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+/*************************************************************************/
+/* FBXDocument.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 FBXDocument.cpp
+ * @brief Implementation of the FBX DOM classes
+ */
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXImportSettings.h"
+#include "FBXMeshGeometry.h"
+#include "FBXParser.h"
+#include "FBXProperties.h"
+#include "FBXUtil.h"
+
+#include <algorithm>
+#include <functional>
+#include <iostream>
+#include <map>
+#include <memory>
+
+namespace FBXDocParser {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+LazyObject::LazyObject(uint64_t id, const ElementPtr element, const Document &doc) :
+ doc(doc), element(element), id(id) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject::~LazyObject() {
+ object.reset();
+}
+
+ObjectPtr LazyObject::LoadObject() {
+ if (IsBeingConstructed() || FailedToConstruct()) {
+ return nullptr;
+ }
+
+ if (object) {
+ return object.get();
+ }
+
+ TokenPtr key = element->KeyToken();
+ ERR_FAIL_COND_V(!key, nullptr);
+ const TokenList &tokens = element->Tokens();
+
+ if (tokens.size() < 3) {
+ //DOMError("expected at least 3 tokens: id, name and class tag",&element);
+ return nullptr;
+ }
+
+ const char *err = nullptr;
+ std::string name = ParseTokenAsString(tokens[1], err);
+ if (err) {
+ DOMError(err, element);
+ }
+
+ // small fix for binary reading: binary fbx files don't use
+ // prefixes such as Model:: in front of their names. The
+ // loading code expects this at many places, though!
+ // so convert the binary representation (a 0x0001) to the
+ // double colon notation.
+ if (tokens[1]->IsBinary()) {
+ for (size_t i = 0; i < name.length(); ++i) {
+ if (name[i] == 0x0 && name[i + 1] == 0x1) {
+ name = name.substr(i + 2) + "::" + name.substr(0, i);
+ }
+ }
+ }
+
+ const std::string classtag = ParseTokenAsString(tokens[2], err);
+ if (err) {
+ DOMError(err, element);
+ }
+
+ // prevent recursive calls
+ flags |= BEING_CONSTRUCTED;
+
+ // this needs to be relatively fast since it happens a lot,
+ // so avoid constructing strings all the time.
+ const char *obtype = key->begin();
+ const size_t length = static_cast<size_t>(key->end() - key->begin());
+
+ if (!strncmp(obtype, "Pose", length)) {
+ object.reset(new FbxPose(id, element, doc, name));
+ } else if (!strncmp(obtype, "Geometry", length)) {
+ if (!strcmp(classtag.c_str(), "Mesh")) {
+ object.reset(new MeshGeometry(id, element, name, doc));
+ }
+ if (!strcmp(classtag.c_str(), "Shape")) {
+ object.reset(new ShapeGeometry(id, element, name, doc));
+ }
+ if (!strcmp(classtag.c_str(), "Line")) {
+ object.reset(new LineGeometry(id, element, name, doc));
+ }
+ } else if (!strncmp(obtype, "NodeAttribute", length)) {
+ if (!strcmp(classtag.c_str(), "Camera")) {
+ object.reset(new Camera(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "CameraSwitcher")) {
+ object.reset(new CameraSwitcher(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "Light")) {
+ object.reset(new Light(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "Null")) {
+ object.reset(new Null(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "LimbNode")) {
+ // This is an older format for bones
+ // this is what blender uses I believe
+ object.reset(new LimbNode(id, element, doc, name));
+ }
+ } else if (!strncmp(obtype, "Constraint", length)) {
+ object.reset(new Constraint(id, element, doc, name));
+ } else if (!strncmp(obtype, "Deformer", length)) {
+ if (!strcmp(classtag.c_str(), "Cluster")) {
+ object.reset(new Cluster(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "Skin")) {
+ object.reset(new Skin(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "BlendShape")) {
+ object.reset(new BlendShape(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "BlendShapeChannel")) {
+ object.reset(new BlendShapeChannel(id, element, doc, name));
+ }
+ } else if (!strncmp(obtype, "Model", length)) {
+ // Model is normal node
+
+ // LimbNode model is a 'bone' node.
+ if (!strcmp(classtag.c_str(), "LimbNode")) {
+ object.reset(new ModelLimbNode(id, element, doc, name));
+
+ } else if (strcmp(classtag.c_str(), "IKEffector") && strcmp(classtag.c_str(), "FKEffector")) {
+ // FK and IK effectors are not supported.
+ object.reset(new Model(id, element, doc, name));
+ }
+ } else if (!strncmp(obtype, "Material", length)) {
+ object.reset(new Material(id, element, doc, name));
+ } else if (!strncmp(obtype, "Texture", length)) {
+ object.reset(new Texture(id, element, doc, name));
+ } else if (!strncmp(obtype, "LayeredTexture", length)) {
+ object.reset(new LayeredTexture(id, element, doc, name));
+ } else if (!strncmp(obtype, "Video", length)) {
+ object.reset(new Video(id, element, doc, name));
+ } else if (!strncmp(obtype, "AnimationStack", length)) {
+ object.reset(new AnimationStack(id, element, name, doc));
+ } else if (!strncmp(obtype, "AnimationLayer", length)) {
+ object.reset(new AnimationLayer(id, element, name, doc));
+ } else if (!strncmp(obtype, "AnimationCurve", length)) {
+ object.reset(new AnimationCurve(id, element, name, doc));
+ } else if (!strncmp(obtype, "AnimationCurveNode", length)) {
+ object.reset(new AnimationCurveNode(id, element, name, doc));
+ } else {
+ ERR_FAIL_V_MSG(nullptr, "FBX contains unsupported object: " + String(obtype));
+ }
+
+ flags &= ~BEING_CONSTRUCTED;
+
+ return object.get();
+}
+
+// ------------------------------------------------------------------------------------------------
+Object::Object(uint64_t id, const ElementPtr element, const std::string &name) :
+ PropertyTable(element), element(element), name(name), id(id) {
+}
+
+// ------------------------------------------------------------------------------------------------
+Object::~Object() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+FileGlobalSettings::FileGlobalSettings(const Document &doc) :
+ PropertyTable(), doc(doc) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+FileGlobalSettings::~FileGlobalSettings() {
+}
+
+// ------------------------------------------------------------------------------------------------
+Document::Document(const Parser &parser, const ImportSettings &settings) :
+ settings(settings), parser(parser) {
+ // Cannot use array default initialization syntax because vc8 fails on it
+ for (unsigned int &timeStamp : creationTimeStamp) {
+ timeStamp = 0;
+ }
+
+ // we must check if we can read the header version safely, if its outdated then drop it.
+ if (ReadHeader()) {
+ SafeToImport = true;
+ ReadPropertyTemplates();
+
+ ReadGlobalSettings();
+
+ // This order is important, connections need parsed objects to check
+ // whether connections are ok or not. Objects may not be evaluated yet,
+ // though, since this may require valid connections.
+ ReadObjects();
+ ReadConnections();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Document::~Document() {
+ for (PropertyTemplateMap::value_type v : templates) {
+ delete v.second;
+ }
+
+ for (ObjectMap::value_type &v : objects) {
+ delete v.second;
+ }
+
+ for (ConnectionMap::value_type &v : src_connections) {
+ delete v.second;
+ }
+
+ // clear globals import pointer
+ globals.reset();
+}
+
+// ------------------------------------------------------------------------------------------------
+static const unsigned int LowerSupportedVersion = 7100;
+static const unsigned int UpperSupportedVersion = 7700;
+
+bool Document::ReadHeader() {
+ // Read ID objects from "Objects" section
+ ScopePtr sc = parser.GetRootScope();
+ ElementPtr ehead = sc->GetElement("FBXHeaderExtension");
+ if (!ehead || !ehead->Compound()) {
+ DOMError("no FBXHeaderExtension dictionary found");
+ }
+
+ if (parser.IsCorrupt()) {
+ DOMError("File is corrupt");
+ return false;
+ }
+
+ const ScopePtr shead = ehead->Compound();
+ fbxVersion = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(shead, "FBXVersion", ehead), 0));
+
+ // While we may have some success with newer files, we don't support
+ // the older 6.n fbx format
+ if (fbxVersion < LowerSupportedVersion) {
+ DOMWarning("unsupported, old format version, FBX 2015-2020, you must re-export in a more modern version of your original modelling application");
+ return false;
+ }
+ if (fbxVersion > UpperSupportedVersion) {
+ DOMWarning("unsupported, newer format version, supported are only FBX 2015, up to FBX 2020"
+ " trying to read it nevertheless");
+ }
+
+ const ElementPtr ecreator = shead->GetElement("Creator");
+ if (ecreator) {
+ creator = ParseTokenAsString(GetRequiredToken(ecreator, 0));
+ }
+
+ // Scene Info
+ const ElementPtr scene_info = shead->GetElement("SceneInfo");
+
+ if (scene_info) {
+ metadata_properties.Setup(scene_info);
+ }
+
+ const ElementPtr etimestamp = shead->GetElement("CreationTimeStamp");
+ if (etimestamp && etimestamp->Compound()) {
+ const ScopePtr stimestamp = etimestamp->Compound();
+ creationTimeStamp[0] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Year"), 0));
+ creationTimeStamp[1] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Month"), 0));
+ creationTimeStamp[2] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Day"), 0));
+ creationTimeStamp[3] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Hour"), 0));
+ creationTimeStamp[4] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Minute"), 0));
+ creationTimeStamp[5] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Second"), 0));
+ creationTimeStamp[6] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Millisecond"), 0));
+ }
+
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadGlobalSettings() {
+ ERR_FAIL_COND_MSG(globals != nullptr, "Global settings is already setup this is a serious error and should be reported");
+
+ globals = std::make_shared<FileGlobalSettings>(*this);
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadObjects() {
+ // read ID objects from "Objects" section
+ const ScopePtr sc = parser.GetRootScope();
+ const ElementPtr eobjects = sc->GetElement("Objects");
+ if (!eobjects || !eobjects->Compound()) {
+ DOMError("no Objects dictionary found");
+ }
+
+ // add a dummy entry to represent the Model::RootNode object (id 0),
+ // which is only indirectly defined in the input file
+ objects[0] = new LazyObject(0L, eobjects, *this);
+
+ const ScopePtr sobjects = eobjects->Compound();
+ for (const ElementMap::value_type &iter : sobjects->Elements()) {
+ // extract ID
+ const TokenList &tok = iter.second->Tokens();
+
+ if (tok.empty()) {
+ DOMError("expected ID after object key", iter.second);
+ }
+
+ const char *err;
+ const uint64_t id = ParseTokenAsID(tok[0], err);
+ if (err) {
+ DOMError(err, iter.second);
+ }
+
+ // id=0 is normally implicit
+ if (id == 0L) {
+ DOMError("encountered object with implicitly defined id 0", iter.second);
+ }
+
+ if (objects.find(id) != objects.end()) {
+ DOMWarning("encountered duplicate object id, ignoring first occurrence", iter.second);
+ }
+
+ objects[id] = new LazyObject(id, iter.second, *this);
+
+ // grab all animation stacks upfront since there is no listing of them
+ if (!strcmp(iter.first.c_str(), "AnimationStack")) {
+ animationStacks.push_back(id);
+ } else if (!strcmp(iter.first.c_str(), "Constraint")) {
+ constraints.push_back(id);
+ } else if (!strcmp(iter.first.c_str(), "Pose")) {
+ bind_poses.push_back(id);
+ } else if (!strcmp(iter.first.c_str(), "Material")) {
+ materials.push_back(id);
+ } else if (!strcmp(iter.first.c_str(), "Deformer")) {
+ TokenPtr key = iter.second->KeyToken();
+ ERR_CONTINUE_MSG(!key, "[parser bug] invalid token key for deformer");
+ const TokenList &tokens = iter.second->Tokens();
+ const std::string class_tag = ParseTokenAsString(tokens[2], err);
+
+ if (err) {
+ DOMError(err, iter.second);
+ }
+
+ if (class_tag == "Skin") {
+ //print_verbose("registered skin:" + itos(id));
+ skins.push_back(id);
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadPropertyTemplates() {
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadConnections() {
+ const ScopePtr sc = parser.GetRootScope();
+
+ // read property templates from "Definitions" section
+ const ElementPtr econns = sc->GetElement("Connections");
+ if (!econns || !econns->Compound()) {
+ DOMError("no Connections dictionary found");
+ }
+
+ uint64_t insertionOrder = 0l;
+ const ScopePtr sconns = econns->Compound();
+ const ElementCollection conns = sconns->GetCollection("C");
+ for (ElementMap::const_iterator it = conns.first; it != conns.second; ++it) {
+ const ElementPtr el = (*it).second;
+ const std::string &type = ParseTokenAsString(GetRequiredToken(el, 0));
+
+ // PP = property-property connection, ignored for now
+ // (tokens: "PP", ID1, "Property1", ID2, "Property2")
+ if (type == "PP") {
+ continue;
+ }
+
+ const uint64_t src = ParseTokenAsID(GetRequiredToken(el, 1));
+ const uint64_t dest = ParseTokenAsID(GetRequiredToken(el, 2));
+
+ // OO = object-object connection
+ // OP = object-property connection, in which case the destination property follows the object ID
+ const std::string &prop = (type == "OP" ? ParseTokenAsString(GetRequiredToken(el, 3)) : "");
+
+ if (objects.find(src) == objects.end()) {
+ DOMWarning("source object for connection does not exist", el);
+ continue;
+ }
+
+ // dest may be 0 (root node) but we added a dummy object before
+ if (objects.find(dest) == objects.end()) {
+ DOMWarning("destination object for connection does not exist", el);
+ continue;
+ }
+
+ // add new connection
+ const Connection *const c = new Connection(insertionOrder++, src, dest, prop, *this);
+ src_connections.insert(ConnectionMap::value_type(src, c));
+ dest_connections.insert(ConnectionMap::value_type(dest, c));
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<const AnimationStack *> &Document::AnimationStacks() const {
+ if (!animationStacksResolved.empty() || animationStacks.empty()) {
+ return animationStacksResolved;
+ }
+
+ animationStacksResolved.reserve(animationStacks.size());
+ for (uint64_t id : animationStacks) {
+ LazyObject *lazy = GetObject(id);
+
+ // Two things happen here:
+ // We cast internally an Object PTR to an Animation Stack PTR
+ // We return invalid weak_ptrs for objects which are invalid
+
+ const AnimationStack *stack = lazy->Get<AnimationStack>();
+ ERR_CONTINUE_MSG(!stack, "invalid ptr to AnimationStack - conversion failure");
+
+ // We push back the weak reference :) to keep things simple, as ownership is on the parser side so it won't be cleaned up.
+ animationStacksResolved.push_back(stack);
+ }
+
+ return animationStacksResolved;
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject *Document::GetObject(uint64_t id) const {
+ ObjectMap::const_iterator it = objects.find(id);
+ return it == objects.end() ? nullptr : (*it).second;
+}
+
+#define MAX_CLASSNAMES 6
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsSequenced(uint64_t id, const ConnectionMap &conns) const {
+ std::vector<const Connection *> temp;
+
+ const std::pair<ConnectionMap::const_iterator, ConnectionMap::const_iterator> range =
+ conns.equal_range(id);
+
+ temp.reserve(std::distance(range.first, range.second));
+ for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
+ temp.push_back((*it).second);
+ }
+
+ std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
+
+ return temp; // NRVO should handle this
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsSequenced(uint64_t id, bool is_src,
+ const ConnectionMap &conns,
+ const char *const *classnames,
+ size_t count) const
+
+{
+ size_t lengths[MAX_CLASSNAMES];
+
+ const size_t c = count;
+ for (size_t i = 0; i < c; ++i) {
+ lengths[i] = strlen(classnames[i]);
+ }
+
+ std::vector<const Connection *> temp;
+ const std::pair<ConnectionMap::const_iterator, ConnectionMap::const_iterator> range =
+ conns.equal_range(id);
+
+ temp.reserve(std::distance(range.first, range.second));
+ for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
+ TokenPtr key = (is_src ? (*it).second->LazyDestinationObject() : (*it).second->LazySourceObject())->GetElement()->KeyToken();
+
+ const char *obtype = key->begin();
+
+ for (size_t i = 0; i < c; ++i) {
+ //ai_assert(classnames[i]);
+ if (static_cast<size_t>(std::distance(key->begin(), key->end())) == lengths[i] && !strncmp(classnames[i], obtype, lengths[i])) {
+ obtype = nullptr;
+ break;
+ }
+ }
+
+ if (obtype) {
+ continue;
+ }
+
+ temp.push_back((*it).second);
+ }
+
+ std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
+ return temp; // NRVO should handle this
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t source) const {
+ return GetConnectionsSequenced(source, ConnectionsBySource());
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t src, const char *classname) const {
+ const char *arr[] = { classname };
+ return GetConnectionsBySourceSequenced(src, arr, 1);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t source,
+ const char *const *classnames, size_t count) const {
+ return GetConnectionsSequenced(source, true, ConnectionsBySource(), classnames, count);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
+ const char *classname) const {
+ const char *arr[] = { classname };
+ return GetConnectionsByDestinationSequenced(dest, arr, 1);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest) const {
+ return GetConnectionsSequenced(dest, ConnectionsByDestination());
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
+ const char *const *classnames, size_t count) const {
+ return GetConnectionsSequenced(dest, false, ConnectionsByDestination(), classnames, count);
+}
+
+// ------------------------------------------------------------------------------------------------
+Connection::Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string &prop,
+ const Document &doc) :
+ insertionOrder(insertionOrder), prop(prop), src(src), dest(dest), doc(doc) {
+}
+
+// ------------------------------------------------------------------------------------------------
+Connection::~Connection() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject *Connection::LazySourceObject() const {
+ LazyObject *const lazy = doc.GetObject(src);
+ return lazy;
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject *Connection::LazyDestinationObject() const {
+ LazyObject *const lazy = doc.GetObject(dest);
+ return lazy;
+}
+
+// ------------------------------------------------------------------------------------------------
+Object *Connection::SourceObject() const {
+ LazyObject *lazy = doc.GetObject(src);
+ //ai_assert(lazy);
+ return lazy->LoadObject();
+}
+
+// ------------------------------------------------------------------------------------------------
+Object *Connection::DestinationObject() const {
+ LazyObject *lazy = doc.GetObject(dest);
+ //ai_assert(lazy);
+ return lazy->LoadObject();
+}
+} // namespace FBXDocParser