a627cdafc5
Happy new year to the wonderful Godot community!
407 lines
15 KiB
C++
407 lines
15 KiB
C++
/*************************************************************************/
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/* FBXMaterial.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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) 2006-2020, 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 FBXMaterial.cpp
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* @brief Assimp::FBX::Material and Assimp::FBX::Texture implementation
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*/
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#include "ByteSwapper.h"
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#include "FBXDocument.h"
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#include "FBXDocumentUtil.h"
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#include "FBXImportSettings.h"
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#include "FBXParser.h"
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#include "FBXProperties.h"
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#include "FBXUtil.h"
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#include <algorithm> // std::transform
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namespace FBXDocParser {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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Material::Material(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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Object(id, element, name) {
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const ScopePtr sc = GetRequiredScope(element);
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const ElementPtr ShadingModel = sc->GetElement("ShadingModel");
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const ElementPtr MultiLayer = sc->GetElement("MultiLayer");
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if (MultiLayer) {
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multilayer = !!ParseTokenAsInt(GetRequiredToken(MultiLayer, 0));
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}
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if (ShadingModel) {
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shading = ParseTokenAsString(GetRequiredToken(ShadingModel, 0));
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} else {
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DOMWarning("shading mode not specified, assuming phong", element);
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shading = "phong";
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}
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std::string templateName;
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if (shading == "phong") {
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templateName = "Material.Phong";
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} else if (shading == "lambert") {
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templateName = "Material.Lambert";
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} else if (shading == "unknown") {
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templateName = "Material.StingRay";
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} else {
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DOMWarning("shading mode not recognized: " + shading, element);
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}
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props = GetPropertyTable(doc, templateName, element, sc);
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// resolve texture links
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
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for (const Connection *con : conns) {
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// texture link to properties, not objects
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if (!con->PropertyName().length()) {
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continue;
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}
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Object *ob = con->SourceObject();
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if (!ob) {
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DOMWarning("failed to read source object for texture link, ignoring", element);
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continue;
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}
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const Texture *tex = dynamic_cast<const Texture *>(ob);
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if (!tex) {
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LayeredTexture *layeredTexture = dynamic_cast<LayeredTexture *>(ob);
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if (!layeredTexture) {
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DOMWarning("source object for texture link is not a texture or layered texture, ignoring", element);
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continue;
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}
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const std::string &prop = con->PropertyName();
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if (layeredTextures.find(prop) != layeredTextures.end()) {
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DOMWarning("duplicate layered texture link: " + prop, element);
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}
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layeredTextures[prop] = layeredTexture;
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layeredTexture->fillTexture(doc);
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} else {
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const std::string &prop = con->PropertyName();
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if (textures.find(prop) != textures.end()) {
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DOMWarning("duplicate texture link: " + prop, element);
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}
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textures[prop] = tex;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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Material::~Material() {
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if (props != nullptr) {
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delete props;
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props = nullptr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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Texture::Texture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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Object(id, element, name), uvScaling(1.0f, 1.0f), media(nullptr) {
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const ScopePtr sc = GetRequiredScope(element);
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const ElementPtr Type = sc->GetElement("Type");
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const ElementPtr FileName = sc->GetElement("FileName");
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const ElementPtr RelativeFilename = sc->GetElement("RelativeFilename");
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const ElementPtr ModelUVTranslation = sc->GetElement("ModelUVTranslation");
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const ElementPtr ModelUVScaling = sc->GetElement("ModelUVScaling");
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const ElementPtr Texture_Alpha_Source = sc->GetElement("Texture_Alpha_Source");
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const ElementPtr Cropping = sc->GetElement("Cropping");
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if (Type) {
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type = ParseTokenAsString(GetRequiredToken(Type, 0));
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}
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if (FileName) {
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fileName = ParseTokenAsString(GetRequiredToken(FileName, 0));
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}
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if (RelativeFilename) {
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relativeFileName = ParseTokenAsString(GetRequiredToken(RelativeFilename, 0));
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}
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if (ModelUVTranslation) {
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uvTrans = Vector2(ParseTokenAsFloat(GetRequiredToken(ModelUVTranslation, 0)),
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ParseTokenAsFloat(GetRequiredToken(ModelUVTranslation, 1)));
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}
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if (ModelUVScaling) {
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uvScaling = Vector2(ParseTokenAsFloat(GetRequiredToken(ModelUVScaling, 0)),
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ParseTokenAsFloat(GetRequiredToken(ModelUVScaling, 1)));
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}
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if (Cropping) {
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crop[0] = ParseTokenAsInt(GetRequiredToken(Cropping, 0));
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crop[1] = ParseTokenAsInt(GetRequiredToken(Cropping, 1));
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crop[2] = ParseTokenAsInt(GetRequiredToken(Cropping, 2));
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crop[3] = ParseTokenAsInt(GetRequiredToken(Cropping, 3));
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} else {
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// vc8 doesn't support the crop() syntax in initialization lists
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// (and vc9 WARNS about the new (i.e. compliant) behaviour).
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crop[0] = crop[1] = crop[2] = crop[3] = 0;
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}
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if (Texture_Alpha_Source) {
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alphaSource = ParseTokenAsString(GetRequiredToken(Texture_Alpha_Source, 0));
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}
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props = GetPropertyTable(doc, "Texture.FbxFileTexture", element, sc);
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// 3DS Max and FBX SDK use "Scaling" and "Translation" instead of "ModelUVScaling" and "ModelUVTranslation". Use these properties if available.
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bool ok;
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const Vector3 &scaling = PropertyGet<Vector3>(props, "Scaling", ok);
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if (ok) {
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uvScaling.x = scaling.x;
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uvScaling.y = scaling.y;
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}
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const Vector3 &trans = PropertyGet<Vector3>(props, "Translation", ok);
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if (ok) {
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uvTrans.x = trans.x;
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uvTrans.y = trans.y;
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}
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// resolve video links
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if (doc.Settings().readTextures) {
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
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for (const Connection *con : conns) {
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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 texture link, ignoring", element);
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continue;
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}
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const Video *const video = dynamic_cast<const Video *>(ob);
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if (video) {
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media = video;
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}
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}
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}
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}
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Texture::~Texture() {
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if (props != nullptr) {
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delete props;
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props = nullptr;
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}
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}
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LayeredTexture::LayeredTexture(uint64_t id, const ElementPtr element, const Document & /*doc*/, const std::string &name) :
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Object(id, element, name), blendMode(BlendMode_Modulate), alpha(1) {
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const ScopePtr sc = GetRequiredScope(element);
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ElementPtr BlendModes = sc->GetElement("BlendModes");
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ElementPtr Alphas = sc->GetElement("Alphas");
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if (BlendModes != nullptr) {
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blendMode = (BlendMode)ParseTokenAsInt(GetRequiredToken(BlendModes, 0));
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}
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if (Alphas != nullptr) {
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alpha = ParseTokenAsFloat(GetRequiredToken(Alphas, 0));
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}
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}
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LayeredTexture::~LayeredTexture() {
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}
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void LayeredTexture::fillTexture(const Document &doc) {
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
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for (size_t i = 0; i < conns.size(); ++i) {
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const Connection *con = conns.at(i);
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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 texture link, ignoring", element);
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continue;
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}
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const Texture *const tex = dynamic_cast<const Texture *>(ob);
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textures.push_back(tex);
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}
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}
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// ------------------------------------------------------------------------------------------------
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Video::Video(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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Object(id, element, name), contentLength(0), content(nullptr) {
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const ScopePtr sc = GetRequiredScope(element);
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const ElementPtr Type = sc->GetElement("Type");
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// File Version 7500 Crashes if this is not checked fully.
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// As of writing this comment 7700 exists, in August 2020
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ElementPtr FileName = nullptr;
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if (HasElement(sc, "Filename")) {
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FileName = (ElementPtr)sc->GetElement("Filename");
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} else if (HasElement(sc, "FileName")) {
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FileName = (ElementPtr)sc->GetElement("FileName");
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} else {
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print_error("file has invalid video material returning...");
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return;
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}
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const ElementPtr RelativeFilename = sc->GetElement("RelativeFilename");
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const ElementPtr Content = sc->GetElement("Content");
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if (Type) {
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type = ParseTokenAsString(GetRequiredToken(Type, 0));
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}
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if (FileName) {
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fileName = ParseTokenAsString(GetRequiredToken(FileName, 0));
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}
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if (RelativeFilename) {
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relativeFileName = ParseTokenAsString(GetRequiredToken(RelativeFilename, 0));
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}
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if (Content && !Content->Tokens().empty()) {
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//this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
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try {
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const Token *token = GetRequiredToken(Content, 0);
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const char *data = token->begin();
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if (!token->IsBinary()) {
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if (*data != '"') {
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DOMError("embedded content is not surrounded by quotation marks", element);
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} else {
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size_t targetLength = 0;
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auto numTokens = Content->Tokens().size();
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// First time compute size (it could be large like 64Gb and it is good to allocate it once)
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for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
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const Token *dataToken = GetRequiredToken(Content, tokenIdx);
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size_t tokenLength = dataToken->end() - dataToken->begin() - 2; // ignore double quotes
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const char *base64data = dataToken->begin() + 1;
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const size_t outLength = Util::ComputeDecodedSizeBase64(base64data, tokenLength);
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if (outLength == 0) {
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DOMError("Corrupted embedded content found", element);
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}
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targetLength += outLength;
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}
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if (targetLength == 0) {
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DOMError("Corrupted embedded content found", element);
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}
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content = new uint8_t[targetLength];
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contentLength = static_cast<uint64_t>(targetLength);
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size_t dst_offset = 0;
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for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
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const Token *dataToken = GetRequiredToken(Content, tokenIdx);
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ERR_FAIL_COND(!dataToken);
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size_t tokenLength = dataToken->end() - dataToken->begin() - 2; // ignore double quotes
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const char *base64data = dataToken->begin() + 1;
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dst_offset += Util::DecodeBase64(base64data, tokenLength, content + dst_offset, targetLength - dst_offset);
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}
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if (targetLength != dst_offset) {
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delete[] content;
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contentLength = 0;
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DOMError("Corrupted embedded content found", element);
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}
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}
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} else if (static_cast<size_t>(token->end() - data) < 5) {
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DOMError("binary data array is too short, need five (5) bytes for type signature and element count", element);
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} else if (*data != 'R') {
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DOMWarning("video content is not raw binary data, ignoring", element);
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} else {
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// read number of elements
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uint32_t len = 0;
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::memcpy(&len, data + 1, sizeof(len));
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AI_SWAP4(len);
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contentLength = len;
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content = new uint8_t[len];
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::memcpy(content, data + 5, len);
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}
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} catch (...) {
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// //we don't need the content data for contents that has already been loaded
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// ASSIMP_LOG_VERBOSE_DEBUG_F("Caught exception in FBXMaterial (likely because content was already loaded): ",
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// runtimeError.what());
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}
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}
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props = GetPropertyTable(doc, "Video.FbxVideo", element, sc);
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}
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Video::~Video() {
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if (content) {
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delete[] content;
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}
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if (props != nullptr) {
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delete props;
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props = nullptr;
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}
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}
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} // namespace FBXDocParser
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