- fbx: read NodeAttribute and Camera.

pull/14/head
Alexander Gessler 2012-07-26 03:42:02 +02:00
parent 38be981151
commit b66dfc85e1
4 changed files with 169 additions and 0 deletions

View File

@ -415,6 +415,7 @@ SET(FBX_SRCS
FBXMaterial.cpp
FBXModel.cpp
FBXAnimation.cpp
FBXNodeAttribute.cpp
)
SOURCE_GROUP( FBX FILES ${FBX_SRCS})

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@ -148,6 +148,60 @@ protected:
};
/** DOM class for generic FBX NoteAttribute blocks. NoteAttributes just hold a property table,
* actualy 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);
~NodeAttribute();
public:
const PropertyTable& Props() const {
ai_assert(props.get());
return *props.get();
}
private:
boost::shared_ptr<const PropertyTable> props;
};
/** DOM base class for FBX camera settings attached to a node */
class Camera : public NodeAttribute
{
public:
Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
~Camera();
public:
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;
};
/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
class Model : public Object
{

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@ -0,0 +1,110 @@
/*
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 FBXNoteAttribute.cpp
* @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
*/
#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;
// ------------------------------------------------------------------------------------------------
NodeAttribute::NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Object(id,element,name)
{
const Scope& sc = GetRequiredScope(element);
const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
props = GetPropertyTable(doc,"NodeAttribute.Fbx" + classname,element,sc);
}
// ------------------------------------------------------------------------------------------------
NodeAttribute::~NodeAttribute()
{
}
// ------------------------------------------------------------------------------------------------
Camera::Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: NodeAttribute(id,element,doc,name)
{
const Scope& sc = GetRequiredScope(element);
const Element* const CameraId = sc["CameraId"];
const Element* const CameraName = sc["CameraName"];
const Element* const CameraIndexName = sc["CameraIndexName"];
if(CameraId) {
cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId,0));
}
if(CameraName) {
cameraName = GetRequiredToken(*CameraName,0).StringContents();
}
if(CameraIndexName) {
cameraIndexName = GetRequiredToken(*CameraIndexName,0).StringContents();
}
}
// ------------------------------------------------------------------------------------------------
Camera::~Camera()
{
}
}
}
#endif

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@ -2107,6 +2107,10 @@
RelativePath="..\..\code\FBXModel.cpp"
>
</File>
<File
RelativePath="..\..\code\FBXNodeAttribute.cpp"
>
</File>
<File
RelativePath="..\..\code\FBXParser.cpp"
>