diff --git a/code/AssbinExporter.cpp b/code/AssbinExporter.cpp index 2ca9b732c..a662e011e 100644 --- a/code/AssbinExporter.cpp +++ b/code/AssbinExporter.cpp @@ -244,585 +244,585 @@ size_t WriteArray(IOStream * stream, const T* in, unsigned int size) { 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 +// ---------------------------------------------------------------------------------- +/** @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) { - private: + size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) )); - uint8_t* buffer; - uint32_t magic; - IOStream * container; - size_t cur_size, cursor, initial; + const uint8_t* const old = buffer; + buffer = new uint8_t[new_size]; - 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; + if (old) { + memcpy(buffer,old,cur_size); + delete[] old; } - public: + cur_size = new_size; + } - AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096) - : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial) - { - } +public: - 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 + AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096) + : buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial) { - private: - bool shortened; - bool compressed; + } - protected: - // ----------------------------------------------------------------------------------- - void WriteBinaryNode( IOStream * container, const aiNode* node) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE ); + 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; + } - unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0); + void * GetBufferPointer() { return buffer; } - Write(&chunk,node->mName); - Write(&chunk,node->mTransformation); - Write(&chunk,node->mNumChildren); - Write(&chunk,node->mNumMeshes); - Write(&chunk,nb_metadata); + // ------------------------------------------------------------------- + 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 + } - for (unsigned int i = 0; i < node->mNumMeshes;++i) { - Write(&chunk,node->mMeshes[i]); - } + virtual size_t FileSize() const { + return cursor; + } - for (unsigned int i = 0; i < node->mNumChildren;++i) { - WriteBinaryNode( &chunk, node->mChildren[i] ); - } + // ------------------------------------------------------------------- + virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) { + pSize *= pCount; + if (cursor + pSize > cur_size) { + Grow(cursor + pSize); + } - 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; + memcpy(buffer+cursor, pvBuffer, pSize); + cursor += pSize; - Write(&chunk, key); - Write(&chunk, type); - - switch (type) { - case AI_BOOL: - Write(&chunk, *((bool*) value)); - break; - case AI_INT32: - Write(&chunk, *((int32_t*) value)); - break; - case AI_UINT64: - Write(&chunk, *((uint64_t*) value)); - break; - case AI_FLOAT: - Write(&chunk, *((float*) value)); - break; - case AI_DOUBLE: - Write(&chunk, *((double*) value)); - break; - case AI_AISTRING: - Write(&chunk, *((aiString*) value)); - break; - case AI_AIVECTOR3D: - Write(&chunk, *((aiVector3D*) value)); - break; + 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(&chunk,node->mName); + Write(&chunk,node->mTransformation); + Write(&chunk,node->mNumChildren); + Write(&chunk,node->mNumMeshes); + Write(&chunk,nb_metadata); + + for (unsigned int i = 0; i < node->mNumMeshes;++i) { + Write(&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(&chunk, key); + Write(&chunk, type); + + switch (type) { + case AI_BOOL: + Write(&chunk, *((bool*) value)); + break; + case AI_INT32: + Write(&chunk, *((int32_t*) value)); + break; + case AI_UINT64: + Write(&chunk, *((uint64_t*) value)); + break; + case AI_FLOAT: + Write(&chunk, *((float*) value)); + break; + case AI_DOUBLE: + Write(&chunk, *((double*) value)); + break; + case AI_AISTRING: + Write(&chunk, *((aiString*) value)); + break; + case AI_AIVECTOR3D: + Write(&chunk, *((aiVector3D*) value)); + break; #ifdef SWIG - case FORCE_32BIT: + case FORCE_32BIT: #endif // SWIG - default: - break; - } - } - } - - // ----------------------------------------------------------------------------------- - void WriteBinaryTexture(IOStream * container, const aiTexture* tex) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE ); - - Write(&chunk,tex->mWidth); - Write(&chunk,tex->mHeight); - chunk.Write( tex->achFormatHint, sizeof(char), 4 ); - - if(!shortened) { - if (!tex->mHeight) { - chunk.Write(tex->pcData,1,tex->mWidth); - } - else { - chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4); - } + default: + break; } + } + } + // ----------------------------------------------------------------------------------- + void WriteBinaryTexture(IOStream * container, const aiTexture* tex) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE ); + + Write(&chunk,tex->mWidth); + Write(&chunk,tex->mHeight); + chunk.Write( tex->achFormatHint, sizeof(char), 4 ); + + if(!shortened) { + if (!tex->mHeight) { + chunk.Write(tex->pcData,1,tex->mWidth); + } + else { + chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4); + } } - // ----------------------------------------------------------------------------------- - void WriteBinaryBone(IOStream * container, const aiBone* b) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE ); + } - Write(&chunk,b->mName); - Write(&chunk,b->mNumWeights); - Write(&chunk,b->mOffsetMatrix); + // ----------------------------------------------------------------------------------- + void WriteBinaryBone(IOStream * container, const aiBone* b) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE ); - // for the moment we write dumb min/max values for the bones, too. - // maybe I'll add a better, hash-like solution later + Write(&chunk,b->mName); + Write(&chunk,b->mNumWeights); + Write(&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(&chunk,b->mWeights,b->mNumWeights); + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryMesh(IOStream * container, const aiMesh* mesh) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH ); + + Write(&chunk,mesh->mPrimitiveTypes); + Write(&chunk,mesh->mNumVertices); + Write(&chunk,mesh->mNumFaces); + Write(&chunk,mesh->mNumBones); + Write(&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(&chunk,c); + + aiVector3D minVec, maxVec; + if (mesh->mVertices) { if (shortened) { - WriteBounds(&chunk,b->mWeights,b->mNumWeights); + WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices); } // else write as usual - else WriteArray(&chunk,b->mWeights,b->mNumWeights); + else WriteArray(&chunk,mesh->mVertices,mesh->mNumVertices); } - - // ----------------------------------------------------------------------------------- - void WriteBinaryMesh(IOStream * container, const aiMesh* mesh) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH ); - - Write(&chunk,mesh->mPrimitiveTypes); - Write(&chunk,mesh->mNumVertices); - Write(&chunk,mesh->mNumFaces); - Write(&chunk,mesh->mNumBones); - Write(&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(&chunk,c); - - aiVector3D minVec, maxVec; - if (mesh->mVertices) { - if (shortened) { - WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices); - } // else write as usual - else WriteArray(&chunk,mesh->mVertices,mesh->mNumVertices); - } - if (mesh->mNormals) { - if (shortened) { - WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices); - } // else write as usual - else WriteArray(&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(&chunk,mesh->mTangents,mesh->mNumVertices); - WriteArray(&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(&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(&chunk,mesh->mNumUVComponents[n]); - - if (shortened) { - WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices); - } // else write as usual - else WriteArray(&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 (mesh->mNormals) { if (shortened) { - unsigned int processed = 0; - for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) { + WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices); + } // else write as usual + else WriteArray(&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(&chunk,mesh->mTangents,mesh->mNumVertices); + WriteArray(&chunk,mesh->mBitangents,mesh->mNumVertices); + } + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { + if (!mesh->mColors[n]) + break; - uint32_t hash = 0; - for (unsigned int a = 0; a < job;++a) { + if (shortened) { + WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices); + } // else write as usual + else WriteArray(&chunk,mesh->mColors[n],mesh->mNumVertices); + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { + if (!mesh->mTextureCoords[n]) + break; - const aiFace& f = mesh->mFaces[processed+a]; - uint32_t tmp = f.mNumIndices; + // write number of UV components + Write(&chunk,mesh->mNumUVComponents[n]); + + if (shortened) { + WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices); + } // else write as usual + else WriteArray(&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(&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( f.mIndices[i] ); hash = SuperFastHash(reinterpret_cast(&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( f.mIndices[i] ); - hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); - } - } - Write(&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(&chunk,f.mNumIndices); - - for (unsigned int a = 0; a < f.mNumIndices;++a) { - if (mesh->mNumVertices < (1u<<16)) { - Write(&chunk,f.mIndices[a]); - } - else Write(&chunk,f.mIndices[a]); } } + Write(&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]; - // write bones - if (mesh->mNumBones) { - for (unsigned int a = 0; a < mesh->mNumBones;++a) { - const aiBone* b = mesh->mBones[a]; - WriteBinaryBone(&chunk,b); + static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff"); + Write(&chunk,f.mNumIndices); + + for (unsigned int a = 0; a < f.mNumIndices;++a) { + if (mesh->mNumVertices < (1u<<16)) { + Write(&chunk,f.mIndices[a]); + } + else Write(&chunk,f.mIndices[a]); } } } - // ----------------------------------------------------------------------------------- - void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY ); - - Write(&chunk,prop->mKey); - Write(&chunk,prop->mSemantic); - Write(&chunk,prop->mIndex); - - Write(&chunk,prop->mDataLength); - Write(&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(&chunk,mat->mNumProperties); - for (unsigned int i = 0; i < mat->mNumProperties;++i) { - WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]); + // write bones + if (mesh->mNumBones) { + for (unsigned int a = 0; a < mesh->mNumBones;++a) { + const aiBone* b = mesh->mBones[a]; + WriteBinaryBone(&chunk,b); } } + } - // ----------------------------------------------------------------------------------- - void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM ); + // ----------------------------------------------------------------------------------- + void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY ); - Write(&chunk,nd->mNodeName); - Write(&chunk,nd->mNumPositionKeys); - Write(&chunk,nd->mNumRotationKeys); - Write(&chunk,nd->mNumScalingKeys); - Write(&chunk,nd->mPreState); - Write(&chunk,nd->mPostState); + Write(&chunk,prop->mKey); + Write(&chunk,prop->mSemantic); + Write(&chunk,prop->mIndex); - if (nd->mPositionKeys) { - if (shortened) { - WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys); + Write(&chunk,prop->mDataLength); + Write(&chunk,(unsigned int)prop->mType); + chunk.Write(prop->mData,1,prop->mDataLength); + } - } // else write as usual - else WriteArray(&chunk,nd->mPositionKeys,nd->mNumPositionKeys); - } - if (nd->mRotationKeys) { - if (shortened) { - WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys); + // ----------------------------------------------------------------------------------- + void WriteBinaryMaterial(IOStream * container, const aiMaterial* mat) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIAL); - } // else write as usual - else WriteArray(&chunk,nd->mRotationKeys,nd->mNumRotationKeys); - } - if (nd->mScalingKeys) { - if (shortened) { - WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys); + Write(&chunk,mat->mNumProperties); + for (unsigned int i = 0; i < mat->mNumProperties;++i) { + WriteBinaryMaterialProperty( &chunk, mat->mProperties[i]); + } + } - } // else write as usual - else WriteArray(&chunk,nd->mScalingKeys,nd->mNumScalingKeys); - } + // ----------------------------------------------------------------------------------- + void WriteBinaryNodeAnim(IOStream * container, const aiNodeAnim* nd) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODEANIM ); + + Write(&chunk,nd->mNodeName); + Write(&chunk,nd->mNumPositionKeys); + Write(&chunk,nd->mNumRotationKeys); + Write(&chunk,nd->mNumScalingKeys); + Write(&chunk,nd->mPreState); + Write(&chunk,nd->mPostState); + + if (nd->mPositionKeys) { + if (shortened) { + WriteBounds(&chunk,nd->mPositionKeys,nd->mNumPositionKeys); + + } // else write as usual + else WriteArray(&chunk,nd->mPositionKeys,nd->mNumPositionKeys); + } + if (nd->mRotationKeys) { + if (shortened) { + WriteBounds(&chunk,nd->mRotationKeys,nd->mNumRotationKeys); + + } // else write as usual + else WriteArray(&chunk,nd->mRotationKeys,nd->mNumRotationKeys); + } + if (nd->mScalingKeys) { + if (shortened) { + WriteBounds(&chunk,nd->mScalingKeys,nd->mNumScalingKeys); + + } // else write as usual + else WriteArray(&chunk,nd->mScalingKeys,nd->mNumScalingKeys); + } + } + + + // ----------------------------------------------------------------------------------- + void WriteBinaryAnim( IOStream * container, const aiAnimation* anim ) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION ); + + Write(&chunk,anim->mName); + Write(&chunk,anim->mDuration); + Write(&chunk,anim->mTicksPerSecond); + Write(&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(&chunk,l->mName); + Write(&chunk,l->mType); + + if (l->mType != aiLightSource_DIRECTIONAL) { + Write(&chunk,l->mAttenuationConstant); + Write(&chunk,l->mAttenuationLinear); + Write(&chunk,l->mAttenuationQuadratic); + } + + Write(&chunk,l->mColorDiffuse); + Write(&chunk,l->mColorSpecular); + Write(&chunk,l->mColorAmbient); + + if (l->mType == aiLightSource_SPOT) { + Write(&chunk,l->mAngleInnerCone); + Write(&chunk,l->mAngleOuterCone); + } + + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryCamera( IOStream * container, const aiCamera* cam ) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA ); + + Write(&chunk,cam->mName); + Write(&chunk,cam->mPosition); + Write(&chunk,cam->mLookAt); + Write(&chunk,cam->mUp); + Write(&chunk,cam->mHorizontalFOV); + Write(&chunk,cam->mClipPlaneNear); + Write(&chunk,cam->mClipPlaneFar); + Write(&chunk,cam->mAspect); + } + + // ----------------------------------------------------------------------------------- + void WriteBinaryScene( IOStream * container, const aiScene* scene) + { + AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE ); + + // basic scene information + Write(&chunk,scene->mFlags); + Write(&chunk,scene->mNumMeshes); + Write(&chunk,scene->mNumMaterials); + Write(&chunk,scene->mNumAnimations); + Write(&chunk,scene->mNumTextures); + Write(&chunk,scene->mNumLights); + Write(&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); } - // ----------------------------------------------------------------------------------- - void WriteBinaryAnim( IOStream * container, const aiAnimation* anim ) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIANIMATION ); - - Write(&chunk,anim->mName); - Write(&chunk,anim->mDuration); - Write(&chunk,anim->mTicksPerSecond); - Write(&chunk,anim->mNumChannels); - - for (unsigned int a = 0; a < anim->mNumChannels;++a) { - const aiNodeAnim* nd = anim->mChannels[a]; - WriteBinaryNodeAnim(&chunk,nd); - } + // write all textures + for (unsigned int i = 0; i < scene->mNumTextures;++i) { + const aiTexture* mesh = scene->mTextures[i]; + WriteBinaryTexture(&chunk,mesh); } - // ----------------------------------------------------------------------------------- - void WriteBinaryLight( IOStream * container, const aiLight* l ) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AILIGHT ); - - Write(&chunk,l->mName); - Write(&chunk,l->mType); - - if (l->mType != aiLightSource_DIRECTIONAL) { - Write(&chunk,l->mAttenuationConstant); - Write(&chunk,l->mAttenuationLinear); - Write(&chunk,l->mAttenuationQuadratic); - } - - Write(&chunk,l->mColorDiffuse); - Write(&chunk,l->mColorSpecular); - Write(&chunk,l->mColorAmbient); - - if (l->mType == aiLightSource_SPOT) { - Write(&chunk,l->mAngleInnerCone); - Write(&chunk,l->mAngleOuterCone); - } - + // write lights + for (unsigned int i = 0; i < scene->mNumLights;++i) { + const aiLight* l = scene->mLights[i]; + WriteBinaryLight(&chunk,l); } - // ----------------------------------------------------------------------------------- - void WriteBinaryCamera( IOStream * container, const aiCamera* cam ) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA ); - - Write(&chunk,cam->mName); - Write(&chunk,cam->mPosition); - Write(&chunk,cam->mLookAt); - Write(&chunk,cam->mUp); - Write(&chunk,cam->mHorizontalFOV); - Write(&chunk,cam->mClipPlaneNear); - Write(&chunk,cam->mClipPlaneFar); - Write(&chunk,cam->mAspect); + // write cameras + for (unsigned int i = 0; i < scene->mNumCameras;++i) { + const aiCamera* cam = scene->mCameras[i]; + WriteBinaryCamera(&chunk,cam); } - // ----------------------------------------------------------------------------------- - void WriteBinaryScene( IOStream * container, const aiScene* scene) - { - AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE ); + } - // basic scene information - Write(&chunk,scene->mFlags); - Write(&chunk,scene->mNumMeshes); - Write(&chunk,scene->mNumMaterials); - Write(&chunk,scene->mNumAnimations); - Write(&chunk,scene->mNumTextures); - Write(&chunk,scene->mNumLights); - Write(&chunk,scene->mNumCameras); +public: + AssbinExport() + : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters + { + } - // write node graph - WriteBinaryNode( &chunk, scene->mRootNode ); + // ----------------------------------------------------------------------------------- + // Write a binary model dump + void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene) + { + IOStream * out = pIOSystem->Open( pFile, "wb" ); + if (!out) return; - // write all meshes - for (unsigned int i = 0; i < scene->mNumMeshes;++i) { - const aiMesh* mesh = scene->mMeshes[i]; - WriteBinaryMesh( &chunk,mesh); - } + time_t tt = time(NULL); + tm* p = gmtime(&tt); - // write materials - for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { - const aiMaterial* mat = scene->mMaterials[i]; - WriteBinaryMaterial(&chunk,mat); - } - - // write all animations - for (unsigned int i = 0; i < scene->mNumAnimations;++i) { - const aiAnimation* anim = scene->mAnimations[i]; - WriteBinaryAnim(&chunk,anim); - } - - - // write all textures - for (unsigned int i = 0; i < scene->mNumTextures;++i) { - const aiTexture* mesh = scene->mTextures[i]; - WriteBinaryTexture(&chunk,mesh); - } - - // write lights - for (unsigned int i = 0; i < scene->mNumLights;++i) { - const aiLight* l = scene->mLights[i]; - WriteBinaryLight(&chunk,l); - } - - // write cameras - for (unsigned int i = 0; i < scene->mNumCameras;++i) { - const aiCamera* cam = scene->mCameras[i]; - WriteBinaryCamera(&chunk,cam); - } - - } - - public: - AssbinExport() - : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters - { - } - - // ----------------------------------------------------------------------------------- - // Write a binary model dump - void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene) - { - IOStream * out = pIOSystem->Open( pFile, "wb" ); - if (!out) return; - - time_t tt = time(NULL); - tm* p = gmtime(&tt); - - // header - char s[64]; - memset( s, 0, 64 ); + // header + char s[64]; + memset( s, 0, 64 ); #if _MSC_VER >= 1400 - sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p)); + sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p)); #else - ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p)); + ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p)); #endif - out->Write( s, 44, 1 ); - // == 44 bytes + out->Write( s, 44, 1 ); + // == 44 bytes - Write( out, ASSBIN_VERSION_MAJOR ); - Write( out, ASSBIN_VERSION_MINOR ); - Write( out, aiGetVersionRevision() ); - Write( out, aiGetCompileFlags() ); - Write( out, shortened ); - Write( out, compressed ); - // == 20 bytes + Write( out, ASSBIN_VERSION_MAJOR ); + Write( out, ASSBIN_VERSION_MINOR ); + Write( out, aiGetVersionRevision() ); + Write( out, aiGetCompileFlags() ); + Write( out, shortened ); + Write( out, compressed ); + // == 20 bytes - char buff[256]; - strncpy(buff,pFile,256); - out->Write(buff,sizeof(char),256); + 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); + 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 + // 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 ); + // ==== 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 ); + // 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(uncompressedStream.Tell()); - uLongf compressedSize = (uLongf)(uncompressedStream.Tell() * 1.001 + 12.); - uint8_t* compressedBuffer = new uint8_t[ compressedSize ]; + uLongf uncompressedSize = static_cast(uncompressedStream.Tell()); + uLongf compressedSize = (uLongf)(uncompressedStream.Tell() * 1.001 + 12.); + uint8_t* compressedBuffer = new uint8_t[ compressedSize ]; - compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 ); + compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 ); - out->Write( &uncompressedSize, sizeof(uint32_t), 1 ); - out->Write( compressedBuffer, sizeof(char), compressedSize ); + out->Write( &uncompressedSize, sizeof(uint32_t), 1 ); + out->Write( compressedBuffer, sizeof(char), compressedSize ); - delete[] compressedBuffer; - } - else - { - WriteBinaryScene( out, pScene ); - } - - pIOSystem->Close( out ); + delete[] compressedBuffer; } - }; + else + { + WriteBinaryScene( out, pScene ); + } + + pIOSystem->Close( out ); + } +}; void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/) { diff --git a/code/AssbinExporter.h b/code/AssbinExporter.h index 2539984c3..ee70d78b6 100644 --- a/code/AssbinExporter.h +++ b/code/AssbinExporter.h @@ -46,6 +46,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #ifndef AI_ASSBINEXPORTER_H_INC #define AI_ASSBINEXPORTER_H_INC -// nothing really needed here - reserved for future use like properties +#include -#endif +// nothing really needed here - reserved for future use like properties +namespace Assimp { + +void ASSIMP_API ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/); + +} + +#endif // AI_ASSBINEXPORTER_H_INC diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index b6be32dca..675812a52 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -114,6 +114,7 @@ SET( IMPORTERS unit/utCSMImportExport.cpp unit/utB3DImportExport.cpp unit/utMDCImportExport.cpp + unit/utAssbinImportExport.cpp ) SET( MATERIAL diff --git a/test/unit/utAssbinImportExport.cpp b/test/unit/utAssbinImportExport.cpp new file mode 100644 index 000000000..c464a0c82 --- /dev/null +++ b/test/unit/utAssbinImportExport.cpp @@ -0,0 +1,67 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2018, 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. +--------------------------------------------------------------------------- +*/ +#include "UnitTestPCH.h" +#include "SceneDiffer.h" +#include "AbstractImportExportBase.h" +#include +#include +#include + +using namespace Assimp; + +class utAssbinImportExport : public AbstractImportExportBase { +public: + virtual bool importerTest() { + Assimp::Importer importer; + const aiScene *scene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/spider.obj", aiProcess_ValidateDataStructure ); + Exporter exporter; + EXPECT_EQ( aiReturn_SUCCESS, exporter.Export( scene, "assbin", ASSIMP_TEST_MODELS_DIR "/OBJ/spider_test.assbin" ) ); + const aiScene *newScene = importer.ReadFile( ASSIMP_TEST_MODELS_DIR "/OBJ/spider_test.assbin", aiProcess_ValidateDataStructure ); + + return newScene != nullptr; + } +}; + +TEST_F( utAssbinImportExport, import3DFromFileTest ) { + EXPECT_TRUE( importerTest() ); +}