Merge pull request #2967 from malortie/refactor-assbin-export-and-dump-writer
Refactored Assbin exporter and assimp_cmd binary serialization functions.pull/2968/head^2
commit
6c3afe2633
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@ -46,800 +46,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
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#include "Common/assbin_chunks.h"
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#include "PostProcessing/ProcessHelper.h"
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#include "AssbinFileWriter.h"
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#include <assimp/version.h>
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#include <assimp/IOStream.hpp>
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#include <assimp/scene.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/Exceptional.h>
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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# include <zlib.h>
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#else
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# include "../contrib/zlib/zlib.h"
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#endif
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#include <time.h>
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namespace Assimp {
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template <typename T>
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size_t Write(IOStream * stream, const T& v) {
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return stream->Write( &v, sizeof(T), 1 );
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiString
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template <>
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inline
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size_t Write<aiString>(IOStream * stream, const aiString& s) {
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const size_t s2 = (uint32_t)s.length;
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stream->Write(&s,4,1);
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stream->Write(s.data,s2,1);
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return s2+4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an unsigned int as uint32_t
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template <>
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inline
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size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
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const uint32_t t = (uint32_t)w;
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if (w > t) {
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// this shouldn't happen, integers in Assimp data structures never exceed 2^32
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throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
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}
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stream->Write(&t,4,1);
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return 4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an unsigned int as uint16_t
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template <>
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inline
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size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
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static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
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stream->Write(&w,2,1);
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return 2;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a float
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template <>
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inline
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size_t Write<float>(IOStream * stream, const float& f) {
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static_assert(sizeof(float)==4, "sizeof(float)==4");
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stream->Write(&f,4,1);
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return 4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a double
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template <>
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inline
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size_t Write<double>(IOStream * stream, const double& f) {
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static_assert(sizeof(double)==8, "sizeof(double)==8");
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stream->Write(&f,8,1);
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return 8;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a vec3
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template <>
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inline
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size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
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size_t t = Write<float>(stream,v.x);
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t += Write<float>(stream,v.y);
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t += Write<float>(stream,v.z);
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return t;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a color value
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template <>
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inline
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size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
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size_t t = Write<float>(stream,v.r);
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t += Write<float>(stream,v.g);
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t += Write<float>(stream,v.b);
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return t;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a color value
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template <>
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inline
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size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
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size_t t = Write<float>(stream,v.r);
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t += Write<float>(stream,v.g);
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t += Write<float>(stream,v.b);
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t += Write<float>(stream,v.a);
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return t;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a quaternion
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template <>
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inline
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size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
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size_t t = Write<float>(stream,v.w);
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t += Write<float>(stream,v.x);
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t += Write<float>(stream,v.y);
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t += Write<float>(stream,v.z);
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ai_assert(t == 16);
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return 16;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a vertex weight
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template <>
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inline
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size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
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size_t t = Write<unsigned int>(stream,v.mVertexId);
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return t+Write<float>(stream,v.mWeight);
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}
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// -----------------------------------------------------------------------------------
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// Serialize a mat4x4
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template <>
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inline
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size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
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for (unsigned int i = 0; i < 4;++i) {
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for (unsigned int i2 = 0; i2 < 4;++i2) {
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Write<float>(stream,m[i][i2]);
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}
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}
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return 64;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiVectorKey
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template <>
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inline
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size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
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const size_t t = Write<double>(stream,v.mTime);
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return t + Write<aiVector3D>(stream,v.mValue);
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiQuatKey
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template <>
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inline
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size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
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const size_t t = Write<double>(stream,v.mTime);
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return t + Write<aiQuaternion>(stream,v.mValue);
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}
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template <typename T>
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inline
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size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
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T minc, maxc;
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ArrayBounds(in,size,minc,maxc);
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const size_t t = Write<T>(stream,minc);
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return t + Write<T>(stream,maxc);
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}
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// We use this to write out non-byte arrays so that we write using the specializations.
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// This way we avoid writing out extra bytes that potentially come from struct alignment.
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template <typename T>
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inline
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size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
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size_t n = 0;
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for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
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return n;
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}
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// ----------------------------------------------------------------------------------
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/** @class AssbinChunkWriter
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* @brief Chunk writer mechanism for the .assbin file structure
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*
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* This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
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* the difference being that this takes another IOStream as a "container" in the
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* constructor, and when it is destroyed, it appends the magic number, the chunk size,
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* and the chunk contents to the container stream. This allows relatively easy chunk
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* chunk construction, even recursively.
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*/
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class AssbinChunkWriter : public IOStream
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{
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private:
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uint8_t* buffer;
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uint32_t magic;
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IOStream * container;
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size_t cur_size, cursor, initial;
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private:
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// -------------------------------------------------------------------
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void Grow(size_t need = 0)
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{
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size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
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const uint8_t* const old = buffer;
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buffer = new uint8_t[new_size];
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if (old) {
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memcpy(buffer,old,cur_size);
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delete[] old;
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}
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cur_size = new_size;
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}
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public:
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AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
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: buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
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{
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}
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virtual ~AssbinChunkWriter()
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{
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if (container) {
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container->Write( &magic, sizeof(uint32_t), 1 );
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container->Write( &cursor, sizeof(uint32_t), 1 );
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container->Write( buffer, 1, cursor );
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}
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if (buffer) delete[] buffer;
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}
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void * GetBufferPointer() { return buffer; }
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// -------------------------------------------------------------------
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virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
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return 0;
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}
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virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
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return aiReturn_FAILURE;
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}
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virtual size_t Tell() const {
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return cursor;
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}
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virtual void Flush() {
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// not implemented
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}
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virtual size_t FileSize() const {
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return cursor;
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}
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// -------------------------------------------------------------------
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virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
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pSize *= pCount;
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if (cursor + pSize > cur_size) {
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Grow(cursor + pSize);
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}
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memcpy(buffer+cursor, pvBuffer, pSize);
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cursor += pSize;
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return pCount;
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}
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};
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// ----------------------------------------------------------------------------------
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/** @class AssbinExport
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* @brief Assbin exporter class
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*
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* This class performs the .assbin exporting, and is responsible for the file layout.
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*/
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class AssbinExport
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{
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private:
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bool shortened;
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bool compressed;
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protected:
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// -----------------------------------------------------------------------------------
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void WriteBinaryNode( IOStream * container, const aiNode* node)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
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unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
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Write<aiString>(&chunk,node->mName);
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Write<aiMatrix4x4>(&chunk,node->mTransformation);
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Write<unsigned int>(&chunk,node->mNumChildren);
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Write<unsigned int>(&chunk,node->mNumMeshes);
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Write<unsigned int>(&chunk,nb_metadata);
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for (unsigned int i = 0; i < node->mNumMeshes;++i) {
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Write<unsigned int>(&chunk,node->mMeshes[i]);
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}
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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WriteBinaryNode( &chunk, node->mChildren[i] );
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}
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for (unsigned int i = 0; i < nb_metadata; ++i) {
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const aiString& key = node->mMetaData->mKeys[i];
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aiMetadataType type = node->mMetaData->mValues[i].mType;
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void* value = node->mMetaData->mValues[i].mData;
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Write<aiString>(&chunk, key);
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Write<uint16_t>(&chunk, type);
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switch (type) {
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case AI_BOOL:
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Write<bool>(&chunk, *((bool*) value));
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break;
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case AI_INT32:
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Write<int32_t>(&chunk, *((int32_t*) value));
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break;
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case AI_UINT64:
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Write<uint64_t>(&chunk, *((uint64_t*) value));
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break;
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case AI_FLOAT:
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Write<float>(&chunk, *((float*) value));
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break;
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case AI_DOUBLE:
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Write<double>(&chunk, *((double*) value));
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break;
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case AI_AISTRING:
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Write<aiString>(&chunk, *((aiString*) value));
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break;
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case AI_AIVECTOR3D:
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Write<aiVector3D>(&chunk, *((aiVector3D*) value));
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break;
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#ifdef SWIG
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case FORCE_32BIT:
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#endif // SWIG
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default:
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break;
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
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Write<unsigned int>(&chunk,tex->mWidth);
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Write<unsigned int>(&chunk,tex->mHeight);
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// Write the texture format, but don't include the null terminator.
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chunk.Write( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
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if(!shortened) {
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if (!tex->mHeight) {
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chunk.Write(tex->pcData,1,tex->mWidth);
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}
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else {
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chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryBone(IOStream * container, const aiBone* b)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
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Write<aiString>(&chunk,b->mName);
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Write<unsigned int>(&chunk,b->mNumWeights);
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Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
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// for the moment we write dumb min/max values for the bones, too.
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// maybe I'll add a better, hash-like solution later
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if (shortened) {
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WriteBounds(&chunk,b->mWeights,b->mNumWeights);
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} // else write as usual
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else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
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Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
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Write<unsigned int>(&chunk,mesh->mNumVertices);
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Write<unsigned int>(&chunk,mesh->mNumFaces);
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Write<unsigned int>(&chunk,mesh->mNumBones);
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Write<unsigned int>(&chunk,mesh->mMaterialIndex);
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// first of all, write bits for all existent vertex components
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unsigned int c = 0;
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if (mesh->mVertices) {
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c |= ASSBIN_MESH_HAS_POSITIONS;
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}
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if (mesh->mNormals) {
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c |= ASSBIN_MESH_HAS_NORMALS;
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}
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if (mesh->mTangents && mesh->mBitangents) {
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c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
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if (!mesh->mTextureCoords[n]) {
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break;
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}
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c |= ASSBIN_MESH_HAS_TEXCOORD(n);
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
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if (!mesh->mColors[n]) {
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break;
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}
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c |= ASSBIN_MESH_HAS_COLOR(n);
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}
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Write<unsigned int>(&chunk,c);
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aiVector3D minVec, maxVec;
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if (mesh->mVertices) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
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}
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if (mesh->mNormals) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
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}
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if (mesh->mTangents && mesh->mBitangents) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
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WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
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} // else write as usual
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else {
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WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
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WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
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if (!mesh->mColors[n])
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break;
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if (shortened) {
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WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
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if (!mesh->mTextureCoords[n])
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break;
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// write number of UV components
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Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
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if (shortened) {
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WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
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}
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// write faces. There are no floating-point calculations involved
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// in these, so we can write a simple hash over the face data
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// to the dump file. We generate a single 32 Bit hash for 512 faces
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// using Assimp's standard hashing function.
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if (shortened) {
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unsigned int processed = 0;
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for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
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|
||||
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);
|
||||
#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];
|
||||
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 );
|
||||
DumpSceneToAssbin(
|
||||
pFile,
|
||||
"\0", // no command(s).
|
||||
pIOSystem,
|
||||
pScene,
|
||||
false, // shortened?
|
||||
false); // compressed?
|
||||
}
|
||||
} // end of namespace Assimp
|
||||
|
||||
|
|
|
@ -0,0 +1,858 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, 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/version.h>
|
||||
#include <assimp/IOStream.hpp>
|
||||
#include <assimp/Exporter.hpp>
|
||||
#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 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 != 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);
|
||||
// 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,f.mNumIndices);
|
||||
|
||||
for (unsigned int a = 0; a < f.mNumIndices;++a) {
|
||||
if (mesh->mNumVertices < (1u<<16)) {
|
||||
Write<uint16_t>(&chunk,f.mIndices[a]);
|
||||
}
|
||||
else Write<unsigned int>(&chunk,f.mIndices[a]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// write bones
|
||||
if (mesh->mNumBones) {
|
||||
for (unsigned int a = 0; a < mesh->mNumBones;++a) {
|
||||
const aiBone* b = mesh->mBones[a];
|
||||
WriteBinaryBone(&chunk,b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
|
||||
|
||||
Write<aiString>(&chunk,prop->mKey);
|
||||
Write<unsigned int>(&chunk,prop->mSemantic);
|
||||
Write<unsigned int>(&chunk,prop->mIndex);
|
||||
|
||||
Write<unsigned int>(&chunk,prop->mDataLength);
|
||||
Write<unsigned int>(&chunk,(unsigned int)prop->mType);
|
||||
chunk.Write(prop->mData,1,prop->mDataLength);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL);
|
||||
|
||||
Write<unsigned int>(&chunk,mat->mNumProperties);
|
||||
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
|
||||
WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM );
|
||||
|
||||
Write<aiString>(&chunk,nd->mNodeName);
|
||||
Write<unsigned int>(&chunk,nd->mNumPositionKeys);
|
||||
Write<unsigned int>(&chunk,nd->mNumRotationKeys);
|
||||
Write<unsigned int>(&chunk,nd->mNumScalingKeys);
|
||||
Write<unsigned int>(&chunk,nd->mPreState);
|
||||
Write<unsigned int>(&chunk,nd->mPostState);
|
||||
|
||||
if (nd->mPositionKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiVectorKey>(&chunk,nd->mPositionKeys,nd->mNumPositionKeys);
|
||||
}
|
||||
if (nd->mRotationKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiQuatKey>(&chunk,nd->mRotationKeys,nd->mNumRotationKeys);
|
||||
}
|
||||
if (nd->mScalingKeys) {
|
||||
if (shortened) {
|
||||
WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
|
||||
|
||||
} // else write as usual
|
||||
else WriteArray<aiVectorKey>(&chunk,nd->mScalingKeys,nd->mNumScalingKeys);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryAnim( IOStream * container, const aiAnimation* anim )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION );
|
||||
|
||||
Write<aiString>(&chunk,anim->mName);
|
||||
Write<double>(&chunk,anim->mDuration);
|
||||
Write<double>(&chunk,anim->mTicksPerSecond);
|
||||
Write<unsigned int>(&chunk,anim->mNumChannels);
|
||||
|
||||
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
|
||||
const aiNodeAnim* nd = anim->mChannels[a];
|
||||
WriteBinaryNodeAnim(&chunk,nd);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryLight( IOStream * container, const aiLight* l )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT );
|
||||
|
||||
Write<aiString>(&chunk,l->mName);
|
||||
Write<unsigned int>(&chunk,l->mType);
|
||||
|
||||
if (l->mType != aiLightSource_DIRECTIONAL) {
|
||||
Write<float>(&chunk,l->mAttenuationConstant);
|
||||
Write<float>(&chunk,l->mAttenuationLinear);
|
||||
Write<float>(&chunk,l->mAttenuationQuadratic);
|
||||
}
|
||||
|
||||
Write<aiColor3D>(&chunk,l->mColorDiffuse);
|
||||
Write<aiColor3D>(&chunk,l->mColorSpecular);
|
||||
Write<aiColor3D>(&chunk,l->mColorAmbient);
|
||||
|
||||
if (l->mType == aiLightSource_SPOT) {
|
||||
Write<float>(&chunk,l->mAngleInnerCone);
|
||||
Write<float>(&chunk,l->mAngleOuterCone);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
|
||||
|
||||
Write<aiString>(&chunk,cam->mName);
|
||||
Write<aiVector3D>(&chunk,cam->mPosition);
|
||||
Write<aiVector3D>(&chunk,cam->mLookAt);
|
||||
Write<aiVector3D>(&chunk,cam->mUp);
|
||||
Write<float>(&chunk,cam->mHorizontalFOV);
|
||||
Write<float>(&chunk,cam->mClipPlaneNear);
|
||||
Write<float>(&chunk,cam->mClipPlaneFar);
|
||||
Write<float>(&chunk,cam->mAspect);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void WriteBinaryScene( IOStream * container, const aiScene* scene)
|
||||
{
|
||||
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
|
||||
|
||||
// basic scene information
|
||||
Write<unsigned int>(&chunk,scene->mFlags);
|
||||
Write<unsigned int>(&chunk,scene->mNumMeshes);
|
||||
Write<unsigned int>(&chunk,scene->mNumMaterials);
|
||||
Write<unsigned int>(&chunk,scene->mNumAnimations);
|
||||
Write<unsigned int>(&chunk,scene->mNumTextures);
|
||||
Write<unsigned int>(&chunk,scene->mNumLights);
|
||||
Write<unsigned int>(&chunk,scene->mNumCameras);
|
||||
|
||||
// write node graph
|
||||
WriteBinaryNode( &chunk, scene->mRootNode );
|
||||
|
||||
// write all meshes
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
|
||||
const aiMesh* mesh = scene->mMeshes[i];
|
||||
WriteBinaryMesh( &chunk,mesh);
|
||||
}
|
||||
|
||||
// write materials
|
||||
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
|
||||
const aiMaterial* mat = scene->mMaterials[i];
|
||||
WriteBinaryMaterial(&chunk,mat);
|
||||
}
|
||||
|
||||
// write all animations
|
||||
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
|
||||
const aiAnimation* anim = scene->mAnimations[i];
|
||||
WriteBinaryAnim(&chunk,anim);
|
||||
}
|
||||
|
||||
|
||||
// write all textures
|
||||
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
|
||||
const aiTexture* mesh = scene->mTextures[i];
|
||||
WriteBinaryTexture(&chunk,mesh);
|
||||
}
|
||||
|
||||
// write lights
|
||||
for (unsigned int i = 0; i < scene->mNumLights;++i) {
|
||||
const aiLight* l = scene->mLights[i];
|
||||
WriteBinaryLight(&chunk,l);
|
||||
}
|
||||
|
||||
// write cameras
|
||||
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
|
||||
const aiCamera* cam = scene->mCameras[i];
|
||||
WriteBinaryCamera(&chunk,cam);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public:
|
||||
AssbinFileWriter(bool shortened, bool compressed)
|
||||
: shortened(shortened), compressed(compressed)
|
||||
{
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Write a binary model dump
|
||||
void WriteBinaryDump(const char* pFile, const char* cmd, IOSystem* pIOSystem, const aiScene* pScene)
|
||||
{
|
||||
IOStream * out = pIOSystem->Open( pFile, "wb" );
|
||||
if (!out)
|
||||
throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
|
||||
|
||||
auto CloseIOStream = [&]() {
|
||||
if (out) {
|
||||
pIOSystem->Close(out);
|
||||
out = nullptr; // Ensure this is only done once.
|
||||
}
|
||||
};
|
||||
|
||||
try {
|
||||
time_t tt = time(NULL);
|
||||
#if _WIN32
|
||||
tm* p = gmtime(&tt);
|
||||
#else
|
||||
struct tm now;
|
||||
tm* p = gmtime_r(&tt, &now);
|
||||
#endif
|
||||
|
||||
// header
|
||||
char s[64];
|
||||
memset(s, 0, 64);
|
||||
#if _MSC_VER >= 1400
|
||||
sprintf_s(s, "ASSIMP.binary-dump.%s", asctime(p));
|
||||
#else
|
||||
ai_snprintf(s, 64, "ASSIMP.binary-dump.%s", asctime(p));
|
||||
#endif
|
||||
out->Write(s, 44, 1);
|
||||
// == 44 bytes
|
||||
|
||||
Write<unsigned int>(out, ASSBIN_VERSION_MAJOR);
|
||||
Write<unsigned int>(out, ASSBIN_VERSION_MINOR);
|
||||
Write<unsigned int>(out, aiGetVersionRevision());
|
||||
Write<unsigned int>(out, aiGetCompileFlags());
|
||||
Write<uint16_t>(out, shortened);
|
||||
Write<uint16_t>(out, compressed);
|
||||
// == 20 bytes
|
||||
|
||||
char buff[256] = {0};
|
||||
ai_snprintf(buff, 256, "%s", pFile);
|
||||
out->Write(buff, sizeof(char), 256);
|
||||
|
||||
memset(buff, 0, sizeof(buff));
|
||||
ai_snprintf(buff, 128, "%s", cmd);
|
||||
out->Write(buff, sizeof(char), 128);
|
||||
|
||||
// leave 64 bytes free for future extensions
|
||||
memset(buff, 0xcd, 64);
|
||||
out->Write(buff, sizeof(char), 64);
|
||||
// == 435 bytes
|
||||
|
||||
// ==== total header size: 512 bytes
|
||||
ai_assert(out->Tell() == ASSBIN_HEADER_LENGTH);
|
||||
|
||||
// Up to here the data is uncompressed. For compressed files, the rest
|
||||
// is compressed using standard DEFLATE from zlib.
|
||||
if (compressed)
|
||||
{
|
||||
AssbinChunkWriter uncompressedStream(NULL, 0);
|
||||
WriteBinaryScene(&uncompressedStream, pScene);
|
||||
|
||||
uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
|
||||
uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
|
||||
uint8_t* compressedBuffer = new uint8_t[compressedSize];
|
||||
|
||||
int res = compress2(compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9);
|
||||
if (res != Z_OK)
|
||||
{
|
||||
delete[] compressedBuffer;
|
||||
throw DeadlyExportError("Compression failed.");
|
||||
}
|
||||
|
||||
out->Write(&uncompressedSize, sizeof(uint32_t), 1);
|
||||
out->Write(compressedBuffer, sizeof(char), compressedSize);
|
||||
|
||||
delete[] compressedBuffer;
|
||||
}
|
||||
else
|
||||
{
|
||||
WriteBinaryScene(out, pScene);
|
||||
}
|
||||
|
||||
CloseIOStream();
|
||||
}
|
||||
catch (...) {
|
||||
CloseIOStream();
|
||||
throw;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
void DumpSceneToAssbin(
|
||||
const char* pFile, const char* cmd, IOSystem* pIOSystem,
|
||||
const aiScene* pScene, bool shortened, bool compressed) {
|
||||
AssbinFileWriter fileWriter(shortened, compressed);
|
||||
fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene);
|
||||
}
|
||||
|
||||
} // end of namespace Assimp
|
|
@ -0,0 +1,66 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, 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.h
|
||||
* @brief Declaration of Assbin file writer.
|
||||
*/
|
||||
|
||||
#ifndef AI_ASSBINFILEWRITER_H_INC
|
||||
#define AI_ASSBINFILEWRITER_H_INC
|
||||
|
||||
#include <assimp/defs.h>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
void ASSIMP_API DumpSceneToAssbin(
|
||||
const char* pFile,
|
||||
const char* cmd,
|
||||
IOSystem* pIOSystem,
|
||||
const aiScene* pScene,
|
||||
bool shortened,
|
||||
bool compressed);
|
||||
|
||||
}
|
||||
|
||||
#endif // AI_ASSBINFILEWRITER_H_INC
|
|
@ -331,6 +331,8 @@ ADD_ASSIMP_IMPORTER( ASSBIN
|
|||
ADD_ASSIMP_EXPORTER( ASSBIN
|
||||
Assbin/AssbinExporter.h
|
||||
Assbin/AssbinExporter.cpp
|
||||
Assbin/AssbinFileWriter.h
|
||||
Assbin/AssbinFileWriter.cpp
|
||||
)
|
||||
|
||||
ADD_ASSIMP_EXPORTER( ASSXML
|
||||
|
|
|
@ -126,6 +126,7 @@ enum AssimpCmdError {
|
|||
UnknownFileFormat,
|
||||
NoFileExtensionSpecified,
|
||||
UnknownFileExtension,
|
||||
ExceptionWasRaised,
|
||||
|
||||
// Add new error codes here...
|
||||
|
||||
|
|
|
@ -60,679 +60,14 @@ const char* AICMD_MSG_DUMP_HELP =
|
|||
;
|
||||
|
||||
#include "Common/assbin_chunks.h"
|
||||
#include <assimp/DefaultIOSystem.h>
|
||||
#include <code/Assbin/AssbinFileWriter.h>
|
||||
|
||||
#include <memory>
|
||||
|
||||
FILE* out = NULL;
|
||||
bool shortened = false;
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Compress a binary dump file (beginning at offset head_size)
|
||||
void CompressBinaryDump(const char* file, unsigned int head_size)
|
||||
{
|
||||
// for simplicity ... copy the file into memory again and compress it there
|
||||
FILE* p = fopen(file,"r");
|
||||
fseek(p,0,SEEK_END);
|
||||
const uint32_t size = ftell(p);
|
||||
fseek(p,0,SEEK_SET);
|
||||
|
||||
if (size<head_size) {
|
||||
fclose(p);
|
||||
return;
|
||||
}
|
||||
|
||||
uint8_t* data = new uint8_t[size];
|
||||
fread(data,1,size,p);
|
||||
|
||||
uint32_t uncompressed_size = size-head_size;
|
||||
uLongf out_size = (uLongf)compressBound(uncompressed_size);
|
||||
uint8_t* out = new uint8_t[out_size];
|
||||
|
||||
int res = compress2(out,&out_size,data+head_size,uncompressed_size,9);
|
||||
if(res != Z_OK)
|
||||
fprintf(stderr, "compress2: error\n");
|
||||
fclose(p);
|
||||
p = fopen(file,"w");
|
||||
|
||||
fwrite(data,head_size,1,p);
|
||||
fwrite(&uncompressed_size,4,1,p); // write size of uncompressed data
|
||||
fwrite(out,out_size,1,p);
|
||||
|
||||
fclose(p);
|
||||
delete[] data;
|
||||
delete[] out;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Write a magic start value for each serialized data structure
|
||||
inline uint32_t WriteMagic(uint32_t magic)
|
||||
{
|
||||
fwrite(&magic,4,1,out);
|
||||
fwrite(&magic,4,1,out);
|
||||
return ftell(out)-4;
|
||||
}
|
||||
|
||||
// use template specializations rather than regular overloading to be able to
|
||||
// explicitly select the right 'overload' to leave no doubts on what is called,
|
||||
// retaining the possibility of letting the compiler select.
|
||||
template <typename T> uint32_t Write(const T&);
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an aiString
|
||||
template <>
|
||||
inline uint32_t Write<aiString>(const aiString& s)
|
||||
{
|
||||
const uint32_t s2 = (uint32_t)s.length;
|
||||
fwrite(&s,4,1,out);
|
||||
fwrite(s.data,s2,1,out);
|
||||
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");
|
||||
}
|
||||
|
||||
fwrite(&t,4,1,out);
|
||||
return 4;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize an unsigned int as uint16_t
|
||||
template <>
|
||||
inline uint32_t Write<uint16_t>(const uint16_t& w)
|
||||
{
|
||||
fwrite(&w,2,1,out);
|
||||
return 2;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a float
|
||||
template <>
|
||||
inline uint32_t Write<float>(const float& f)
|
||||
{
|
||||
static_assert(sizeof(float)==4, "sizeof(float)==4");
|
||||
fwrite(&f,4,1,out);
|
||||
return 4;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Serialize a double
|
||||
template <>
|
||||
inline uint32_t Write<double>(const double& f)
|
||||
{
|
||||
static_assert(sizeof(double)==8, "sizeof(double)==8");
|
||||
fwrite(&f,8,1,out);
|
||||
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<aiColor3D>(const aiColor3D& v)
|
||||
{
|
||||
uint32_t t = Write<float>(v.r);
|
||||
t += Write<float>(v.g);
|
||||
t += Write<float>(v.b);
|
||||
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);
|
||||
ai_assert(t == 16);
|
||||
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);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Write the min/max values of an array of Ts to the file
|
||||
template <typename T>
|
||||
inline uint32_t WriteBounds(const T* in, unsigned int size)
|
||||
{
|
||||
T minc,maxc;
|
||||
Assimp::ArrayBounds(in,size,minc,maxc);
|
||||
|
||||
const uint32_t t = Write<T>(minc);
|
||||
return t + Write<T>(maxc);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
void ChangeInteger(uint32_t ofs,uint32_t n)
|
||||
{
|
||||
const uint32_t cur = ftell(out);
|
||||
int retCode;
|
||||
retCode = fseek(out, ofs, SEEK_SET);
|
||||
ai_assert(0 == retCode);
|
||||
fwrite(&n, 4, 1, out);
|
||||
retCode = fseek(out, cur, SEEK_SET);
|
||||
ai_assert(0 == retCode);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryNode(const aiNode* node)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODE);
|
||||
len += Write<aiString>(node->mName);
|
||||
len += Write<aiMatrix4x4>(node->mTransformation);
|
||||
len += Write<unsigned int>(node->mNumChildren);
|
||||
len += Write<unsigned int>(node->mNumMeshes);
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
|
||||
len += Write<unsigned int>(node->mMeshes[i]);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren;++i) {
|
||||
len += WriteBinaryNode(node->mChildren[i])+8;
|
||||
}
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryTexture(const aiTexture* tex)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AITEXTURE);
|
||||
|
||||
len += Write<unsigned int>(tex->mWidth);
|
||||
len += Write<unsigned int>(tex->mHeight);
|
||||
// Write the texture format, but don't include the null terminator.
|
||||
len += static_cast<uint32_t>(fwrite(tex->achFormatHint,sizeof(char),HINTMAXTEXTURELEN - 1,out));
|
||||
|
||||
if(!shortened) {
|
||||
if (!tex->mHeight) {
|
||||
len += static_cast<uint32_t>(fwrite(tex->pcData,1,tex->mWidth,out));
|
||||
}
|
||||
else {
|
||||
len += static_cast<uint32_t>(fwrite(tex->pcData,1,tex->mWidth*tex->mHeight*4,out));
|
||||
}
|
||||
}
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryBone(const aiBone* b)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIBONE);
|
||||
|
||||
len += Write<aiString>(b->mName);
|
||||
len += Write<unsigned int>(b->mNumWeights);
|
||||
len += 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) {
|
||||
len += WriteBounds(b->mWeights,b->mNumWeights);
|
||||
} // else write as usual
|
||||
else len += static_cast<uint32_t>(fwrite(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight),out));
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryMesh(const aiMesh* mesh)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMESH);
|
||||
|
||||
len += Write<unsigned int>(mesh->mPrimitiveTypes);
|
||||
len += Write<unsigned int>(mesh->mNumVertices);
|
||||
len += Write<unsigned int>(mesh->mNumFaces);
|
||||
len += Write<unsigned int>(mesh->mNumBones);
|
||||
len += 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);
|
||||
}
|
||||
len += Write<unsigned int>(c);
|
||||
|
||||
aiVector3D minVec, maxVec;
|
||||
if (mesh->mVertices) {
|
||||
if (shortened) {
|
||||
len += WriteBounds(mesh->mVertices,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else len += static_cast<uint32_t>(fwrite(mesh->mVertices,1,12*mesh->mNumVertices,out));
|
||||
}
|
||||
if (mesh->mNormals) {
|
||||
if (shortened) {
|
||||
len += WriteBounds(mesh->mNormals,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else len += static_cast<uint32_t>(fwrite(mesh->mNormals,1,12*mesh->mNumVertices,out));
|
||||
}
|
||||
if (mesh->mTangents && mesh->mBitangents) {
|
||||
if (shortened) {
|
||||
len += WriteBounds(mesh->mTangents,mesh->mNumVertices);
|
||||
len += WriteBounds(mesh->mBitangents,mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else {
|
||||
len += static_cast<uint32_t>(fwrite(mesh->mTangents,1,12*mesh->mNumVertices,out));
|
||||
len += static_cast<uint32_t>(fwrite(mesh->mBitangents,1,12*mesh->mNumVertices,out));
|
||||
}
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
|
||||
if (!mesh->mColors[n])
|
||||
break;
|
||||
|
||||
if (shortened) {
|
||||
len += WriteBounds(mesh->mColors[n],mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else len += static_cast<uint32_t>(fwrite(mesh->mColors[n],16*mesh->mNumVertices,1,out));
|
||||
}
|
||||
for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
|
||||
if (!mesh->mTextureCoords[n])
|
||||
break;
|
||||
|
||||
// write number of UV components
|
||||
len += Write<unsigned int>(mesh->mNumUVComponents[n]);
|
||||
|
||||
if (shortened) {
|
||||
len += WriteBounds(mesh->mTextureCoords[n],mesh->mNumVertices);
|
||||
} // else write as usual
|
||||
else len += static_cast<uint32_t>(fwrite(mesh->mTextureCoords[n],12*mesh->mNumVertices,1,out));
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
len += 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];
|
||||
|
||||
static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
|
||||
len += Write<uint16_t>(f.mNumIndices);
|
||||
|
||||
for (unsigned int a = 0; a < f.mNumIndices;++a) {
|
||||
if (mesh->mNumVertices < (1u<<16)) {
|
||||
len += Write<uint16_t>(f.mIndices[a]);
|
||||
}
|
||||
else len += 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];
|
||||
len += WriteBinaryBone(b)+8;
|
||||
}
|
||||
}
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryMaterialProperty(const aiMaterialProperty* prop)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIALPROPERTY);
|
||||
|
||||
len += Write<aiString>(prop->mKey);
|
||||
len += Write<unsigned int>(prop->mSemantic);
|
||||
len += Write<unsigned int>(prop->mIndex);
|
||||
|
||||
len += Write<unsigned int>(prop->mDataLength);
|
||||
len += Write<unsigned int>((unsigned int)prop->mType);
|
||||
len += static_cast<uint32_t>(fwrite(prop->mData,1,prop->mDataLength,out));
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryMaterial(const aiMaterial* mat)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIAL);
|
||||
|
||||
len += Write<unsigned int>(mat->mNumProperties);
|
||||
for (unsigned int i = 0; i < mat->mNumProperties;++i) {
|
||||
len += WriteBinaryMaterialProperty(mat->mProperties[i])+8;
|
||||
}
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryNodeAnim(const aiNodeAnim* nd)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODEANIM);
|
||||
|
||||
len += Write<aiString>(nd->mNodeName);
|
||||
len += Write<unsigned int>(nd->mNumPositionKeys);
|
||||
len += Write<unsigned int>(nd->mNumRotationKeys);
|
||||
len += Write<unsigned int>(nd->mNumScalingKeys);
|
||||
len += Write<unsigned int>(nd->mPreState);
|
||||
len += Write<unsigned int>(nd->mPostState);
|
||||
|
||||
if (nd->mPositionKeys) {
|
||||
if (shortened) {
|
||||
len += WriteBounds(nd->mPositionKeys,nd->mNumPositionKeys);
|
||||
|
||||
} // else write as usual
|
||||
else len += static_cast<uint32_t>(fwrite(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey),out));
|
||||
}
|
||||
if (nd->mRotationKeys) {
|
||||
if (shortened) {
|
||||
len += WriteBounds(nd->mRotationKeys,nd->mNumRotationKeys);
|
||||
|
||||
} // else write as usual
|
||||
else len += static_cast<uint32_t>(fwrite(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey),out));
|
||||
}
|
||||
if (nd->mScalingKeys) {
|
||||
if (shortened) {
|
||||
len += WriteBounds(nd->mScalingKeys,nd->mNumScalingKeys);
|
||||
|
||||
} // else write as usual
|
||||
else len += static_cast<uint32_t>(fwrite(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey),out));
|
||||
}
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryAnim(const aiAnimation* anim)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIANIMATION);
|
||||
|
||||
len += Write<aiString> (anim->mName);
|
||||
len += Write<double> (anim->mDuration);
|
||||
len += Write<double> (anim->mTicksPerSecond);
|
||||
len += Write<unsigned int>(anim->mNumChannels);
|
||||
|
||||
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
|
||||
const aiNodeAnim* nd = anim->mChannels[a];
|
||||
len += WriteBinaryNodeAnim(nd)+8;
|
||||
}
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryLight(const aiLight* l)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AILIGHT);
|
||||
|
||||
len += Write<aiString>(l->mName);
|
||||
len += Write<unsigned int>(l->mType);
|
||||
|
||||
if (l->mType != aiLightSource_DIRECTIONAL) {
|
||||
len += Write<float>(l->mAttenuationConstant);
|
||||
len += Write<float>(l->mAttenuationLinear);
|
||||
len += Write<float>(l->mAttenuationQuadratic);
|
||||
}
|
||||
|
||||
len += Write<aiColor3D>(l->mColorDiffuse);
|
||||
len += Write<aiColor3D>(l->mColorSpecular);
|
||||
len += Write<aiColor3D>(l->mColorAmbient);
|
||||
|
||||
if (l->mType == aiLightSource_SPOT) {
|
||||
len += Write<float>(l->mAngleInnerCone);
|
||||
len += Write<float>(l->mAngleOuterCone);
|
||||
}
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryCamera(const aiCamera* cam)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AICAMERA);
|
||||
|
||||
len += Write<aiString>(cam->mName);
|
||||
len += Write<aiVector3D>(cam->mPosition);
|
||||
len += Write<aiVector3D>(cam->mLookAt);
|
||||
len += Write<aiVector3D>(cam->mUp);
|
||||
len += Write<float>(cam->mHorizontalFOV);
|
||||
len += Write<float>(cam->mClipPlaneNear);
|
||||
len += Write<float>(cam->mClipPlaneFar);
|
||||
len += Write<float>(cam->mAspect);
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
uint32_t WriteBinaryScene(const aiScene* scene)
|
||||
{
|
||||
uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AISCENE);
|
||||
|
||||
// basic scene information
|
||||
len += Write<unsigned int>(scene->mFlags);
|
||||
len += Write<unsigned int>(scene->mNumMeshes);
|
||||
len += Write<unsigned int>(scene->mNumMaterials);
|
||||
len += Write<unsigned int>(scene->mNumAnimations);
|
||||
len += Write<unsigned int>(scene->mNumTextures);
|
||||
len += Write<unsigned int>(scene->mNumLights);
|
||||
len += Write<unsigned int>(scene->mNumCameras);
|
||||
|
||||
// write node graph
|
||||
len += WriteBinaryNode(scene->mRootNode)+8;
|
||||
|
||||
// write all meshes
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
|
||||
const aiMesh* mesh = scene->mMeshes[i];
|
||||
len += WriteBinaryMesh(mesh)+8;
|
||||
}
|
||||
|
||||
// write materials
|
||||
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
|
||||
const aiMaterial* mat = scene->mMaterials[i];
|
||||
len += WriteBinaryMaterial(mat)+8;
|
||||
}
|
||||
|
||||
// write all animations
|
||||
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
|
||||
const aiAnimation* anim = scene->mAnimations[i];
|
||||
len += WriteBinaryAnim(anim)+8;
|
||||
}
|
||||
|
||||
|
||||
// write all textures
|
||||
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
|
||||
const aiTexture* mesh = scene->mTextures[i];
|
||||
len += WriteBinaryTexture(mesh)+8;
|
||||
}
|
||||
|
||||
// write lights
|
||||
for (unsigned int i = 0; i < scene->mNumLights;++i) {
|
||||
const aiLight* l = scene->mLights[i];
|
||||
len += WriteBinaryLight(l)+8;
|
||||
}
|
||||
|
||||
// write cameras
|
||||
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
|
||||
const aiCamera* cam = scene->mCameras[i];
|
||||
len += WriteBinaryCamera(cam)+8;
|
||||
}
|
||||
|
||||
ChangeInteger(old,len);
|
||||
return len;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Write a binary model dump
|
||||
void WriteBinaryDump(const aiScene* scene, FILE* _out, const char* src, const char* cmd,
|
||||
bool _shortened, bool compressed, ImportData& /*imp*/)
|
||||
{
|
||||
out = _out;
|
||||
shortened = _shortened;
|
||||
|
||||
time_t tt = time(NULL);
|
||||
#if _WIN32
|
||||
tm* p = gmtime(&tt);
|
||||
#else
|
||||
struct tm now;
|
||||
tm* p = gmtime_r(&tt, &now);
|
||||
#endif
|
||||
ai_assert(nullptr != p);
|
||||
|
||||
// header
|
||||
fprintf(out,"ASSIMP.binary-dump.%s",asctime(p));
|
||||
// == 44 bytes
|
||||
|
||||
Write<unsigned int>(ASSBIN_VERSION_MAJOR);
|
||||
Write<unsigned int>(ASSBIN_VERSION_MINOR);
|
||||
Write<unsigned int>(aiGetVersionRevision());
|
||||
Write<unsigned int>(aiGetCompileFlags());
|
||||
Write<uint16_t>(shortened);
|
||||
Write<uint16_t>(compressed);
|
||||
// == 20 bytes
|
||||
|
||||
{
|
||||
char buff[256] = { 0 };
|
||||
strncpy(buff,src,256);
|
||||
buff[255] = 0;
|
||||
fwrite(buff,256,1,out);
|
||||
}
|
||||
|
||||
{
|
||||
char buff[128] = { 0 };
|
||||
strncpy(buff,cmd,128);
|
||||
buff[127] = 0;
|
||||
fwrite(buff,128,1,out);
|
||||
}
|
||||
|
||||
// leave 64 bytes free for future extensions
|
||||
{
|
||||
char buff[64];
|
||||
memset(buff,0xcd,64);
|
||||
fwrite(buff,64,1,out);
|
||||
}
|
||||
// == 435 bytes
|
||||
|
||||
// ==== total header size: 512 bytes
|
||||
ai_assert(ftell(out)==ASSBIN_HEADER_LENGTH);
|
||||
|
||||
// Up to here the data is uncompressed. For compressed files, the rest
|
||||
// is compressed using standard DEFLATE from zlib.
|
||||
WriteBinaryScene(scene);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------------
|
||||
// Convert a name to standard XML format
|
||||
void ConvertName(aiString& out, const aiString& in)
|
||||
|
@ -1408,21 +743,29 @@ int Assimp_Dump (const char* const* params, unsigned int num)
|
|||
return AssimpCmdError::FailedToLoadInputFile;
|
||||
}
|
||||
|
||||
// open the output file and build the dump
|
||||
FILE* o = ::fopen(out.c_str(),(binary ? "wb" : "wt"));
|
||||
if (!o) {
|
||||
printf("assimp dump: Unable to open output file %s\n",out.c_str());
|
||||
return AssimpCmdError::FailedToOpenOutputFile;
|
||||
}
|
||||
|
||||
if (binary) {
|
||||
WriteBinaryDump (scene,o,in.c_str(),cmd.c_str(),shortened,compressed,import);
|
||||
try {
|
||||
std::unique_ptr<IOSystem> pIOSystem(new DefaultIOSystem());
|
||||
DumpSceneToAssbin(out.c_str(), cmd.c_str(), pIOSystem.get(),
|
||||
scene, shortened, compressed);
|
||||
}
|
||||
catch (const std::exception& e) {
|
||||
printf("%s", ("assimp dump: " + std::string(e.what())).c_str());
|
||||
return AssimpCmdError::ExceptionWasRaised;
|
||||
}
|
||||
catch (...) {
|
||||
printf("assimp dump: An unknown exception occured.\n");
|
||||
return AssimpCmdError::ExceptionWasRaised;
|
||||
}
|
||||
}
|
||||
else WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened);
|
||||
fclose(o);
|
||||
|
||||
if (compressed && binary) {
|
||||
CompressBinaryDump(out.c_str(),ASSBIN_HEADER_LENGTH);
|
||||
else {
|
||||
FILE* o = ::fopen(out.c_str(), "wt");
|
||||
if (!o) {
|
||||
printf("assimp dump: Unable to open output file %s\n",out.c_str());
|
||||
return AssimpCmdError::FailedToOpenOutputFile;
|
||||
}
|
||||
WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened);
|
||||
fclose(o);
|
||||
}
|
||||
|
||||
printf("assimp dump: Wrote output dump %s\n",out.c_str());
|
||||
|
|
Loading…
Reference in New Issue