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/*************************************************************************/
/*  FBXProperties.cpp                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 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.       */
/*                                                                       */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* 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.

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  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
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  derived from this software without specific prior
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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,
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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 NULL 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<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<Vector3>(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<float>(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() {
}

// ------------------------------------------------------------------------------------------------
PropertyTable::PropertyTable(const ElementPtr element, const PropertyTable *templateProps) :
		templateProps(templateProps), element(element) {
	const ScopePtr scope = GetRequiredScope(element);
	ERR_FAIL_COND(!scope);
	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;
	}
}

// ------------------------------------------------------------------------------------------------
PropertyTable::~PropertyTable() {
	for (PropertyMap::value_type &v : props) {
		delete 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
			if (templateProps) {
				return templateProps->Get(name);
			}

			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