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+/*************************************************************************/
+/* FBXNodeAttribute.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). */
+/* */
+/* 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 FBXNoteAttribute.cpp
+ * @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
+ */
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXParser.h"
+#include <iostream>
+
+namespace FBXDocParser {
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+NodeAttribute::NodeAttribute(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name), props() {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
+
+ // hack on the deriving type but Null/LimbNode attributes are the only case in which
+ // the property table is by design absent and no warning should be generated
+ // for it.
+ const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
+ props = GetPropertyTable(doc, "NodeAttribute.Fbx" + classname, element, sc, is_null_or_limb);
+}
+
+// ------------------------------------------------------------------------------------------------
+NodeAttribute::~NodeAttribute() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+CameraSwitcher::CameraSwitcher(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+ const ElementPtr CameraId = sc->GetElement("CameraId");
+ const ElementPtr CameraName = sc->GetElement("CameraName");
+ const ElementPtr CameraIndexName = sc->GetElement("CameraIndexName");
+
+ if (CameraId) {
+ cameraId = ParseTokenAsInt(GetRequiredToken(CameraId, 0));
+ }
+
+ if (CameraName) {
+ cameraName = GetRequiredToken(CameraName, 0)->StringContents();
+ }
+
+ if (CameraIndexName && CameraIndexName->Tokens().size()) {
+ cameraIndexName = GetRequiredToken(CameraIndexName, 0)->StringContents();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+CameraSwitcher::~CameraSwitcher() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Camera::Camera(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Camera::~Camera() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Light::Light(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Light::~Light() {
+}
+
+// ------------------------------------------------------------------------------------------------
+Null::Null(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+}
+
+// ------------------------------------------------------------------------------------------------
+Null::~Null() {
+}
+
+// ------------------------------------------------------------------------------------------------
+LimbNode::LimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+ //std::cout << "limb node: " << name << std::endl;
+ //const Scope &sc = GetRequiredScope(element);
+
+ //const ElementPtr const TypeFlag = sc["TypeFlags"];
+
+ // keep this it can dump new properties for you
+ // for( auto element : sc.Elements())
+ // {
+ // std::cout << "limbnode element: " << element.first << std::endl;
+ // }
+
+ // if(TypeFlag)
+ // {
+ // // std::cout << "type flag: " << GetRequiredToken(*TypeFlag, 0).StringContents() << std::endl;
+ // }
+}
+
+// ------------------------------------------------------------------------------------------------
+LimbNode::~LimbNode() {
+}
+} // namespace FBXDocParser