- fbx: read NodeAttribute and Camera.
parent
38be981151
commit
b66dfc85e1
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@ -415,6 +415,7 @@ SET(FBX_SRCS
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FBXMaterial.cpp
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FBXModel.cpp
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FBXAnimation.cpp
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FBXNodeAttribute.cpp
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)
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SOURCE_GROUP( FBX FILES ${FBX_SRCS})
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@ -148,6 +148,60 @@ protected:
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};
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/** DOM class for generic FBX NoteAttribute blocks. NoteAttributes just hold a property table,
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* actualy members are added by deriving classes. */
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class NodeAttribute : public Object
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{
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public:
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NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~NodeAttribute();
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public:
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const PropertyTable& Props() const {
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ai_assert(props.get());
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return *props.get();
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}
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private:
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boost::shared_ptr<const PropertyTable> props;
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};
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/** DOM base class for FBX camera settings attached to a node */
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class Camera : public NodeAttribute
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{
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public:
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Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~Camera();
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public:
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int CameraID() const {
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return cameraId;
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}
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const std::string& CameraName() const {
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return cameraName;
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}
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const std::string& CameraIndexName() const {
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return cameraIndexName;
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}
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private:
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int cameraId;
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std::string cameraName;
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std::string cameraIndexName;
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};
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/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
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class Model : public Object
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{
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@ -0,0 +1,110 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file FBXNoteAttribute.cpp
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* @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXParser.h"
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#include "FBXDocument.h"
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#include "FBXImporter.h"
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#include "FBXImportSettings.h"
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#include "FBXDocumentUtil.h"
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#include "FBXProperties.h"
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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NodeAttribute::NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: Object(id,element,name)
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{
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const Scope& sc = GetRequiredScope(element);
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const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
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props = GetPropertyTable(doc,"NodeAttribute.Fbx" + classname,element,sc);
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}
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// ------------------------------------------------------------------------------------------------
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NodeAttribute::~NodeAttribute()
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{
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}
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// ------------------------------------------------------------------------------------------------
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Camera::Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: NodeAttribute(id,element,doc,name)
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{
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const Scope& sc = GetRequiredScope(element);
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const Element* const CameraId = sc["CameraId"];
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const Element* const CameraName = sc["CameraName"];
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const Element* const CameraIndexName = sc["CameraIndexName"];
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if(CameraId) {
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cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId,0));
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}
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if(CameraName) {
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cameraName = GetRequiredToken(*CameraName,0).StringContents();
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}
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if(CameraIndexName) {
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cameraIndexName = GetRequiredToken(*CameraIndexName,0).StringContents();
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}
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}
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// ------------------------------------------------------------------------------------------------
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Camera::~Camera()
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{
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}
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}
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}
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#endif
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@ -2107,6 +2107,10 @@
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RelativePath="..\..\code\FBXModel.cpp"
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>
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</File>
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<File
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RelativePath="..\..\code\FBXNodeAttribute.cpp"
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>
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</File>
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<File
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RelativePath="..\..\code\FBXParser.cpp"
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>
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