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diff --git a/src/mesh/assimp-master/code/AssetLib/Assbin/AssbinFileWriter.cpp b/src/mesh/assimp-master/code/AssetLib/Assbin/AssbinFileWriter.cpp
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+++ b/src/mesh/assimp-master/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