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
Kim Kulling 2020-01-29 08:11:32 +01:00 committed by GitHub
commit 6c3afe2633
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6 changed files with 961 additions and 1469 deletions

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@ -46,800 +46,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
#include "Common/assbin_chunks.h"
#include "PostProcessing/ProcessHelper.h"
#include "AssbinFileWriter.h"
#include <assimp/version.h>
#include <assimp/IOStream.hpp>
#include <assimp/scene.h>
#include <assimp/IOSystem.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 AssbinExport
* @brief Assbin exporter class
*
* This class performs the .assbin exporting, and is responsible for the file layout.
*/
class AssbinExport
{
private:
bool shortened;
bool compressed;
protected:
// -----------------------------------------------------------------------------------
void WriteBinaryNode( IOStream * container, const aiNode* node)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
Write<aiString>(&chunk,node->mName);
Write<aiMatrix4x4>(&chunk,node->mTransformation);
Write<unsigned int>(&chunk,node->mNumChildren);
Write<unsigned int>(&chunk,node->mNumMeshes);
Write<unsigned int>(&chunk,nb_metadata);
for (unsigned int i = 0; i < node->mNumMeshes;++i) {
Write<unsigned int>(&chunk,node->mMeshes[i]);
}
for (unsigned int i = 0; i < node->mNumChildren;++i) {
WriteBinaryNode( &chunk, node->mChildren[i] );
}
for (unsigned int i = 0; i < nb_metadata; ++i) {
const aiString& key = node->mMetaData->mKeys[i];
aiMetadataType type = node->mMetaData->mValues[i].mType;
void* value = node->mMetaData->mValues[i].mData;
Write<aiString>(&chunk, key);
Write<uint16_t>(&chunk, type);
switch (type) {
case AI_BOOL:
Write<bool>(&chunk, *((bool*) value));
break;
case AI_INT32:
Write<int32_t>(&chunk, *((int32_t*) value));
break;
case AI_UINT64:
Write<uint64_t>(&chunk, *((uint64_t*) value));
break;
case AI_FLOAT:
Write<float>(&chunk, *((float*) value));
break;
case AI_DOUBLE:
Write<double>(&chunk, *((double*) value));
break;
case AI_AISTRING:
Write<aiString>(&chunk, *((aiString*) value));
break;
case AI_AIVECTOR3D:
Write<aiVector3D>(&chunk, *((aiVector3D*) value));
break;
#ifdef SWIG
case FORCE_32BIT:
#endif // SWIG
default:
break;
}
}
}
// -----------------------------------------------------------------------------------
void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
{
AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
Write<unsigned int>(&chunk,tex->mWidth);
Write<unsigned int>(&chunk,tex->mHeight);
// 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:
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

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@ -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

View File

@ -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

View File

@ -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

View File

@ -126,6 +126,7 @@ enum AssimpCmdError {
UnknownFileFormat,
NoFileExtensionSpecified,
UnknownFileExtension,
ExceptionWasRaised,
// Add new error codes here...

View File

@ -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 (binary) {
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 {
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;
}
if (binary) {
WriteBinaryDump (scene,o,in.c_str(),cmd.c_str(),shortened,compressed,import);
}
else WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened);
WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened);
fclose(o);
if (compressed && binary) {
CompressBinaryDump(out.c_str(),ASSBIN_HEADER_LENGTH);
}
printf("assimp dump: Wrote output dump %s\n",out.c_str());