- fbx: initial code to read animations plus the accompanying DOM classes.

pull/14/head
Alexander Gessler 2012-07-21 00:45:37 +02:00
parent ab93c6f38e
commit 67c55990cd
6 changed files with 427 additions and 3 deletions

View File

@ -414,6 +414,7 @@ SET(FBX_SRCS
FBXMeshGeometry.cpp
FBXMaterial.cpp
FBXModel.cpp
FBXAnimation.cpp
)
SOURCE_GROUP( FBX FILES ${FBX_SRCS})

View File

@ -0,0 +1,216 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, 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 FBXAnimation.cpp
* @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
* Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXParser.h"
#include "FBXDocument.h"
#include "FBXImporter.h"
#include "FBXImportSettings.h"
#include "FBXDocumentUtil.h"
#include "FBXProperties.h"
namespace Assimp {
namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
AnimationCurve::AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
{
const Scope& sc = GetRequiredScope(element);
const Element& KeyTime = GetRequiredElement(sc,"KeyTime");
const Element& KeyValueFloat = GetRequiredElement(sc,"KeyValueFloat");
ReadVectorDataArray(keys, KeyTime);
ReadVectorDataArray(values, KeyValueFloat);
if(keys.size() != values.size()) {
DOMError("the number of key times does not match the number of keyframe values",&KeyTime);
}
const Element* KeyAttrDataFloat = sc["KeyAttrDataFloat"];
if(KeyAttrDataFloat) {
ReadVectorDataArray(attributes, *KeyAttrDataFloat);
}
const Element* KeyAttrFlags = sc["KeyAttrFlags"];
if(KeyAttrFlags) {
flags = ParseTokenAsInt(GetRequiredToken(*KeyAttrFlags,0));
}
}
// ------------------------------------------------------------------------------------------------
AnimationCurve::~AnimationCurve()
{
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
{
// resolve attached animation curves
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
BOOST_FOREACH(const Connection* con, conns) {
// link should go for a property
if (con->PropertyName().length()) {
continue;
}
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for AnimationCurve->AnimationCurveNode link, ignoring",&element);
continue;
}
const AnimationCurve* const anim = dynamic_cast<const AnimationCurve*>(ob);
if(!anim) {
DOMWarning("source object for ->AnimationCurveNode link is not an AnimationCurve",&element);
continue;
}
curves[con->PropertyName()] = anim;
}
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNode::~AnimationCurveNode()
{
}
// ------------------------------------------------------------------------------------------------
AnimationLayer::AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
{
const Scope& sc = GetRequiredScope(element);
props = GetPropertyTable(doc,"AnimationLayer.FbxAnimLayer",element,sc);
// resolve attached animation nodes
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
nodes.reserve(conns.size());
BOOST_FOREACH(const Connection* con, conns) {
// link should not go to a property
if (con->PropertyName().length()) {
continue;
}
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring",&element);
continue;
}
const AnimationCurveNode* const anim = dynamic_cast<const AnimationCurveNode*>(ob);
if(!anim) {
DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode",&element);
continue;
}
nodes.push_back(anim);
}
}
// ------------------------------------------------------------------------------------------------
AnimationLayer::~AnimationLayer()
{
}
// ------------------------------------------------------------------------------------------------
AnimationStack::AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
{
const Scope& sc = GetRequiredScope(element);
props = GetPropertyTable(doc,"AnimationStack.FbxAnimStack",element,sc);
// resolve attached animation layers
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
layers.reserve(conns.size());
BOOST_FOREACH(const Connection* con, conns) {
// link should not go to a property
if (con->PropertyName().length()) {
continue;
}
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring",&element);
continue;
}
const AnimationLayer* const anim = dynamic_cast<const AnimationLayer*>(ob);
if(!anim) {
DOMWarning("source object for ->AnimationStack link is not an AnimationLayer",&element);
continue;
}
layers.push_back(anim);
}
}
// ------------------------------------------------------------------------------------------------
AnimationStack::~AnimationStack()
{
}
} //!FBX
} //!Assimp
#endif

View File

@ -307,6 +307,27 @@ void ReadVectorDataArray(std::vector<int>& out, const Element& el)
}
// ------------------------------------------------------------------------------------------------
// read an array of floats
void ReadVectorDataArray(std::vector<float>& out, const Element& el)
{
out.clear();
const TokenList& tok = el.Tokens();
const size_t dim = ParseTokenAsDim(*tok[0]);
// see notes in ReadVectorDataArray()
out.reserve(dim);
const Scope& scope = GetRequiredScope(el);
const Element& a = GetRequiredElement(scope,"a",&el);
for (TokenList::const_iterator it = a.Tokens().begin(), end = a.Tokens().end(); it != end; ) {
const float ival = ParseTokenAsFloat(**it++);
out.push_back(ival);
}
}
// ------------------------------------------------------------------------------------------------
// read an array of uints
void ReadVectorDataArray(std::vector<unsigned int>& out, const Element& el)
@ -424,6 +445,18 @@ const Object* LazyObject::Get()
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));
}
if (!object.get()) {
//DOMError("failed to convert element to DOM object, class: " + classtag + ", name: " + name,&element);
@ -553,6 +586,11 @@ void Document::ReadObjects()
}
objects[id] = new LazyObject(id, *el.second, *this);
// grab all animation stacks upfront since there is no listing of them
if(el.first == "AnimationStack") {
animationStacks.push_back(id);
}
}
}
@ -659,6 +697,26 @@ void Document::ReadConnections()
}
}
// ------------------------------------------------------------------------------------------------
const std::vector<const AnimationStack*>& Document::AnimationStacks() const
{
if (animationStacksResolved.empty() && animationStacks.size()) {
return animationStacksResolved;
}
animationStacksResolved.reserve(animationStacks.size());
BOOST_FOREACH(uint64_t id, animationStacks) {
LazyObject* const lazy = GetObject(id);
const AnimationStack* stack;
if(!lazy || !(stack = lazy->Get<AnimationStack>())) {
DOMWarning("failed to read AnimationStack object");
continue;
}
animationStacksResolved.push_back(stack);
}
return animationStacksResolved;
}
// ------------------------------------------------------------------------------------------------
LazyObject* Document::GetObject(uint64_t id) const

View File

@ -76,9 +76,9 @@ public:
const Object* Get();
template <typename T>
T* Get() {
const T* Get() {
const Object* const ob = Get();
return ob ? dynamic_cast<T*>(ob) : NULL;
return ob ? dynamic_cast<const T*>(ob) : NULL;
}
uint64_t ID() const {
@ -125,7 +125,7 @@ protected:
};
/** DOM base class for FBX models */
/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
class Model : public Object
{
public:
@ -404,6 +404,144 @@ private:
};
/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
class AnimationCurve : public Object
{
public:
AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
~AnimationCurve();
public:
/** get list of keyframe positions (time).
* Invariant: |GetKeys()| > 0 */
const std::vector<float>& GetKeys() const {
return keys;
}
/** get list of keyframe values.
* Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
const std::vector<float>& GetValues() const {
return values;
}
const std::vector<float>& GetAttributes() const {
return attributes;
}
unsigned int GetFlags() const {
return flags;
}
private:
std::vector<float> keys;
std::vector<float> values;
std::vector<float> attributes;
unsigned int flags;
};
// property-name -> animation curve
typedef std::map<std::string, const AnimationCurve*> AnimationCurveMap;
/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
class AnimationCurveNode : public Object
{
public:
AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc);
~AnimationCurveNode();
public:
const PropertyTable& Props() const {
ai_assert(props.get());
return *props.get();
}
const AnimationCurveMap Curves() const {
return curves;
}
const Model* TargetNode() const {
return target;
}
private:
const Model* target;
boost::shared_ptr<const PropertyTable> props;
AnimationCurveMap curves;
};
typedef std::vector<const AnimationCurveNode*> AnimationCurveNodeList;
/** 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);
~AnimationLayer();
public:
const PropertyTable& Props() const {
ai_assert(props.get());
return *props.get();
}
const AnimationCurveNodeList& Nodes() const {
return nodes;
}
private:
boost::shared_ptr<const PropertyTable> props;
AnimationCurveNodeList nodes;
};
typedef std::vector<const AnimationLayer*> AnimationLayerList;
/** 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);
~AnimationStack();
public:
const PropertyTable& Props() const {
ai_assert(props.get());
return *props.get();
}
const AnimationLayerList& Layers() const {
return layers;
}
private:
boost::shared_ptr<const PropertyTable> props;
AnimationLayerList layers;
};
/** Represents a link between two FBX objects. */
class Connection
{
@ -514,6 +652,8 @@ public:
std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source) const;
std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest) const;
const std::vector<const AnimationStack*>& AnimationStacks() const;
private:
void ReadHeader();
@ -536,6 +676,8 @@ private:
std::string creator;
unsigned int creationTimeStamp[7];
std::vector<uint64_t> animationStacks;
mutable std::vector<const AnimationStack*> animationStacksResolved;
};
}

View File

@ -88,6 +88,9 @@ void ReadVectorDataArray(std::vector<aiVector2D>& out, const Element& el);
// read an array of ints
void ReadVectorDataArray(std::vector<int>& out, const Element& el);
// read an array of floats
void ReadVectorDataArray(std::vector<float>& out, const Element& el);
// read an array of uints
void ReadVectorDataArray(std::vector<unsigned int>& out, const Element& el);

View File

@ -2055,6 +2055,10 @@
<Filter
Name="fbx"
>
<File
RelativePath="..\..\code\FBXAnimation.cpp"
>
</File>
<File
RelativePath="..\..\code\FBXCompileConfig.h"
>