154 lines
4.7 KiB
C++
154 lines
4.7 KiB
C++
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, 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 FBXModel.cpp
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* @brief Assimp::FBX::Model implementation
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*/
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXParser.h"
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#include "FBXMeshGeometry.h"
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#include "FBXDocument.h"
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#include "FBXImporter.h"
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#include "FBXDocumentUtil.h"
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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Model::Model(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: Object(id,element,name)
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, shading("Y")
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{
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const Scope& sc = GetRequiredScope(element);
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const Element* const Shading = sc["Shading"];
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const Element* const Culling = sc["Culling"];
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if(Shading) {
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shading = GetRequiredToken(*Shading,0).StringContents();
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}
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if (Culling) {
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culling = ParseTokenAsString(GetRequiredToken(*Culling,0));
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}
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props = GetPropertyTable(doc,"Model.FbxNode",element,sc);
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ResolveLinks(element,doc);
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}
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// ------------------------------------------------------------------------------------------------
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Model::~Model()
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{
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}
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// ------------------------------------------------------------------------------------------------
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void Model::ResolveLinks(const Element& element, const Document& doc)
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{
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const char* const arr[] = {"Geometry","Material","NodeAttribute"};
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// resolve material
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),arr, 3);
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materials.reserve(conns.size());
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geometry.reserve(conns.size());
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attributes.reserve(conns.size());
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for(const Connection* con : conns) {
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// material and geometry links should be Object-Object connections
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if (con->PropertyName().length()) {
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continue;
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}
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const Object* const ob = con->SourceObject();
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if(!ob) {
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DOMWarning("failed to read source object for incoming Model link, ignoring",&element);
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continue;
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}
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const Material* const mat = dynamic_cast<const Material*>(ob);
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if(mat) {
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materials.push_back(mat);
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continue;
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}
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const Geometry* const geo = dynamic_cast<const Geometry*>(ob);
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if(geo) {
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geometry.push_back(geo);
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continue;
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}
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const NodeAttribute* const att = dynamic_cast<const NodeAttribute*>(ob);
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if(att) {
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attributes.push_back(att);
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continue;
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}
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DOMWarning("source object for model link is neither Material, NodeAttribute nor Geometry, ignoring",&element);
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continue;
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}
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}
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// ------------------------------------------------------------------------------------------------
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bool Model::IsNull() const
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{
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const std::vector<const NodeAttribute*>& attrs = GetAttributes();
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for(const NodeAttribute* att : attrs) {
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const Null* null_tag = dynamic_cast<const Null*>(att);
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if(null_tag) {
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return true;
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}
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}
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return false;
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}
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} //!FBX
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} //!Assimp
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#endif
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