/*************************************************************************/ /* FBXProperties.cpp */ /*************************************************************************/ /* 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 FBXProperties.cpp * @brief Implementation of the FBX dynamic properties system */ #include "FBXProperties.h" #include "FBXDocumentUtil.h" #include "FBXParser.h" #include "FBXTokenizer.h" namespace FBXDocParser { using namespace Util; // ------------------------------------------------------------------------------------------------ Property::Property() { } // ------------------------------------------------------------------------------------------------ Property::~Property() { } namespace { // ------------------------------------------------------------------------------------------------ // read a typed property out of a FBX element. The return value is nullptr if the property cannot be read. PropertyPtr ReadTypedProperty(const ElementPtr 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(ParseTokenAsString(tok[4])); } else if (!strcmp(cs, "bool") || !strcmp(cs, "Bool")) { return new TypedProperty(ParseTokenAsInt(tok[4]) != 0); } else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum")) { return new TypedProperty(ParseTokenAsInt(tok[4])); } else if (!strcmp(cs, "ULongLong")) { return new TypedProperty(ParseTokenAsID(tok[4])); } else if (!strcmp(cs, "KTime")) { return new TypedProperty(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(Vector3( ParseTokenAsFloat(tok[4]), ParseTokenAsFloat(tok[5]), ParseTokenAsFloat(tok[6]))); } else if (!strcmp(cs, "double") || !strcmp(cs, "Number") || !strcmp(cs, "Float") || !strcmp(cs, "float") || !strcmp(cs, "FieldOfView") || !strcmp(cs, "UnitScaleFactor")) { return new TypedProperty(ParseTokenAsFloat(tok[4])); } return nullptr; } // ------------------------------------------------------------------------------------------------ // 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]); } } // namespace // ------------------------------------------------------------------------------------------------ PropertyTable::PropertyTable() { } // Is used when dealing with FBX Objects not metadata. PropertyTable::PropertyTable(const ElementPtr element) : element(element) { Setup(element); } // ------------------------------------------------------------------------------------------------ PropertyTable::~PropertyTable() { for (PropertyMap::value_type &v : props) { delete v.second; } } void PropertyTable::Setup(ElementPtr ptr) { const ScopePtr sc = GetRequiredScope(ptr); const ElementPtr Properties70 = sc->GetElement("Properties70"); const ScopePtr scope = GetOptionalScope(Properties70); // no scope, no care. if (!scope) { return; // NOTE: this is not an error this is actually a Object, without properties, here we will nullptr it. } 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; } // since the above checks for duplicates we can be sure to insert the only match here. lazyProps[name] = v.second; } } // ------------------------------------------------------------------------------------------------ PropertyPtr 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 return nullptr; } } 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. Property *prop = ReadTypedProperty(element.second); // Element could not be read. Skip it. if (!prop) { continue; } // Add to result result[element.first] = prop; } return result; } } // namespace FBXDocParser