- fbx: improved DOM object construction and dependency resolution.
parent
5db5634494
commit
09aaaba7b8
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@ -100,12 +100,12 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, cons
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{
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{
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// resolve attached animation curves
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurve");
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BOOST_FOREACH(const Connection* con, conns) {
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// link should go for a property
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if (con->PropertyName().length()) {
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if (!con->PropertyName().length()) {
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continue;
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}
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@ -127,26 +127,16 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, cons
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}{
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// find target node
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const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID(),"Model");
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BOOST_FOREACH(const Connection* con, conns) {
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// link should go for a property
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if (con->PropertyName().length()) {
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if (!con->PropertyName().length()) {
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continue;
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}
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// note: the implicit rule in all DOM classes is to always resolve
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// from destination to source (since the FBX object hierarchy is,
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// with very few exceptions, a DAG, this avoids cycles). Since
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// it goes the other way round, we have to cope with the case
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// that the destination is not fully constructed yet.
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LazyObject& lob = con->LazyDestinationObject();
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if(lob.IsBeingConstructed()) {
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continue;
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}
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const Object* ob = lob.Get();
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const Object* ob = con->DestinationObject();
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if(!ob) {
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DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring",&element);
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continue;
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@ -182,7 +172,7 @@ AnimationLayer::AnimationLayer(uint64_t id, const Element& element, const std::s
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props = GetPropertyTable(doc,"AnimationLayer.FbxAnimLayer",element,sc);
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// resolve attached animation nodes
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurveNode");
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nodes.reserve(conns.size());
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BOOST_FOREACH(const Connection* con, conns) {
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@ -222,7 +212,7 @@ AnimationStack::AnimationStack(uint64_t id, const Element& element, const std::s
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props = GetPropertyTable(doc,"AnimationStack.FbxAnimStack",element,sc);
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// resolve attached animation layers
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationLayer");
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layers.reserve(conns.size());
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BOOST_FOREACH(const Connection* con, conns) {
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@ -102,6 +102,7 @@ public:
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{
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std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
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std::for_each(materials.begin(),materials.end(),Util::delete_fun<aiMaterial>());
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std::for_each(animations.begin(),animations.end(),Util::delete_fun<aiAnimation>());
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}
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@ -123,7 +124,7 @@ private:
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// collect and assign child nodes
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void ConvertNodes(uint64_t id, aiNode& parent)
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{
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id);
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(id, "Model");
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std::vector<aiNode*> nodes;
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nodes.reserve(conns.size());
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@ -983,6 +984,7 @@ private:
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}
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catch(std::exception&) {
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std::for_each(node_anims.begin(), node_anims.end(), Util::delete_fun<aiNodeAnim>());
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throw;
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}
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if(node_anims.size()) {
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@ -1040,6 +1042,8 @@ private:
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// ------------------------------------------------------------------------------------------------
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std::vector<float> GetKeyTimeList(const KeyFrameListList& inputs)
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{
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ai_assert(inputs.size());
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// reserve some space upfront - it is likely that the keyframe lists
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// have matching time values, so max(of all keyframe lists) should
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// be a good estimate.
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@ -390,7 +390,7 @@ LazyObject::LazyObject(uint64_t id, const Element& element, const Document& doc)
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: doc(doc)
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, element(element)
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, id(id)
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, being_constructed()
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, flags()
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{
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}
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@ -402,9 +402,9 @@ LazyObject::~LazyObject()
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}
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// ------------------------------------------------------------------------------------------------
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const Object* LazyObject::Get()
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const Object* LazyObject::Get(bool dieOnError)
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{
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if(being_constructed) {
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if(IsBeingConstructed() || FailedToConstruct()) {
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return NULL;
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}
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@ -431,44 +431,61 @@ const Object* LazyObject::Get()
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}
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// prevent recursive calls
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being_constructed = true;
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flags |= BEING_CONSTRUCTED;
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// this needs to be relatively fast since it happens a lot,
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// so avoid constructing strings all the time.
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const char* obtype = key.begin();
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const size_t length = static_cast<size_t>(key.end()-key.begin());
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if (!strncmp(obtype,"Geometry",length)) {
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if (!strcmp(classtag.c_str(),"Mesh")) {
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object.reset(new MeshGeometry(id,element,name,doc));
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try {
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// this needs to be relatively fast since it happens a lot,
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// so avoid constructing strings all the time.
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const char* obtype = key.begin();
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const size_t length = static_cast<size_t>(key.end()-key.begin());
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if (!strncmp(obtype,"Geometry",length)) {
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if (!strcmp(classtag.c_str(),"Mesh")) {
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object.reset(new MeshGeometry(id,element,name,doc));
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}
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}
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else if (!strncmp(obtype,"Model",length)) {
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object.reset(new Model(id,element,doc,name));
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}
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else if (!strncmp(obtype,"Material",length)) {
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object.reset(new Material(id,element,doc,name));
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}
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else if (!strncmp(obtype,"Texture",length)) {
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object.reset(new Texture(id,element,doc,name));
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}
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else if (!strncmp(obtype,"AnimationStack",length)) {
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object.reset(new AnimationStack(id,element,name,doc));
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}
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else if (!strncmp(obtype,"AnimationLayer",length)) {
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object.reset(new AnimationLayer(id,element,name,doc));
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}
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// note: order matters for these two
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else if (!strncmp(obtype,"AnimationCurveNode",length)) {
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object.reset(new AnimationCurveNode(id,element,name,doc));
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}
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else if (!strncmp(obtype,"AnimationCurve",length)) {
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object.reset(new AnimationCurve(id,element,name,doc));
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}
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}
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else if (!strncmp(obtype,"Model",length)) {
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object.reset(new Model(id,element,doc,name));
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}
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else if (!strncmp(obtype,"Material",length)) {
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object.reset(new Material(id,element,doc,name));
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}
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else if (!strncmp(obtype,"Texture",length)) {
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object.reset(new Texture(id,element,doc,name));
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}
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else if (!strncmp(obtype,"AnimationStack",length)) {
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object.reset(new AnimationStack(id,element,name,doc));
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}
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else if (!strncmp(obtype,"AnimationLayer",length)) {
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object.reset(new AnimationLayer(id,element,name,doc));
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}
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else if (!strncmp(obtype,"AnimationCurveNode",length)) {
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object.reset(new AnimationCurveNode(id,element,name,doc));
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}
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else if (!strncmp(obtype,"AnimationCurve",length)) {
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object.reset(new AnimationCurve(id,element,name,doc));
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catch(std::exception& ex) {
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flags &= ~BEING_CONSTRUCTED;
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flags |= FAILED_TO_CONSTRUCT;
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//if(dieOnError) {
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throw;
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//}
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// note: the error message is already formatted, so raw logging is ok
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if(!DefaultLogger::isNullLogger()) {
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DefaultLogger::get()->error(ex.what());
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}
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return NULL;
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}
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if (!object.get()) {
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//DOMError("failed to convert element to DOM object, class: " + classtag + ", name: " + name,&element);
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}
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being_constructed = false;
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flags &= ~BEING_CONSTRUCTED;
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return object.get();
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}
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@ -756,7 +773,7 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, co
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// ------------------------------------------------------------------------------------------------
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std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, const ConnectionMap& conns, const char* const* classnames, size_t count) const
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std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, bool is_src, const ConnectionMap& conns, const char* const* classnames, size_t count) const
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{
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ai_assert(classnames);
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ai_assert(count != 0 && count <= MAX_CLASSNAMES);
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@ -775,7 +792,11 @@ std::vector<const Connection*> Document::GetConnectionsSequenced(uint64_t id, co
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temp.reserve(std::distance(range.first,range.second));
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for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
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const Token& key = (*it).second->LazyDestinationObject().GetElement().KeyToken();
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const Token& key = (is_src
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? (*it).second->LazyDestinationObject()
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: (*it).second->LazySourceObject()
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).GetElement().KeyToken();
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const char* obtype = key.begin();
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for (size_t i = 0; i < c; ++i) {
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@ -805,10 +826,28 @@ std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_
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}
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// ------------------------------------------------------------------------------------------------
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std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t dest, const char* classname) const
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{
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const char* arr[] = {classname};
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return GetConnectionsBySourceSequenced(dest, arr,1);
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}
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// ------------------------------------------------------------------------------------------------
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std::vector<const Connection*> Document::GetConnectionsBySourceSequenced(uint64_t source, const char* const* classnames, size_t count) const
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{
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return GetConnectionsSequenced(source, ConnectionsBySource(),classnames, count);
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return GetConnectionsSequenced(source, true, ConnectionsBySource(),classnames, count);
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}
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// ------------------------------------------------------------------------------------------------
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std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest, const char* classname) const
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{
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const char* arr[] = {classname};
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return GetConnectionsByDestinationSequenced(dest, arr,1);
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}
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@ -822,7 +861,7 @@ std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(ui
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// ------------------------------------------------------------------------------------------------
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std::vector<const Connection*> Document::GetConnectionsByDestinationSequenced(uint64_t dest, const char* const* classnames, size_t count) const
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{
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return GetConnectionsSequenced(dest, ConnectionsByDestination(),classnames, count);
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return GetConnectionsSequenced(dest, false, ConnectionsByDestination(),classnames, count);
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}
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@ -73,11 +73,11 @@ public:
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public:
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const Object* Get();
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const Object* Get(bool dieOnError = false);
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template <typename T>
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const T* Get() {
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const Object* const ob = Get();
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const T* Get(bool dieOnError = false) {
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const Object* const ob = Get(dieOnError);
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return ob ? dynamic_cast<const T*>(ob) : NULL;
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}
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@ -86,7 +86,11 @@ public:
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}
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bool IsBeingConstructed() const {
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return being_constructed;
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return (flags & BEING_CONSTRUCTED) != 0;
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}
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bool FailedToConstruct() const {
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return (flags & FAILED_TO_CONSTRUCT) != 0;
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}
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const Element& GetElement() const {
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@ -104,7 +108,13 @@ private:
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boost::scoped_ptr<const Object> object;
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const uint64_t id;
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bool being_constructed;
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enum Flags {
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BEING_CONSTRUCTED = 0x1,
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FAILED_TO_CONSTRUCT = 0x2
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};
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unsigned int flags;
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};
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@ -674,9 +684,18 @@ public:
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return dest_connections;
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}
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// note: the implicit rule in all DOM classes is to always resolve
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// from destination to source (since the FBX object hierarchy is,
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// with very few exceptions, a DAG, this avoids cycles). In all
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// cases that may involve back-facing edges in the object graph,
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// use LazyObject::IsBeingConstructed() to check.
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std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source) const;
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std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest) const;
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std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source, const char* classname) const;
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std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest, const char* classname) const;
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std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source, const char* const* classnames, size_t count) const;
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std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest, const char* const* classnames, size_t count) const;
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@ -685,7 +704,7 @@ public:
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private:
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std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, const ConnectionMap&) const;
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std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, const ConnectionMap&, const char* const* classnames, size_t count) const;
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std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, bool is_src, const ConnectionMap&, const char* const* classnames, size_t count) const;
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private:
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@ -89,8 +89,10 @@ Model::~Model()
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// ------------------------------------------------------------------------------------------------
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void Model::ResolveLinks(const Element& element, const Document& doc)
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{
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const char* const arr[] = {"Geometry","Material"};
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// resolve material
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),arr, 2);
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materials.reserve(conns.size());
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geometry.reserve(conns.size());
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