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Diffstat (limited to 'thirdparty/assimp/code/Common/assbin_chunks.h')
-rw-r--r-- | thirdparty/assimp/code/Common/assbin_chunks.h | 196 |
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diff --git a/thirdparty/assimp/code/Common/assbin_chunks.h b/thirdparty/assimp/code/Common/assbin_chunks.h deleted file mode 100644 index 15e4af5e7d..0000000000 --- a/thirdparty/assimp/code/Common/assbin_chunks.h +++ /dev/null @@ -1,196 +0,0 @@ -#ifndef INCLUDED_ASSBIN_CHUNKS_H -#define INCLUDED_ASSBIN_CHUNKS_H - -#define ASSBIN_VERSION_MAJOR 1 -#define ASSBIN_VERSION_MINOR 0 - -/** -@page assfile .ASS File formats - -@section over Overview -Assimp provides its own interchange format, which is intended to applications which need -to serialize 3D-models and to reload them quickly. Assimp's file formats are designed to -be read by Assimp itself. They encode additional information needed by Assimp to optimize -its postprocessing pipeline. If you once apply specific steps to a scene, then save it -and reread it from an ASS format using the same post processing settings, they won't -be executed again. - -The format comes in two flavours: XML and binary - both of them hold a complete dump of -the 'aiScene' data structure returned by the APIs. The focus for the binary format -(<tt>.assbin</tt>) is fast loading. Optional deflate compression helps reduce file size. The XML -flavour, <tt>.assxml</tt> or simply .xml, is just a plain-to-xml conversion of aiScene. - -ASSBIN is Assimp's binary interchange format. assimp_cmd (<tt><root>/tools/assimp_cmd</tt>) is able to -write it and the core library provides a loader for it. - -@section assxml XML File format - -The format is pretty much self-explanatory due to its similarity to the in-memory aiScene structure. -With few exceptions, C structures are wrapped in XML elements. - -The DTD for ASSXML can be found in <tt><root>/doc/AssXML_Scheme.xml</tt>. Or have look -at the output files generated by assimp_cmd. - -@section assbin Binary file format - -The ASSBIN file format is composed of chunks to represent the hierarchical aiScene data structure. -This makes the format extensible and allows backward-compatibility with future data structure -versions. The <tt><root>/code/assbin_chunks.h</tt> header contains some magic constants -for use by stand-alone ASSBIN loaders. Also, Assimp's own file writer can be found -in <tt><root>/tools/assimp_cmd/WriteDumb.cpp</tt> (yes, the 'b' is no typo ...). - -@verbatim - -------------------------------------------------------------------------------- -1. File structure: -------------------------------------------------------------------------------- - ----------------------- -| Header (512 bytes) | ----------------------- -| Variable chunks | ----------------------- - -------------------------------------------------------------------------------- -2. Definitions: -------------------------------------------------------------------------------- - -integer is four bytes wide, stored in little-endian byte order. -short is two bytes wide, stored in little-endian byte order. -byte is a single byte. -string is an integer n followed by n UTF-8 characters, not terminated by zero -float is an IEEE 754 single-precision floating-point value -double is an IEEE 754 double-precision floating-point value -t[n] is an array of n elements of type t - -------------------------------------------------------------------------------- -2. Header: -------------------------------------------------------------------------------- - -byte[44] Magic identification string for ASSBIN files. - 'ASSIMP.binary' - -integer Major version of the Assimp library which wrote the file -integer Minor version of the Assimp library which wrote the file - match these against ASSBIN_VERSION_MAJOR and ASSBIN_VERSION_MINOR - -integer SVN revision of the Assimp library (intended for our internal - debugging - if you write Ass files from your own APPs, set this value to 0. -integer Assimp compile flags - -short 0 for normal files, 1 for shortened dumps for regression tests - these should have the file extension assbin.regress - -short 1 if the data after the header is compressed with the DEFLATE algorithm, - 0 for uncompressed files. - For compressed files, the first integer after the header is - always the uncompressed data size - -byte[256] Zero-terminated source file name, UTF-8 -byte[128] Zero-terminated command line parameters passed to assimp_cmd, UTF-8 - -byte[64] Reserved for future use ----> Total length: 512 bytes - -------------------------------------------------------------------------------- -3. Chunks: -------------------------------------------------------------------------------- - -integer Magic chunk ID (ASSBIN_CHUNK_XXX) -integer Chunk data length, in bytes - (unknown chunks are possible, a good reader skips over them) - (chunk-data-length does not include the first two integers) - -byte[n] chunk-data-length bytes of data, depending on the chunk type - -Chunks can contain nested chunks. Nested chunks are ALWAYS at the end of the chunk, -their size is included in chunk-data-length. - -The chunk layout for all ASSIMP data structures is derived from their C declarations. -The general 'rule' to get from Assimp headers to the serialized layout is: - - 1. POD members (i.e. aiMesh::mPrimitiveTypes, aiMesh::mNumVertices), - in order of declaration. - - 2. Array-members (aiMesh::mFaces, aiMesh::mVertices, aiBone::mWeights), - in order of declaration. - - 2. Object array members (i.e aiMesh::mBones, aiScene::mMeshes) are stored in - subchunks directly following the data written in 1.) and 2.) - - - Of course, there are some exceptions to this general order: - -[[aiScene]] - - - The root node holding the scene structure is naturally stored in - a ASSBIN_CHUNK_AINODE subchunk following 1.) and 2.) (which is - empty for aiScene). - -[[aiMesh]] - - - mTextureCoords and mNumUVComponents are serialized as follows: - - [number of used uv channels times] - integer mNumUVComponents[n] - float mTextureCoords[n][3] - - -> more than AI_MAX_TEXCOORD_CHANNELS can be stored. This allows Assimp - builds with different settings for AI_MAX_TEXCOORD_CHANNELS to exchange - data. - -> the on-disk format always uses 3 floats to write UV coordinates. - If mNumUVComponents[0] is 1, the corresponding mTextureCoords array - consists of 3 floats. - - - The array member block of aiMesh is prefixed with an integer that specifies - the kinds of vertex components actually present in the mesh. This is a - bitwise combination of the ASSBIN_MESH_HAS_xxx constants. - -[[aiFace]] - - - mNumIndices is stored as short - - mIndices are written as short, if aiMesh::mNumVertices<65536 - -[[aiNode]] - - - mParent is omitted - -[[aiLight]] - - - mAttenuationXXX not written if aiLight::mType == aiLightSource_DIRECTIONAL - - mAngleXXX not written if aiLight::mType != aiLightSource_SPOT - -[[aiMaterial]] - - - mNumAllocated is omitted, for obvious reasons :-) - - - @endverbatim*/ - - -#define ASSBIN_HEADER_LENGTH 512 - -// these are the magic chunk identifiers for the binary ASS file format -#define ASSBIN_CHUNK_AICAMERA 0x1234 -#define ASSBIN_CHUNK_AILIGHT 0x1235 -#define ASSBIN_CHUNK_AITEXTURE 0x1236 -#define ASSBIN_CHUNK_AIMESH 0x1237 -#define ASSBIN_CHUNK_AINODEANIM 0x1238 -#define ASSBIN_CHUNK_AISCENE 0x1239 -#define ASSBIN_CHUNK_AIBONE 0x123a -#define ASSBIN_CHUNK_AIANIMATION 0x123b -#define ASSBIN_CHUNK_AINODE 0x123c -#define ASSBIN_CHUNK_AIMATERIAL 0x123d -#define ASSBIN_CHUNK_AIMATERIALPROPERTY 0x123e - -#define ASSBIN_MESH_HAS_POSITIONS 0x1 -#define ASSBIN_MESH_HAS_NORMALS 0x2 -#define ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS 0x4 -#define ASSBIN_MESH_HAS_TEXCOORD_BASE 0x100 -#define ASSBIN_MESH_HAS_COLOR_BASE 0x10000 - -#define ASSBIN_MESH_HAS_TEXCOORD(n) (ASSBIN_MESH_HAS_TEXCOORD_BASE << n) -#define ASSBIN_MESH_HAS_COLOR(n) (ASSBIN_MESH_HAS_COLOR_BASE << n) - - -#endif // INCLUDED_ASSBIN_CHUNKS_H |