virtualx-engine/modules/fbx/fbx_parser/FBXAnimation.cpp
Gordon MacPherson 6607fc7da9 Port FBX module from commit 68013d2393
Ports FBX module from 3.2 branch to 4.0

This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes.

Changelog:
- fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully)
- fixed const correctness with C++/C version change
- rewrote material handling to be simpler and better
- ports from 3.2 to 4.0 the fbx importer
2020-12-23 00:45:03 +00:00

290 lines
11 KiB
C++

/*************************************************************************/
/* FBXAnimation.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/* a copy of this software and associated documentation files (the */
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/*
Open Asset Import Library (assimp)
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All rights reserved.
Redistribution and use of this software in source and binary forms,
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/** @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*/) :
Object(id, element, name), target(), doc(doc) {
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