/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2017, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file AssbinExporter.cpp * ASSBIN exporter main code */ #include "assbin_chunks.h" #include #include #include #include #include "ProcessHelper.h" #include "Exceptional.h" #ifdef ASSIMP_BUILD_NO_OWN_ZLIB # include #else # include "../contrib/zlib/zlib.h" #endif #include #ifndef ASSIMP_BUILD_NO_EXPORT #ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER using namespace Assimp; namespace Assimp { template size_t Write(IOStream * stream, const T& v) { return stream->Write( &v, sizeof(T), 1 ); } // ----------------------------------------------------------------------------------- // Serialize an aiString template <> inline size_t Write(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(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 new 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(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(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(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(IOStream * stream, const aiVector3D& v) { size_t t = Write(stream,v.x); t += Write(stream,v.y); t += Write(stream,v.z); return t; } // ----------------------------------------------------------------------------------- // Serialize a color value template <> inline size_t Write(IOStream * stream, const aiColor3D& v) { size_t t = Write(stream,v.r); t += Write(stream,v.g); t += Write(stream,v.b); return t; } // ----------------------------------------------------------------------------------- // Serialize a color value template <> inline size_t Write(IOStream * stream, const aiColor4D& v) { size_t t = Write(stream,v.r); t += Write(stream,v.g); t += Write(stream,v.b); t += Write(stream,v.a); return t; } // ----------------------------------------------------------------------------------- // Serialize a quaternion template <> inline size_t Write(IOStream * stream, const aiQuaternion& v) { size_t t = Write(stream,v.w); t += Write(stream,v.x); t += Write(stream,v.y); t += Write(stream,v.z); return 16; } // ----------------------------------------------------------------------------------- // Serialize a vertex weight template <> inline size_t Write(IOStream * stream, const aiVertexWeight& v) { size_t t = Write(stream,v.mVertexId); return t+Write(stream,v.mWeight); } // ----------------------------------------------------------------------------------- // Serialize a mat4x4 template <> inline size_t Write(IOStream * stream, const aiMatrix4x4& m) { for (unsigned int i = 0; i < 4;++i) { for (unsigned int i2 = 0; i2 < 4;++i2) { Write(stream,m[i][i2]); } } return 64; } // ----------------------------------------------------------------------------------- // Serialize an aiVectorKey template <> inline size_t Write(IOStream * stream, const aiVectorKey& v) { const size_t t = Write(stream,v.mTime); return t + Write(stream,v.mValue); } // ----------------------------------------------------------------------------------- // Serialize an aiQuatKey template <> inline size_t Write(IOStream * stream, const aiQuatKey& v) { const size_t t = Write(stream,v.mTime); return t + Write(stream,v.mValue); } template 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(stream,minc); return t + Write(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 inline size_t WriteArray(IOStream * stream, const T* in, unsigned int size) { size_t n = 0; for (unsigned int i=0; i(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() { } 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(&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: #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); } } } // ----------------------------------------------------------------------------------- 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); // 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,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 (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); } } 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 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(&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]); } } // ----------------------------------------------------------------------------------- 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,(const aiVector3D&)l->mColorDiffuse); Write(&chunk,(const aiVector3D&)l->mColorSpecular); Write(&chunk,(const aiVector3D&)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); } // write all textures for (unsigned int i = 0; i < scene->mNumTextures;++i) { const aiTexture* mesh = scene->mTextures[i]; WriteBinaryTexture(&chunk,mesh); } // write lights for (unsigned int i = 0; i < scene->mNumLights;++i) { const aiLight* l = scene->mLights[i]; WriteBinaryLight(&chunk,l); } // write cameras for (unsigned int i = 0; i < scene->mNumCameras;++i) { const aiCamera* cam = scene->mCameras[i]; WriteBinaryCamera(&chunk,cam); } } public: AssbinExport() : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters { } // ----------------------------------------------------------------------------------- // Write a binary model dump void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene) { IOStream * out = pIOSystem->Open( pFile, "wb" ); if (!out) return; time_t tt = time(NULL); tm* p = gmtime(&tt); // header char s[64]; memset( s, 0, 64 ); #if _MSC_VER >= 1400 sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p)); #else ai_snprintf(s,64,"ASSIMP.binary-dump.%s",asctime(p)); #endif out->Write( s, 44, 1 ); // == 44 bytes Write( 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 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(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 ); out->Write( &uncompressedSize, sizeof(uint32_t), 1 ); out->Write( compressedBuffer, sizeof(char), compressedSize ); delete[] compressedBuffer; } else { WriteBinaryScene( out, pScene ); } pIOSystem->Close( out ); } }; void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties) { AssbinExport exporter; exporter.WriteBinaryDump( pFile, pIOSystem, pScene ); } } // end of namespace Assimp #endif // ASSIMP_BUILD_NO_ASSBIN_EXPORTER #endif // ASSIMP_BUILD_NO_EXPORT