2020-12-22 23:29:48 +01:00
|
|
|
/*************************************************************************/
|
|
|
|
/* FBXAnimation.cpp */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* GODOT ENGINE */
|
|
|
|
/* https://godotengine.org */
|
|
|
|
/*************************************************************************/
|
2021-01-01 20:13:46 +01:00
|
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
2020-12-22 23:29:48 +01:00
|
|
|
/* */
|
|
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
|
|
/* a copy of this software and associated documentation files (the */
|
|
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
|
|
/* the following conditions: */
|
|
|
|
/* */
|
|
|
|
/* The above copyright notice and this permission notice shall be */
|
|
|
|
/* included in all copies or substantial portions of the Software. */
|
|
|
|
/* */
|
|
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
|
|
/*************************************************************************/
|
|
|
|
|
|
|
|
/*
|
|
|
|
Open Asset Import Library (assimp)
|
|
|
|
----------------------------------------------------------------------
|
|
|
|
|
|
|
|
Copyright (c) 2006-2019, 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 FBXAnimation.cpp
|
|
|
|
* @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
|
|
|
|
* Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "FBXCommon.h"
|
|
|
|
#include "FBXDocument.h"
|
|
|
|
#include "FBXDocumentUtil.h"
|
|
|
|
#include "FBXParser.h"
|
|
|
|
|
|
|
|
namespace FBXDocParser {
|
|
|
|
|
|
|
|
using namespace Util;
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
AnimationCurve::AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document & /*doc*/) :
|
|
|
|
Object(id, element, name) {
|
|
|
|
const ScopePtr sc = GetRequiredScope(element);
|
|
|
|
const ElementPtr KeyTime = GetRequiredElement(sc, "KeyTime");
|
|
|
|
const ElementPtr KeyValueFloat = GetRequiredElement(sc, "KeyValueFloat");
|
|
|
|
|
|
|
|
// note preserved keys and values for legacy FBXConverter.cpp
|
|
|
|
// we can remove this once the animation system is written
|
|
|
|
// and clean up this code so we do not have copies everywhere.
|
|
|
|
ParseVectorDataArray(keys, KeyTime);
|
|
|
|
ParseVectorDataArray(values, KeyValueFloat);
|
|
|
|
|
|
|
|
if (keys.size() != values.size()) {
|
|
|
|
DOMError("the number of key times does not match the number of keyframe values", KeyTime);
|
|
|
|
}
|
|
|
|
|
|
|
|
// put the two lists into the map, underlying container is really just a dictionary
|
|
|
|
// these will always match, if not an error will throw and the file will not import
|
|
|
|
// this is useful because we then can report something and fix this later if it becomes an issue
|
|
|
|
// at this point we do not need a different count of these elements so this makes the
|
|
|
|
// most sense to do.
|
|
|
|
for (size_t x = 0; x < keys.size(); x++) {
|
|
|
|
keyvalues[keys[x]] = values[x];
|
|
|
|
}
|
|
|
|
|
|
|
|
const ElementPtr KeyAttrDataFloat = sc->GetElement("KeyAttrDataFloat");
|
|
|
|
if (KeyAttrDataFloat) {
|
|
|
|
ParseVectorDataArray(attributes, KeyAttrDataFloat);
|
|
|
|
}
|
|
|
|
|
|
|
|
const ElementPtr KeyAttrFlags = sc->GetElement("KeyAttrFlags");
|
|
|
|
if (KeyAttrFlags) {
|
|
|
|
ParseVectorDataArray(flags, KeyAttrFlags);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
AnimationCurve::~AnimationCurve() {
|
|
|
|
// empty
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
AnimationCurveNode::AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name,
|
|
|
|
const Document &doc, const char *const *target_prop_whitelist /*= NULL*/,
|
|
|
|
size_t whitelist_size /*= 0*/) :
|
2021-04-05 13:36:41 +02:00
|
|
|
Object(id, element, name), doc(doc) {
|
2020-12-22 23:29:48 +01:00
|
|
|
const ScopePtr sc = GetRequiredScope(element);
|
|
|
|
|
|
|
|
// find target node
|
|
|
|
const char *whitelist[] = { "Model", "NodeAttribute", "Deformer" };
|
|
|
|
const std::vector<const Connection *> &conns = doc.GetConnectionsBySourceSequenced(ID(), whitelist, 3);
|
|
|
|
|
|
|
|
for (const Connection *con : conns) {
|
|
|
|
// link should go for a property
|
|
|
|
if (!con->PropertyName().length()) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
Object *object = con->DestinationObject();
|
|
|
|
|
|
|
|
if (!object) {
|
|
|
|
DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring", element);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
target = object;
|
|
|
|
prop = con->PropertyName();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
AnimationCurveNode::~AnimationCurveNode() {
|
|
|
|
curves.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
const AnimationMap &AnimationCurveNode::Curves() const {
|
|
|
|
/* Lazy loaded animation curves, will only load if required */
|
|
|
|
if (curves.empty()) {
|
|
|
|
// resolve attached animation curves
|
|
|
|
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
|
|
|
|
|
|
|
|
for (const Connection *con : conns) {
|
|
|
|
// So the advantage of having this STL boilerplate is that it's dead simple once you get it.
|
|
|
|
// The other advantage is casting is guaranteed to be safe and nullptr will be returned in the last step if it fails.
|
|
|
|
Object *ob = con->SourceObject();
|
|
|
|
AnimationCurve *anim_curve = dynamic_cast<AnimationCurve *>(ob);
|
|
|
|
ERR_CONTINUE_MSG(!anim_curve, "Failed to convert animation curve from object");
|
|
|
|
|
|
|
|
curves.insert(std::make_pair(con->PropertyName(), anim_curve));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return curves;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
AnimationLayer::AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
|
|
|
|
Object(id, element, name), doc(doc) {
|
|
|
|
const ScopePtr sc = GetRequiredScope(element);
|
|
|
|
|
|
|
|
// note: the props table here bears little importance and is usually absent
|
|
|
|
props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
AnimationLayer::~AnimationLayer() {
|
|
|
|
// empty
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
const AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist,
|
|
|
|
size_t whitelist_size /*= 0*/) const {
|
|
|
|
AnimationCurveNodeList nodes;
|
|
|
|
|
|
|
|
// resolve attached animation nodes
|
|
|
|
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurveNode");
|
|
|
|
nodes.reserve(conns.size());
|
|
|
|
|
|
|
|
for (const Connection *con : conns) {
|
|
|
|
// link should not go to a property
|
|
|
|
if (con->PropertyName().length()) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
Object *ob = con->SourceObject();
|
|
|
|
|
|
|
|
if (!ob) {
|
|
|
|
DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring", element);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
const AnimationCurveNode *anim = dynamic_cast<AnimationCurveNode *>(ob);
|
|
|
|
if (!anim) {
|
|
|
|
DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode", element);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (target_prop_whitelist) {
|
|
|
|
const char *s = anim->TargetProperty().c_str();
|
|
|
|
bool ok = false;
|
|
|
|
for (size_t i = 0; i < whitelist_size; ++i) {
|
|
|
|
if (!strcmp(s, target_prop_whitelist[i])) {
|
|
|
|
ok = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!ok) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
nodes.push_back(anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
return nodes;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
AnimationStack::AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
|
|
|
|
Object(id, element, name) {
|
|
|
|
const ScopePtr sc = GetRequiredScope(element);
|
|
|
|
|
|
|
|
// note: we don't currently use any of these properties so we shouldn't bother if it is missing
|
|
|
|
props = GetPropertyTable(doc, "AnimationStack.FbxAnimStack", element, sc, true);
|
|
|
|
|
|
|
|
// resolve attached animation layers
|
|
|
|
const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationLayer");
|
|
|
|
layers.reserve(conns.size());
|
|
|
|
|
|
|
|
for (const Connection *con : conns) {
|
|
|
|
// link should not go to a property
|
|
|
|
if (con->PropertyName().length()) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
Object *ob = con->SourceObject();
|
|
|
|
if (!ob) {
|
|
|
|
DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring", element);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
const AnimationLayer *anim = dynamic_cast<const AnimationLayer *>(ob);
|
|
|
|
|
|
|
|
if (!anim) {
|
|
|
|
DOMWarning("source object for ->AnimationStack link is not an AnimationLayer", element);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
layers.push_back(anim);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
AnimationStack::~AnimationStack() {
|
|
|
|
if (props != nullptr) {
|
|
|
|
delete props;
|
|
|
|
props = nullptr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // namespace FBXDocParser
|