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-rw-r--r--libs/assimp/code/AssetLib/Assbin/AssbinLoader.cpp730
1 files changed, 730 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/Assbin/AssbinLoader.cpp b/libs/assimp/code/AssetLib/Assbin/AssbinLoader.cpp
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+++ 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