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- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2019, 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 AssbinExporter.cpp
- * ASSBIN exporter main code
- */
- #ifndef ASSIMP_BUILD_NO_EXPORT
- #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
- #include "assbin_chunks.h"
- #include <assimp/version.h>
- #include <assimp/IOStream.hpp>
- #include <assimp/IOSystem.hpp>
- #include <assimp/Exporter.hpp>
- #include "ProcessHelper.h"
- #include <assimp/Exceptional.h>
- #ifdef ASSIMP_BUILD_NO_OWN_ZLIB
- # include <zlib.h>
- #else
- # include "../contrib/zlib/zlib.h"
- #endif
- #include <time.h>
- namespace Assimp {
- template <typename T>
- size_t Write(IOStream * stream, const T& v) {
- return stream->Write( &v, sizeof(T), 1 );
- }
- // -----------------------------------------------------------------------------------
- // Serialize an aiString
- template <>
- inline
- size_t Write<aiString>(IOStream * stream, const aiString& s) {
- const size_t s2 = (uint32_t)s.length;
- stream->Write(&s,4,1);
- stream->Write(s.data,s2,1);
- return s2+4;
- }
- // -----------------------------------------------------------------------------------
- // Serialize an unsigned int as uint32_t
- template <>
- inline
- size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
- const uint32_t t = (uint32_t)w;
- if (w > t) {
- // this shouldn't happen, integers in Assimp data structures never exceed 2^32
- throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
- }
- stream->Write(&t,4,1);
- return 4;
- }
- // -----------------------------------------------------------------------------------
- // Serialize an unsigned int as uint16_t
- template <>
- inline
- size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
- static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
- stream->Write(&w,2,1);
- return 2;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a float
- template <>
- inline
- size_t Write<float>(IOStream * stream, const float& f) {
- static_assert(sizeof(float)==4, "sizeof(float)==4");
- stream->Write(&f,4,1);
- return 4;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a double
- template <>
- inline
- size_t Write<double>(IOStream * stream, const double& f) {
- static_assert(sizeof(double)==8, "sizeof(double)==8");
- stream->Write(&f,8,1);
- return 8;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a vec3
- template <>
- inline
- size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
- size_t t = Write<float>(stream,v.x);
- t += Write<float>(stream,v.y);
- t += Write<float>(stream,v.z);
- return t;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a color value
- template <>
- inline
- size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
- size_t t = Write<float>(stream,v.r);
- t += Write<float>(stream,v.g);
- t += Write<float>(stream,v.b);
- return t;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a color value
- template <>
- inline
- size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
- size_t t = Write<float>(stream,v.r);
- t += Write<float>(stream,v.g);
- t += Write<float>(stream,v.b);
- t += Write<float>(stream,v.a);
- return t;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a quaternion
- template <>
- inline
- size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
- size_t t = Write<float>(stream,v.w);
- t += Write<float>(stream,v.x);
- t += Write<float>(stream,v.y);
- t += Write<float>(stream,v.z);
- ai_assert(t == 16);
- return 16;
- }
- // -----------------------------------------------------------------------------------
- // Serialize a vertex weight
- template <>
- inline
- size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
- size_t t = Write<unsigned int>(stream,v.mVertexId);
- return t+Write<float>(stream,v.mWeight);
- }
- // -----------------------------------------------------------------------------------
- // Serialize a mat4x4
- template <>
- inline
- size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
- for (unsigned int i = 0; i < 4;++i) {
- for (unsigned int i2 = 0; i2 < 4;++i2) {
- Write<float>(stream,m[i][i2]);
- }
- }
- return 64;
- }
- // -----------------------------------------------------------------------------------
- // Serialize an aiVectorKey
- template <>
- inline
- size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
- const size_t t = Write<double>(stream,v.mTime);
- return t + Write<aiVector3D>(stream,v.mValue);
- }
- // -----------------------------------------------------------------------------------
- // Serialize an aiQuatKey
- template <>
- inline
- size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
- const size_t t = Write<double>(stream,v.mTime);
- return t + Write<aiQuaternion>(stream,v.mValue);
- }
- template <typename T>
- inline
- size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
- T minc, maxc;
- ArrayBounds(in,size,minc,maxc);
- const size_t t = Write<T>(stream,minc);
- return t + Write<T>(stream,maxc);
- }
- // We use this to write out non-byte arrays so that we write using the specializations.
- // This way we avoid writing out extra bytes that potentially come from struct alignment.
- template <typename T>
- inline
- size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
- size_t n = 0;
- for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
- return n;
- }
- // ----------------------------------------------------------------------------------
- /** @class AssbinChunkWriter
- * @brief Chunk writer mechanism for the .assbin file structure
- *
- * This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
- * the difference being that this takes another IOStream as a "container" in the
- * constructor, and when it is destroyed, it appends the magic number, the chunk size,
- * and the chunk contents to the container stream. This allows relatively easy chunk
- * chunk construction, even recursively.
- */
- class AssbinChunkWriter : public IOStream
- {
- private:
- uint8_t* buffer;
- uint32_t magic;
- IOStream * container;
- size_t cur_size, cursor, initial;
- private:
- // -------------------------------------------------------------------
- void Grow(size_t need = 0)
- {
- size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
- const uint8_t* const old = buffer;
- buffer = new uint8_t[new_size];
- if (old) {
- memcpy(buffer,old,cur_size);
- delete[] old;
- }
- cur_size = new_size;
- }
- public:
- AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
- : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
- {
- }
- virtual ~AssbinChunkWriter()
- {
- if (container) {
- container->Write( &magic, sizeof(uint32_t), 1 );
- container->Write( &cursor, sizeof(uint32_t), 1 );
- container->Write( buffer, 1, cursor );
- }
- if (buffer) delete[] buffer;
- }
- void * GetBufferPointer() { return buffer; }
- // -------------------------------------------------------------------
- virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
- return 0;
- }
- virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
- return aiReturn_FAILURE;
- }
- virtual size_t Tell() const {
- return cursor;
- }
- virtual void Flush() {
- // not implemented
- }
- virtual size_t FileSize() const {
- return cursor;
- }
- // -------------------------------------------------------------------
- virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
- pSize *= pCount;
- if (cursor + pSize > cur_size) {
- Grow(cursor + pSize);
- }
- memcpy(buffer+cursor, pvBuffer, pSize);
- cursor += pSize;
- return pCount;
- }
- };
- // ----------------------------------------------------------------------------------
- /** @class AssbinExport
- * @brief Assbin exporter class
- *
- * This class performs the .assbin exporting, and is responsible for the file layout.
- */
- class AssbinExport
- {
- private:
- bool shortened;
- bool compressed;
- protected:
- // -----------------------------------------------------------------------------------
- void WriteBinaryNode( IOStream * container, const aiNode* node)
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
- unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
- Write<aiString>(&chunk,node->mName);
- Write<aiMatrix4x4>(&chunk,node->mTransformation);
- Write<unsigned int>(&chunk,node->mNumChildren);
- Write<unsigned int>(&chunk,node->mNumMeshes);
- Write<unsigned int>(&chunk,nb_metadata);
- for (unsigned int i = 0; i < node->mNumMeshes;++i) {
- Write<unsigned int>(&chunk,node->mMeshes[i]);
- }
- for (unsigned int i = 0; i < node->mNumChildren;++i) {
- WriteBinaryNode( &chunk, node->mChildren[i] );
- }
- for (unsigned int i = 0; i < nb_metadata; ++i) {
- const aiString& key = node->mMetaData->mKeys[i];
- aiMetadataType type = node->mMetaData->mValues[i].mType;
- void* value = node->mMetaData->mValues[i].mData;
- Write<aiString>(&chunk, key);
- Write<uint16_t>(&chunk, type);
- switch (type) {
- case AI_BOOL:
- Write<bool>(&chunk, *((bool*) value));
- break;
- case AI_INT32:
- Write<int32_t>(&chunk, *((int32_t*) value));
- break;
- case AI_UINT64:
- Write<uint64_t>(&chunk, *((uint64_t*) value));
- break;
- case AI_FLOAT:
- Write<float>(&chunk, *((float*) value));
- break;
- case AI_DOUBLE:
- Write<double>(&chunk, *((double*) value));
- break;
- case AI_AISTRING:
- Write<aiString>(&chunk, *((aiString*) value));
- break;
- case AI_AIVECTOR3D:
- Write<aiVector3D>(&chunk, *((aiVector3D*) value));
- break;
- #ifdef SWIG
- case FORCE_32BIT:
- #endif // SWIG
- default:
- break;
- }
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
- Write<unsigned int>(&chunk,tex->mWidth);
- Write<unsigned int>(&chunk,tex->mHeight);
- 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 );
- Write<aiString>(&chunk,b->mName);
- Write<unsigned int>(&chunk,b->mNumWeights);
- Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
- // for the moment we write dumb min/max values for the bones, too.
- // maybe I'll add a better, hash-like solution later
- if (shortened) {
- WriteBounds(&chunk,b->mWeights,b->mNumWeights);
- } // else write as usual
- else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
- Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
- Write<unsigned int>(&chunk,mesh->mNumVertices);
- Write<unsigned int>(&chunk,mesh->mNumFaces);
- Write<unsigned int>(&chunk,mesh->mNumBones);
- Write<unsigned int>(&chunk,mesh->mMaterialIndex);
- // first of all, write bits for all existent vertex components
- unsigned int c = 0;
- if (mesh->mVertices) {
- c |= ASSBIN_MESH_HAS_POSITIONS;
- }
- if (mesh->mNormals) {
- c |= ASSBIN_MESH_HAS_NORMALS;
- }
- if (mesh->mTangents && mesh->mBitangents) {
- c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
- if (!mesh->mTextureCoords[n]) {
- break;
- }
- c |= ASSBIN_MESH_HAS_TEXCOORD(n);
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
- if (!mesh->mColors[n]) {
- break;
- }
- c |= ASSBIN_MESH_HAS_COLOR(n);
- }
- Write<unsigned int>(&chunk,c);
- aiVector3D minVec, maxVec;
- if (mesh->mVertices) {
- if (shortened) {
- WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
- } // else write as usual
- else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
- }
- if (mesh->mNormals) {
- if (shortened) {
- WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
- } // else write as usual
- else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
- }
- if (mesh->mTangents && mesh->mBitangents) {
- if (shortened) {
- WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
- WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
- } // else write as usual
- else {
- WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
- WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
- }
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
- if (!mesh->mColors[n])
- break;
- if (shortened) {
- WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
- } // else write as usual
- else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
- }
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
- if (!mesh->mTextureCoords[n])
- break;
- // write number of UV components
- Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
- if (shortened) {
- WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
- } // else write as usual
- else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
- }
- // write faces. There are no floating-point calculations involved
- // in these, so we can write a simple hash over the face data
- // to the dump file. We generate a single 32 Bit hash for 512 faces
- // using Assimp's standard hashing function.
- if (shortened) {
- unsigned int processed = 0;
- for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
- uint32_t hash = 0;
- for (unsigned int a = 0; a < job;++a) {
- const aiFace& f = mesh->mFaces[processed+a];
- uint32_t tmp = f.mNumIndices;
- hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
- for (unsigned int i = 0; i < f.mNumIndices; ++i) {
- static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
- tmp = static_cast<uint32_t>( f.mIndices[i] );
- hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
- }
- }
- Write<unsigned int>(&chunk,hash);
- }
- }
- else // else write as usual
- {
- // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
- for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
- const aiFace& f = mesh->mFaces[i];
- static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
- Write<uint16_t>(&chunk,f.mNumIndices);
- for (unsigned int a = 0; a < f.mNumIndices;++a) {
- if (mesh->mNumVertices < (1u<<16)) {
- Write<uint16_t>(&chunk,f.mIndices[a]);
- }
- else Write<unsigned int>(&chunk,f.mIndices[a]);
- }
- }
- }
- // write bones
- if (mesh->mNumBones) {
- for (unsigned int a = 0; a < mesh->mNumBones;++a) {
- const aiBone* b = mesh->mBones[a];
- WriteBinaryBone(&chunk,b);
- }
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
- Write<aiString>(&chunk,prop->mKey);
- Write<unsigned int>(&chunk,prop->mSemantic);
- Write<unsigned int>(&chunk,prop->mIndex);
- Write<unsigned int>(&chunk,prop->mDataLength);
- Write<unsigned int>(&chunk,(unsigned int)prop->mType);
- chunk.Write(prop->mData,1,prop->mDataLength);
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
- Write<unsigned int>(&chunk,mat->mNumProperties);
- for (unsigned int i = 0; i < mat->mNumProperties;++i) {
- WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
- Write<aiString>(&chunk,nd->mNodeName);
- Write<unsigned int>(&chunk,nd->mNumPositionKeys);
- Write<unsigned int>(&chunk,nd->mNumRotationKeys);
- Write<unsigned int>(&chunk,nd->mNumScalingKeys);
- Write<unsigned int>(&chunk,nd->mPreState);
- Write<unsigned int>(&chunk,nd->mPostState);
- if (nd->mPositionKeys) {
- if (shortened) {
- WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
- } // else write as usual
- else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
- }
- if (nd->mRotationKeys) {
- if (shortened) {
- WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
- } // else write as usual
- else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
- }
- if (nd->mScalingKeys) {
- if (shortened) {
- WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
- } // else write as usual
- else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
- Write<aiString>(&chunk,anim->mName);
- Write<double>(&chunk,anim->mDuration);
- Write<double>(&chunk,anim->mTicksPerSecond);
- Write<unsigned int>(&chunk,anim->mNumChannels);
- for (unsigned int a = 0; a < anim->mNumChannels;++a) {
- const aiNodeAnim* nd = anim->mChannels[a];
- WriteBinaryNodeAnim(&chunk,nd);
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryLight( IOStream * container, const aiLight* l )
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
- Write<aiString>(&chunk,l->mName);
- Write<unsigned int>(&chunk,l->mType);
- if (l->mType != aiLightSource_DIRECTIONAL) {
- Write<float>(&chunk,l->mAttenuationConstant);
- Write<float>(&chunk,l->mAttenuationLinear);
- Write<float>(&chunk,l->mAttenuationQuadratic);
- }
- Write<aiColor3D>(&chunk,l->mColorDiffuse);
- Write<aiColor3D>(&chunk,l->mColorSpecular);
- Write<aiColor3D>(&chunk,l->mColorAmbient);
- if (l->mType == aiLightSource_SPOT) {
- Write<float>(&chunk,l->mAngleInnerCone);
- Write<float>(&chunk,l->mAngleOuterCone);
- }
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
- Write<aiString>(&chunk,cam->mName);
- Write<aiVector3D>(&chunk,cam->mPosition);
- Write<aiVector3D>(&chunk,cam->mLookAt);
- Write<aiVector3D>(&chunk,cam->mUp);
- Write<float>(&chunk,cam->mHorizontalFOV);
- Write<float>(&chunk,cam->mClipPlaneNear);
- Write<float>(&chunk,cam->mClipPlaneFar);
- Write<float>(&chunk,cam->mAspect);
- }
- // -----------------------------------------------------------------------------------
- void WriteBinaryScene( IOStream * container, const aiScene* scene)
- {
- AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
- // basic scene information
- Write<unsigned int>(&chunk,scene->mFlags);
- Write<unsigned int>(&chunk,scene->mNumMeshes);
- Write<unsigned int>(&chunk,scene->mNumMaterials);
- Write<unsigned int>(&chunk,scene->mNumAnimations);
- Write<unsigned int>(&chunk,scene->mNumTextures);
- Write<unsigned int>(&chunk,scene->mNumLights);
- Write<unsigned int>(&chunk,scene->mNumCameras);
- // write node graph
- WriteBinaryNode( &chunk, scene->mRootNode );
- // write all meshes
- for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
- const aiMesh* mesh = scene->mMeshes[i];
- WriteBinaryMesh( &chunk,mesh);
- }
- // write materials
- for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
- const aiMaterial* mat = scene->mMaterials[i];
- WriteBinaryMaterial(&chunk,mat);
- }
- // write all animations
- for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
- const aiAnimation* anim = scene->mAnimations[i];
- WriteBinaryAnim(&chunk,anim);
- }
- // write all textures
- for (unsigned int i = 0; i < scene->mNumTextures;++i) {
- const aiTexture* mesh = scene->mTextures[i];
- WriteBinaryTexture(&chunk,mesh);
- }
- // write lights
- for (unsigned int i = 0; i < scene->mNumLights;++i) {
- const aiLight* l = scene->mLights[i];
- WriteBinaryLight(&chunk,l);
- }
- // write cameras
- for (unsigned int i = 0; i < scene->mNumCameras;++i) {
- const aiCamera* cam = scene->mCameras[i];
- WriteBinaryCamera(&chunk,cam);
- }
- }
- public:
- AssbinExport()
- : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
- {
- }
- // -----------------------------------------------------------------------------------
- // Write a binary model dump
- void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
- {
- IOStream * out = pIOSystem->Open( pFile, "wb" );
- if (!out) return;
- time_t tt = time(NULL);
- 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));
- #else
- ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p));
- #endif
- out->Write( s, 44, 1 );
- // == 44 bytes
- Write<unsigned int>( out, ASSBIN_VERSION_MAJOR );
- Write<unsigned int>( out, ASSBIN_VERSION_MINOR );
- Write<unsigned int>( out, aiGetVersionRevision() );
- Write<unsigned int>( out, aiGetCompileFlags() );
- Write<uint16_t>( out, shortened );
- Write<uint16_t>( out, compressed );
- // == 20 bytes
- char buff[256];
- strncpy(buff,pFile,256);
- out->Write(buff,sizeof(char),256);
- char cmd[] = "\0";
- strncpy(buff,cmd,128);
- out->Write(buff,sizeof(char),128);
- // leave 64 bytes free for future extensions
- memset(buff,0xcd,64);
- out->Write(buff,sizeof(char),64);
- // == 435 bytes
- // ==== total header size: 512 bytes
- ai_assert( out->Tell() == ASSBIN_HEADER_LENGTH );
- // Up to here the data is uncompressed. For compressed files, the rest
- // is compressed using standard DEFLATE from zlib.
- if (compressed)
- {
- AssbinChunkWriter uncompressedStream( NULL, 0 );
- WriteBinaryScene( &uncompressedStream, pScene );
- uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
- uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
- uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
- int res = compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
- if(res != Z_OK)
- {
- delete [] compressedBuffer;
- pIOSystem->Close(out);
- throw DeadlyExportError("Compression failed.");
- }
- out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
- out->Write( compressedBuffer, sizeof(char), compressedSize );
- delete[] compressedBuffer;
- }
- else
- {
- WriteBinaryScene( out, pScene );
- }
- pIOSystem->Close( out );
- }
- };
- void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) {
- AssbinExport exporter;
- exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
- }
- } // end of namespace Assimp
- #endif // ASSIMP_BUILD_NO_ASSBIN_EXPORTER
- #endif // ASSIMP_BUILD_NO_EXPORT
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