239 lines
9.1 KiB
C++
239 lines
9.1 KiB
C++
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/*************************************************************************/
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/* FBXProperties.cpp */
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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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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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.cpp
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* @brief Implementation of the FBX dynamic properties system
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*/
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#include "FBXProperties.h"
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#include "FBXDocumentUtil.h"
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#include "FBXParser.h"
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#include "FBXTokenizer.h"
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namespace FBXDocParser {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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Property::Property() {
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}
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// ------------------------------------------------------------------------------------------------
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Property::~Property() {
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}
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namespace {
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// ------------------------------------------------------------------------------------------------
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// read a typed property out of a FBX element. The return value is NULL if the property cannot be read.
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PropertyPtr ReadTypedProperty(const ElementPtr element) {
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//ai_assert(element.KeyToken().StringContents() == "P");
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const TokenList &tok = element->Tokens();
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//ai_assert(tok.size() >= 5);
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const std::string &s = ParseTokenAsString(tok[1]);
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const char *const cs = s.c_str();
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if (!strcmp(cs, "KString")) {
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return new TypedProperty<std::string>(ParseTokenAsString(tok[4]));
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} else if (!strcmp(cs, "bool") || !strcmp(cs, "Bool")) {
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return new TypedProperty<bool>(ParseTokenAsInt(tok[4]) != 0);
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} else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum")) {
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return new TypedProperty<int>(ParseTokenAsInt(tok[4]));
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} else if (!strcmp(cs, "ULongLong")) {
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return new TypedProperty<uint64_t>(ParseTokenAsID(tok[4]));
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} else if (!strcmp(cs, "KTime")) {
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return new TypedProperty<int64_t>(ParseTokenAsInt64(tok[4]));
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} else if (!strcmp(cs, "Vector3D") ||
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!strcmp(cs, "ColorRGB") ||
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!strcmp(cs, "Vector") ||
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!strcmp(cs, "Color") ||
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!strcmp(cs, "Lcl Translation") ||
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!strcmp(cs, "Lcl Rotation") ||
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!strcmp(cs, "Lcl Scaling")) {
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return new TypedProperty<Vector3>(Vector3(
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ParseTokenAsFloat(tok[4]),
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ParseTokenAsFloat(tok[5]),
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ParseTokenAsFloat(tok[6])));
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} else if (!strcmp(cs, "double") || !strcmp(cs, "Number") || !strcmp(cs, "Float") || !strcmp(cs, "FieldOfView") || !strcmp(cs, "UnitScaleFactor")) {
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return new TypedProperty<float>(ParseTokenAsFloat(tok[4]));
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}
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return nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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// peek into an element and check if it contains a FBX property, if so return its name.
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std::string PeekPropertyName(const Element &element) {
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//ai_assert(element.KeyToken().StringContents() == "P");
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const TokenList &tok = element.Tokens();
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if (tok.size() < 4) {
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return "";
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}
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return ParseTokenAsString(tok[0]);
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}
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} // namespace
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// ------------------------------------------------------------------------------------------------
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PropertyTable::PropertyTable() :
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templateProps(), element() {
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}
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// ------------------------------------------------------------------------------------------------
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PropertyTable::PropertyTable(const ElementPtr element, const PropertyTable *templateProps) :
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templateProps(templateProps), element(element) {
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const ScopePtr scope = GetRequiredScope(element);
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ERR_FAIL_COND(!scope);
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for (const ElementMap::value_type &v : scope->Elements()) {
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if (v.first != "P") {
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DOMWarning("expected only P elements in property table", v.second);
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continue;
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}
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const std::string &name = PeekPropertyName(*v.second);
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if (!name.length()) {
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DOMWarning("could not read property name", v.second);
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continue;
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}
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LazyPropertyMap::const_iterator it = lazyProps.find(name);
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if (it != lazyProps.end()) {
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DOMWarning("duplicate property name, will hide previous value: " + name, v.second);
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continue;
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}
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// since the above checks for duplicates we can be sure to insert the only match here.
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lazyProps[name] = v.second;
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}
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}
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// ------------------------------------------------------------------------------------------------
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PropertyTable::~PropertyTable() {
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for (PropertyMap::value_type &v : props) {
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delete v.second;
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}
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}
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// ------------------------------------------------------------------------------------------------
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PropertyPtr PropertyTable::Get(const std::string &name) const {
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PropertyMap::const_iterator it = props.find(name);
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if (it == props.end()) {
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// hasn't been parsed yet?
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LazyPropertyMap::const_iterator lit = lazyProps.find(name);
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if (lit != lazyProps.end()) {
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props[name] = ReadTypedProperty(lit->second);
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it = props.find(name);
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//ai_assert(it != props.end());
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}
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if (it == props.end()) {
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// check property template
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if (templateProps) {
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return templateProps->Get(name);
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}
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return nullptr;
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}
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}
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return (*it).second;
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}
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DirectPropertyMap PropertyTable::GetUnparsedProperties() const {
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DirectPropertyMap result;
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// Loop through all the lazy properties (which is all the properties)
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for (const LazyPropertyMap::value_type &element : lazyProps) {
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// Skip parsed properties
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if (props.end() != props.find(element.first)) continue;
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// Read the element's value.
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// Wrap the naked pointer (since the call site is required to acquire ownership)
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// std::unique_ptr from C++11 would be preferred both as a wrapper and a return value.
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Property *prop = ReadTypedProperty(element.second);
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// Element could not be read. Skip it.
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if (!prop) continue;
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// Add to result
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result[element.first] = prop;
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}
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return result;
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}
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} // namespace FBXDocParser
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