);
+
+			chunk.Write<unsigned int>(prop->mDataLength);
+			chunk.Write<unsigned int>((unsigned int)prop->mType);
+			chunk.Write(prop->mData,1,prop->mDataLength);
+		}
+
+		// -----------------------------------------------------------------------------------
+		void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
+		{
+			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
+
+			chunk.Write<unsigned int>(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 );
+
+			chunk.Write<aiString>(nd->mNodeName);
+			chunk.Write<unsigned int>(nd->mNumPositionKeys);
+			chunk.Write<unsigned int>(nd->mNumRotationKeys);
+			chunk.Write<unsigned int>(nd->mNumScalingKeys);
+			chunk.Write<unsigned int>(nd->mPreState);
+			chunk.Write<unsigned int>(nd->mPostState);
+
+			if (nd->mPositionKeys) {
+				if (shortened) {
+					chunk.WriteBounds(nd->mPositionKeys,nd->mNumPositionKeys);
+
+				} // else write as usual
+				else chunk.Write(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey));
+			}
+			if (nd->mRotationKeys) {
+				if (shortened) {
+					chunk.WriteBounds(nd->mRotationKeys,nd->mNumRotationKeys);
+
+				} // else write as usual
+				else chunk.Write(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey));
+			}
+			if (nd->mScalingKeys) {
+				if (shortened) {
+					chunk.WriteBounds(nd->mScalingKeys,nd->mNumScalingKeys);
+
+				} // else write as usual
+				else chunk.Write(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey));
+			}
+		}
+
+
+		// -----------------------------------------------------------------------------------
+		void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
+		{
+			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
+
+			chunk.Write<aiString> (anim->mName);
+			chunk.Write<double> (anim->mDuration);
+			chunk.Write<double> (anim->mTicksPerSecond);
+			chunk.Write<unsigned int>(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 );
+
+			chunk.Write<aiString>(l->mName);
+			chunk.Write<unsigned int>(l->mType);
+
+			if (l->mType != aiLightSource_DIRECTIONAL) { 
+				chunk.Write<float>(l->mAttenuationConstant);
+				chunk.Write<float>(l->mAttenuationLinear);
+				chunk.Write<float>(l->mAttenuationQuadratic);
+			}
+
+			chunk.Write<aiVector3D>((const aiVector3D&)l->mColorDiffuse);
+			chunk.Write<aiVector3D>((const aiVector3D&)l->mColorSpecular);
+			chunk.Write<aiVector3D>((const aiVector3D&)l->mColorAmbient);
+
+			if (l->mType == aiLightSource_SPOT) {
+				chunk.Write<float>(l->mAngleInnerCone);
+				chunk.Write<float>(l->mAngleOuterCone);
+			}
+
+		}
+
+		// -----------------------------------------------------------------------------------
+		void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
+		{
+			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
+
+			chunk.Write<aiString>(cam->mName);
+			chunk.Write<aiVector3D>(cam->mPosition);
+			chunk.Write<aiVector3D>(cam->mLookAt);
+			chunk.Write<aiVector3D>(cam->mUp);
+			chunk.Write<float>(cam->mHorizontalFOV);
+			chunk.Write<float>(cam->mClipPlaneNear);
+			chunk.Write<float>(cam->mClipPlaneFar);
+			chunk.Write<float>(cam->mAspect);
+		}
+
+		// -----------------------------------------------------------------------------------
+		void WriteBinaryScene( IOStream * container, const aiScene* scene)
+		{
+			AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
+
+			// basic scene information
+			chunk.Write<unsigned int>(scene->mFlags);
+			chunk.Write<unsigned int>(scene->mNumMeshes);
+			chunk.Write<unsigned int>(scene->mNumMaterials);
+			chunk.Write<unsigned int>(scene->mNumAnimations);
+			chunk.Write<unsigned int>(scene->mNumTextures);
+			chunk.Write<unsigned int>(scene->mNumLights);
+			chunk.Write<unsigned int>(scene->mNumCameras);
+
+			// write node graph
+			WriteBinaryNode( &chunk, scene->mRootNode );
+
+			// write all meshes
+			for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+				const aiMesh* mesh = scene->mMeshes[i];
+				WriteBinaryMesh( &chunk,mesh);
+			}
+
+			// write materials
+			for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+				const aiMaterial* mat = scene->mMaterials[i];
+				WriteBinaryMaterial(&chunk,mat);
+			}
+
+			// write all animations
+			for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+				const aiAnimation* anim = scene->mAnimations[i];
+				WriteBinaryAnim(&chunk,anim);
+			}
+
+
+			// write all textures
+			for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+				const aiTexture* mesh = scene->mTextures[i];
+				WriteBinaryTexture(&chunk,mesh);
+			}
+
+			// write lights
+			for (unsigned int i = 0; i < scene->mNumLights;++i) {
+				const aiLight* l = scene->mLights[i];
+				WriteBinaryLight(&chunk,l);
+			}
+
+			// write cameras
+			for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+				const aiCamera* cam = scene->mCameras[i];
+				WriteBinaryCamera(&chunk,cam);
+			}
+
+		}
+
+	public:
+		AssbinExport()
+		{
+			shortened = false;
+			compressed = false;
+		}
+
+		// -----------------------------------------------------------------------------------
+		// 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);
+
+			// 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
-      snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
+			snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
 #endif
-      out->Write( s, 44, 1 );
-      // == 44 bytes
+			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
+			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
 
-      //todo 
+			//todo 
 
-      char buff[256]; 
-      strncpy(buff,pFile,256);
-      out->Write(buff,sizeof(char),256);
+			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);
+			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
+			// 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 );
+			// ==== 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.
-      WriteBinaryScene( out, pScene );
+			// Up to here the data is uncompressed. For compressed files, the rest
+			// is compressed using standard DEFLATE from zlib.
+			WriteBinaryScene( out, pScene );
 
-      pIOSystem->Close( out );
-    }
-  };
+			pIOSystem->Close( out );
+		}
+	};
 
 void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
 {
-  AssbinExport exporter;
-  exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
+	AssbinExport exporter;
+	exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
 }
 } // end of namespace Assimp