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-#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>&lt;root&gt;/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>&lt;root&gt;/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>&lt;root&gt;/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>&lt;root&gt;/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