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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.
+
+* 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 FBXProperties.cpp
+ * @brief Implementation of the FBX dynamic properties system
+ */
+
+#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
+
+#include "FBXTokenizer.h"
+#include "FBXParser.h"
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXProperties.h"
+
+namespace Assimp {
+namespace FBX {
+
+ using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Property::Property()
+{
+}
+
+// ------------------------------------------------------------------------------------------------
+Property::~Property()
+{
+}
+
+namespace {
+
+// ------------------------------------------------------------------------------------------------
+// read a typed property out of a FBX element. The return value is NULL if the property cannot be read.
+Property* ReadTypedProperty(const Element& element)
+{
+ ai_assert(element.KeyToken().StringContents() == "P");
+
+ const TokenList& tok = element.Tokens();
+ ai_assert(tok.size() >= 5);
+
+ const std::string& s = ParseTokenAsString(*tok[1]);
+ const char* const cs = s.c_str();
+ if (!strcmp(cs,"KString")) {
+ return new TypedProperty<std::string>(ParseTokenAsString(*tok[4]));
+ }
+ else if (!strcmp(cs,"bool") || !strcmp(cs,"Bool")) {
+ return new TypedProperty<bool>(ParseTokenAsInt(*tok[4]) != 0);
+ }
+ else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum")) {
+ return new TypedProperty<int>(ParseTokenAsInt(*tok[4]));
+ }
+ else if (!strcmp(cs, "ULongLong")) {
+ return new TypedProperty<uint64_t>(ParseTokenAsID(*tok[4]));
+ }
+ else if (!strcmp(cs, "KTime")) {
+ return new TypedProperty<int64_t>(ParseTokenAsInt64(*tok[4]));
+ }
+ else if (!strcmp(cs,"Vector3D") ||
+ !strcmp(cs,"ColorRGB") ||
+ !strcmp(cs,"Vector") ||
+ !strcmp(cs,"Color") ||
+ !strcmp(cs,"Lcl Translation") ||
+ !strcmp(cs,"Lcl Rotation") ||
+ !strcmp(cs,"Lcl Scaling")
+ ) {
+ return new TypedProperty<aiVector3D>(aiVector3D(
+ ParseTokenAsFloat(*tok[4]),
+ ParseTokenAsFloat(*tok[5]),
+ ParseTokenAsFloat(*tok[6]))
+ );
+ }
+ else if (!strcmp(cs,"double") || !strcmp(cs,"Number") || !strcmp(cs,"Float") || !strcmp(cs,"FieldOfView") || !strcmp( cs, "UnitScaleFactor" ) ) {
+ return new TypedProperty<float>(ParseTokenAsFloat(*tok[4]));
+ }
+ return NULL;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// peek into an element and check if it contains a FBX property, if so return its name.
+std::string PeekPropertyName(const Element& element)
+{
+ ai_assert(element.KeyToken().StringContents() == "P");
+ const TokenList& tok = element.Tokens();
+ if(tok.size() < 4) {
+ return "";
+ }
+
+ return ParseTokenAsString(*tok[0]);
+}
+
+} //! anon
+
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::PropertyTable()
+: templateProps()
+, element()
+{
+}
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::PropertyTable(const Element& element, std::shared_ptr<const PropertyTable> templateProps)
+: templateProps(templateProps)
+, element(&element)
+{
+ const Scope& scope = GetRequiredScope(element);
+ for(const ElementMap::value_type& v : scope.Elements()) {
+ if(v.first != "P") {
+ DOMWarning("expected only P elements in property table",v.second);
+ continue;
+ }
+
+ const std::string& name = PeekPropertyName(*v.second);
+ if(!name.length()) {
+ DOMWarning("could not read property name",v.second);
+ continue;
+ }
+
+ LazyPropertyMap::const_iterator it = lazyProps.find(name);
+ if (it != lazyProps.end()) {
+ DOMWarning("duplicate property name, will hide previous value: " + name,v.second);
+ continue;
+ }
+
+ lazyProps[name] = v.second;
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::~PropertyTable()
+{
+ for(PropertyMap::value_type& v : props) {
+ delete v.second;
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+const Property* PropertyTable::Get(const std::string& name) const
+{
+ PropertyMap::const_iterator it = props.find(name);
+ if (it == props.end()) {
+ // hasn't been parsed yet?
+ LazyPropertyMap::const_iterator lit = lazyProps.find(name);
+ if(lit != lazyProps.end()) {
+ props[name] = ReadTypedProperty(*(*lit).second);
+ it = props.find(name);
+
+ ai_assert(it != props.end());
+ }
+
+ if (it == props.end()) {
+ // check property template
+ if(templateProps) {
+ return templateProps->Get(name);
+ }
+
+ return NULL;
+ }
+ }
+
+ return (*it).second;
+}
+
+DirectPropertyMap PropertyTable::GetUnparsedProperties() const
+{
+ DirectPropertyMap result;
+
+ // Loop through all the lazy properties (which is all the properties)
+ for(const LazyPropertyMap::value_type& element : lazyProps) {
+
+ // Skip parsed properties
+ if (props.end() != props.find(element.first)) continue;
+
+ // Read the element's value.
+ // Wrap the naked pointer (since the call site is required to acquire ownership)
+ // std::unique_ptr from C++11 would be preferred both as a wrapper and a return value.
+ std::shared_ptr<Property> prop = std::shared_ptr<Property>(ReadTypedProperty(*element.second));
+
+ // Element could not be read. Skip it.
+ if (!prop) continue;
+
+ // Add to result
+ result[element.first] = prop;
+ }
+
+ return result;
+}
+
+} //! FBX
+} //! Assimp
+
+#endif