/*************************************************************************/ /* FBXParser.h */ /*************************************************************************/ /* 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. 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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 FBXParser.h * @brief FBX parsing code */ #ifndef FBX_PARSER_H #define FBX_PARSER_H #include #include #include #include "core/math/color.h" #include "core/math/transform_3d.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "FBXTokenizer.h" namespace FBXDocParser { class Scope; class Parser; class Element; typedef Element *ElementPtr; typedef Scope *ScopePtr; typedef std::vector ScopeList; typedef std::multimap ElementMap; typedef std::pair ElementCollection; #define new_Scope new Scope #define new_Element new Element /** FBX data entity that consists of a key:value tuple. * * Example: * @verbatim * AnimationCurve: 23, "AnimCurve::", "" { * [..] * } * @endverbatim * * As can be seen in this sample, elements can contain nested #Scope * as their trailing member. **/ class Element { public: Element(TokenPtr key_token, Parser &parser); ~Element(); ScopePtr Compound() const { return compound; } TokenPtr KeyToken() const { return key_token; } const TokenList &Tokens() const { return tokens; } private: TokenList tokens; ScopePtr compound = nullptr; std::vector compound_scope; TokenPtr key_token = nullptr; }; /** FBX data entity that consists of a 'scope', a collection * of not necessarily unique #Element instances. * * Example: * @verbatim * GlobalSettings: { * Version: 1000 * Properties70: * [...] * } * @endverbatim */ class Scope { public: Scope(Parser &parser, bool topLevel = false); ~Scope(); ElementPtr GetElement(const std::string &index) const { ElementMap::const_iterator it = elements.find(index); return it == elements.end() ? nullptr : (*it).second; } ElementPtr FindElementCaseInsensitive(const std::string &elementName) const { for (FBXDocParser::ElementMap::const_iterator element = elements.begin(); element != elements.end(); ++element) { if (element->first.compare(elementName)) { return element->second; } } // nothing to reference / expired. return nullptr; } ElementCollection GetCollection(const std::string &index) const { return elements.equal_range(index); } const ElementMap &Elements() const { return elements; } private: ElementMap elements; }; /** FBX parsing class, takes a list of input tokens and generates a hierarchy * of nested #Scope instances, representing the fbx DOM.*/ class Parser { public: /** Parse given a token list. Does not take ownership of the tokens - * the objects must persist during the entire parser lifetime */ Parser(const TokenList &tokens, bool is_binary); ~Parser(); ScopePtr GetRootScope() const { return root; } bool IsBinary() const { return is_binary; } bool IsCorrupt() const { return corrupt; } private: friend class Scope; friend class Element; TokenPtr AdvanceToNextToken(); TokenPtr LastToken() const; TokenPtr CurrentToken() const; private: bool corrupt = false; ScopeList scopes; const TokenList &tokens; TokenPtr last = nullptr, current = nullptr; TokenList::const_iterator cursor; ScopePtr root = nullptr; const bool is_binary; }; /* token parsing - this happens when building the DOM out of the parse-tree*/ uint64_t ParseTokenAsID(const TokenPtr t, const char *&err_out); size_t ParseTokenAsDim(const TokenPtr t, const char *&err_out); float ParseTokenAsFloat(const TokenPtr t, const char *&err_out); int ParseTokenAsInt(const TokenPtr t, const char *&err_out); int64_t ParseTokenAsInt64(const TokenPtr t, const char *&err_out); std::string ParseTokenAsString(const TokenPtr t, const char *&err_out); /* wrapper around ParseTokenAsXXX() with DOMError handling */ uint64_t ParseTokenAsID(const TokenPtr t); size_t ParseTokenAsDim(const TokenPtr t); float ParseTokenAsFloat(const TokenPtr t); int ParseTokenAsInt(const TokenPtr t); int64_t ParseTokenAsInt64(const TokenPtr t); std::string ParseTokenAsString(const TokenPtr t); /* read data arrays */ void ParseVectorDataArray(std::vector &out, const ElementPtr el); void ParseVectorDataArray(std::vector &out, const ElementPtr el); void ParseVectorDataArray(std::vector &out, const ElementPtr el); void ParseVectorDataArray(std::vector &out, const ElementPtr el); void ParseVectorDataArray(std::vector &out, const ElementPtr el); void ParseVectorDataArray(std::vector &out, const ElementPtr el); void ParseVectorDataArray(std::vector &out, const ElementPtr el); void ParseVectorDataArray(std::vector &out, const ElementPtr ep); void ParseVectorDataArray(std::vector &out, const ElementPtr el); bool HasElement(const ScopePtr sc, const std::string &index); // extract a required element from a scope, abort if the element cannot be found ElementPtr GetRequiredElement(const ScopePtr sc, const std::string &index, const ElementPtr element = nullptr); ScopePtr GetRequiredScope(const ElementPtr el); // New in 2020. (less likely to destroy application) ScopePtr GetOptionalScope(const ElementPtr el); // New in 2021. (even LESS likely to destroy application now) ElementPtr GetOptionalElement(const ScopePtr sc, const std::string &index, const ElementPtr element = nullptr); // extract required compound scope ScopePtr GetRequiredScope(const ElementPtr el); // get token at a particular index TokenPtr GetRequiredToken(const ElementPtr el, unsigned int index); // ------------------------------------------------------------------------------------------------ // read a 4x4 matrix from an array of 16 floats Transform3D ReadMatrix(const ElementPtr element); } // namespace FBXDocParser #endif // FBX_PARSER_H