Add specification/prototype header for the ASSBIN format utilized by assimp_cmd to store its minidumps or fully-fledged binary copies of our data structure.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@599 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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#ifndef INCLUDED_ASSBIN_CHUNKS_H
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#define INCLUDED_ASSBIN_CHUNKS_H
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#define ASSBIN_VERSION_MAJOR 1
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#define ASSBIN_VERSION_MINOR 0
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/**
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@page assfile .ASS File formats
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@section over Overview
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Assimp provides its own interchange format, which is intended to applications which need
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to serialize 3D-models and to reload them quickly. Assimp's file formats are designed to
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be read by Assimp itself. They encode additional information needed by Assimp to optimize
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its postprocessing pipeline. If you once apply specific steps to a scene, then save it
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and reread it from an ASS format using the same post processing settings, they won't
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be executed again.
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The format comes in two flavours: XML and binary - both of them hold a complete dump of
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the 'aiScene' data structure returned by the APIs. The focus for the binary format
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(<tt>.assbin</tt>) is fast loading. Optional deflate compression helps reduce file size. The XML
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flavour, <tt>.assxml</tt> or simply .xml, is just a plain-to-xml conversion of aiScene.
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ASSBIN is Assimp's binary interchange format. assimp_cmd (<tt><root>/tools/assimp_cmd</tt>) is able to
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write it and the core library provides a loader for it.
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@section assxml XML File format
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The format is pretty much self-explanatory due to its similarity to the in-memory aiScene structure.
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With few exceptions, C structures are wrapped in XML elements.
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The DTD for ASSXML can be found in <tt><root>/doc/AssXML_Scheme.xml</tt>. Or have look
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at the output files generated by assimp_cmd.
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@section assbin Binary file format
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The ASSBIN file format is composed of chunks to represent the hierarchical aiScene data structure.
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This makes the format extensible and allows backward-compatibility with future data structure
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versions. The <tt><root>/code/assbin_chunks.h</tt> header contains some magic constants
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for use by stand-alone ASSBIN loaders. Also, Assimp's own file writer can be found
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in <tt><root>/tools/assimp_cmd/WriteDumb.cpp</tt> (yes, the 'b' is no typo ...).
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@verbatim
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-------------------------------------------------------------------------------
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1. File structure:
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-------------------------------------------------------------------------------
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----------------------
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| Header (500 bytes) |
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----------------------
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| Variable chunks |
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----------------------
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-------------------------------------------------------------------------------
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2. Definitions:
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-------------------------------------------------------------------------------
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integer is four bytes wide, stored in little-endian byte order.
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short is two bytes wide, stored in little-endian byte order.
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byte is a single byte.
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string is an integer n followed by n UTF-8 characters, not terminated by zero
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float is an IEEE 754 single-precision floating-point value
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double is an IEEE 754 double-precision floating-point value
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t[n] is an array of n elements of type t
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-------------------------------------------------------------------------------
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2. Header:
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-------------------------------------------------------------------------------
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byte[44] Magic identification string for ASSBIN files.
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'ASSIMP.binary'
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integer Major version of the Assimp library which wrote the file
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integer Minor version of the Assimp library which wrote the file
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match these against ASSBIN_VERSION_MAJOR and ASSBIN_VERSION_MINOR
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integer SVN revision of the Assimp library (intended for our internal
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debugging - if you write Ass files from your own APPs, set this value to 0.
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integer Assimp compile flags
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short 0 for normal files, 1 for shortened dumps for regression tests
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these should have the file extension assbin.regress
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short 1 if the data after the header is compressed with the DEFLATE algorithm,
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0 for uncompressed files.
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For compressed files, the first integer after the header is
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always the uncompressed data size
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byte[256] Zero-terminated source file name, UTF-8
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byte[128] Zero-terminated command line parameters passed to assimp_cmd, UTF-8
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byte[64] Reserved for future use
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---> Total length: 512 bytes
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-------------------------------------------------------------------------------
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3. Chunks:
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-------------------------------------------------------------------------------
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integer Magic chunk ID (ASSBIN_CHUNK_XXX)
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integer Chunk data length, in bytes
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(unknown chunks are possible, a good reader skips over them)
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byte[n] length-of-chunk bytes of data, depending on the chunk type
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Chunks can contain nested chunks. Nested chunks are ALWAYS at the end of the chunk,
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their size is included in length-of-chunk.
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The chunk layout for all ASSIMP data structures is derived from their C declarations.
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The general 'rule' to get from Assimp headers to the serialized layout is:
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1. POD members (i.e. aiMesh::mPrimitiveTypes, aiMesh::mNumVertices),
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in order of declaration.
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2. Array-members (aiMesh::mFaces, aiMesh::mVertices, aiBone::mWeights),
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in order of declaration.
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2. Object array members (i.e aiMesh::mBones, aiScene::mMeshes) are stored in
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subchunks directly following the data written in 1.) and 2.)
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Of course, there are some exceptions to this general order:
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[[aiScene]]
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- The root node holding the scene structure is naturally stored in
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a ASSBIN_CHUNK_AINODE subchunk following 1.) and 2.) (which is
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empty for aiScene).
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[[aiMesh]]
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- mTextureCoords and mNumUVComponents are serialized as follows:
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[number of used uv channels times]
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integer mNumUVComponents[n]
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float mTextureCoords[n][mNumUVComponents[n]]
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-> more than AI_MAX_TEXCOORD_CHANNELS can be stored. This allows Assimp
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builds with different settings for AI_MAX_TEXCOORD_CHANNELS to exchange
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data. Unlike the in-memory format, only the used components of the
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UV coordinates are written to disk. If mNumUVComponents[0] is 1, the
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corresponding mTextureCoords array consists of mNumTextureCoords*1
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single floats.
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- The array member block of aiMesh is prefixed with an integer that specifies
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the kinds of vertex components actually present in the mesh. This is a
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bitwise combination of the ASSBIN_MESH_HAS_xxx constants.
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[[aiFace]]
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- mNumIndices is stored as short
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- mIndices are written as short, if aiMesh::mNumVertices<65536
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[[aiNode]]
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- mParent is ommitted
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[[aiLight]]
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- mAttenuationXXX not written if aiLight::mType == aiLightSource_DIRECTIONAL
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- mAngleXXX not written if aiLight::mType != aiLightSource_SPOT
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[[aiMaterial]]
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- mNumAllocated is ommitted, for obvious reasons :-)
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@endverbatim*/
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#define ASSBIN_HEADER_LENGTH 512
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// these are the magic chunk identifiers for the binary ASS file format
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#define ASSBIN_CHUNK_AICAMERA 0x1234
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#define ASSBIN_CHUNK_AILIGHT 0x1235
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#define ASSBIN_CHUNK_AITEXTURE 0x1236
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#define ASSBIN_CHUNK_AIMESH 0x1237
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#define ASSBIN_CHUNK_AINODEANIM 0x1238
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#define ASSBIN_CHUNK_AISCENE 0x1239
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#define ASSBIN_CHUNK_AIBONE 0x123a
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#define ASSBIN_CHUNK_AIANIMATION 0x123b
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#define ASSBIN_CHUNK_AINODE 0x123c
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#define ASSBIN_CHUNK_AIMATERIAL 0x123d
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#define ASSBIN_CHUNK_AIMATERIALPROPERTY 0x123e
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#define ASSBIN_MESH_HAS_POSITIONS 0x1
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#define ASSBIN_MESH_HAS_NORMALS 0x2
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#define ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS 0x4
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#define ASSBIN_MESH_HAS_TEXCOORD_BASE 0x100
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#define ASSBIN_MESH_HAS_COLOR_BASE 0x10000
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#define ASSBIN_MESH_HAS_TEXCOORD(n) (ASSBIN_MESH_HAS_TEXCOORD_BASE << n)
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#define ASSBIN_MESH_HAS_COLOR(n) (ASSBIN_MESH_HAS_COLOR_BASE << n)
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#endif // INCLUDED_ASSBIN_CHUNKS_H
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