mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
859 lines
29 KiB
C++
859 lines
29 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file AssbinFileWriter.cpp
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* @brief Implementation of Assbin file writer.
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*/
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#include "AssbinFileWriter.h"
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#include "Common/assbin_chunks.h"
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#include "PostProcessing/ProcessHelper.h"
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#include <assimp/version.h>
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#include <assimp/IOStream.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/Exceptional.h>
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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# include <zlib.h>
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#else
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# include "../contrib/zlib/zlib.h"
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#endif
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#include <time.h>
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namespace Assimp {
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template <typename T>
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size_t Write(IOStream * stream, const T& v) {
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return stream->Write( &v, sizeof(T), 1 );
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiString
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template <>
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inline
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size_t Write<aiString>(IOStream * stream, const aiString& s) {
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const size_t s2 = (uint32_t)s.length;
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stream->Write(&s,4,1);
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stream->Write(s.data,s2,1);
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return s2+4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an unsigned int as uint32_t
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template <>
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inline
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size_t Write<unsigned int>(IOStream * stream, const unsigned int& w) {
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const uint32_t t = (uint32_t)w;
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if (w > t) {
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// this shouldn't happen, integers in Assimp data structures never exceed 2^32
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throw DeadlyExportError("loss of data due to 64 -> 32 bit integer conversion");
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}
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stream->Write(&t,4,1);
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return 4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an unsigned int as uint16_t
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template <>
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inline
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size_t Write<uint16_t>(IOStream * stream, const uint16_t& w) {
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static_assert(sizeof(uint16_t)==2, "sizeof(uint16_t)==2");
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stream->Write(&w,2,1);
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return 2;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a float
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template <>
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inline
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size_t Write<float>(IOStream * stream, const float& f) {
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static_assert(sizeof(float)==4, "sizeof(float)==4");
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stream->Write(&f,4,1);
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return 4;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a double
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template <>
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inline
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size_t Write<double>(IOStream * stream, const double& f) {
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static_assert(sizeof(double)==8, "sizeof(double)==8");
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stream->Write(&f,8,1);
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return 8;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a vec3
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template <>
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inline
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size_t Write<aiVector3D>(IOStream * stream, const aiVector3D& v) {
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size_t t = Write<float>(stream,v.x);
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t += Write<float>(stream,v.y);
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t += Write<float>(stream,v.z);
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return t;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a color value
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template <>
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inline
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size_t Write<aiColor3D>(IOStream * stream, const aiColor3D& v) {
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size_t t = Write<float>(stream,v.r);
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t += Write<float>(stream,v.g);
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t += Write<float>(stream,v.b);
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return t;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a color value
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template <>
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inline
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size_t Write<aiColor4D>(IOStream * stream, const aiColor4D& v) {
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size_t t = Write<float>(stream,v.r);
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t += Write<float>(stream,v.g);
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t += Write<float>(stream,v.b);
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t += Write<float>(stream,v.a);
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return t;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a quaternion
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template <>
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inline
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size_t Write<aiQuaternion>(IOStream * stream, const aiQuaternion& v) {
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size_t t = Write<float>(stream,v.w);
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t += Write<float>(stream,v.x);
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t += Write<float>(stream,v.y);
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t += Write<float>(stream,v.z);
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ai_assert(t == 16);
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return 16;
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}
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// -----------------------------------------------------------------------------------
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// Serialize a vertex weight
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template <>
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inline
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size_t Write<aiVertexWeight>(IOStream * stream, const aiVertexWeight& v) {
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size_t t = Write<unsigned int>(stream,v.mVertexId);
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return t+Write<float>(stream,v.mWeight);
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}
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// -----------------------------------------------------------------------------------
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// Serialize a mat4x4
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template <>
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inline
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size_t Write<aiMatrix4x4>(IOStream * stream, const aiMatrix4x4& m) {
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for (unsigned int i = 0; i < 4;++i) {
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for (unsigned int i2 = 0; i2 < 4;++i2) {
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Write<float>(stream,m[i][i2]);
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}
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}
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return 64;
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiVectorKey
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template <>
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inline
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size_t Write<aiVectorKey>(IOStream * stream, const aiVectorKey& v) {
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const size_t t = Write<double>(stream,v.mTime);
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return t + Write<aiVector3D>(stream,v.mValue);
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}
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// -----------------------------------------------------------------------------------
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// Serialize an aiQuatKey
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template <>
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inline
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size_t Write<aiQuatKey>(IOStream * stream, const aiQuatKey& v) {
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const size_t t = Write<double>(stream,v.mTime);
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return t + Write<aiQuaternion>(stream,v.mValue);
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}
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template <typename T>
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inline
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size_t WriteBounds(IOStream * stream, const T* in, unsigned int size) {
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T minc, maxc;
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ArrayBounds(in,size,minc,maxc);
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const size_t t = Write<T>(stream,minc);
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return t + Write<T>(stream,maxc);
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}
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// We use this to write out non-byte arrays so that we write using the specializations.
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// This way we avoid writing out extra bytes that potentially come from struct alignment.
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template <typename T>
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inline
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size_t WriteArray(IOStream * stream, const T* in, unsigned int size) {
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size_t n = 0;
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for (unsigned int i=0; i<size; i++) n += Write<T>(stream,in[i]);
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return n;
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}
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// ----------------------------------------------------------------------------------
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/** @class AssbinChunkWriter
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* @brief Chunk writer mechanism for the .assbin file structure
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*
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* This is a standard in-memory IOStream (most of the code is based on BlobIOStream),
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* the difference being that this takes another IOStream as a "container" in the
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* constructor, and when it is destroyed, it appends the magic number, the chunk size,
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* and the chunk contents to the container stream. This allows relatively easy chunk
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* chunk construction, even recursively.
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*/
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class AssbinChunkWriter : public IOStream
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{
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private:
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uint8_t* buffer;
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uint32_t magic;
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IOStream * container;
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size_t cur_size, cursor, initial;
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private:
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// -------------------------------------------------------------------
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void Grow(size_t need = 0)
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{
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size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
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const uint8_t* const old = buffer;
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buffer = new uint8_t[new_size];
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if (old) {
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memcpy(buffer,old,cur_size);
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delete[] old;
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}
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cur_size = new_size;
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}
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public:
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AssbinChunkWriter( IOStream * container, uint32_t magic, size_t initial = 4096)
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: buffer(NULL), magic(magic), container(container), cur_size(0), cursor(0), initial(initial)
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{
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}
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virtual ~AssbinChunkWriter()
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{
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if (container) {
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container->Write( &magic, sizeof(uint32_t), 1 );
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container->Write( &cursor, sizeof(uint32_t), 1 );
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container->Write( buffer, 1, cursor );
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}
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if (buffer) delete[] buffer;
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}
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void * GetBufferPointer() { return buffer; }
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// -------------------------------------------------------------------
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virtual size_t Read(void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/) {
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return 0;
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}
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virtual aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/) {
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return aiReturn_FAILURE;
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}
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virtual size_t Tell() const {
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return cursor;
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}
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virtual void Flush() {
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// not implemented
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}
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virtual size_t FileSize() const {
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return cursor;
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}
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// -------------------------------------------------------------------
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virtual size_t Write(const void* pvBuffer, size_t pSize, size_t pCount) {
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pSize *= pCount;
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if (cursor + pSize > cur_size) {
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Grow(cursor + pSize);
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}
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memcpy(buffer+cursor, pvBuffer, pSize);
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cursor += pSize;
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return pCount;
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}
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};
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// ----------------------------------------------------------------------------------
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/** @class AssbinFileWriter
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* @brief Assbin file writer class
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*
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* This class writes an .assbin file, and is responsible for the file layout.
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*/
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class AssbinFileWriter
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{
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private:
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bool shortened;
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bool compressed;
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protected:
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// -----------------------------------------------------------------------------------
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void WriteBinaryNode( IOStream * container, const aiNode* node)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AINODE );
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unsigned int nb_metadata = (node->mMetaData != NULL ? node->mMetaData->mNumProperties : 0);
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Write<aiString>(&chunk,node->mName);
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Write<aiMatrix4x4>(&chunk,node->mTransformation);
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Write<unsigned int>(&chunk,node->mNumChildren);
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Write<unsigned int>(&chunk,node->mNumMeshes);
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Write<unsigned int>(&chunk,nb_metadata);
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for (unsigned int i = 0; i < node->mNumMeshes;++i) {
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Write<unsigned int>(&chunk,node->mMeshes[i]);
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}
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for (unsigned int i = 0; i < node->mNumChildren;++i) {
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WriteBinaryNode( &chunk, node->mChildren[i] );
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}
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for (unsigned int i = 0; i < nb_metadata; ++i) {
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const aiString& key = node->mMetaData->mKeys[i];
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aiMetadataType type = node->mMetaData->mValues[i].mType;
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void* value = node->mMetaData->mValues[i].mData;
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Write<aiString>(&chunk, key);
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Write<uint16_t>(&chunk, type);
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switch (type) {
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case AI_BOOL:
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Write<bool>(&chunk, *((bool*) value));
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break;
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case AI_INT32:
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Write<int32_t>(&chunk, *((int32_t*) value));
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break;
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case AI_UINT64:
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Write<uint64_t>(&chunk, *((uint64_t*) value));
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break;
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case AI_FLOAT:
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Write<float>(&chunk, *((float*) value));
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break;
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case AI_DOUBLE:
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Write<double>(&chunk, *((double*) value));
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break;
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case AI_AISTRING:
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Write<aiString>(&chunk, *((aiString*) value));
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break;
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case AI_AIVECTOR3D:
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Write<aiVector3D>(&chunk, *((aiVector3D*) value));
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break;
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#ifdef SWIG
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case FORCE_32BIT:
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#endif // SWIG
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default:
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break;
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryTexture(IOStream * container, const aiTexture* tex)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AITEXTURE );
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Write<unsigned int>(&chunk,tex->mWidth);
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Write<unsigned int>(&chunk,tex->mHeight);
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// Write the texture format, but don't include the null terminator.
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chunk.Write( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
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if(!shortened) {
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if (!tex->mHeight) {
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chunk.Write(tex->pcData,1,tex->mWidth);
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}
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else {
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chunk.Write(tex->pcData,1,tex->mWidth*tex->mHeight*4);
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryBone(IOStream * container, const aiBone* b)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIBONE );
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Write<aiString>(&chunk,b->mName);
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Write<unsigned int>(&chunk,b->mNumWeights);
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Write<aiMatrix4x4>(&chunk,b->mOffsetMatrix);
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// for the moment we write dumb min/max values for the bones, too.
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// maybe I'll add a better, hash-like solution later
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if (shortened) {
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WriteBounds(&chunk,b->mWeights,b->mNumWeights);
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} // else write as usual
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else WriteArray<aiVertexWeight>(&chunk,b->mWeights,b->mNumWeights);
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}
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// -----------------------------------------------------------------------------------
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void WriteBinaryMesh(IOStream * container, const aiMesh* mesh)
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{
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AssbinChunkWriter chunk( container, ASSBIN_CHUNK_AIMESH );
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Write<unsigned int>(&chunk,mesh->mPrimitiveTypes);
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Write<unsigned int>(&chunk,mesh->mNumVertices);
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Write<unsigned int>(&chunk,mesh->mNumFaces);
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Write<unsigned int>(&chunk,mesh->mNumBones);
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Write<unsigned int>(&chunk,mesh->mMaterialIndex);
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// first of all, write bits for all existent vertex components
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unsigned int c = 0;
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if (mesh->mVertices) {
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c |= ASSBIN_MESH_HAS_POSITIONS;
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}
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if (mesh->mNormals) {
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c |= ASSBIN_MESH_HAS_NORMALS;
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}
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if (mesh->mTangents && mesh->mBitangents) {
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c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS;
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
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if (!mesh->mTextureCoords[n]) {
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break;
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}
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c |= ASSBIN_MESH_HAS_TEXCOORD(n);
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
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if (!mesh->mColors[n]) {
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break;
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}
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c |= ASSBIN_MESH_HAS_COLOR(n);
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}
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Write<unsigned int>(&chunk,c);
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aiVector3D minVec, maxVec;
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if (mesh->mVertices) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mVertices,mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiVector3D>(&chunk,mesh->mVertices,mesh->mNumVertices);
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}
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if (mesh->mNormals) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mNormals,mesh->mNumVertices);
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} // else write as usual
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else WriteArray<aiVector3D>(&chunk,mesh->mNormals,mesh->mNumVertices);
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}
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if (mesh->mTangents && mesh->mBitangents) {
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if (shortened) {
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WriteBounds(&chunk,mesh->mTangents,mesh->mNumVertices);
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WriteBounds(&chunk,mesh->mBitangents,mesh->mNumVertices);
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} // else write as usual
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else {
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WriteArray<aiVector3D>(&chunk,mesh->mTangents,mesh->mNumVertices);
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WriteArray<aiVector3D>(&chunk,mesh->mBitangents,mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
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if (!mesh->mColors[n])
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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<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(NULL);
|
|
#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(NULL, 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);
|
|
}
|
|
|
|
} // end of namespace Assimp
|