- fbx: improved DOM object construction and dependency resolution.

pull/14/head
Alexander Gessler 2012-07-21 20:02:00 +02:00
parent 5db5634494
commit 09aaaba7b8
5 changed files with 115 additions and 61 deletions

View File

@ -100,12 +100,12 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, cons
{
{
// resolve attached animation curves
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurve");
BOOST_FOREACH(const Connection* con, conns) {
// link should go for a property
if (con->PropertyName().length()) {
if (!con->PropertyName().length()) {
continue;
}
@ -127,26 +127,16 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, cons
}{
// find target node
const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID());
const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID(),"Model");
BOOST_FOREACH(const Connection* con, conns) {
// link should go for a property
if (con->PropertyName().length()) {
if (!con->PropertyName().length()) {
continue;
}
// 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). Since
// it goes the other way round, we have to cope with the case
// that the destination is not fully constructed yet.
LazyObject& lob = con->LazyDestinationObject();
if(lob.IsBeingConstructed()) {
continue;
}
const Object* ob = lob.Get();
const Object* ob = con->DestinationObject();
if(!ob) {
DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring",&element);
continue;
@ -182,7 +172,7 @@ AnimationLayer::AnimationLayer(uint64_t id, const Element& element, const std::s
props = GetPropertyTable(doc,"AnimationLayer.FbxAnimLayer",element,sc);
// resolve attached animation nodes
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurveNode");
nodes.reserve(conns.size());
BOOST_FOREACH(const Connection* con, conns) {
@ -222,7 +212,7 @@ AnimationStack::AnimationStack(uint64_t id, const Element& element, const std::s
props = GetPropertyTable(doc,"AnimationStack.FbxAnimStack",element,sc);
// resolve attached animation layers
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationLayer");
layers.reserve(conns.size());
BOOST_FOREACH(const Connection* con, conns) {

View File

@ -102,6 +102,7 @@ public:
{
std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>());
std::for_each(animations.begin(),animations.end(),Util::delete_fun<aiAnimation>());
}
@ -123,7 +124,7 @@ private:
// collect and assign child nodes
void ConvertNodes(uint64_t id, aiNode& parent)
{
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id);
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
std::vector<aiNode*> nodes;
nodes.reserve(conns.size());
@ -983,6 +984,7 @@ private:
}
catch(std::exception&) {
std::for_each(node_anims.begin(), node_anims.end(), Util::delete_fun<aiNodeAnim>());
throw;
}
if(node_anims.size()) {
@ -1040,6 +1042,8 @@ private:
// ------------------------------------------------------------------------------------------------
std::vector<float> GetKeyTimeList(const KeyFrameListList& inputs)
{
ai_assert(inputs.size());
// reserve some space upfront - it is likely that the keyframe lists
// have matching time values, so max(of all keyframe lists) should
// be a good estimate.

View File

@ -390,7 +390,7 @@ LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc)
: doc(doc)
, element(element)
, id(id)
, being_constructed()
, flags()
{
}
@ -402,9 +402,9 @@ LazyObject::~LazyObject()
}
// ------------------------------------------------------------------------------------------------
const Object* LazyObject::Get()
const Object* LazyObject::Get(bool dieOnError)
{
if(being_constructed) {
if(IsBeingConstructed() || FailedToConstruct()) {
return NULL;
}
@ -431,44 +431,61 @@ const Object* LazyObject::Get()
}
// prevent recursive calls
being_constructed = true;
flags |= BEING_CONSTRUCTED;
// this needs to be relatively fast since it happens a lot,
// so avoid constructing strings all the time.
const char* obtype = key.begin();
const size_t length = static_cast<size_t>(key.end()-key.begin());
if (!strncmp(obtype,"Geometry",length)) {
if (!strcmp(classtag.c_str(),"Mesh")) {
object.reset(new MeshGeometry(id,element,name,doc));
try {
// this needs to be relatively fast since it happens a lot,
// so avoid constructing strings all the time.
const char* obtype = key.begin();
const size_t length = static_cast<size_t>(key.end()-key.begin());
if (!strncmp(obtype,"Geometry",length)) {
if (!strcmp(classtag.c_str(),"Mesh")) {
object.reset(new MeshGeometry(id,element,name,doc));
}
}
else if (!strncmp(obtype,"Model",length)) {
object.reset(new Model(id,element,doc,name));
}
else if (!strncmp(obtype,"Material",length)) {
object.reset(new Material(id,element,doc,name));
}
else if (!strncmp(obtype,"Texture",length)) {
object.reset(new Texture(id,element,doc,name));
}
else if (!strncmp(obtype,"AnimationStack",length)) {
object.reset(new AnimationStack(id,element,name,doc));
}
else if (!strncmp(obtype,"AnimationLayer",length)) {
object.reset(new AnimationLayer(id,element,name,doc));
}
// note: order matters for these two
else if (!strncmp(obtype,"AnimationCurveNode",length)) {
object.reset(new AnimationCurveNode(id,element,name,doc));
}
else if (!strncmp(obtype,"AnimationCurve",length)) {
object.reset(new AnimationCurve(id,element,name,doc));
}
}
else if (!strncmp(obtype,"Model",length)) {
object.reset(new Model(id,element,doc,name));
}
else if (!strncmp(obtype,"Material",length)) {
object.reset(new Material(id,element,doc,name));
}
else if (!strncmp(obtype,"Texture",length)) {
object.reset(new Texture(id,element,doc,name));
}
else if (!strncmp(obtype,"AnimationStack",length)) {
object.reset(new AnimationStack(id,element,name,doc));
}
else if (!strncmp(obtype,"AnimationLayer",length)) {
object.reset(new AnimationLayer(id,element,name,doc));
}
else if (!strncmp(obtype,"AnimationCurveNode",length)) {
object.reset(new AnimationCurveNode(id,element,name,doc));
}
else if (!strncmp(obtype,"AnimationCurve",length)) {
object.reset(new AnimationCurve(id,element,name,doc));
catch(std::exception& ex) {
flags &= ~BEING_CONSTRUCTED;
flags |= FAILED_TO_CONSTRUCT;
//if(dieOnError) {
throw;
//}
// note: the error message is already formatted, so raw logging is ok
if(!DefaultLogger::isNullLogger()) {
DefaultLogger::get()->error(ex.what());
}
return NULL;
}
if (!object.get()) {
//DOMError("failed to convert element to DOM object, class: " + classtag + ", name: " + name,&element);
}
being_constructed = false;
flags &= ~BEING_CONSTRUCTED;
return object.get();
}
@ -756,7 +773,7 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, co
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, const ConnectionMap& conns, const char* const* classnames, size_t count) const
std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bool is_src, const ConnectionMap& conns, const char* const* classnames, size_t count) const
{
ai_assert(classnames);
ai_assert(count != 0 && count <= MAX_CLASSNAMES);
@ -775,7 +792,11 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, co
temp.reserve(std::distance(range.first,range.second));
for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
const Token& key = (*it).second->LazyDestinationObject().GetElement().KeyToken();
const Token& key = (is_src
? (*it).second->LazyDestinationObject()
: (*it).second->LazySourceObject()
).GetElement().KeyToken();
const char* obtype = key.begin();
for (size_t i = 0; i < c; ++i) {
@ -805,10 +826,28 @@ std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t dest, const char* classname) const
{
const char* arr[] = {classname};
return GetConnectionsBySourceSequenced(dest, arr,1);
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t source, const char* const* classnames, size_t count) const
{
return GetConnectionsSequenced(source, ConnectionsBySource(),classnames, count);
return GetConnectionsSequenced(source, true, ConnectionsBySource(),classnames, count);
}
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest, const char* classname) const
{
const char* arr[] = {classname};
return GetConnectionsByDestinationSequenced(dest, arr,1);
}
@ -822,7 +861,7 @@ std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(ui
// ------------------------------------------------------------------------------------------------
std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest, const char* const* classnames, size_t count) const
{
return GetConnectionsSequenced(dest, ConnectionsByDestination(),classnames, count);
return GetConnectionsSequenced(dest, false, ConnectionsByDestination(),classnames, count);
}

View File

@ -73,11 +73,11 @@ public:
public:
const Object* Get();
const Object* Get(bool dieOnError = false);
template <typename T>
const T* Get() {
const Object* const ob = Get();
const T* Get(bool dieOnError = false) {
const Object* const ob = Get(dieOnError);
return ob ? dynamic_cast<const T*>(ob) : NULL;
}
@ -86,7 +86,11 @@ public:
}
bool IsBeingConstructed() const {
return being_constructed;
return (flags & BEING_CONSTRUCTED) != 0;
}
bool FailedToConstruct() const {
return (flags & FAILED_TO_CONSTRUCT) != 0;
}
const Element& GetElement() const {
@ -104,7 +108,13 @@ private:
boost::scoped_ptr<const Object> object;
const uint64_t id;
bool being_constructed;
enum Flags {
BEING_CONSTRUCTED = 0x1,
FAILED_TO_CONSTRUCT = 0x2
};
unsigned int flags;
};
@ -674,9 +684,18 @@ public:
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;
@ -685,7 +704,7 @@ public:
private:
std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, const ConnectionMap&) const;
std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, const ConnectionMap&, const char* const* classnames, size_t count) const;
std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, bool is_src, const ConnectionMap&, const char* const* classnames, size_t count) const;
private:

View File

@ -89,8 +89,10 @@ Model::~Model()
// ------------------------------------------------------------------------------------------------
void Model::ResolveLinks(const Element& element, const Document& doc)
{
const char* const arr[] = {"Geometry","Material"};
// resolve material
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),arr, 2);
materials.reserve(conns.size());
geometry.reserve(conns.size());