- fbx: further work on DOM, start work on geometry extraction.
parent
25dfbdf58d
commit
c0af603f0c
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@ -56,10 +56,22 @@ namespace {
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// ------------------------------------------------------------------------------------------------
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// signal DOM construction error, this is always unrecoverable. Throws DeadlyImportError.
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void DOMError(const std::string& message, Element* element = NULL)
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void DOMError(const std::string& message, const Element* element = NULL)
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{
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throw DeadlyImportError(element ? Util::AddTokenText("FBX-DOM",message,element->KeyToken()) : ("FBX-DOM " + message));
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throw DeadlyImportError(element ? Util::AddTokenText("FBX-DOM",message,&element->KeyToken()) : ("FBX-DOM " + message));
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}
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// ------------------------------------------------------------------------------------------------
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// extract a required element from a scope, abort if the element cannot be found
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const Element& GetFixedElementFromScope(const Scope& sc, const std::string& index, const Element* element = NULL) {
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const Element* el = sc[index];
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if(!el) {
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DOMError("did not find required element \"" + index + "\"",element);
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}
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return *el;
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}
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}
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namespace Assimp {
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@ -85,13 +97,48 @@ const Object* LazyObject::Get()
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return object.get();
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}
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// XXX
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return NULL;
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const Token& key = element.KeyToken();
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const TokenList& tokens = element.Tokens();
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if(tokens.size() < 3) {
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DOMError("expected at least 3 tokens: id, name and class tag",&element);
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}
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const char* err;
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const std::string name = ParseTokenAsString(*tokens[1],err);
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if (err) {
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DOMError(err,&element);
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}
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const std::string classtag = ParseTokenAsString(*tokens[2],err);
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if (err) {
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DOMError(err,&element);
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}
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// this needs to be relatively fast since we do it a lot,
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// so avoid constructing strings all the time. strcmp()
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// may scan beyond the bounds of the token, but the
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// next character is always a colon so false positives
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// are not possible.
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const char* obtype = key.begin();
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if (!strcmp(obtype,"Geometry")) {
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if (!strcmp(classtag.c_str(),"Mesh")) {
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object = new MeshGeometry(element,name);
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}
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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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return object.get();
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}
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// ------------------------------------------------------------------------------------------------
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Object::Object(const Element& element)
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Object::Object(const Element& element, const std::string& name)
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: element(element)
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, name(name)
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{
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}
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@ -103,8 +150,8 @@ Object::~Object()
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}
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// ------------------------------------------------------------------------------------------------
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Geometry::Geometry(const Element& element)
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: Object(element)
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Geometry::Geometry(const Element& element, const std::string& name)
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: Object(element,name)
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{
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}
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@ -116,10 +163,23 @@ Geometry::~Geometry()
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}
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// ------------------------------------------------------------------------------------------------
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MeshGeometry::MeshGeometry(const Element& element)
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: Geometry(element)
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MeshGeometry::MeshGeometry(const Element& element, const std::string& name)
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: Geometry(element,name)
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{
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const Scope* sc = element.Compound();
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if (!sc) {
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DOMError("failed to read Geometry object (class: Mesh), no data scope found");
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}
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// must have Mesh elements:
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const Element& Vertices = GetFixedElementFromScope(*sc,"Vertices",&element);
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const Element& PolygonVertexIndex = GetFixedElementFromScope(*sc,"PolygonVertexIndex",&element);
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// optional Mesh elements:
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const ElementCollection& Layer = sc->GetCollection("Layer");
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const ElementCollection& LayerElementMaterial = sc->GetCollection("LayerElementMaterial");
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const ElementCollection& LayerElementUV = sc->GetCollection("LayerElementUV");
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const ElementCollection& LayerElementNormal = sc->GetCollection("LayerElementNormal");
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}
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// ------------------------------------------------------------------------------------------------
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@ -88,13 +88,14 @@ class Object
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{
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public:
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Object(const Element& element);
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Object(const Element& element, const std::string& name);
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~Object();
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public:
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protected:
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const Element& element;
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const std::string name;
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};
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@ -103,7 +104,7 @@ class Geometry : public Object
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{
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public:
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Geometry(const Element& element);
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Geometry(const Element& element, const std::string& name);
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~Geometry();
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};
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@ -114,7 +115,7 @@ class MeshGeometry : public Geometry
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public:
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MeshGeometry(const Element& element);
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MeshGeometry(const Element& element, const std::string& name);
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~MeshGeometry();
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public:
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@ -70,7 +70,7 @@ namespace Assimp {
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namespace FBX {
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// ------------------------------------------------------------------------------------------------
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Element::Element(TokenPtr key_token, Parser& parser)
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Element::Element(const Token& key_token, Parser& parser)
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: key_token(key_token)
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{
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TokenPtr n = NULL;
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@ -140,7 +140,7 @@ Scope::Scope(Parser& parser,bool topLevel)
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}
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const std::string& str = n->StringContents();
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elements.insert(ElementMap::value_type(str,new_Element(n,parser)));
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elements.insert(ElementMap::value_type(str,new_Element(*n,parser)));
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// Element() should stop at the next Key token (or right after a Close token)
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n = parser.CurrentToken();
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@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#include <map>
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#include <string>
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#include <utility>
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#include <boost/shared_ptr.hpp>
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@ -66,6 +67,8 @@ namespace FBX {
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typedef std::vector< Scope* > ScopeList;
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typedef std::fbx_unordered_multimap< std::string, Element* > ElementMap;
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typedef std::pair<ElementMap::const_iterator,ElementMap::const_iterator> ElementCollection;
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# define new_Scope new Scope
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# define new_Element new Element
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@ -85,7 +88,7 @@ class Element
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{
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public:
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Element(TokenPtr key_token, Parser& parser);
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Element(const Token& key_token, Parser& parser);
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~Element();
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public:
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@ -94,7 +97,7 @@ public:
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return compound.get();
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}
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TokenPtr KeyToken() const {
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const Token& KeyToken() const {
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return key_token;
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}
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@ -104,7 +107,7 @@ public:
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private:
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TokenPtr key_token;
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const Token& key_token;
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TokenList tokens;
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boost::scoped_ptr<Scope> compound;
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};
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@ -137,6 +140,10 @@ public:
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return it == elements.end() ? NULL : (*it).second;
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}
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ElementCollection GetCollection(const std::string& index) const {
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return elements.equal_range(index);
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}
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const ElementMap& Elements() const {
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return elements;
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}
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