diff options
Diffstat (limited to 'libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/Assbin/AssbinFileWriter.cpp | 833 |
1 files changed, 833 insertions, 0 deletions
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 |