2020-12-22 23:29:48 +01:00
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/*************************************************************************/
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/* FBXProperties.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2021-01-01 20:13:46 +01:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2020-12-22 23:29:48 +01:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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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 FBXProperties.h
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* @brief FBX dynamic properties
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*/
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#ifndef FBX_PROPERTIES_H
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#define FBX_PROPERTIES_H
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#include "FBXParser.h"
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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namespace FBXDocParser {
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// Forward declarations
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class Element;
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/** Represents a dynamic property. Type info added by deriving classes,
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* see #TypedProperty.
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Example:
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@verbatim
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P: "ShininessExponent", "double", "Number", "",0.5
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@endvebatim
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*/
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class Property {
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protected:
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Property();
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public:
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virtual ~Property();
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public:
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template <typename T>
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const T *As() const {
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return dynamic_cast<const T *>(this);
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}
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};
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template <typename T>
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class TypedProperty : public Property {
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public:
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explicit TypedProperty(const T &value) :
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value(value) {
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// empty
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}
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const T &Value() const {
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return value;
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}
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private:
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T value;
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};
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#define new_Property new Property
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typedef Property *PropertyPtr;
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typedef std::map<std::string, PropertyPtr> DirectPropertyMap;
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typedef std::map<std::string, PropertyPtr> PropertyMap;
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typedef std::map<std::string, ElementPtr> LazyPropertyMap;
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/**
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* Represents a property table as can be found in the newer FBX files (Properties60, Properties70)
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*/
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class PropertyTable {
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public:
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// in-memory property table with no source element
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PropertyTable();
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PropertyTable(const ElementPtr element);
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virtual ~PropertyTable();
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PropertyPtr Get(const std::string &name) const;
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void Setup(ElementPtr ptr);
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// PropertyTable's need not be coupled with FBX elements so this can be NULL
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ElementPtr GetElement() {
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return element;
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}
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PropertyMap &GetProperties() {
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return props;
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}
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const LazyPropertyMap &GetLazyProperties() {
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return lazyProps;
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}
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DirectPropertyMap GetUnparsedProperties() const;
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private:
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LazyPropertyMap lazyProps;
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mutable PropertyMap props;
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ElementPtr element = nullptr;
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};
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline T PropertyGet(const PropertyTable *in, const std::string &name, const T &defaultValue) {
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PropertyPtr prop = in->Get(name);
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if (nullptr == prop) {
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return defaultValue;
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}
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// strong typing, no need to be lenient
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const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
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if (nullptr == tprop) {
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return defaultValue;
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}
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return tprop->Value();
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline T PropertyGet(const PropertyTable *in, const std::string &name, bool &result, bool useTemplate = false) {
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PropertyPtr prop = in->Get(name);
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if (nullptr == prop) {
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if (nullptr == in) {
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result = false;
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return T();
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}
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prop = in->Get(name);
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if (nullptr == prop) {
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result = false;
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return T();
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}
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}
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// strong typing, no need to be lenient
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const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
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if (nullptr == tprop) {
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result = false;
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return T();
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}
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result = true;
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return tprop->Value();
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}
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} // namespace FBXDocParser
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#endif // FBX_PROPERTIES_H
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