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diff --git a/src/3rdparty/assimp/code/AssbinExporter.cpp b/src/3rdparty/assimp/code/AssbinExporter.cpp
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+++ b/src/3rdparty/assimp/code/AssbinExporter.cpp
@@ -0,0 +1,768 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2016, 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
+ */
+#include "assbin_chunks.h"
+#include <assimp/version.h>
+#include <assimp/IOStream.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+#include "ProcessHelper.h"
+#include "Exceptional.h"
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+# include <zlib.h>
+#else
+# include "../contrib/zlib/zlib.h"
+#endif
+
+#include <time.h>
+
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_ASSBIN_EXPORTER
+
+using namespace Assimp;
+
+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 new 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<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);
+ return 16;
+}
+
+
+// -----------------------------------------------------------------------------------
+// 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);
+}
+
+// -----------------------------------------------------------------------------------
+// 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 64;
+}
+
+// -----------------------------------------------------------------------------------
+// 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(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
+ {
+ }
+
+ virtual ~AssbinChunkWriter()
+ {
+ 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; }
+
+ // -------------------------------------------------------------------
+ virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) { return 0; }
+ virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) { return aiReturn_FAILURE; }
+ virtual size_t Tell() const { return cursor; }
+ virtual void Flush() { }
+
+ virtual size_t FileSize() const
+ {
+ return cursor;
+ }
+
+ // -------------------------------------------------------------------
+ virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount)
+ {
+ pSize *= pCount;
+ if (cursor + pSize > cur_size) {
+ Grow(cursor + pSize);
+ }
+
+ memcpy(buffer+cursor, pvBuffer, pSize);
+ cursor += pSize;
+
+ return pCount;
+ }
+
+ };
+
+ // ----------------------------------------------------------------------------------
+ /** @class AssbinExport
+ * @brief Assbin exporter class
+ *
+ * This class performs the .assbin exporting, and is responsible for the file layout.
+ */
+ class AssbinExport
+ {
+ private:
+ bool shortened;
+ bool compressed;
+
+ protected:
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryNode( IOStream * container, const aiNode* node)
+ {
+ AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
+
+ Write<aiString>(&chunk,node->mName);
+ Write<aiMatrix4x4>(&chunk,node->mTransformation);
+ Write<unsigned int>(&chunk,node->mNumChildren);
+ Write<unsigned int>(&chunk,node->mNumMeshes);
+
+ 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] );
+ }
+ }
+
+ // -----------------------------------------------------------------------------------
+ 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);
+ chunk.Write( tex->achFormatHint, sizeof(char), 4 );
+
+ 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,f.mNumIndices);
+
+ for (unsigned int a = 0; a < f.mNumIndices;++a) {
+ if (mesh->mNumVertices < (1u<<16)) {
+ Write<uint16_t>(&chunk,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<aiVector3D>(&chunk,(const aiVector3D&)l->mColorDiffuse);
+ Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorSpecular);
+ Write<aiVector3D>(&chunk,(const aiVector3D&)l->mColorAmbient);
+
+ if (l->mType == aiLightSource_SPOT) {
+ Write<float>(&chunk,l->mAngleInnerCone);
+ Write<float>(&chunk,l->mAngleOuterCone);
+ }
+
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryCamera( IOStream * container, const aiCamera* cam )
+ {
+ AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AICAMERA );
+
+ Write<aiString>(&chunk,cam->mName);
+ Write<aiVector3D>(&chunk,cam->mPosition);
+ Write<aiVector3D>(&chunk,cam->mLookAt);
+ Write<aiVector3D>(&chunk,cam->mUp);
+ Write<float>(&chunk,cam->mHorizontalFOV);
+ Write<float>(&chunk,cam->mClipPlaneNear);
+ Write<float>(&chunk,cam->mClipPlaneFar);
+ Write<float>(&chunk,cam->mAspect);
+ }
+
+ // -----------------------------------------------------------------------------------
+ void WriteBinaryScene( IOStream * container, const aiScene* scene)
+ {
+ AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AISCENE );
+
+ // basic scene information
+ Write<unsigned int>(&chunk,scene->mFlags);
+ Write<unsigned int>(&chunk,scene->mNumMeshes);
+ Write<unsigned int>(&chunk,scene->mNumMaterials);
+ Write<unsigned int>(&chunk,scene->mNumAnimations);
+ Write<unsigned int>(&chunk,scene->mNumTextures);
+ Write<unsigned int>(&chunk,scene->mNumLights);
+ Write<unsigned int>(&chunk,scene->mNumCameras);
+
+ // write node graph
+ WriteBinaryNode( &chunk, scene->mRootNode );
+
+ // write all meshes
+ for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+ const aiMesh* mesh = scene->mMeshes[i];
+ WriteBinaryMesh( &chunk,mesh);
+ }
+
+ // write materials
+ for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+ const aiMaterial* mat = scene->mMaterials[i];
+ WriteBinaryMaterial(&chunk,mat);
+ }
+
+ // write all animations
+ for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+ const aiAnimation* anim = scene->mAnimations[i];
+ WriteBinaryAnim(&chunk,anim);
+ }
+
+
+ // write all textures
+ for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+ const aiTexture* mesh = scene->mTextures[i];
+ WriteBinaryTexture(&chunk,mesh);
+ }
+
+ // write lights
+ for (unsigned int i = 0; i < scene->mNumLights;++i) {
+ const aiLight* l = scene->mLights[i];
+ WriteBinaryLight(&chunk,l);
+ }
+
+ // write cameras
+ for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+ const aiCamera* cam = scene->mCameras[i];
+ WriteBinaryCamera(&chunk,cam);
+ }
+
+ }
+
+ public:
+ AssbinExport()
+ : shortened(false), compressed(false) // temporary settings until properties are introduced for exporters
+ {
+ }
+
+ // -----------------------------------------------------------------------------------
+ // Write a binary model dump
+ void WriteBinaryDump(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene)
+ {
+ IOStream * out = pIOSystem->Open( pFile, "wb" );
+ if (!out) return;
+
+ time_t tt = time(NULL);
+ tm* p = gmtime(&tt);
+
+ // header
+ char s[64];
+ memset( s, 0, 64 );
+#if _MSC_VER >= 1400
+ sprintf_s(s,"ASSIMP.binary-dump.%s",asctime(p));
+#else
+ 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];
+ strncpy(buff,pFile,256);
+ out->Write(buff,sizeof(char),256);
+
+ char cmd[] = "\0";
+ strncpy(buff,cmd,128);
+ out->Write(buff,sizeof(char),128);
+
+ // leave 64 bytes free for future extensions
+ memset(buff,0xcd,64);
+ out->Write(buff,sizeof(char),64);
+ // == 435 bytes
+
+ // ==== total header size: 512 bytes
+ ai_assert( out->Tell() == ASSBIN_HEADER_LENGTH );
+
+ // Up to here the data is uncompressed. For compressed files, the rest
+ // is compressed using standard DEFLATE from zlib.
+ if (compressed)
+ {
+ AssbinChunkWriter uncompressedStream( NULL, 0 );
+ WriteBinaryScene( &uncompressedStream, pScene );
+
+ uLongf uncompressedSize = uncompressedStream.Tell();
+ uLongf compressedSize = (uLongf)(uncompressedStream.Tell() * 1.001 + 12.);
+ uint8_t* compressedBuffer = new uint8_t[ compressedSize ];
+
+ compress2( compressedBuffer, &compressedSize, (const Bytef*)uncompressedStream.GetBufferPointer(), uncompressedSize, 9 );
+
+ out->Write( &uncompressedSize, sizeof(uint32_t), 1 );
+ out->Write( compressedBuffer, sizeof(char), compressedSize );
+
+ delete[] compressedBuffer;
+ }
+ else
+ {
+ WriteBinaryScene( out, pScene );
+ }
+
+ pIOSystem->Close( out );
+ }
+ };
+
+void ExportSceneAssbin(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* pProperties)
+{
+ AssbinExport exporter;
+ exporter.WriteBinaryDump( pFile, pIOSystem, pScene );
+}
+} // end of namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_ASSBIN_EXPORTER
+#endif // ASSIMP_BUILD_NO_EXPORT