1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188
|
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2024, 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 FBXDocument.h
* @brief FBX DOM
*/
#ifndef INCLUDED_AI_FBX_DOCUMENT_H
#define INCLUDED_AI_FBX_DOCUMENT_H
#include <numeric>
#include <unordered_set>
#include <stdint.h>
#include <assimp/mesh.h>
#include "FBXProperties.h"
#include "FBXParser.h"
#define _AI_CONCAT(a,b) a ## b
#define AI_CONCAT(a,b) _AI_CONCAT(a,b)
namespace Assimp {
namespace FBX {
// Use an 'illegal' default FOV value to detect if the FBX camera has set the FOV.
static const float kFovUnknown = -1.0f;
class Parser;
class Object;
struct ImportSettings;
class PropertyTable;
class Document;
class Material;
class ShapeGeometry;
class LineGeometry;
class Geometry;
class Video;
class AnimationCurve;
class AnimationCurveNode;
class AnimationLayer;
class AnimationStack;
class BlendShapeChannel;
class BlendShape;
class Skin;
class Cluster;
#define new_LazyObject new (allocator.Allocate(sizeof(LazyObject))) LazyObject
#define new_Connection new (allocator.Allocate(sizeof(Connection))) Connection
#define delete_LazyObject(_p) (_p)->~LazyObject()
#define delete_Connection(_p) (_p)->~Connection()
/** Represents a delay-parsed FBX objects. Many objects in the scene
* are not needed by assimp, so it makes no sense to parse them
* upfront. */
class LazyObject {
public:
LazyObject(uint64_t id, const Element& element, const Document& doc);
~LazyObject() = default;
const Object* Get(bool dieOnError = false);
template <typename T>
const T* Get(bool dieOnError = false) {
const Object* const ob = Get(dieOnError);
return ob ? dynamic_cast<const T *>(ob) : nullptr;
}
uint64_t ID() const {
return id;
}
bool IsBeingConstructed() const {
return (flags & BEING_CONSTRUCTED) != 0;
}
bool FailedToConstruct() const {
return (flags & FAILED_TO_CONSTRUCT) != 0;
}
const Element& GetElement() const {
return element;
}
const Document& GetDocument() const {
return doc;
}
private:
const Document& doc;
const Element& element;
std::unique_ptr<const Object> object;
const uint64_t id;
enum Flags {
BEING_CONSTRUCTED = 0x1,
FAILED_TO_CONSTRUCT = 0x2
};
unsigned int flags;
};
/** Base class for in-memory (DOM) representations of FBX objects */
class Object {
public:
Object(uint64_t id, const Element& element, const std::string& name);
virtual ~Object() = default;
const Element& SourceElement() const {
return element;
}
const std::string& Name() const {
return name;
}
uint64_t ID() const {
return id;
}
protected:
const Element& element;
const std::string name;
const uint64_t id;
};
/** DOM class for generic FBX NoteAttribute blocks. NoteAttribute's just hold a property table,
* fixed members are added by deriving classes. */
class NodeAttribute : public Object {
public:
NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~NodeAttribute() = default;
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
private:
std::shared_ptr<const PropertyTable> props;
};
/** DOM base class for FBX camera settings attached to a node */
class CameraSwitcher : public NodeAttribute {
public:
CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~CameraSwitcher() = default;
int CameraID() const {
return cameraId;
}
const std::string& CameraName() const {
return cameraName;
}
const std::string& CameraIndexName() const {
return cameraIndexName;
}
private:
int cameraId;
std::string cameraName;
std::string cameraIndexName;
};
#define fbx_stringize(a) #a
#define fbx_simple_property(name, type, default_value) \
type name() const { \
return PropertyGet<type>(Props(), fbx_stringize(name), (default_value)); \
}
// XXX improve logging
#define fbx_simple_enum_property(name, type, default_value) \
type name() const { \
const int ival = PropertyGet<int>(Props(), fbx_stringize(name), static_cast<int>(default_value)); \
if (ival < 0 || ival >= AI_CONCAT(type, _MAX)) { \
ai_assert(static_cast<int>(default_value) >= 0); \
ai_assert(static_cast<int>(default_value) < AI_CONCAT(type, _MAX)); \
return static_cast<type>(default_value); \
} \
return static_cast<type>(ival); \
}
/** DOM base class for FBX cameras attached to a node */
class Camera : public NodeAttribute {
public:
Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Camera() = default;
fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0))
fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0))
fbx_simple_property(InterestPosition, aiVector3D, aiVector3D(0,0,0))
fbx_simple_property(AspectWidth, float, 1.0f)
fbx_simple_property(AspectHeight, float, 1.0f)
fbx_simple_property(FilmWidth, float, 1.0f)
fbx_simple_property(FilmHeight, float, 1.0f)
fbx_simple_property(NearPlane, float, 0.1f)
fbx_simple_property(FarPlane, float, 100.0f)
fbx_simple_property(FilmAspectRatio, float, 1.0f)
fbx_simple_property(ApertureMode, int, 0)
fbx_simple_property(FieldOfView, float, kFovUnknown)
fbx_simple_property(FocalLength, float, 1.0f)
};
/** DOM base class for FBX null markers attached to a node */
class Null : public NodeAttribute {
public:
Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Null() = default;
};
/** DOM base class for FBX limb node markers attached to a node */
class LimbNode : public NodeAttribute {
public:
LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~LimbNode() = default;
};
/** DOM base class for FBX lights attached to a node */
class Light : public NodeAttribute {
public:
Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Light() = default;
enum Type {
Type_Point,
Type_Directional,
Type_Spot,
Type_Area,
Type_Volume,
Type_MAX // end-of-enum sentinel
};
enum Decay {
Decay_None,
Decay_Linear,
Decay_Quadratic,
Decay_Cubic,
Decay_MAX // end-of-enum sentinel
};
fbx_simple_property(Color, aiVector3D, aiVector3D(1,1,1))
fbx_simple_enum_property(LightType, Type, 0)
fbx_simple_property(CastLightOnObject, bool, false)
fbx_simple_property(DrawVolumetricLight, bool, true)
fbx_simple_property(DrawGroundProjection, bool, true)
fbx_simple_property(DrawFrontFacingVolumetricLight, bool, false)
fbx_simple_property(Intensity, float, 100.0f)
fbx_simple_property(InnerAngle, float, 0.0f)
fbx_simple_property(OuterAngle, float, 45.0f)
fbx_simple_property(Fog, int, 50)
fbx_simple_enum_property(DecayType, Decay, 2)
fbx_simple_property(DecayStart, float, 1.0f)
fbx_simple_property(FileName, std::string, "")
fbx_simple_property(EnableNearAttenuation, bool, false)
fbx_simple_property(NearAttenuationStart, float, 0.0f)
fbx_simple_property(NearAttenuationEnd, float, 0.0f)
fbx_simple_property(EnableFarAttenuation, bool, false)
fbx_simple_property(FarAttenuationStart, float, 0.0f)
fbx_simple_property(FarAttenuationEnd, float, 0.0f)
fbx_simple_property(CastShadows, bool, true)
fbx_simple_property(ShadowColor, aiVector3D, aiVector3D(0,0,0))
fbx_simple_property(AreaLightShape, int, 0)
fbx_simple_property(LeftBarnDoor, float, 20.0f)
fbx_simple_property(RightBarnDoor, float, 20.0f)
fbx_simple_property(TopBarnDoor, float, 20.0f)
fbx_simple_property(BottomBarnDoor, float, 20.0f)
fbx_simple_property(EnableBarnDoor, bool, true)
};
/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
class Model : public Object {
public:
enum RotOrder {
RotOrder_EulerXYZ = 0,
RotOrder_EulerXZY,
RotOrder_EulerYZX,
RotOrder_EulerYXZ,
RotOrder_EulerZXY,
RotOrder_EulerZYX,
RotOrder_SphericXYZ,
RotOrder_MAX // end-of-enum sentinel
};
enum TransformInheritance {
TransformInheritance_RrSs = 0,
TransformInheritance_RSrs,
TransformInheritance_Rrs,
TransformInheritance_MAX // end-of-enum sentinel
};
Model(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Model() = default;
fbx_simple_property(QuaternionInterpolate, int, 0)
fbx_simple_property(RotationOffset, aiVector3D, aiVector3D())
fbx_simple_property(RotationPivot, aiVector3D, aiVector3D())
fbx_simple_property(ScalingOffset, aiVector3D, aiVector3D())
fbx_simple_property(ScalingPivot, aiVector3D, aiVector3D())
fbx_simple_property(TranslationActive, bool, false)
fbx_simple_property(TranslationMin, aiVector3D, aiVector3D())
fbx_simple_property(TranslationMax, aiVector3D, aiVector3D())
fbx_simple_property(TranslationMinX, bool, false)
fbx_simple_property(TranslationMaxX, bool, false)
fbx_simple_property(TranslationMinY, bool, false)
fbx_simple_property(TranslationMaxY, bool, false)
fbx_simple_property(TranslationMinZ, bool, false)
fbx_simple_property(TranslationMaxZ, bool, false)
fbx_simple_enum_property(RotationOrder, RotOrder, 0)
fbx_simple_property(RotationSpaceForLimitOnly, bool, false)
fbx_simple_property(RotationStiffnessX, float, 0.0f)
fbx_simple_property(RotationStiffnessY, float, 0.0f)
fbx_simple_property(RotationStiffnessZ, float, 0.0f)
fbx_simple_property(AxisLen, float, 0.0f)
fbx_simple_property(PreRotation, aiVector3D, aiVector3D())
fbx_simple_property(PostRotation, aiVector3D, aiVector3D())
fbx_simple_property(RotationActive, bool, false)
fbx_simple_property(RotationMin, aiVector3D, aiVector3D())
fbx_simple_property(RotationMax, aiVector3D, aiVector3D())
fbx_simple_property(RotationMinX, bool, false)
fbx_simple_property(RotationMaxX, bool, false)
fbx_simple_property(RotationMinY, bool, false)
fbx_simple_property(RotationMaxY, bool, false)
fbx_simple_property(RotationMinZ, bool, false)
fbx_simple_property(RotationMaxZ, bool, false)
fbx_simple_enum_property(InheritType, TransformInheritance, 0)
fbx_simple_property(ScalingActive, bool, false)
fbx_simple_property(ScalingMin, aiVector3D, aiVector3D())
fbx_simple_property(ScalingMax, aiVector3D, aiVector3D(1.f,1.f,1.f))
fbx_simple_property(ScalingMinX, bool, false)
fbx_simple_property(ScalingMaxX, bool, false)
fbx_simple_property(ScalingMinY, bool, false)
fbx_simple_property(ScalingMaxY, bool, false)
fbx_simple_property(ScalingMinZ, bool, false)
fbx_simple_property(ScalingMaxZ, bool, false)
fbx_simple_property(GeometricTranslation, aiVector3D, aiVector3D())
fbx_simple_property(GeometricRotation, aiVector3D, aiVector3D())
fbx_simple_property(GeometricScaling, aiVector3D, aiVector3D(1.f, 1.f, 1.f))
fbx_simple_property(MinDampRangeX, float, 0.0f)
fbx_simple_property(MinDampRangeY, float, 0.0f)
fbx_simple_property(MinDampRangeZ, float, 0.0f)
fbx_simple_property(MaxDampRangeX, float, 0.0f)
fbx_simple_property(MaxDampRangeY, float, 0.0f)
fbx_simple_property(MaxDampRangeZ, float, 0.0f)
fbx_simple_property(MinDampStrengthX, float, 0.0f)
fbx_simple_property(MinDampStrengthY, float, 0.0f)
fbx_simple_property(MinDampStrengthZ, float, 0.0f)
fbx_simple_property(MaxDampStrengthX, float, 0.0f)
fbx_simple_property(MaxDampStrengthY, float, 0.0f)
fbx_simple_property(MaxDampStrengthZ, float, 0.0f)
fbx_simple_property(PreferredAngleX, float, 0.0f)
fbx_simple_property(PreferredAngleY, float, 0.0f)
fbx_simple_property(PreferredAngleZ, float, 0.0f)
fbx_simple_property(Show, bool, true)
fbx_simple_property(LODBox, bool, false)
fbx_simple_property(Freeze, bool, false)
const std::string& Shading() const {
return shading;
}
const std::string& Culling() const {
return culling;
}
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
/** Get material links */
const std::vector<const Material*>& GetMaterials() const {
return materials;
}
/** Get geometry links */
const std::vector<const Geometry*>& GetGeometry() const {
return geometry;
}
/** Get node attachments */
const std::vector<const NodeAttribute*>& GetAttributes() const {
return attributes;
}
/** convenience method to check if the node has a Null node marker */
bool IsNull() const;
private:
void ResolveLinks(const Element& element, const Document& doc);
private:
std::vector<const Material*> materials;
std::vector<const Geometry*> geometry;
std::vector<const NodeAttribute*> attributes;
std::string shading;
std::string culling;
std::shared_ptr<const PropertyTable> props;
};
/** DOM class for generic FBX textures */
class Texture : public Object {
public:
Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Texture();
const std::string& Type() const {
return type;
}
const std::string& FileName() const {
return fileName;
}
const std::string& RelativeFilename() const {
return relativeFileName;
}
const std::string& AlphaSource() const {
return alphaSource;
}
const aiVector2D& UVTranslation() const {
return uvTrans;
}
const aiVector2D& UVScaling() const {
return uvScaling;
}
const ai_real &UVRotation() const {
return uvRotation;
}
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
// return a 4-tuple
const unsigned int* Crop() const {
return crop;
}
const Video* Media() const {
return media;
}
private:
aiVector2D uvTrans;
aiVector2D uvScaling;
ai_real uvRotation;
std::string type;
std::string relativeFileName;
std::string fileName;
std::string alphaSource;
std::shared_ptr<const PropertyTable> props;
unsigned int crop[4];
const Video* media;
};
/** DOM class for layered FBX textures */
class LayeredTexture : public Object {
public:
LayeredTexture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~LayeredTexture();
// Can only be called after construction of the layered texture object due to construction flag.
void fillTexture(const Document& doc);
enum BlendMode {
BlendMode_Translucent,
BlendMode_Additive,
BlendMode_Modulate,
BlendMode_Modulate2,
BlendMode_Over,
BlendMode_Normal,
BlendMode_Dissolve,
BlendMode_Darken,
BlendMode_ColorBurn,
BlendMode_LinearBurn,
BlendMode_DarkerColor,
BlendMode_Lighten,
BlendMode_Screen,
BlendMode_ColorDodge,
BlendMode_LinearDodge,
BlendMode_LighterColor,
BlendMode_SoftLight,
BlendMode_HardLight,
BlendMode_VividLight,
BlendMode_LinearLight,
BlendMode_PinLight,
BlendMode_HardMix,
BlendMode_Difference,
BlendMode_Exclusion,
BlendMode_Subtract,
BlendMode_Divide,
BlendMode_Hue,
BlendMode_Saturation,
BlendMode_Color,
BlendMode_Luminosity,
BlendMode_Overlay,
BlendMode_BlendModeCount
};
const Texture* getTexture(int index=0) const {
return textures[index];
}
int textureCount() const {
return static_cast<int>(textures.size());
}
BlendMode GetBlendMode() const {
return blendMode;
}
float Alpha() {
return alpha;
}
private:
std::vector<const Texture*> textures;
BlendMode blendMode;
float alpha;
};
using TextureMap = std::fbx_unordered_map<std::string, const Texture*>;
using LayeredTextureMap = std::fbx_unordered_map<std::string, const LayeredTexture*>;
/** DOM class for generic FBX videos */
class Video : public Object {
public:
Video(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Video();
const std::string& Type() const {
return type;
}
const std::string& FileName() const {
return fileName;
}
const std::string& RelativeFilename() const {
return relativeFileName;
}
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
const uint8_t* Content() const {
ai_assert(content);
return content;
}
uint64_t ContentLength() const {
return contentLength;
}
uint8_t* RelinquishContent() {
uint8_t* ptr = content;
content = nullptr;
return ptr;
}
private:
std::string type;
std::string relativeFileName;
std::string fileName;
std::shared_ptr<const PropertyTable> props;
uint64_t contentLength;
uint8_t* content;
};
/** DOM class for generic FBX materials */
class Material : public Object {
public:
Material(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Material();
const std::string& GetShadingModel() const {
return shading;
}
bool IsMultilayer() const {
return multilayer;
}
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
const TextureMap& Textures() const {
return textures;
}
const LayeredTextureMap& LayeredTextures() const {
return layeredTextures;
}
private:
std::string shading;
bool multilayer;
std::shared_ptr<const PropertyTable> props;
TextureMap textures;
LayeredTextureMap layeredTextures;
};
using KeyTimeList = std::vector<int64_t>;
using KeyValueList = std::vector<float>;
/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefore) */
class AnimationCurve : public Object {
public:
AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationCurve() = default;
/** get list of keyframe positions (time).
* Invariant: |GetKeys()| > 0 */
const KeyTimeList& GetKeys() const {
return keys;
}
/** get list of keyframe values.
* Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
const KeyValueList& GetValues() const {
return values;
}
const std::vector<float>& GetAttributes() const {
return attributes;
}
const std::vector<unsigned int>& GetFlags() const {
return flags;
}
private:
KeyTimeList keys;
KeyValueList values;
std::vector<float> attributes;
std::vector<unsigned int> flags;
};
// property-name -> animation curve
using AnimationCurveMap = std::map<std::string, const AnimationCurve*>;
/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
class AnimationCurveNode : public Object {
public:
/* the optional white list specifies a list of property names for which the caller
wants animations for. If the curve node does not match one of these, std::range_error
will be thrown. */
AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc,
const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
virtual ~AnimationCurveNode() = default;
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
const AnimationCurveMap& Curves() const;
/** Object the curve is assigned to, this can be nullptr if the
* target object has no DOM representation or could not
* be read for other reasons.*/
const Object* Target() const {
return target;
}
const Model* TargetAsModel() const {
return dynamic_cast<const Model*>(target);
}
const NodeAttribute* TargetAsNodeAttribute() const {
return dynamic_cast<const NodeAttribute*>(target);
}
/** Property of Target() that is being animated*/
const std::string& TargetProperty() const {
return prop;
}
private:
const Object* target;
std::shared_ptr<const PropertyTable> props;
mutable AnimationCurveMap curves;
std::string prop;
const Document& doc;
};
using AnimationCurveNodeList = std::vector<const AnimationCurveNode*>;
/** Represents a FBX animation layer (i.e. a list of node animations) */
class AnimationLayer : public Object {
public:
AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationLayer() = default;
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
/* the optional white list specifies a list of property names for which the caller
wants animations for. Curves not matching this list will not be added to the
animation layer. */
AnimationCurveNodeList Nodes(const char* const * target_prop_whitelist = nullptr, size_t whitelist_size = 0) const;
private:
std::shared_ptr<const PropertyTable> props;
const Document& doc;
};
using AnimationLayerList = std::vector<const AnimationLayer*>;
/** Represents a FBX animation stack (i.e. a list of animation layers) */
class AnimationStack : public Object {
public:
AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
virtual ~AnimationStack() = default;
fbx_simple_property(LocalStart, int64_t, 0L)
fbx_simple_property(LocalStop, int64_t, 0L)
fbx_simple_property(ReferenceStart, int64_t, 0L)
fbx_simple_property(ReferenceStop, int64_t, 0L)
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
const AnimationLayerList& Layers() const {
return layers;
}
private:
std::shared_ptr<const PropertyTable> props;
AnimationLayerList layers;
};
/** DOM class for deformers */
class Deformer : public Object {
public:
Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Deformer();
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
private:
std::shared_ptr<const PropertyTable> props;
};
using WeightArray = std::vector<float>;
using WeightIndexArray = std::vector<unsigned int>;
/** DOM class for BlendShapeChannel deformers */
class BlendShapeChannel : public Deformer {
public:
BlendShapeChannel(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~BlendShapeChannel();
float DeformPercent() const {
return percent;
}
const WeightArray& GetFullWeights() const {
return fullWeights;
}
const std::unordered_set<const ShapeGeometry*>& GetShapeGeometries() const {
return shapeGeometries;
}
private:
float percent;
WeightArray fullWeights;
std::unordered_set<const ShapeGeometry*> shapeGeometries;
};
/** DOM class for BlendShape deformers */
class BlendShape : public Deformer {
public:
BlendShape(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~BlendShape();
const std::unordered_set<const BlendShapeChannel*>& BlendShapeChannels() const {
return blendShapeChannels;
}
private:
std::unordered_set<const BlendShapeChannel*> blendShapeChannels;
};
/** DOM class for skin deformer clusters (aka sub-deformers) */
class Cluster : public Deformer {
public:
Cluster(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Cluster();
/** get the list of deformer weights associated with this cluster.
* Use #GetIndices() to get the associated vertices. Both arrays
* have the same size (and may also be empty). */
const WeightArray& GetWeights() const {
return weights;
}
/** get indices into the vertex data of the geometry associated
* with this cluster. Use #GetWeights() to get the associated weights.
* Both arrays have the same size (and may also be empty). */
const WeightIndexArray& GetIndices() const {
return indices;
}
/** */
const aiMatrix4x4& Transform() const {
return transform;
}
const aiMatrix4x4& TransformLink() const {
return transformLink;
}
const Model* TargetNode() const {
return node;
}
private:
WeightArray weights;
WeightIndexArray indices;
aiMatrix4x4 transform;
aiMatrix4x4 transformLink;
const Model* node;
};
/** DOM class for skin deformers */
class Skin : public Deformer {
public:
Skin(uint64_t id, const Element& element, const Document& doc, const std::string& name);
virtual ~Skin();
float DeformAccuracy() const {
return accuracy;
}
const std::vector<const Cluster*>& Clusters() const {
return clusters;
}
private:
float accuracy;
std::vector<const Cluster*> clusters;
};
/** Represents a link between two FBX objects. */
class Connection {
public:
Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string& prop, const Document& doc);
~Connection() = default;
// note: a connection ensures that the source and dest objects exist, but
// not that they have DOM representations, so the return value of one of
// these functions can still be nullptr.
const Object* SourceObject() const;
const Object* DestinationObject() const;
// these, however, are always guaranteed to be valid
LazyObject& LazySourceObject() const;
LazyObject& LazyDestinationObject() const;
/** return the name of the property the connection is attached to.
* this is an empty string for object to object (OO) connections. */
const std::string& PropertyName() const {
return prop;
}
uint64_t InsertionOrder() const {
return insertionOrder;
}
int CompareTo(const Connection* c) const {
ai_assert( nullptr != c );
// note: can't subtract because this would overflow uint64_t
if(InsertionOrder() > c->InsertionOrder()) {
return 1;
}
else if(InsertionOrder() < c->InsertionOrder()) {
return -1;
}
return 0;
}
bool Compare(const Connection* c) const {
ai_assert( nullptr != c );
return InsertionOrder() < c->InsertionOrder();
}
public:
uint64_t insertionOrder;
const std::string prop;
uint64_t src, dest;
const Document& doc;
};
// XXX again, unique_ptr would be useful. shared_ptr is too
// bloated since the objects have a well-defined single owner
// during their entire lifetime (Document). FBX files have
// up to many thousands of objects (most of which we never use),
// so the memory overhead for them should be kept at a minimum.
using ObjectMap = std::fbx_unordered_map<uint64_t, LazyObject*> ;
using PropertyTemplateMap = std::fbx_unordered_map<std::string, std::shared_ptr<const PropertyTable> > ;
using ConnectionMap = std::fbx_unordered_multimap<uint64_t, const Connection*>;
/** DOM class for global document settings, a single instance per document can
* be accessed via Document.Globals(). */
class FileGlobalSettings {
public:
FileGlobalSettings(const Document& doc, std::shared_ptr<const PropertyTable> props);
~FileGlobalSettings() = default;
const PropertyTable& Props() const {
ai_assert(props.get());
return *props;
}
const Document& GetDocument() const {
return doc;
}
fbx_simple_property(UpAxis, int, 1)
fbx_simple_property(UpAxisSign, int, 1)
fbx_simple_property(FrontAxis, int, 2)
fbx_simple_property(FrontAxisSign, int, 1)
fbx_simple_property(CoordAxis, int, 0)
fbx_simple_property(CoordAxisSign, int, 1)
fbx_simple_property(OriginalUpAxis, int, 0)
fbx_simple_property(OriginalUpAxisSign, int, 1)
fbx_simple_property(UnitScaleFactor, float, 1)
fbx_simple_property(OriginalUnitScaleFactor, float, 1)
fbx_simple_property(AmbientColor, aiVector3D, aiVector3D(0,0,0))
fbx_simple_property(DefaultCamera, std::string, "")
enum FrameRate {
FrameRate_DEFAULT = 0,
FrameRate_120 = 1,
FrameRate_100 = 2,
FrameRate_60 = 3,
FrameRate_50 = 4,
FrameRate_48 = 5,
FrameRate_30 = 6,
FrameRate_30_DROP = 7,
FrameRate_NTSC_DROP_FRAME = 8,
FrameRate_NTSC_FULL_FRAME = 9,
FrameRate_PAL = 10,
FrameRate_CINEMA = 11,
FrameRate_1000 = 12,
FrameRate_CINEMA_ND = 13,
FrameRate_CUSTOM = 14,
FrameRate_MAX// end-of-enum sentinel
};
fbx_simple_enum_property(TimeMode, FrameRate, FrameRate_DEFAULT)
fbx_simple_property(TimeSpanStart, uint64_t, 0L)
fbx_simple_property(TimeSpanStop, uint64_t, 0L)
fbx_simple_property(CustomFrameRate, float, -1.0f)
private:
std::shared_ptr<const PropertyTable> props;
const Document& doc;
};
/** DOM root for a FBX file */
class Document {
public:
Document(Parser& parser, const ImportSettings& settings);
~Document();
LazyObject* GetObject(uint64_t id) const;
bool IsBinary() const {
return parser.IsBinary();
}
unsigned int FBXVersion() const {
return fbxVersion;
}
const std::string& Creator() const {
return creator;
}
// elements (in this order): Year, Month, Day, Hour, Second, Millisecond
const unsigned int* CreationTimeStamp() const {
return creationTimeStamp;
}
const FileGlobalSettings& GlobalSettings() const {
ai_assert(globals.get());
return *globals;
}
const PropertyTemplateMap& Templates() const {
return templates;
}
const ObjectMap& Objects() const {
return objects;
}
const ImportSettings& Settings() const {
return settings;
}
const ConnectionMap& ConnectionsBySource() const {
return src_connections;
}
const ConnectionMap& ConnectionsByDestination() const {
return dest_connections;
}
// note: the implicit rule in all DOM classes is to always resolve
// from destination to source (since the FBX object hierarchy is,
// with very few exceptions, a DAG, this avoids cycles). In all
// cases that may involve back-facing edges in the object graph,
// use LazyObject::IsBeingConstructed() to check.
std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source) const;
std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest) const;
std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source, const char* classname) const;
std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest, const char* classname) const;
std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source,
const char* const* classnames, size_t count) const;
std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest,
const char* const* classnames,
size_t count) const;
const std::vector<const AnimationStack*>& AnimationStacks() const;
private:
std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, const ConnectionMap&) const;
std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, bool is_src,
const ConnectionMap&,
const char* const* classnames,
size_t count) const;
void ReadHeader();
void ReadObjects();
void ReadPropertyTemplates();
void ReadConnections();
void ReadGlobalSettings();
private:
const ImportSettings& settings;
ObjectMap objects;
Parser& parser;
PropertyTemplateMap templates;
ConnectionMap src_connections;
ConnectionMap dest_connections;
unsigned int fbxVersion;
std::string creator;
unsigned int creationTimeStamp[7];
std::vector<uint64_t> animationStacks;
mutable std::vector<const AnimationStack*> animationStacksResolved;
std::unique_ptr<FileGlobalSettings> globals;
};
} // Namespace FBX
} // Namespace Assimp
#endif // INCLUDED_AI_FBX_DOCUMENT_H
|