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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/code/AssetLib/Assbin
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/code/AssetLib/Assbin')
-rw-r--r--libs/assimp/code/AssetLib/Assbin/AssbinExporter.cpp68
-rw-r--r--libs/assimp/code/AssetLib/Assbin/AssbinExporter.h60
-rw-r--r--libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.cpp833
-rw-r--r--libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.h65
-rw-r--r--libs/assimp/code/AssetLib/Assbin/AssbinLoader.cpp730
-rw-r--r--libs/assimp/code/AssetLib/Assbin/AssbinLoader.h99
6 files changed, 1855 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Assbin/AssbinExporter.cpp b/libs/assimp/code/AssetLib/Assbin/AssbinExporter.cpp
new file mode 100644
index 0000000..149b3c5
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assbin/AssbinExporter.cpp
@@ -0,0 +1,68 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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
+ */
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
+
+#include "AssbinFileWriter.h"
+
+#include <assimp/scene.h>
+#include <assimp/Exporter.hpp>
+#include <assimp/IOSystem.hpp>
+
+namespace Assimp {
+
+void ExportSceneAssbin(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene, const ExportProperties * /*pProperties*/) {
+ DumpSceneToAssbin(
+ pFile,
+ "\0", // no command(s).
+ pIOSystem,
+ pScene,
+ false, // shortened?
+ false); // compressed?
+}
+} // end of namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_ASSBIN_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT
diff --git a/libs/assimp/code/AssetLib/Assbin/AssbinExporter.h b/libs/assimp/code/AssetLib/Assbin/AssbinExporter.h
new file mode 100644
index 0000000..1801c16
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assbin/AssbinExporter.h
@@ -0,0 +1,60 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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.h
+ * ASSBIN Exporter Main Header
+ */
+#pragma once
+#ifndef AI_ASSBINEXPORTER_H_INC
+#define AI_ASSBINEXPORTER_H_INC
+
+#include <assimp/defs.h>
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+
+// 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
+#endif // AI_ASSBINEXPORTER_H_INC
diff --git a/libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.cpp b/libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.cpp
new file mode 100644
index 0000000..1d16f17
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.cpp
@@ -0,0 +1,833 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+/** @file AssbinFileWriter.cpp
+ * @brief Implementation of Assbin file writer.
+ */
+
+#include "AssbinFileWriter.h"
+#include "Common/assbin_chunks.h"
+#include "PostProcessing/ProcessHelper.h"
+
+#include <assimp/Exceptional.h>
+#include <assimp/version.h>
+#include <assimp/IOStream.hpp>
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#include <zlib.h>
+#else
+#include "../contrib/zlib/zlib.h"
+#endif
+
+#include <ctime>
+
+#if _MSC_VER
+#pragma warning(push)
+#pragma warning(disable : 4706)
+#endif // _MSC_VER
+
+namespace Assimp {
+
+template <typename T>
+size_t Write(IOStream *stream, const T &v) {
+ return stream->Write(&v, sizeof(T), 1);
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiString
+template <>
+inline size_t Write<aiString>(IOStream *stream, const aiString &s) {
+ const size_t s2 = (uint32_t)s.length;
+ stream->Write(&s, 4, 1);
+ stream->Write(s.data, s2, 1);
+
+ return s2 + 4;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an unsigned int as uint32_t
+template <>
+inline size_t Write<unsigned int>(IOStream *stream, const unsigned int &w) {
+ const uint32_t t = (uint32_t)w;
+ if (w > t) {
+ // this shouldn't happen, integers in Assimp data structures never exceed 2^32
+ throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
+ }
+
+ stream->Write(&t, 4, 1);
+
+ return 4;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an unsigned int as uint16_t
+template <>
+inline size_t Write<uint16_t>(IOStream *stream, const uint16_t &w) {
+ static_assert(sizeof(uint16_t) == 2, "sizeof(uint16_t)==2");
+ stream->Write(&w, 2, 1);
+
+ return 2;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a float
+template <>
+inline size_t Write<float>(IOStream *stream, const float &f) {
+ static_assert(sizeof(float) == 4, "sizeof(float)==4");
+ stream->Write(&f, 4, 1);
+
+ return 4;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a double
+template <>
+inline size_t Write<double>(IOStream *stream, const double &f) {
+ static_assert(sizeof(double) == 8, "sizeof(double)==8");
+ stream->Write(&f, 8, 1);
+
+ return 8;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a vec3
+template <>
+inline size_t Write<aiVector3D>(IOStream *stream, const aiVector3D &v) {
+ size_t t = Write<float>(stream, v.x);
+ t += Write<float>(stream, v.y);
+ t += Write<float>(stream, v.z);
+
+ return t;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a color value
+template <>
+inline size_t Write<aiColor3D>(IOStream *stream, const aiColor3D &v) {
+ size_t t = Write<float>(stream, v.r);
+ t += Write<float>(stream, v.g);
+ t += Write<float>(stream, v.b);
+
+ return t;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a color value
+template <>
+inline size_t Write<aiColor4D>(IOStream *stream, const aiColor4D &v) {
+ size_t t = Write<float>(stream, v.r);
+ t += Write<float>(stream, v.g);
+ t += Write<float>(stream, v.b);
+ t += Write<float>(stream, v.a);
+
+ return t;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a quaternion
+template <>
+inline size_t Write<aiQuaternion>(IOStream *stream, const aiQuaternion &v) {
+ size_t t = Write<float>(stream, v.w);
+ t += Write<float>(stream, v.x);
+ t += Write<float>(stream, v.y);
+ t += Write<float>(stream, v.z);
+ ai_assert(t == 16);
+
+ return t;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize a vertex weight
+template <>
+inline size_t Write<aiVertexWeight>(IOStream *stream, const aiVertexWeight &v) {
+ size_t t = Write<unsigned int>(stream, v.mVertexId);
+
+ return t + Write<float>(stream, v.mWeight);
+}
+
+constexpr size_t MatrixSize = 64;
+
+// -----------------------------------------------------------------------------------
+// Serialize a mat4x4
+template <>
+inline size_t Write<aiMatrix4x4>(IOStream *stream, const aiMatrix4x4 &m) {
+ for (unsigned int i = 0; i < 4; ++i) {
+ for (unsigned int i2 = 0; i2 < 4; ++i2) {
+ Write<float>(stream, m[i][i2]);
+ }
+ }
+
+ return MatrixSize;
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiVectorKey
+template <>
+inline size_t Write<aiVectorKey>(IOStream *stream, const aiVectorKey &v) {
+ const size_t t = Write<double>(stream, v.mTime);
+ return t + Write<aiVector3D>(stream, v.mValue);
+}
+
+// -----------------------------------------------------------------------------------
+// Serialize an aiQuatKey
+template <>
+inline size_t Write<aiQuatKey>(IOStream *stream, const aiQuatKey &v) {
+ const size_t t = Write<double>(stream, v.mTime);
+ return t + Write<aiQuaternion>(stream, v.mValue);
+}
+
+template <typename T>
+inline size_t WriteBounds(IOStream *stream, const T *in, unsigned int size) {
+ T minc, maxc;
+ ArrayBounds(in, size, minc, maxc);
+
+ const size_t t = Write<T>(stream, minc);
+ return t + Write<T>(stream, maxc);
+}
+
+// We use this to write out non-byte arrays so that we write using the specializations.
+// This way we avoid writing out extra bytes that potentially come from struct alignment.
+template <typename T>
+inline size_t WriteArray(IOStream *stream, const T *in, unsigned int size) {
+ size_t n = 0;
+ for (unsigned int i = 0; i < size; i++)
+ n += Write<T>(stream, in[i]);
+
+ return n;
+}
+
+// ----------------------------------------------------------------------------------
+/** @class AssbinChunkWriter
+ * @brief Chunk writer mechanism for the .assbin file structure
+ *
+ * This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
+ * the difference being that this takes another IOStream as a "container" in the
+ * constructor, and when it is destroyed, it appends the magic number, the chunk size,
+ * and the chunk contents to the container stream. This allows relatively easy chunk
+ * chunk construction, even recursively.
+ */
+class AssbinChunkWriter : public IOStream {
+private:
+ uint8_t *buffer;
+ uint32_t magic;
+ IOStream *container;
+ size_t cur_size, cursor, initial;
+
+private:
+ // -------------------------------------------------------------------
+ void Grow(size_t need = 0) {
+ size_t new_size = std::max(initial, std::max(need, cur_size + (cur_size >> 1)));
+
+ const uint8_t *const old = buffer;
+ buffer = new uint8_t[new_size];
+
+ if (old) {
+ memcpy(buffer, old, cur_size);
+ delete[] old;
+ }
+
+ cur_size = new_size;
+ }
+
+public:
+ AssbinChunkWriter(IOStream *container, uint32_t magic, size_t initial = 4096) :
+ buffer(nullptr),
+ magic(magic),
+ container(container),
+ cur_size(0),
+ cursor(0),
+ initial(initial) {
+ // empty
+ }
+
+ ~AssbinChunkWriter() override {
+ 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; }
+
+ size_t Read(void * /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) override {
+ return 0;
+ }
+
+ aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) override {
+ return aiReturn_FAILURE;
+ }
+
+ size_t Tell() const override {
+ return cursor;
+ }
+
+ void Flush() override {
+ // not implemented
+ }
+
+ size_t FileSize() const override {
+ return cursor;
+ }
+
+ size_t Write(const void *pvBuffer, size_t pSize, size_t pCount) override {
+ pSize *= pCount;
+ if (cursor + pSize > cur_size) {
+ Grow(cursor + pSize);
+ }
+
+ memcpy(buffer + cursor, pvBuffer, pSize);
+ cursor += pSize;
+
+ return pCount;
+ }
+};
+
+// ----------------------------------------------------------------------------------
+/** @class AssbinFileWriter
+ * @brief Assbin file writer class
+ *
+ * This class writes an .assbin file, and is responsible for the file layout.
+ */
+class AssbinFileWriter {
+private:
+ bool shortened;
+ bool compressed;
+
+protected:
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryNode(IOStream *container, const aiNode *node) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AINODE);
+
+ unsigned int nb_metadata = (node->mMetaData != nullptr ? node->mMetaData->mNumProperties : 0);
+
+ Write<aiString>(&chunk, node->mName);
+ Write<aiMatrix4x4>(&chunk, node->mTransformation);
+ Write<unsigned int>(&chunk, node->mNumChildren);
+ Write<unsigned int>(&chunk, node->mNumMeshes);
+ Write<unsigned int>(&chunk, nb_metadata);
+
+ for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
+ Write<unsigned int>(&chunk, node->mMeshes[i]);
+ }
+
+ for (unsigned int i = 0; i < node->mNumChildren; ++i) {
+ WriteBinaryNode(&chunk, node->mChildren[i]);
+ }
+
+ for (unsigned int i = 0; i < nb_metadata; ++i) {
+ const aiString &key = node->mMetaData->mKeys[i];
+ aiMetadataType type = node->mMetaData->mValues[i].mType;
+ void *value = node->mMetaData->mValues[i].mData;
+
+ Write<aiString>(&chunk, key);
+ Write<uint16_t>(&chunk, (uint16_t)type);
+
+ switch (type) {
+ case AI_BOOL:
+ Write<bool>(&chunk, *((bool *)value));
+ break;
+ case AI_INT32:
+ Write<int32_t>(&chunk, *((int32_t *)value));
+ break;
+ case AI_UINT64:
+ Write<uint64_t>(&chunk, *((uint64_t *)value));
+ break;
+ case AI_FLOAT:
+ Write<float>(&chunk, *((float *)value));
+ break;
+ case AI_DOUBLE:
+ Write<double>(&chunk, *((double *)value));
+ break;
+ case AI_AISTRING:
+ Write<aiString>(&chunk, *((aiString *)value));
+ break;
+ case AI_AIVECTOR3D:
+ Write<aiVector3D>(&chunk, *((aiVector3D *)value));
+ break;
+#ifdef SWIG
+ case FORCE_32BIT:
+#endif // SWIG
+ default:
+ break;
+ }
+ }
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryTexture(IOStream *container, const aiTexture *tex) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AITEXTURE);
+
+ Write<unsigned int>(&chunk, tex->mWidth);
+ Write<unsigned int>(&chunk, tex->mHeight);
+ // Write the texture format, but don't include the null terminator.
+ chunk.Write(tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1);
+
+ if (!shortened) {
+ if (!tex->mHeight) {
+ chunk.Write(tex->pcData, 1, tex->mWidth);
+ } else {
+ chunk.Write(tex->pcData, 1, tex->mWidth * tex->mHeight * 4);
+ }
+ }
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryBone(IOStream *container, const aiBone *b) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIBONE);
+
+ Write<aiString>(&chunk, b->mName);
+ Write<unsigned int>(&chunk, b->mNumWeights);
+ Write<aiMatrix4x4>(&chunk, b->mOffsetMatrix);
+
+ // for the moment we write dumb min/max values for the bones, too.
+ // maybe I'll add a better, hash-like solution later
+ if (shortened) {
+ WriteBounds(&chunk, b->mWeights, b->mNumWeights);
+ } // else write as usual
+ else
+ WriteArray<aiVertexWeight>(&chunk, b->mWeights, b->mNumWeights);
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryMesh(IOStream *container, const aiMesh *mesh) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMESH);
+
+ Write<unsigned int>(&chunk, mesh->mPrimitiveTypes);
+ Write<unsigned int>(&chunk, mesh->mNumVertices);
+ Write<unsigned int>(&chunk, mesh->mNumFaces);
+ Write<unsigned int>(&chunk, mesh->mNumBones);
+ Write<unsigned int>(&chunk, mesh->mMaterialIndex);
+
+ // first of all, write bits for all existent vertex components
+ unsigned int c = 0;
+ if (mesh->mVertices) {
+ c |= ASSBIN_MESH_HAS_POSITIONS;
+ }
+ if (mesh->mNormals) {
+ c |= ASSBIN_MESH_HAS_NORMALS;
+ }
+ if (mesh->mTangents && mesh->mBitangents) {
+ c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
+ }
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
+ if (!mesh->mTextureCoords[n]) {
+ break;
+ }
+ c |= ASSBIN_MESH_HAS_TEXCOORD(n);
+ }
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
+ if (!mesh->mColors[n]) {
+ break;
+ }
+ c |= ASSBIN_MESH_HAS_COLOR(n);
+ }
+ Write<unsigned int>(&chunk, c);
+
+ aiVector3D minVec, maxVec;
+ if (mesh->mVertices) {
+ if (shortened) {
+ WriteBounds(&chunk, mesh->mVertices, mesh->mNumVertices);
+ } // else write as usual
+ else
+ WriteArray<aiVector3D>(&chunk, mesh->mVertices, mesh->mNumVertices);
+ }
+ if (mesh->mNormals) {
+ if (shortened) {
+ WriteBounds(&chunk, mesh->mNormals, mesh->mNumVertices);
+ } // else write as usual
+ else
+ WriteArray<aiVector3D>(&chunk, mesh->mNormals, mesh->mNumVertices);
+ }
+ if (mesh->mTangents && mesh->mBitangents) {
+ if (shortened) {
+ WriteBounds(&chunk, mesh->mTangents, mesh->mNumVertices);
+ WriteBounds(&chunk, mesh->mBitangents, mesh->mNumVertices);
+ } // else write as usual
+ else {
+ WriteArray<aiVector3D>(&chunk, mesh->mTangents, mesh->mNumVertices);
+ WriteArray<aiVector3D>(&chunk, mesh->mBitangents, mesh->mNumVertices);
+ }
+ }
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
+ if (!mesh->mColors[n])
+ break;
+
+ if (shortened) {
+ WriteBounds(&chunk, mesh->mColors[n], mesh->mNumVertices);
+ } // else write as usual
+ else
+ WriteArray<aiColor4D>(&chunk, mesh->mColors[n], mesh->mNumVertices);
+ }
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
+ if (!mesh->mTextureCoords[n])
+ break;
+
+ // write number of UV components
+ Write<unsigned int>(&chunk, mesh->mNumUVComponents[n]);
+
+ if (shortened) {
+ WriteBounds(&chunk, mesh->mTextureCoords[n], mesh->mNumVertices);
+ } // else write as usual
+ else
+ WriteArray<aiVector3D>(&chunk, mesh->mTextureCoords[n], mesh->mNumVertices);
+ }
+
+ // write faces. There are no floating-point calculations involved
+ // in these, so we can write a simple hash over the face data
+ // to the dump file. We generate a single 32 Bit hash for 512 faces
+ // using Assimp's standard hashing function.
+ if (shortened) {
+ unsigned int processed = 0;
+ for (unsigned int job; (job = std::min(mesh->mNumFaces - processed, 512u)); processed += job) {
+ uint32_t hash = 0;
+ for (unsigned int a = 0; a < job; ++a) {
+
+ const aiFace &f = mesh->mFaces[processed + a];
+ uint32_t tmp = f.mNumIndices;
+ hash = SuperFastHash(reinterpret_cast<const char *>(&tmp), sizeof tmp, hash);
+ for (unsigned int i = 0; i < f.mNumIndices; ++i) {
+ static_assert(AI_MAX_VERTICES <= 0xffffffff, "AI_MAX_VERTICES <= 0xffffffff");
+ tmp = static_cast<uint32_t>(f.mIndices[i]);
+ hash = SuperFastHash(reinterpret_cast<const char *>(&tmp), sizeof tmp, hash);
+ }
+ }
+ Write<unsigned int>(&chunk, hash);
+ }
+ } else // else write as usual
+ {
+ // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
+ for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
+ const aiFace &f = mesh->mFaces[i];
+
+ static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
+ Write<uint16_t>(&chunk, static_cast<uint16_t>(f.mNumIndices));
+
+ for (unsigned int a = 0; a < f.mNumIndices; ++a) {
+ if (mesh->mNumVertices < (1u << 16)) {
+ Write<uint16_t>(&chunk, static_cast<uint16_t>(f.mIndices[a]));
+ } else {
+ Write<unsigned int>(&chunk, f.mIndices[a]);
+ }
+ }
+ }
+ }
+
+ // write bones
+ if (mesh->mNumBones) {
+ for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
+ const aiBone *b = mesh->mBones[a];
+ WriteBinaryBone(&chunk, b);
+ }
+ }
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryMaterialProperty(IOStream *container, const aiMaterialProperty *prop) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMATERIALPROPERTY);
+
+ Write<aiString>(&chunk, prop->mKey);
+ Write<unsigned int>(&chunk, prop->mSemantic);
+ Write<unsigned int>(&chunk, prop->mIndex);
+
+ Write<unsigned int>(&chunk, prop->mDataLength);
+ Write<unsigned int>(&chunk, (unsigned int)prop->mType);
+ chunk.Write(prop->mData, 1, prop->mDataLength);
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryMaterial(IOStream *container, const aiMaterial *mat) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIMATERIAL);
+
+ Write<unsigned int>(&chunk, mat->mNumProperties);
+ for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
+ WriteBinaryMaterialProperty(&chunk, mat->mProperties[i]);
+ }
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryNodeAnim(IOStream *container, const aiNodeAnim *nd) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AINODEANIM);
+
+ Write<aiString>(&chunk, nd->mNodeName);
+ Write<unsigned int>(&chunk, nd->mNumPositionKeys);
+ Write<unsigned int>(&chunk, nd->mNumRotationKeys);
+ Write<unsigned int>(&chunk, nd->mNumScalingKeys);
+ Write<unsigned int>(&chunk, nd->mPreState);
+ Write<unsigned int>(&chunk, nd->mPostState);
+
+ if (nd->mPositionKeys) {
+ if (shortened) {
+ WriteBounds(&chunk, nd->mPositionKeys, nd->mNumPositionKeys);
+
+ } // else write as usual
+ else
+ WriteArray<aiVectorKey>(&chunk, nd->mPositionKeys, nd->mNumPositionKeys);
+ }
+ if (nd->mRotationKeys) {
+ if (shortened) {
+ WriteBounds(&chunk, nd->mRotationKeys, nd->mNumRotationKeys);
+
+ } // else write as usual
+ else
+ WriteArray<aiQuatKey>(&chunk, nd->mRotationKeys, nd->mNumRotationKeys);
+ }
+ if (nd->mScalingKeys) {
+ if (shortened) {
+ WriteBounds(&chunk, nd->mScalingKeys, nd->mNumScalingKeys);
+
+ } // else write as usual
+ else
+ WriteArray<aiVectorKey>(&chunk, nd->mScalingKeys, nd->mNumScalingKeys);
+ }
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryAnim(IOStream *container, const aiAnimation *anim) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AIANIMATION);
+
+ Write<aiString>(&chunk, anim->mName);
+ Write<double>(&chunk, anim->mDuration);
+ Write<double>(&chunk, anim->mTicksPerSecond);
+ Write<unsigned int>(&chunk, anim->mNumChannels);
+
+ for (unsigned int a = 0; a < anim->mNumChannels; ++a) {
+ const aiNodeAnim *nd = anim->mChannels[a];
+ WriteBinaryNodeAnim(&chunk, nd);
+ }
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryLight(IOStream *container, const aiLight *l) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AILIGHT);
+
+ Write<aiString>(&chunk, l->mName);
+ Write<unsigned int>(&chunk, l->mType);
+
+ if (l->mType != aiLightSource_DIRECTIONAL) {
+ Write<float>(&chunk, l->mAttenuationConstant);
+ Write<float>(&chunk, l->mAttenuationLinear);
+ Write<float>(&chunk, l->mAttenuationQuadratic);
+ }
+
+ Write<aiColor3D>(&chunk, l->mColorDiffuse);
+ Write<aiColor3D>(&chunk, l->mColorSpecular);
+ Write<aiColor3D>(&chunk, l->mColorAmbient);
+
+ if (l->mType == aiLightSource_SPOT) {
+ Write<float>(&chunk, l->mAngleInnerCone);
+ Write<float>(&chunk, l->mAngleOuterCone);
+ }
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryCamera(IOStream *container, const aiCamera *cam) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AICAMERA);
+
+ Write<aiString>(&chunk, cam->mName);
+ Write<aiVector3D>(&chunk, cam->mPosition);
+ Write<aiVector3D>(&chunk, cam->mLookAt);
+ Write<aiVector3D>(&chunk, cam->mUp);
+ Write<float>(&chunk, cam->mHorizontalFOV);
+ Write<float>(&chunk, cam->mClipPlaneNear);
+ Write<float>(&chunk, cam->mClipPlaneFar);
+ Write<float>(&chunk, cam->mAspect);
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryScene(IOStream *container, const aiScene *scene) {
+ AssbinChunkWriter chunk(container, ASSBIN_CHUNK_AISCENE);
+
+ // basic scene information
+ Write<unsigned int>(&chunk, scene->mFlags);
+ Write<unsigned int>(&chunk, scene->mNumMeshes);
+ Write<unsigned int>(&chunk, scene->mNumMaterials);
+ Write<unsigned int>(&chunk, scene->mNumAnimations);
+ Write<unsigned int>(&chunk, scene->mNumTextures);
+ Write<unsigned int>(&chunk, scene->mNumLights);
+ Write<unsigned int>(&chunk, scene->mNumCameras);
+
+ // write node graph
+ WriteBinaryNode(&chunk, scene->mRootNode);
+
+ // write all meshes
+ for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
+ const aiMesh *mesh = scene->mMeshes[i];
+ WriteBinaryMesh(&chunk, mesh);
+ }
+
+ // write materials
+ for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
+ const aiMaterial *mat = scene->mMaterials[i];
+ WriteBinaryMaterial(&chunk, mat);
+ }
+
+ // write all animations
+ for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
+ const aiAnimation *anim = scene->mAnimations[i];
+ WriteBinaryAnim(&chunk, anim);
+ }
+
+ // write all textures
+ for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
+ const aiTexture *mesh = scene->mTextures[i];
+ WriteBinaryTexture(&chunk, mesh);
+ }
+
+ // write lights
+ for (unsigned int i = 0; i < scene->mNumLights; ++i) {
+ const aiLight *l = scene->mLights[i];
+ WriteBinaryLight(&chunk, l);
+ }
+
+ // write cameras
+ for (unsigned int i = 0; i < scene->mNumCameras; ++i) {
+ const aiCamera *cam = scene->mCameras[i];
+ WriteBinaryCamera(&chunk, cam);
+ }
+ }
+
+public:
+ AssbinFileWriter(bool shortened, bool compressed) :
+ shortened(shortened), compressed(compressed) {
+ }
+
+ // -----------------------------------------------------------------------------------
+ // Write a binary model dump
+ void WriteBinaryDump(const char *pFile, const char *cmd, IOSystem *pIOSystem, const aiScene *pScene) {
+ IOStream *out = pIOSystem->Open(pFile, "wb");
+ if (!out)
+ throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
+
+ auto CloseIOStream = [&]() {
+ if (out) {
+ pIOSystem->Close(out);
+ out = nullptr; // Ensure this is only done once.
+ }
+ };
+
+ try {
+ time_t tt = time(nullptr);
+#if _WIN32
+ tm *p = gmtime(&tt);
+#else
+ struct tm now;
+ tm *p = gmtime_r(&tt, &now);
+#endif
+
+ // header
+ char s[64];
+ memset(s, 0, 64);
+#if _MSC_VER >= 1400
+ sprintf_s(s, "ASSIMP.binary-dump.%s", asctime(p));
+#else
+ ai_snprintf(s, 64, "ASSIMP.binary-dump.%s", asctime(p));
+#endif
+ out->Write(s, 44, 1);
+ // == 44 bytes
+
+ Write<unsigned int>(out, ASSBIN_VERSION_MAJOR);
+ Write<unsigned int>(out, ASSBIN_VERSION_MINOR);
+ Write<unsigned int>(out, aiGetVersionRevision());
+ Write<unsigned int>(out, aiGetCompileFlags());
+ Write<uint16_t>(out, shortened);
+ Write<uint16_t>(out, compressed);
+ // == 20 bytes
+
+ char buff[256] = { 0 };
+ ai_snprintf(buff, 256, "%s", pFile);
+ out->Write(buff, sizeof(char), 256);
+
+ memset(buff, 0, sizeof(buff));
+ ai_snprintf(buff, 128, "%s", cmd);
+ out->Write(buff, sizeof(char), 128);
+
+ // leave 64 bytes free for future extensions
+ memset(buff, 0xcd, 64);
+ out->Write(buff, sizeof(char), 64);
+ // == 435 bytes
+
+ // ==== total header size: 512 bytes
+ ai_assert(out->Tell() == ASSBIN_HEADER_LENGTH);
+
+ // Up to here the data is uncompressed. For compressed files, the rest
+ // is compressed using standard DEFLATE from zlib.
+ if (compressed) {
+ AssbinChunkWriter uncompressedStream(nullptr, 0);
+ WriteBinaryScene(&uncompressedStream, pScene);
+
+ uLongf uncompressedSize = static_cast<uLongf>(uncompressedStream.Tell());
+ uLongf compressedSize = (uLongf)compressBound(uncompressedSize);
+ uint8_t *compressedBuffer = new uint8_t[compressedSize];
+
+ int res = compress2(compressedBuffer, &compressedSize, (const Bytef *)uncompressedStream.GetBufferPointer(), uncompressedSize, 9);
+ if (res != Z_OK) {
+ delete[] compressedBuffer;
+ throw DeadlyExportError("Compression failed.");
+ }
+
+ out->Write(&uncompressedSize, sizeof(uint32_t), 1);
+ out->Write(compressedBuffer, sizeof(char), compressedSize);
+
+ delete[] compressedBuffer;
+ } else {
+ WriteBinaryScene(out, pScene);
+ }
+
+ CloseIOStream();
+ } catch (...) {
+ CloseIOStream();
+ throw;
+ }
+ }
+};
+
+void DumpSceneToAssbin(
+ const char *pFile, const char *cmd, IOSystem *pIOSystem,
+ const aiScene *pScene, bool shortened, bool compressed) {
+ AssbinFileWriter fileWriter(shortened, compressed);
+ fileWriter.WriteBinaryDump(pFile, cmd, pIOSystem, pScene);
+}
+#if _MSC_VER
+#pragma warning(pop)
+#endif // _MSC_VER
+
+} // end of namespace Assimp
diff --git a/libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.h b/libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.h
new file mode 100644
index 0000000..cfed3b4
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.h
@@ -0,0 +1,65 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file AssbinFileWriter.h
+ * @brief Declaration of Assbin file writer.
+ */
+
+#ifndef AI_ASSBINFILEWRITER_H_INC
+#define AI_ASSBINFILEWRITER_H_INC
+
+#include <assimp/defs.h>
+#include <assimp/scene.h>
+#include <assimp/IOSystem.hpp>
+
+namespace Assimp {
+
+void ASSIMP_API DumpSceneToAssbin(
+ const char *pFile,
+ const char *cmd,
+ IOSystem *pIOSystem,
+ const aiScene *pScene,
+ bool shortened,
+ bool compressed);
+
+}
+
+#endif // AI_ASSBINFILEWRITER_H_INC
diff --git a/libs/assimp/code/AssetLib/Assbin/AssbinLoader.cpp b/libs/assimp/code/AssetLib/Assbin/AssbinLoader.cpp
new file mode 100644
index 0000000..060ce43
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assbin/AssbinLoader.cpp
@@ -0,0 +1,730 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 AssbinLoader.cpp
+ * @brief Implementation of the .assbin importer class
+ *
+ * see assbin_chunks.h
+ */
+
+#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
+
+// internal headers
+#include "AssetLib/Assbin/AssbinLoader.h"
+#include "Common/assbin_chunks.h"
+#include <assimp/MemoryIOWrapper.h>
+#include <assimp/anim.h>
+#include <assimp/importerdesc.h>
+#include <assimp/mesh.h>
+#include <assimp/scene.h>
+#include <memory>
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#include <zlib.h>
+#else
+#include <contrib/zlib/zlib.h>
+#endif
+
+using namespace Assimp;
+
+static const aiImporterDesc desc = {
+ "Assimp Binary Importer",
+ "Gargaj / Conspiracy",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "assbin"
+};
+
+// -----------------------------------------------------------------------------------
+const aiImporterDesc *AssbinImporter::GetInfo() const {
+ return &desc;
+}
+
+// -----------------------------------------------------------------------------------
+bool AssbinImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
+ IOStream *in = pIOHandler->Open(pFile);
+ if (nullptr == in) {
+ return false;
+ }
+
+ char s[32];
+ in->Read(s, sizeof(char), 32);
+
+ pIOHandler->Close(in);
+
+ return strncmp(s, "ASSIMP.binary-dump.", 19) == 0;
+}
+
+// -----------------------------------------------------------------------------------
+template <typename T>
+T Read(IOStream *stream) {
+ T t;
+ size_t res = stream->Read(&t, sizeof(T), 1);
+ if (res != 1) {
+ throw DeadlyImportError("Unexpected EOF");
+ }
+ return t;
+}
+
+// -----------------------------------------------------------------------------------
+template <>
+aiVector3D Read<aiVector3D>(IOStream *stream) {
+ aiVector3D v;
+ v.x = Read<ai_real>(stream);
+ v.y = Read<ai_real>(stream);
+ v.z = Read<ai_real>(stream);
+ return v;
+}
+
+// -----------------------------------------------------------------------------------
+template <>
+aiColor4D Read<aiColor4D>(IOStream *stream) {
+ aiColor4D c;
+ c.r = Read<ai_real>(stream);
+ c.g = Read<ai_real>(stream);
+ c.b = Read<ai_real>(stream);
+ c.a = Read<ai_real>(stream);
+ return c;
+}
+
+// -----------------------------------------------------------------------------------
+template <>
+aiQuaternion Read<aiQuaternion>(IOStream *stream) {
+ aiQuaternion v;
+ v.w = Read<ai_real>(stream);
+ v.x = Read<ai_real>(stream);
+ v.y = Read<ai_real>(stream);
+ v.z = Read<ai_real>(stream);
+ return v;
+}
+
+// -----------------------------------------------------------------------------------
+template <>
+aiString Read<aiString>(IOStream *stream) {
+ aiString s;
+ stream->Read(&s.length, 4, 1);
+ if (s.length) {
+ stream->Read(s.data, s.length, 1);
+ }
+ s.data[s.length] = 0;
+
+ return s;
+}
+
+// -----------------------------------------------------------------------------------
+template <>
+aiVertexWeight Read<aiVertexWeight>(IOStream *stream) {
+ aiVertexWeight w;
+ w.mVertexId = Read<unsigned int>(stream);
+ w.mWeight = Read<ai_real>(stream);
+ return w;
+}
+
+// -----------------------------------------------------------------------------------
+template <>
+aiMatrix4x4 Read<aiMatrix4x4>(IOStream *stream) {
+ aiMatrix4x4 m;
+ for (unsigned int i = 0; i < 4; ++i) {
+ for (unsigned int i2 = 0; i2 < 4; ++i2) {
+ m[i][i2] = Read<ai_real>(stream);
+ }
+ }
+ return m;
+}
+
+// -----------------------------------------------------------------------------------
+template <>
+aiVectorKey Read<aiVectorKey>(IOStream *stream) {
+ aiVectorKey v;
+ v.mTime = Read<double>(stream);
+ v.mValue = Read<aiVector3D>(stream);
+ return v;
+}
+
+// -----------------------------------------------------------------------------------
+template <>
+aiQuatKey Read<aiQuatKey>(IOStream *stream) {
+ aiQuatKey v;
+ v.mTime = Read<double>(stream);
+ v.mValue = Read<aiQuaternion>(stream);
+ return v;
+}
+
+// -----------------------------------------------------------------------------------
+template <typename T>
+void ReadArray(IOStream *stream, T *out, unsigned int size) {
+ ai_assert(nullptr != stream);
+ ai_assert(nullptr != out);
+
+ for (unsigned int i = 0; i < size; i++) {
+ out[i] = Read<T>(stream);
+ }
+}
+
+// -----------------------------------------------------------------------------------
+template <typename T>
+void ReadBounds(IOStream *stream, T * /*p*/, unsigned int n) {
+ // not sure what to do here, the data isn't really useful.
+ stream->Seek(sizeof(T) * n, aiOrigin_CUR);
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryNode(IOStream *stream, aiNode **onode, aiNode *parent) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODE)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ std::unique_ptr<aiNode> node(new aiNode());
+
+ node->mName = Read<aiString>(stream);
+ node->mTransformation = Read<aiMatrix4x4>(stream);
+ unsigned numChildren = Read<unsigned int>(stream);
+ unsigned numMeshes = Read<unsigned int>(stream);
+ unsigned int nb_metadata = Read<unsigned int>(stream);
+
+ if (parent) {
+ node->mParent = parent;
+ }
+
+ if (numMeshes) {
+ node->mMeshes = new unsigned int[numMeshes];
+ for (unsigned int i = 0; i < numMeshes; ++i) {
+ node->mMeshes[i] = Read<unsigned int>(stream);
+ node->mNumMeshes++;
+ }
+ }
+
+ if (numChildren) {
+ node->mChildren = new aiNode *[numChildren];
+ for (unsigned int i = 0; i < numChildren; ++i) {
+ ReadBinaryNode(stream, &node->mChildren[i], node.get());
+ node->mNumChildren++;
+ }
+ }
+
+ if (nb_metadata > 0) {
+ node->mMetaData = aiMetadata::Alloc(nb_metadata);
+ for (unsigned int i = 0; i < nb_metadata; ++i) {
+ node->mMetaData->mKeys[i] = Read<aiString>(stream);
+ node->mMetaData->mValues[i].mType = (aiMetadataType)Read<uint16_t>(stream);
+ void *data = nullptr;
+
+ switch (node->mMetaData->mValues[i].mType) {
+ case AI_BOOL:
+ data = new bool(Read<bool>(stream));
+ break;
+ case AI_INT32:
+ data = new int32_t(Read<int32_t>(stream));
+ break;
+ case AI_UINT64:
+ data = new uint64_t(Read<uint64_t>(stream));
+ break;
+ case AI_FLOAT:
+ data = new ai_real(Read<ai_real>(stream));
+ break;
+ case AI_DOUBLE:
+ data = new double(Read<double>(stream));
+ break;
+ case AI_AISTRING:
+ data = new aiString(Read<aiString>(stream));
+ break;
+ case AI_AIVECTOR3D:
+ data = new aiVector3D(Read<aiVector3D>(stream));
+ break;
+#ifndef SWIG
+ case FORCE_32BIT:
+#endif // SWIG
+ default:
+ break;
+ }
+
+ node->mMetaData->mValues[i].mData = data;
+ }
+ }
+ *onode = node.release();
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryBone(IOStream *stream, aiBone *b) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIBONE)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ b->mName = Read<aiString>(stream);
+ b->mNumWeights = Read<unsigned int>(stream);
+ b->mOffsetMatrix = Read<aiMatrix4x4>(stream);
+
+ // 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) {
+ ReadBounds(stream, b->mWeights, b->mNumWeights);
+ } else {
+ // else write as usual
+ b->mWeights = new aiVertexWeight[b->mNumWeights];
+ ReadArray<aiVertexWeight>(stream, b->mWeights, b->mNumWeights);
+ }
+}
+
+// -----------------------------------------------------------------------------------
+static bool fitsIntoUI16(unsigned int mNumVertices) {
+ return (mNumVertices < (1u << 16));
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryMesh(IOStream *stream, aiMesh *mesh) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMESH)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ mesh->mPrimitiveTypes = Read<unsigned int>(stream);
+ mesh->mNumVertices = Read<unsigned int>(stream);
+ mesh->mNumFaces = Read<unsigned int>(stream);
+ mesh->mNumBones = Read<unsigned int>(stream);
+ mesh->mMaterialIndex = Read<unsigned int>(stream);
+
+ // first of all, write bits for all existent vertex components
+ unsigned int c = Read<unsigned int>(stream);
+
+ if (c & ASSBIN_MESH_HAS_POSITIONS) {
+ if (shortened) {
+ ReadBounds(stream, mesh->mVertices, mesh->mNumVertices);
+ } else {
+ // else write as usual
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ ReadArray<aiVector3D>(stream, mesh->mVertices, mesh->mNumVertices);
+ }
+ }
+ if (c & ASSBIN_MESH_HAS_NORMALS) {
+ if (shortened) {
+ ReadBounds(stream, mesh->mNormals, mesh->mNumVertices);
+ } else {
+ // else write as usual
+ mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+ ReadArray<aiVector3D>(stream, mesh->mNormals, mesh->mNumVertices);
+ }
+ }
+ if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS) {
+ if (shortened) {
+ ReadBounds(stream, mesh->mTangents, mesh->mNumVertices);
+ ReadBounds(stream, mesh->mBitangents, mesh->mNumVertices);
+ } else {
+ // else write as usual
+ mesh->mTangents = new aiVector3D[mesh->mNumVertices];
+ ReadArray<aiVector3D>(stream, mesh->mTangents, mesh->mNumVertices);
+ mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
+ ReadArray<aiVector3D>(stream, mesh->mBitangents, mesh->mNumVertices);
+ }
+ }
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS; ++n) {
+ if (!(c & ASSBIN_MESH_HAS_COLOR(n))) {
+ break;
+ }
+
+ if (shortened) {
+ ReadBounds(stream, mesh->mColors[n], mesh->mNumVertices);
+ } else {
+ // else write as usual
+ mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
+ ReadArray<aiColor4D>(stream, mesh->mColors[n], mesh->mNumVertices);
+ }
+ }
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++n) {
+ if (!(c & ASSBIN_MESH_HAS_TEXCOORD(n))) {
+ break;
+ }
+
+ // write number of UV components
+ mesh->mNumUVComponents[n] = Read<unsigned int>(stream);
+
+ if (shortened) {
+ ReadBounds(stream, mesh->mTextureCoords[n], mesh->mNumVertices);
+ } else {
+ // else write as usual
+ mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
+ ReadArray<aiVector3D>(stream, 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) {
+ Read<unsigned int>(stream);
+ } else {
+ // else write as usual
+ // if there are less than 2^16 vertices, we can simply use 16 bit integers ...
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+ for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
+ aiFace &f = mesh->mFaces[i];
+
+ static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
+ f.mNumIndices = Read<uint16_t>(stream);
+ f.mIndices = new unsigned int[f.mNumIndices];
+
+ for (unsigned int a = 0; a < f.mNumIndices; ++a) {
+ // Check if unsigned short ( 16 bit ) are big enough for the indices
+ if (fitsIntoUI16(mesh->mNumVertices)) {
+ f.mIndices[a] = Read<uint16_t>(stream);
+ } else {
+ f.mIndices[a] = Read<unsigned int>(stream);
+ }
+ }
+ }
+ }
+
+ // write bones
+ if (mesh->mNumBones) {
+ mesh->mBones = new C_STRUCT aiBone *[mesh->mNumBones];
+ for (unsigned int a = 0; a < mesh->mNumBones; ++a) {
+ mesh->mBones[a] = new aiBone();
+ ReadBinaryBone(stream, mesh->mBones[a]);
+ }
+ }
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryMaterialProperty(IOStream *stream, aiMaterialProperty *prop) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIALPROPERTY)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ prop->mKey = Read<aiString>(stream);
+ prop->mSemantic = Read<unsigned int>(stream);
+ prop->mIndex = Read<unsigned int>(stream);
+
+ prop->mDataLength = Read<unsigned int>(stream);
+ prop->mType = (aiPropertyTypeInfo)Read<unsigned int>(stream);
+ prop->mData = new char[prop->mDataLength];
+ stream->Read(prop->mData, 1, prop->mDataLength);
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryMaterial(IOStream *stream, aiMaterial *mat) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIAL)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ mat->mNumAllocated = mat->mNumProperties = Read<unsigned int>(stream);
+ if (mat->mNumProperties) {
+ if (mat->mProperties) {
+ delete[] mat->mProperties;
+ }
+ mat->mProperties = new aiMaterialProperty *[mat->mNumProperties];
+ for (unsigned int i = 0; i < mat->mNumProperties; ++i) {
+ mat->mProperties[i] = new aiMaterialProperty();
+ ReadBinaryMaterialProperty(stream, mat->mProperties[i]);
+ }
+ }
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryNodeAnim(IOStream *stream, aiNodeAnim *nd) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODEANIM)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ nd->mNodeName = Read<aiString>(stream);
+ nd->mNumPositionKeys = Read<unsigned int>(stream);
+ nd->mNumRotationKeys = Read<unsigned int>(stream);
+ nd->mNumScalingKeys = Read<unsigned int>(stream);
+ nd->mPreState = (aiAnimBehaviour)Read<unsigned int>(stream);
+ nd->mPostState = (aiAnimBehaviour)Read<unsigned int>(stream);
+
+ if (nd->mNumPositionKeys) {
+ if (shortened) {
+ ReadBounds(stream, nd->mPositionKeys, nd->mNumPositionKeys);
+
+ } // else write as usual
+ else {
+ nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+ ReadArray<aiVectorKey>(stream, nd->mPositionKeys, nd->mNumPositionKeys);
+ }
+ }
+ if (nd->mNumRotationKeys) {
+ if (shortened) {
+ ReadBounds(stream, nd->mRotationKeys, nd->mNumRotationKeys);
+
+ } else {
+ // else write as usual
+ nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
+ ReadArray<aiQuatKey>(stream, nd->mRotationKeys, nd->mNumRotationKeys);
+ }
+ }
+ if (nd->mNumScalingKeys) {
+ if (shortened) {
+ ReadBounds(stream, nd->mScalingKeys, nd->mNumScalingKeys);
+
+ } else {
+ // else write as usual
+ nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
+ ReadArray<aiVectorKey>(stream, nd->mScalingKeys, nd->mNumScalingKeys);
+ }
+ }
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryAnim(IOStream *stream, aiAnimation *anim) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AIANIMATION)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ anim->mName = Read<aiString>(stream);
+ anim->mDuration = Read<double>(stream);
+ anim->mTicksPerSecond = Read<double>(stream);
+ anim->mNumChannels = Read<unsigned int>(stream);
+
+ if (anim->mNumChannels) {
+ anim->mChannels = new aiNodeAnim *[anim->mNumChannels];
+ for (unsigned int a = 0; a < anim->mNumChannels; ++a) {
+ anim->mChannels[a] = new aiNodeAnim();
+ ReadBinaryNodeAnim(stream, anim->mChannels[a]);
+ }
+ }
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryTexture(IOStream *stream, aiTexture *tex) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AITEXTURE)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ tex->mWidth = Read<unsigned int>(stream);
+ tex->mHeight = Read<unsigned int>(stream);
+ stream->Read(tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1);
+
+ if (!shortened) {
+ if (!tex->mHeight) {
+ tex->pcData = new aiTexel[tex->mWidth];
+ stream->Read(tex->pcData, 1, tex->mWidth);
+ } else {
+ tex->pcData = new aiTexel[tex->mWidth * tex->mHeight];
+ stream->Read(tex->pcData, 1, tex->mWidth * tex->mHeight * 4);
+ }
+ }
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryLight(IOStream *stream, aiLight *l) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AILIGHT)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ l->mName = Read<aiString>(stream);
+ l->mType = (aiLightSourceType)Read<unsigned int>(stream);
+
+ if (l->mType != aiLightSource_DIRECTIONAL) {
+ l->mAttenuationConstant = Read<float>(stream);
+ l->mAttenuationLinear = Read<float>(stream);
+ l->mAttenuationQuadratic = Read<float>(stream);
+ }
+
+ l->mColorDiffuse = Read<aiColor3D>(stream);
+ l->mColorSpecular = Read<aiColor3D>(stream);
+ l->mColorAmbient = Read<aiColor3D>(stream);
+
+ if (l->mType == aiLightSource_SPOT) {
+ l->mAngleInnerCone = Read<float>(stream);
+ l->mAngleOuterCone = Read<float>(stream);
+ }
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryCamera(IOStream *stream, aiCamera *cam) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AICAMERA)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ cam->mName = Read<aiString>(stream);
+ cam->mPosition = Read<aiVector3D>(stream);
+ cam->mLookAt = Read<aiVector3D>(stream);
+ cam->mUp = Read<aiVector3D>(stream);
+ cam->mHorizontalFOV = Read<float>(stream);
+ cam->mClipPlaneNear = Read<float>(stream);
+ cam->mClipPlaneFar = Read<float>(stream);
+ cam->mAspect = Read<float>(stream);
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::ReadBinaryScene(IOStream *stream, aiScene *scene) {
+ if (Read<uint32_t>(stream) != ASSBIN_CHUNK_AISCENE)
+ throw DeadlyImportError("Magic chunk identifiers are wrong!");
+ /*uint32_t size =*/Read<uint32_t>(stream);
+
+ scene->mFlags = Read<unsigned int>(stream);
+ scene->mNumMeshes = Read<unsigned int>(stream);
+ scene->mNumMaterials = Read<unsigned int>(stream);
+ scene->mNumAnimations = Read<unsigned int>(stream);
+ scene->mNumTextures = Read<unsigned int>(stream);
+ scene->mNumLights = Read<unsigned int>(stream);
+ scene->mNumCameras = Read<unsigned int>(stream);
+
+ // Read node graph
+ //scene->mRootNode = new aiNode[1];
+ ReadBinaryNode(stream, &scene->mRootNode, (aiNode *)nullptr);
+
+ // Read all meshes
+ if (scene->mNumMeshes) {
+ scene->mMeshes = new aiMesh *[scene->mNumMeshes];
+ memset(scene->mMeshes, 0, scene->mNumMeshes * sizeof(aiMesh *));
+ for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
+ scene->mMeshes[i] = new aiMesh();
+ ReadBinaryMesh(stream, scene->mMeshes[i]);
+ }
+ }
+
+ // Read materials
+ if (scene->mNumMaterials) {
+ scene->mMaterials = new aiMaterial *[scene->mNumMaterials];
+ memset(scene->mMaterials, 0, scene->mNumMaterials * sizeof(aiMaterial *));
+ for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
+ scene->mMaterials[i] = new aiMaterial();
+ ReadBinaryMaterial(stream, scene->mMaterials[i]);
+ }
+ }
+
+ // Read all animations
+ if (scene->mNumAnimations) {
+ scene->mAnimations = new aiAnimation *[scene->mNumAnimations];
+ memset(scene->mAnimations, 0, scene->mNumAnimations * sizeof(aiAnimation *));
+ for (unsigned int i = 0; i < scene->mNumAnimations; ++i) {
+ scene->mAnimations[i] = new aiAnimation();
+ ReadBinaryAnim(stream, scene->mAnimations[i]);
+ }
+ }
+
+ // Read all textures
+ if (scene->mNumTextures) {
+ scene->mTextures = new aiTexture *[scene->mNumTextures];
+ memset(scene->mTextures, 0, scene->mNumTextures * sizeof(aiTexture *));
+ for (unsigned int i = 0; i < scene->mNumTextures; ++i) {
+ scene->mTextures[i] = new aiTexture();
+ ReadBinaryTexture(stream, scene->mTextures[i]);
+ }
+ }
+
+ // Read lights
+ if (scene->mNumLights) {
+ scene->mLights = new aiLight *[scene->mNumLights];
+ memset(scene->mLights, 0, scene->mNumLights * sizeof(aiLight *));
+ for (unsigned int i = 0; i < scene->mNumLights; ++i) {
+ scene->mLights[i] = new aiLight();
+ ReadBinaryLight(stream, scene->mLights[i]);
+ }
+ }
+
+ // Read cameras
+ if (scene->mNumCameras) {
+ scene->mCameras = new aiCamera *[scene->mNumCameras];
+ memset(scene->mCameras, 0, scene->mNumCameras * sizeof(aiCamera *));
+ for (unsigned int i = 0; i < scene->mNumCameras; ++i) {
+ scene->mCameras[i] = new aiCamera();
+ ReadBinaryCamera(stream, scene->mCameras[i]);
+ }
+ }
+}
+
+// -----------------------------------------------------------------------------------
+void AssbinImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
+ IOStream *stream = pIOHandler->Open(pFile, "rb");
+ if (nullptr == stream) {
+ throw DeadlyImportError("ASSBIN: Could not open ", pFile);
+ }
+
+ // signature
+ stream->Seek(44, aiOrigin_CUR);
+
+ unsigned int versionMajor = Read<unsigned int>(stream);
+ unsigned int versionMinor = Read<unsigned int>(stream);
+ if (versionMinor != ASSBIN_VERSION_MINOR || versionMajor != ASSBIN_VERSION_MAJOR) {
+ throw DeadlyImportError("Invalid version, data format not compatible!");
+ }
+
+ /*unsigned int versionRevision =*/Read<unsigned int>(stream);
+ /*unsigned int compileFlags =*/Read<unsigned int>(stream);
+
+ shortened = Read<uint16_t>(stream) > 0;
+ compressed = Read<uint16_t>(stream) > 0;
+
+ if (shortened)
+ throw DeadlyImportError("Shortened binaries are not supported!");
+
+ stream->Seek(256, aiOrigin_CUR); // original filename
+ stream->Seek(128, aiOrigin_CUR); // options
+ stream->Seek(64, aiOrigin_CUR); // padding
+
+ if (compressed) {
+ uLongf uncompressedSize = Read<uint32_t>(stream);
+ uLongf compressedSize = static_cast<uLongf>(stream->FileSize() - stream->Tell());
+
+ unsigned char *compressedData = new unsigned char[compressedSize];
+ size_t len = stream->Read(compressedData, 1, compressedSize);
+ ai_assert(len == compressedSize);
+
+ unsigned char *uncompressedData = new unsigned char[uncompressedSize];
+
+ int res = uncompress(uncompressedData, &uncompressedSize, compressedData, (uLong)len);
+ if (res != Z_OK) {
+ delete[] uncompressedData;
+ delete[] compressedData;
+ pIOHandler->Close(stream);
+ throw DeadlyImportError("Zlib decompression failed.");
+ }
+
+ MemoryIOStream io(uncompressedData, uncompressedSize);
+
+ ReadBinaryScene(&io, pScene);
+
+ delete[] uncompressedData;
+ delete[] compressedData;
+ } else {
+ ReadBinaryScene(stream, pScene);
+ }
+
+ pIOHandler->Close(stream);
+}
+
+#endif // !! ASSIMP_BUILD_NO_ASSBIN_IMPORTER
diff --git a/libs/assimp/code/AssetLib/Assbin/AssbinLoader.h b/libs/assimp/code/AssetLib/Assbin/AssbinLoader.h
new file mode 100644
index 0000000..f922b91
--- /dev/null
+++ b/libs/assimp/code/AssetLib/Assbin/AssbinLoader.h
@@ -0,0 +1,99 @@
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 AssbinLoader.h
+ * @brief .assbin File format loader
+ */
+#ifndef AI_ASSBINIMPORTER_H_INC
+#define AI_ASSBINIMPORTER_H_INC
+
+#include <assimp/BaseImporter.h>
+
+struct aiMesh;
+struct aiNode;
+struct aiBone;
+struct aiMaterial;
+struct aiMaterialProperty;
+struct aiNodeAnim;
+struct aiAnimation;
+struct aiTexture;
+struct aiLight;
+struct aiCamera;
+
+#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
+
+namespace Assimp {
+
+// ---------------------------------------------------------------------------------
+/** Importer class for 3D Studio r3 and r4 3DS files
+ */
+class AssbinImporter : public BaseImporter
+{
+private:
+ bool shortened;
+ bool compressed;
+
+public:
+ bool CanRead(const std::string& pFile,
+ IOSystem* pIOHandler, bool checkSig) const override;
+ const aiImporterDesc* GetInfo() const override;
+ void InternReadFile(
+ const std::string& pFile,aiScene* pScene,IOSystem* pIOHandler) override;
+ void ReadHeader();
+ void ReadBinaryScene( IOStream * stream, aiScene* pScene );
+ void ReadBinaryNode( IOStream * stream, aiNode** mRootNode, aiNode* parent );
+ void ReadBinaryMesh( IOStream * stream, aiMesh* mesh );
+ void ReadBinaryBone( IOStream * stream, aiBone* bone );
+ void ReadBinaryMaterial(IOStream * stream, aiMaterial* mat);
+ void ReadBinaryMaterialProperty(IOStream * stream, aiMaterialProperty* prop);
+ void ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd);
+ void ReadBinaryAnim( IOStream * stream, aiAnimation* anim );
+ void ReadBinaryTexture(IOStream * stream, aiTexture* tex);
+ void ReadBinaryLight( IOStream * stream, aiLight* l );
+ void ReadBinaryCamera( IOStream * stream, aiCamera* cam );
+};
+
+} // end of namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_ASSBIN_IMPORTER
+
+#endif // AI_ASSBINIMPORTER_H_INC