770 lines
28 KiB
C++
770 lines
28 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file AssbinExporter.cpp
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* ASSBIN exporter main code
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*/
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#include "assbin_chunks.h"
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#include "../include/assimp/version.h"
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#include "../include/assimp/IOStream.hpp"
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#include "../include/assimp/IOSystem.hpp"
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#include "../include/assimp/Exporter.hpp"
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#include "ProcessHelper.h"
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#include "Exceptional.h"
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#include <boost/static_assert.hpp>
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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# include <zlib.h>
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#else
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# include "../contrib/zlib/zlib.h"
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#endif
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#include <time.h>
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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
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using namespace Assimp;
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namespace Assimp {
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template <typename T>
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size_t Write(IOStream * stream, const T& v)
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{
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return stream->Write( &v, sizeof(T), 1 );
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiString
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template <>
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inline size_t Write<aiString>(IOStream * stream, const aiString& s)
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{
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const size_t s2 = (uint32_t)s.length;
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stream->Write(&s,4,1);
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stream->Write(s.data,s2,1);
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return s2+4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an unsigned int as uint32_t
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template <>
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inline size_t Write<unsigned int>(IOStream * stream, const unsigned int& w)
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{
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const uint32_t t = (uint32_t)w;
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if (w > t) {
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// this shouldn't happen, integers in Assimp data structures never exceed 2^32
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throw new DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
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}
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stream->Write(&t,4,1);
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return 4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an unsigned int as uint16_t
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template <>
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inline size_t Write<uint16_t>(IOStream * stream, const uint16_t& w)
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{
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BOOST_STATIC_ASSERT(sizeof(uint16_t)==2);
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stream->Write(&w,2,1);
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return 2;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a float
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template <>
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inline size_t Write<float>(IOStream * stream, const float& f)
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{
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BOOST_STATIC_ASSERT(sizeof(float)==4);
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stream->Write(&f,4,1);
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return 4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a double
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template <>
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inline size_t Write<double>(IOStream * stream, const double& f)
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{
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BOOST_STATIC_ASSERT(sizeof(double)==8);
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stream->Write(&f,8,1);
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return 8;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a vec3
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template <>
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inline size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v)
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{
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size_t t = Write<float>(stream,v.x);
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t += Write<float>(stream,v.y);
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t += Write<float>(stream,v.z);
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return t;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a color value
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template <>
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inline size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v)
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{
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size_t t = Write<float>(stream,v.r);
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t += Write<float>(stream,v.g);
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t += Write<float>(stream,v.b);
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t += Write<float>(stream,v.a);
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return t;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a quaternion
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template <>
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inline size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v)
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{
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size_t t = Write<float>(stream,v.w);
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t += Write<float>(stream,v.x);
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t += Write<float>(stream,v.y);
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t += Write<float>(stream,v.z);
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return 16;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a vertex weight
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template <>
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inline size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v)
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{
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size_t t = Write<unsigned int>(stream,v.mVertexId);
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return t+Write<float>(stream,v.mWeight);
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}
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// -----------------------------------------------------------------------------------
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// Serialize a mat4x4
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template <>
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inline size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m)
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{
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for (unsigned int i = 0; i < 4;++i) {
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for (unsigned int i2 = 0; i2 < 4;++i2) {
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Write<float>(stream,m[i][i2]);
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}
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}
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return 64;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiVectorKey
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template <>
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inline size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v)
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{
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const size_t t = Write<double>(stream,v.mTime);
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return t + Write<aiVector3D>(stream,v.mValue);
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiQuatKey
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template <>
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inline size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v)
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{
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const size_t t = Write<double>(stream,v.mTime);
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return t + Write<aiQuaternion>(stream,v.mValue);
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}
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template <typename T>
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inline size_t WriteBounds(IOStream * stream, const T* in, unsigned int size)
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{
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T minc,maxc;
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ArrayBounds(in,size,minc,maxc);
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const size_t t = Write<T>(stream,minc);
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return t + Write<T>(stream,maxc);
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}
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// We use this to write out non-byte arrays so that we write using the specializations.
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// This way we avoid writing out extra bytes that potentially come from struct alignment.
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template <typename T>
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inline size_t WriteArray(IOStream * stream, const T* in, unsigned int size)
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{
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size_t n = 0;
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for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
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return n;
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}
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// ----------------------------------------------------------------------------------
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/** @class AssbinChunkWriter
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* @brief Chunk writer mechanism for the .assbin file structure
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*
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* This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
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* the difference being that this takes another IOStream as a "container" in the
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* constructor, and when it is destroyed, it appends the magic number, the chunk size,
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* and the chunk contents to the container stream. This allows relatively easy chunk
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* chunk construction, even recursively.
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*/
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class AssbinChunkWriter : public IOStream
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{
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private:
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uint8_t* buffer;
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uint32_t magic;
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IOStream * container;
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size_t cur_size, cursor, initial;
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private:
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// -------------------------------------------------------------------
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void Grow(size_t need = 0)
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{
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size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
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const uint8_t* const old = buffer;
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buffer = new uint8_t[new_size];
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if (old) {
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memcpy(buffer,old,cur_size);
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delete[] old;
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}
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cur_size = new_size;
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}
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public:
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AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
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: buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
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{
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}
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virtual ~AssbinChunkWriter()
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{
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if (container) {
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container->Write( &magic, sizeof(uint32_t), 1 );
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container->Write( &cursor, sizeof(uint32_t), 1 );
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container->Write( buffer, 1, cursor );
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}
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if (buffer) delete[] buffer;
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}
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void * GetBufferPointer() { return buffer; }
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// -------------------------------------------------------------------
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virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) { return 0; }
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virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) { return aiReturn_FAILURE; }
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virtual size_t Tell() const { return cursor; }
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virtual void Flush() { }
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virtual size_t FileSize() const
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{
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return cursor;
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}
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// -------------------------------------------------------------------
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virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount)
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{
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pSize *= pCount;
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if (cursor + pSize > cur_size) {
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Grow(cursor + pSize);
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}
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memcpy(buffer+cursor, pvBuffer, pSize);
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cursor += pSize;
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return pCount;
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}
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};
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// ----------------------------------------------------------------------------------
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/** @class AssbinExport
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* @brief Assbin exporter class
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*
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* This class performs the .assbin exporting, and is responsible for the file layout.
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*/
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class AssbinExport
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{
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private:
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bool shortened;
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bool compressed;
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protected:
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// -----------------------------------------------------------------------------------
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void WriteBinaryNode( IOStream * container, const aiNode* node)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
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Write<aiString>(&chunk,node->mName);
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Write<aiMatrix4x4>(&chunk,node->mTransformation);
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Write<unsigned int>(&chunk,node->mNumChildren);
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Write<unsigned int>(&chunk,node->mNumMeshes);
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for (unsigned int i = 0; i < node->mNumMeshes;++i) {
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Write<unsigned int>(&chunk,node->mMeshes[i]);
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}
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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WriteBinaryNode( &chunk, node->mChildren[i] );
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}
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
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Write<unsigned int>(&chunk,tex->mWidth);
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Write<unsigned int>(&chunk,tex->mHeight);
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chunk.Write( tex->achFormatHint, sizeof(char), 4 );
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if(!shortened) {
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if (!tex->mHeight) {
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chunk.Write(tex->pcData,1,tex->mWidth);
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}
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else {
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chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryBone(IOStream * container, const aiBone* b)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
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Write<aiString>(&chunk,b->mName);
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Write<unsigned int>(&chunk,b->mNumWeights);
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Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
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// for the moment we write dumb min/max values for the bones, too.
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// maybe I'll add a better, hash-like solution later
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if (shortened) {
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WriteBounds(&chunk,b->mWeights,b->mNumWeights);
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} // else write as usual
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else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
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Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
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Write<unsigned int>(&chunk,mesh->mNumVertices);
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Write<unsigned int>(&chunk,mesh->mNumFaces);
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Write<unsigned int>(&chunk,mesh->mNumBones);
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Write<unsigned int>(&chunk,mesh->mMaterialIndex);
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// first of all, write bits for all existent vertex components
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unsigned int c = 0;
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if (mesh->mVertices) {
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c |= ASSBIN_MESH_HAS_POSITIONS;
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}
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if (mesh->mNormals) {
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c |= ASSBIN_MESH_HAS_NORMALS;
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}
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if (mesh->mTangents && mesh->mBitangents) {
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c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
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if (!mesh->mTextureCoords[n]) {
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break;
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}
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c |= ASSBIN_MESH_HAS_TEXCOORD(n);
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
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if (!mesh->mColors[n]) {
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break;
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}
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c |= ASSBIN_MESH_HAS_COLOR(n);
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}
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Write<unsigned int>(&chunk,c);
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aiVector3D minVec, maxVec;
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if (mesh->mVertices) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
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}
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if (mesh->mNormals) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
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}
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if (mesh->mTangents && mesh->mBitangents) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
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WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
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} // else write as usual
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else {
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WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
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WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
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if (!mesh->mColors[n])
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break;
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if (shortened) {
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WriteBounds(&chunk,mesh->mColors[n],mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiColor4D>(&chunk,mesh->mColors[n],mesh->mNumVertices);
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
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if (!mesh->mTextureCoords[n])
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break;
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// write number of UV components
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Write<unsigned int>(&chunk,mesh->mNumUVComponents[n]);
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if (shortened) {
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WriteBounds(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiVector3D>(&chunk,mesh->mTextureCoords[n],mesh->mNumVertices);
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}
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// write faces. There are no floating-point calculations involved
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// in these, so we can write a simple hash over the face data
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// to the dump file. We generate a single 32 Bit hash for 512 faces
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// using Assimp's standard hashing function.
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if (shortened) {
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unsigned int processed = 0;
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for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) {
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uint32_t hash = 0;
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for (unsigned int a = 0; a < job;++a) {
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const aiFace& f = mesh->mFaces[processed+a];
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uint32_t tmp = f.mNumIndices;
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hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
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for (unsigned int i = 0; i < f.mNumIndices; ++i) {
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BOOST_STATIC_ASSERT(AI_MAX_VERTICES <= 0xffffffff);
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tmp = static_cast<uint32_t>( f.mIndices[i] );
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hash = SuperFastHash(reinterpret_cast<const char*>(&tmp),sizeof tmp,hash);
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}
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}
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Write<unsigned int>(&chunk,hash);
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}
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}
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else // else write as usual
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{
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// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
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for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
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const aiFace& f = mesh->mFaces[i];
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BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff);
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Write<uint16_t>(&chunk,f.mNumIndices);
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for (unsigned int a = 0; a < f.mNumIndices;++a) {
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if (mesh->mNumVertices < (1u<<16)) {
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Write<uint16_t>(&chunk,f.mIndices[a]);
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}
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else Write<unsigned int>(&chunk,f.mIndices[a]);
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}
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}
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}
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// write bones
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if (mesh->mNumBones) {
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for (unsigned int a = 0; a < mesh->mNumBones;++a) {
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const aiBone* b = mesh->mBones[a];
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WriteBinaryBone(&chunk,b);
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryMaterialProperty(IOStream * container, const aiMaterialProperty* prop)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMATERIALPROPERTY );
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Write<aiString>(&chunk,prop->mKey);
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Write<unsigned int>(&chunk,prop->mSemantic);
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Write<unsigned int>(&chunk,prop->mIndex);
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Write<unsigned int>(&chunk,prop->mDataLength);
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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<aiVector3D>(&chunk,(const aiVector3D&)l->mColorDiffuse);
|
|
Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorSpecular);
|
|
Write<aiVector3D>(&chunk,(const aiVector3D&)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);
|
|
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
|
|
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 = 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
|