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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2024, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the
- following conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ----------------------------------------------------------------------
- */
- /** @file AssbinFileWriter.cpp
- * @brief Implementation of Assbin file writer.
- */
- #include "AssbinFileWriter.h"
- #include "Common/assbin_chunks.h"
- #include "PostProcessing/ProcessHelper.h"
- #include <assimp/Exceptional.h>
- #include <assimp/version.h>
- #include <assimp/IOStream.hpp>
- #include "zlib.h"
- #include <ctime>
- #if _MSC_VER
- #pragma warning(push)
- #pragma warning(disable : 4706)
- #endif // _MSC_VER
- namespace Assimp {
- template <typename T>
- size_t Write(IOStream *stream, const T &v) {
- return stream->Write(&v, sizeof(T), 1);
- }
- // -----------------------------------------------------------------------------------
- // Serialize an aiString
- template <>
- inline size_t Write<aiString>(IOStream *stream, const aiString &s) {
- const size_t s2 = (uint32_t)s.length;
- stream->Write(&s, 4, 1);
- stream->Write(s.data, s2, 1);
- return s2 + 4;
- }
- // -----------------------------------------------------------------------------------
- // Serialize an unsigned int as uint32_t
- template <>
- inline size_t Write<unsigned int>(IOStream *stream, const unsigned int &w) {
- const uint32_t t = (uint32_t)w;
- if (w > t) {
- // this shouldn't happen, integers in Assimp data structures never exceed 2^32
- throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
- }
- stream->Write(&t, 4, 1);
- return 4;
- }
- // -----------------------------------------------------------------------------------
- // Serialize an unsigned int as uint16_t
- template <>
- inline size_t Write<uint16_t>(IOStream *stream, const uint16_t &w) {
- static_assert(sizeof(uint16_t) == 2, "sizeof(uint16_t)==2");
- stream->Write(&w, 2, 1);
- return 2;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a float
- template <>
- inline size_t Write<float>(IOStream *stream, const float &f) {
- static_assert(sizeof(float) == 4, "sizeof(float)==4");
- stream->Write(&f, 4, 1);
- return 4;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a double
- template <>
- inline size_t Write<double>(IOStream *stream, const double &f) {
- static_assert(sizeof(double) == 8, "sizeof(double)==8");
- stream->Write(&f, 8, 1);
- return 8;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a vec3
- template <>
- inline size_t Write<aiVector3D>(IOStream *stream, const aiVector3D &v) {
- size_t t = Write<ai_real>(stream, v.x);
- t += Write<float>(stream, v.y);
- t += Write<float>(stream, v.z);
- return t;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a color value
- template <>
- inline size_t Write<aiColor3D>(IOStream *stream, const aiColor3D &v) {
- size_t t = Write<ai_real>(stream, v.r);
- t += Write<float>(stream, v.g);
- t += Write<float>(stream, v.b);
- return t;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a color value
- template <>
- inline size_t Write<aiColor4D>(IOStream *stream, const aiColor4D &v) {
- size_t t = Write<ai_real>(stream, v.r);
- t += Write<float>(stream, v.g);
- t += Write<float>(stream, v.b);
- t += Write<float>(stream, v.a);
- return t;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a quaternion
- template <>
- inline size_t Write<aiQuaternion>(IOStream *stream, const aiQuaternion &v) {
- size_t t = Write<ai_real>(stream, v.w);
- t += Write<float>(stream, v.x);
- t += Write<float>(stream, v.y);
- t += Write<float>(stream, v.z);
- ai_assert(t == 16);
- return t;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a vertex weight
- template <>
- inline size_t Write<aiVertexWeight>(IOStream *stream, const aiVertexWeight &v) {
- size_t t = Write<unsigned int>(stream, v.mVertexId);
- return t + Write<float>(stream, v.mWeight);
- }
- constexpr size_t MatrixSize = 64;
- // -----------------------------------------------------------------------------------
- // Serialize a mat4x4
- template <>
- inline size_t Write<aiMatrix4x4>(IOStream *stream, const aiMatrix4x4 &m) {
- for (unsigned int i = 0; i < 4; ++i) {
- for (unsigned int i2 = 0; i2 < 4; ++i2) {
- Write<ai_real>(stream, m[i][i2]);
- }
- }
- return MatrixSize;
- }
- // -----------------------------------------------------------------------------------
- // Serialize an aiVectorKey
- template <>
- inline size_t Write<aiVectorKey>(IOStream *stream, const aiVectorKey &v) {
- const size_t t = Write<double>(stream, v.mTime);
- return t + Write<aiVector3D>(stream, v.mValue);
- }
- // -----------------------------------------------------------------------------------
- // Serialize an aiQuatKey
- template <>
- inline size_t Write<aiQuatKey>(IOStream *stream, const aiQuatKey &v) {
- const size_t t = Write<double>(stream, v.mTime);
- return t + Write<aiQuaternion>(stream, v.mValue);
- }
- template <typename T>
- inline size_t WriteBounds(IOStream *stream, const T *in, unsigned int size) {
- T minc, maxc;
- ArrayBounds(in, size, minc, maxc);
- const size_t t = Write<T>(stream, minc);
- return t + Write<T>(stream, maxc);
- }
- // We use this to write out non-byte arrays so that we write using the specializations.
- // This way we avoid writing out extra bytes that potentially come from struct alignment.
- template <typename T>
- inline size_t WriteArray(IOStream *stream, const T *in, unsigned int size) {
- size_t n = 0;
- for (unsigned int i = 0; i < size; i++)
- n += Write<T>(stream, in[i]);
- return n;
- }
- // ----------------------------------------------------------------------------------
- /** @class AssbinChunkWriter
- * @brief Chunk writer mechanism for the .assbin file structure
- *
- * This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
- * the difference being that this takes another IOStream as a "container" in the
- * constructor, and when it is destroyed, it appends the magic number, the chunk size,
- * and the chunk contents to the container stream. This allows relatively easy chunk
- * chunk construction, even recursively.
- */
- class AssbinChunkWriter : public IOStream {
- private:
- uint8_t *buffer;
- uint32_t magic;
- IOStream *container;
- size_t cur_size, cursor, initial;
- private:
- // -------------------------------------------------------------------
- void Grow(size_t need = 0) {
- size_t new_size = std::max(initial, std::max(need, cur_size + (cur_size >> 1)));
- const uint8_t *const old = buffer;
- buffer = new uint8_t[new_size];
- if (old) {
- memcpy(buffer, old, cur_size);
- delete[] old;
- }
- cur_size = new_size;
- }
- public:
- AssbinChunkWriter(IOStream *container, uint32_t magic, size_t initial = 4096) :
- buffer(nullptr),
- magic(magic),
- container(container),
- cur_size(0),
- cursor(0),
- initial(initial) {
- // empty
- }
- ~AssbinChunkWriter() override {
- 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; }
- size_t Read(void * /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) override {
- return 0;
- }
- aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) override {
- return aiReturn_FAILURE;
- }
- size_t Tell() const override {
- return cursor;
- }
- void Flush() override {
- // not implemented
- }
- size_t FileSize() const override {
- return cursor;
- }
- size_t Write(const void *pvBuffer, size_t pSize, size_t pCount) override {
- pSize *= pCount;
- if (cursor + pSize > cur_size) {
- Grow(cursor + pSize);
- }
- memcpy(buffer + cursor, pvBuffer, pSize);
- cursor += pSize;
- return pCount;
- }
- };
- // ----------------------------------------------------------------------------------
- /** @class AssbinFileWriter
- * @brief Assbin file writer class
- *
- * This class writes an .assbin file, and is responsible for the file layout.
- */
- class AssbinFileWriter {
- private:
- bool shortened;
- bool compressed;
- protected:
- // -----------------------------------------------------------------------------------
- void WriteBinaryNode(IOStream *container, const aiNode *node) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AINODE);
- unsigned int nb_metadata = (node->mMetaData != nullptr ? node->mMetaData->mNumProperties : 0);
- Write<aiString>(&chunk, node->mName);
- Write<aiMatrix4x4>(&chunk, node->mTransformation);
- Write<unsigned int>(&chunk, node->mNumChildren);
- Write<unsigned int>(&chunk, node->mNumMeshes);
- Write<unsigned int>(&chunk, nb_metadata);
- for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
- Write<unsigned int>(&chunk, node->mMeshes[i]);
- }
- for (unsigned int i = 0; i < node->mNumChildren; ++i) {
- WriteBinaryNode(&chunk, node->mChildren[i]);
- }
- for (unsigned int i = 0; i < nb_metadata; ++i) {
- const aiString &key = node->mMetaData->mKeys[i];
- aiMetadataType type = node->mMetaData->mValues[i].mType;
- void *value = node->mMetaData->mValues[i].mData;
- Write<aiString>(&chunk, key);
- Write<uint16_t>(&chunk, (uint16_t)type);
- switch (type) {
- case AI_BOOL:
- Write<bool>(&chunk, *((bool *)value));
- break;
- case AI_INT32:
- Write<int32_t>(&chunk, *((int32_t *)value));
- break;
- case AI_UINT64:
- Write<uint64_t>(&chunk, *((uint64_t *)value));
- break;
- case AI_FLOAT:
- Write<float>(&chunk, *((float *)value));
- break;
- case AI_DOUBLE:
- Write<double>(&chunk, *((double *)value));
- break;
- case AI_AISTRING:
- Write<aiString>(&chunk, *((aiString *)value));
- break;
- case AI_AIVECTOR3D:
- Write<aiVector3D>(&chunk, *((aiVector3D *)value));
- break;
- #ifdef SWIG
- case FORCE_32BIT:
- #endif // SWIG
- default:
- break;
- }
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryTexture(IOStream *container, const aiTexture *tex) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AITEXTURE);
- Write<unsigned int>(&chunk, tex->mWidth);
- Write<unsigned int>(&chunk, tex->mHeight);
- // Write the texture format, but don't include the null terminator.
- chunk.Write(tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1);
- if (!shortened) {
- if (!tex->mHeight) {
- chunk.Write(tex->pcData, 1, tex->mWidth);
- } else {
- chunk.Write(tex->pcData, 1, tex->mWidth * tex->mHeight * 4);
- }
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryBone(IOStream *container, const aiBone *b) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIBONE);
- Write<aiString>(&chunk, b->mName);
- Write<unsigned int>(&chunk, b->mNumWeights);
- Write<aiMatrix4x4>(&chunk, b->mOffsetMatrix);
- // for the moment we write dumb min/max values for the bones, too.
- // maybe I'll add a better, hash-like solution later
- if (shortened) {
- WriteBounds(&chunk, b->mWeights, b->mNumWeights);
- } // else write as usual
- else
- WriteArray<aiVertexWeight>(&chunk, b->mWeights, b->mNumWeights);
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryMesh(IOStream *container, const aiMesh *mesh) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMESH);
- Write<unsigned int>(&chunk, mesh->mPrimitiveTypes);
- Write<unsigned int>(&chunk, mesh->mNumVertices);
- Write<unsigned int>(&chunk, mesh->mNumFaces);
- Write<unsigned int>(&chunk, mesh->mNumBones);
- Write<unsigned int>(&chunk, mesh->mMaterialIndex);
- // first of all, write bits for all existent vertex components
- unsigned int c = 0;
- if (mesh->mVertices) {
- c |= ASSBIN_MESH_HAS_POSITIONS;
- }
- if (mesh->mNormals) {
- c |= ASSBIN_MESH_HAS_NORMALS;
- }
- if (mesh->mTangents && mesh->mBitangents) {
- c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
- if (!mesh->mTextureCoords[n]) {
- break;
- }
- c |= ASSBIN_MESH_HAS_TEXCOORD(n);
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
- if (!mesh->mColors[n]) {
- break;
- }
- c |= ASSBIN_MESH_HAS_COLOR(n);
- }
- Write<unsigned int>(&chunk, c);
- aiVector3D minVec, maxVec;
- if (mesh->mVertices) {
- if (shortened) {
- WriteBounds(&chunk, mesh->mVertices, mesh->mNumVertices);
- } // else write as usual
- else
- WriteArray<aiVector3D>(&chunk, mesh->mVertices, mesh->mNumVertices);
- }
- if (mesh->mNormals) {
- if (shortened) {
- WriteBounds(&chunk, mesh->mNormals, mesh->mNumVertices);
- } // else write as usual
- else
- WriteArray<aiVector3D>(&chunk, mesh->mNormals, mesh->mNumVertices);
- }
- if (mesh->mTangents && mesh->mBitangents) {
- if (shortened) {
- WriteBounds(&chunk, mesh->mTangents, mesh->mNumVertices);
- WriteBounds(&chunk, mesh->mBitangents, mesh->mNumVertices);
- } // else write as usual
- else {
- WriteArray<aiVector3D>(&chunk, mesh->mTangents, mesh->mNumVertices);
- WriteArray<aiVector3D>(&chunk, mesh->mBitangents, mesh->mNumVertices);
- }
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
- if (!mesh->mColors[n])
- break;
- if (shortened) {
- WriteBounds(&chunk, mesh->mColors[n], mesh->mNumVertices);
- } // else write as usual
- else
- WriteArray<aiColor4D>(&chunk, mesh->mColors[n], mesh->mNumVertices);
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
- if (!mesh->mTextureCoords[n])
- break;
- // write number of UV components
- Write<unsigned int>(&chunk, mesh->mNumUVComponents[n]);
- if (shortened) {
- WriteBounds(&chunk, mesh->mTextureCoords[n], mesh->mNumVertices);
- } // else write as usual
- else
- WriteArray<aiVector3D>(&chunk, mesh->mTextureCoords[n], mesh->mNumVertices);
- }
- // write faces. There are no floating-point calculations involved
- // in these, so we can write a simple hash over the face data
- // to the dump file. We generate a single 32 Bit hash for 512 faces
- // using Assimp's standard hashing function.
- if (shortened) {
- unsigned int processed = 0;
- for (unsigned int job; (job = std::min(mesh->mNumFaces - processed, 512u)); processed += job) {
- uint32_t hash = 0;
- for (unsigned int a = 0; a < job; ++a) {
- const aiFace &f = mesh->mFaces[processed + a];
- uint32_t tmp = f.mNumIndices;
- hash = SuperFastHash(reinterpret_cast<const char *>(&tmp), sizeof tmp, hash);
- for (unsigned int i = 0; i < f.mNumIndices; ++i) {
- static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
- tmp = static_cast<uint32_t>(f.mIndices[i]);
- hash = SuperFastHash(reinterpret_cast<const char *>(&tmp), sizeof tmp, hash);
- }
- }
- Write<unsigned int>(&chunk, hash);
- }
- } else // else write as usual
- {
- // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
- for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
- const aiFace &f = mesh->mFaces[i];
- static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
- Write<uint16_t>(&chunk, static_cast<uint16_t>(f.mNumIndices));
- for (unsigned int a = 0; a < f.mNumIndices; ++a) {
- if (mesh->mNumVertices < (1u << 16)) {
- Write<uint16_t>(&chunk, static_cast<uint16_t>(f.mIndices[a]));
- } else {
- Write<unsigned int>(&chunk, f.mIndices[a]);
- }
- }
- }
- }
- // write bones
- if (mesh->mNumBones) {
- for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
- const aiBone *b = mesh->mBones[a];
- WriteBinaryBone(&chunk, b);
- }
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryMaterialProperty(IOStream *container, const aiMaterialProperty *prop) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMATERIALPROPERTY);
- Write<aiString>(&chunk, prop->mKey);
- Write<unsigned int>(&chunk, prop->mSemantic);
- Write<unsigned int>(&chunk, prop->mIndex);
- Write<unsigned int>(&chunk, prop->mDataLength);
- Write<unsigned int>(&chunk, (unsigned int)prop->mType);
- chunk.Write(prop->mData, 1, prop->mDataLength);
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryMaterial(IOStream *container, const aiMaterial *mat) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMATERIAL);
- Write<unsigned int>(&chunk, mat->mNumProperties);
- for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
- WriteBinaryMaterialProperty(&chunk, mat->mProperties[i]);
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryNodeAnim(IOStream *container, const aiNodeAnim *nd) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AINODEANIM);
- Write<aiString>(&chunk, nd->mNodeName);
- Write<unsigned int>(&chunk, nd->mNumPositionKeys);
- Write<unsigned int>(&chunk, nd->mNumRotationKeys);
- Write<unsigned int>(&chunk, nd->mNumScalingKeys);
- Write<unsigned int>(&chunk, nd->mPreState);
- Write<unsigned int>(&chunk, nd->mPostState);
- if (nd->mPositionKeys) {
- if (shortened) {
- WriteBounds(&chunk, nd->mPositionKeys, nd->mNumPositionKeys);
- } // else write as usual
- else
- WriteArray<aiVectorKey>(&chunk, nd->mPositionKeys, nd->mNumPositionKeys);
- }
- if (nd->mRotationKeys) {
- if (shortened) {
- WriteBounds(&chunk, nd->mRotationKeys, nd->mNumRotationKeys);
- } // else write as usual
- else
- WriteArray<aiQuatKey>(&chunk, nd->mRotationKeys, nd->mNumRotationKeys);
- }
- if (nd->mScalingKeys) {
- if (shortened) {
- WriteBounds(&chunk, nd->mScalingKeys, nd->mNumScalingKeys);
- } // else write as usual
- else
- WriteArray<aiVectorKey>(&chunk, nd->mScalingKeys, nd->mNumScalingKeys);
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryAnim(IOStream *container, const aiAnimation *anim) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIANIMATION);
- Write<aiString>(&chunk, anim->mName);
- Write<double>(&chunk, anim->mDuration);
- Write<double>(&chunk, anim->mTicksPerSecond);
- Write<unsigned int>(&chunk, anim->mNumChannels);
- for (unsigned int a = 0; a < anim->mNumChannels; ++a) {
- const aiNodeAnim *nd = anim->mChannels[a];
- WriteBinaryNodeAnim(&chunk, nd);
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryLight(IOStream *container, const aiLight *l) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AILIGHT);
- Write<aiString>(&chunk, l->mName);
- Write<unsigned int>(&chunk, l->mType);
- Write<aiVector3D>(&chunk, l->mPosition);
- Write<aiVector3D>(&chunk, l->mDirection);
- Write<aiVector3D>(&chunk, l->mUp);
- if (l->mType != aiLightSource_DIRECTIONAL) {
- Write<float>(&chunk, l->mAttenuationConstant);
- Write<float>(&chunk, l->mAttenuationLinear);
- Write<float>(&chunk, l->mAttenuationQuadratic);
- }
- Write<aiColor3D>(&chunk, l->mColorDiffuse);
- Write<aiColor3D>(&chunk, l->mColorSpecular);
- Write<aiColor3D>(&chunk, l->mColorAmbient);
- if (l->mType == aiLightSource_SPOT) {
- Write<float>(&chunk, l->mAngleInnerCone);
- Write<float>(&chunk, l->mAngleOuterCone);
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryCamera(IOStream *container, const aiCamera *cam) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AICAMERA);
- Write<aiString>(&chunk, cam->mName);
- Write<aiVector3D>(&chunk, cam->mPosition);
- Write<aiVector3D>(&chunk, cam->mLookAt);
- Write<aiVector3D>(&chunk, cam->mUp);
- Write<float>(&chunk, cam->mHorizontalFOV);
- Write<float>(&chunk, cam->mClipPlaneNear);
- Write<float>(&chunk, cam->mClipPlaneFar);
- Write<float>(&chunk, cam->mAspect);
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryScene(IOStream *container, const aiScene *scene) {
- AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AISCENE);
- // basic scene information
- Write<unsigned int>(&chunk, scene->mFlags);
- Write<unsigned int>(&chunk, scene->mNumMeshes);
- Write<unsigned int>(&chunk, scene->mNumMaterials);
- Write<unsigned int>(&chunk, scene->mNumAnimations);
- Write<unsigned int>(&chunk, scene->mNumTextures);
- Write<unsigned int>(&chunk, scene->mNumLights);
- Write<unsigned int>(&chunk, scene->mNumCameras);
- // write node graph
- WriteBinaryNode(&chunk, scene->mRootNode);
- // write all meshes
- for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
- const aiMesh *mesh = scene->mMeshes[i];
- WriteBinaryMesh(&chunk, mesh);
- }
- // write materials
- for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
- const aiMaterial *mat = scene->mMaterials[i];
- WriteBinaryMaterial(&chunk, mat);
- }
- // write all animations
- for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
- const aiAnimation *anim = scene->mAnimations[i];
- WriteBinaryAnim(&chunk, anim);
- }
- // write all textures
- for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
- const aiTexture *mesh = scene->mTextures[i];
- WriteBinaryTexture(&chunk, mesh);
- }
- // write lights
- for (unsigned int i = 0; i < scene->mNumLights; ++i) {
- const aiLight *l = scene->mLights[i];
- WriteBinaryLight(&chunk, l);
- }
- // write cameras
- for (unsigned int i = 0; i < scene->mNumCameras; ++i) {
- const aiCamera *cam = scene->mCameras[i];
- WriteBinaryCamera(&chunk, cam);
- }
- }
- public:
- AssbinFileWriter(bool shortened, bool compressed) :
- shortened(shortened), compressed(compressed) {
- }
- // -----------------------------------------------------------------------------------
- // Write a binary model dump
- void WriteBinaryDump(const char *pFile, const char *cmd, IOSystem *pIOSystem, const aiScene *pScene) {
- IOStream *out = pIOSystem->Open(pFile, "wb");
- if (!out)
- throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
- auto CloseIOStream = [&]() {
- if (out) {
- pIOSystem->Close(out);
- out = nullptr; // Ensure this is only done once.
- }
- };
- try {
- time_t tt = time(nullptr);
- #if _WIN32
- tm *p = gmtime(&tt);
- #else
- struct tm now;
- tm *p = gmtime_r(&tt, &now);
- #endif
- // header
- char s[64];
- memset(s, 0, 64);
- #if _MSC_VER >= 1400
- sprintf_s(s, "ASSIMP.binary-dump.%s", asctime(p));
- #else
- ai_snprintf(s, 64, "ASSIMP.binary-dump.%s", asctime(p));
- #endif
- out->Write(s, 44, 1);
- // == 44 bytes
- Write<unsigned int>(out, ASSBIN_VERSION_MAJOR);
- Write<unsigned int>(out, ASSBIN_VERSION_MINOR);
- Write<unsigned int>(out, aiGetVersionRevision());
- Write<unsigned int>(out, aiGetCompileFlags());
- Write<uint16_t>(out, shortened);
- Write<uint16_t>(out, compressed);
- // == 20 bytes
- char buff[256] = { 0 };
- ai_snprintf(buff, 256, "%s", pFile);
- out->Write(buff, sizeof(char), 256);
- memset(buff, 0, sizeof(buff));
- ai_snprintf(buff, 128, "%s", cmd);
- out->Write(buff, sizeof(char), 128);
- // leave 64 bytes free for future extensions
- memset(buff, 0xcd, 64);
- out->Write(buff, sizeof(char), 64);
- // == 435 bytes
- // ==== total header size: 512 bytes
- ai_assert(out->Tell() == ASSBIN_HEADER_LENGTH);
- // Up to here the data is uncompressed. For compressed files, the rest
- // is compressed using standard DEFLATE from zlib.
- if (compressed) {
- AssbinChunkWriter uncompressedStream(nullptr, 0);
- WriteBinaryScene(&uncompressedStream, pScene);
- uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
- uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
- uint8_t *compressedBuffer = new uint8_t[compressedSize];
- int res = compress2(compressedBuffer, &compressedSize, (const Bytef *)uncompressedStream.GetBufferPointer(), uncompressedSize, 9);
- if (res != Z_OK) {
- delete[] compressedBuffer;
- throw DeadlyExportError("Compression failed.");
- }
- out->Write(&uncompressedSize, sizeof(uint32_t), 1);
- out->Write(compressedBuffer, sizeof(char), compressedSize);
- delete[] compressedBuffer;
- } else {
- WriteBinaryScene(out, pScene);
- }
- CloseIOStream();
- } catch (...) {
- CloseIOStream();
- throw;
- }
- }
- };
- void DumpSceneToAssbin(
- const char *pFile, const char *cmd, IOSystem *pIOSystem,
- const aiScene *pScene, bool shortened, bool compressed) {
- AssbinFileWriter fileWriter(shortened, compressed);
- fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene);
- }
- #if _MSC_VER
- #pragma warning(pop)
- #endif // _MSC_VER
- } // end of namespace Assimp
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