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/*************************************************************************/
/*  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. AUTHORS.md).   */
/*                                                                       */
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/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
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/* included in all copies or substantial portions of the Software.       */
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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)
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All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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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 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<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() :
		element(nullptr) {
}

// 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