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+/*
+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.
+r
+* 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 FBXImporter.cpp
+ * @brief Implementation of the FBX importer.
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXImporter.h"
+
+#include "FBXTokenizer.h"
+#include "FBXParser.h"
+#include "FBXUtil.h"
+#include "FBXDocument.h"
+#include "FBXConverter.h"
+
+#include <assimp/StreamReader.h>
+#include <assimp/MemoryIOWrapper.h>
+#include <assimp/Importer.hpp>
+#include <assimp/importerdesc.h>
+
+namespace Assimp {
+
+template<>
+const char* LogFunctions<FBXImporter>::Prefix() {
+ static auto prefix = "FBX: ";
+ return prefix;
+}
+
+}
+
+using namespace Assimp;
+using namespace Assimp::Formatter;
+using namespace Assimp::FBX;
+
+namespace {
+
+static const aiImporterDesc desc = {
+ "Autodesk FBX Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "fbx"
+};
+}
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by #Importer
+FBXImporter::FBXImporter()
+{
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+FBXImporter::~FBXImporter()
+{
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool FBXImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+{
+ const std::string& extension = GetExtension(pFile);
+ if (extension == std::string( desc.mFileExtensions ) ) {
+ return true;
+ }
+
+ else if ((!extension.length() || checkSig) && pIOHandler) {
+ // at least ASCII-FBX files usually have a 'FBX' somewhere in their head
+ const char* tokens[] = {"fbx"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// List all extensions handled by this loader
+const aiImporterDesc* FBXImporter::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration properties for the loader
+void FBXImporter::SetupProperties(const Importer* pImp)
+{
+ settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
+ settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
+ settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
+ settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
+ settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
+ settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
+ settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
+ settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
+ settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
+ settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
+ settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
+ settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
+ settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
+{
+ std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
+ if (!stream) {
+ ThrowException("Could not open file for reading");
+ }
+
+ // read entire file into memory - no streaming for this, fbx
+ // files can grow large, but the assimp output data structure
+ // then becomes very large, too. Assimp doesn't support
+ // streaming for its output data structures so the net win with
+ // streaming input data would be very low.
+ std::vector<char> contents;
+ contents.resize(stream->FileSize()+1);
+ stream->Read( &*contents.begin(), 1, contents.size()-1 );
+ contents[ contents.size() - 1 ] = 0;
+ const char* const begin = &*contents.begin();
+
+ // broadphase tokenizing pass in which we identify the core
+ // syntax elements of FBX (brackets, commas, key:value mappings)
+ TokenList tokens;
+ try {
+
+ bool is_binary = false;
+ if (!strncmp(begin,"Kaydara FBX Binary",18)) {
+ is_binary = true;
+ TokenizeBinary(tokens,begin,contents.size());
+ }
+ else {
+ Tokenize(tokens,begin);
+ }
+
+ // use this information to construct a very rudimentary
+ // parse-tree representing the FBX scope structure
+ Parser parser(tokens, is_binary);
+
+ // take the raw parse-tree and convert it to a FBX DOM
+ Document doc(parser,settings);
+
+ FbxUnit unit(FbxUnit::cm);
+ if (settings.convertToMeters) {
+ unit = FbxUnit::m;
+ }
+ // convert the FBX DOM to aiScene
+ ConvertToAssimpScene(pScene,doc, settings.removeEmptyBones, unit);
+
+ std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
+ }
+ catch(std::exception&) {
+ std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
+ throw;
+ }
+}
+
+#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER