/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2024, 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 FBXProperties.h * @brief FBX dynamic properties */ #ifndef INCLUDED_AI_FBX_PROPERTIES_H #define INCLUDED_AI_FBX_PROPERTIES_H #include "FBXCompileConfig.h" #include #include namespace Assimp { namespace FBX { // Forward declarations class Element; /** Represents a dynamic property. Type info added by deriving classes, * see #TypedProperty. Example: @verbatim P: "ShininessExponent", "double", "Number", "",0.5 @endvebatim */ class Property { protected: Property(); public: virtual ~Property(); public: template const T* As() const { return dynamic_cast(this); } }; template class TypedProperty : public Property { public: explicit TypedProperty(const T& value) : value(value) { // empty } const T& Value() const { return value; } private: T value; }; typedef std::fbx_unordered_map > DirectPropertyMap; typedef std::fbx_unordered_map PropertyMap; typedef std::fbx_unordered_map LazyPropertyMap; /** * Represents a property table as can be found in the newer FBX files (Properties60, Properties70) */ class PropertyTable { public: // in-memory property table with no source element PropertyTable(); PropertyTable(const Element& element, std::shared_ptr templateProps); ~PropertyTable(); const Property* Get(const std::string& name) const; // PropertyTable's need not be coupled with FBX elements so this can be nullptr const Element* GetElement() const { return element; } const PropertyTable* TemplateProps() const { return templateProps.get(); } DirectPropertyMap GetUnparsedProperties() const; private: LazyPropertyMap lazyProps; mutable PropertyMap props; const std::shared_ptr templateProps; const Element* const element; }; // ------------------------------------------------------------------------------------------------ template inline T PropertyGet(const PropertyTable& in, const std::string& name, const T& defaultValue) { const Property* const prop = in.Get(name); if( nullptr == prop) { return defaultValue; } // strong typing, no need to be lenient const TypedProperty* const tprop = prop->As< TypedProperty >(); if( nullptr == tprop) { return defaultValue; } return tprop->Value(); } // ------------------------------------------------------------------------------------------------ template inline T PropertyGet(const PropertyTable& in, const std::string& name, bool& result, bool useTemplate=false ) { const Property* prop = in.Get(name); if( nullptr == prop) { if ( ! useTemplate ) { result = false; return T(); } const PropertyTable* templ = in.TemplateProps(); if ( nullptr == templ ) { result = false; return T(); } prop = templ->Get(name); if ( nullptr == prop ) { result = false; return T(); } } // strong typing, no need to be lenient const TypedProperty* const tprop = prop->As< TypedProperty >(); if( nullptr == tprop) { result = false; return T(); } result = true; return tprop->Value(); } } //! FBX } //! Assimp #endif // INCLUDED_AI_FBX_PROPERTIES_H