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+/*************************************************************************/
+/* FBXAnimation.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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 /*= nullptr*/,
+ size_t whitelist_size /*= 0*/) :
+ Object(id, element, name), target(), doc(doc) {
+ // 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;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+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) {
+}
+
+// ------------------------------------------------------------------------------------------------
+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) {
+ // 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() {
+}
+} // namespace FBXDocParser