/* 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 FBXDocument.h * @brief FBX DOM */ #ifndef INCLUDED_AI_FBX_DOCUMENT_H #define INCLUDED_AI_FBX_DOCUMENT_H #include #include #include namespace Assimp { namespace FBX { class Parser; class Object; struct ImportSettings; class PropertyTable; class Document; /** Represents a delay-parsed FBX objects. Many objects in the scene * are not needed by assimp, so it makes no sense to parse them * upfront. */ class LazyObject { public: LazyObject(uint64_t id, const Element& element, const Document& doc); ~LazyObject(); public: const Object* Get(); template T* Get() { const Object* const ob = Get(); return ob ? dynamic_cast(ob) : NULL; } uint64_t ID() const { return id; } private: const Document& doc; const Element& element; boost::scoped_ptr object; const uint64_t id; }; /** Base class for in-memory (DOM) representations of FBX objects */ class Object { public: Object(uint64_t id, const Element& element, const std::string& name); virtual ~Object(); public: const Element& SourceElement() const { return element; } const std::string& Name() const { return name; } uint64_t ID() const { return id; } protected: const Element& element; const std::string name; const uint64_t id; }; /** DOM class for generic FBX textures */ class Texture : public Object { public: Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name); ~Texture(); public: const std::string& Type() const { return type; } const std::string& FileName() const { return fileName; } const std::string& RelativeFilename() const { return relativeFileName; } const std::string& AlphaSource() const { return alphaSource; } const aiVector2D& UVTranslation() const { return uvTrans; } const aiVector2D& UVScaling() const { return uvScaling; } const PropertyTable& Props() const { ai_assert(props.get()); return *props.get(); } // return a 4-tuple const unsigned int* Crop() const { return crop; } private: aiVector2D uvTrans; aiVector2D uvScaling; std::string type; std::string relativeFileName; std::string fileName; std::string alphaSource; boost::shared_ptr props; unsigned int crop[4]; }; typedef std::fbx_unordered_map TextureMap; /** DOM class for generic FBX materials */ class Material : public Object { public: Material(uint64_t id, const Element& element, const Document& doc, const std::string& name); ~Material(); public: const std::string& GetShadingModel() const { return shading; } bool IsMultilayer() const { return multilayer; } const PropertyTable& Props() const { ai_assert(props.get()); return *props.get(); } const TextureMap& Textures() const { return textures; } private: std::string shading; bool multilayer; boost::shared_ptr props; TextureMap textures; }; /** DOM base class for all kinds of FBX geometry */ class Geometry : public Object { public: Geometry(uint64_t id, const Element& element, const std::string& name); ~Geometry(); }; /** DOM class for FBX geometry of type "Mesh"*/ class MeshGeometry : public Geometry { public: MeshGeometry(uint64_t id, const Element& element, const std::string& name, const ImportSettings& settings); ~MeshGeometry(); public: /** Get a list of all vertex points, non-unique*/ const std::vector& GetVertices() const { return vertices; } /** Get a list of all vertex normals or an empty array if * no normals are specified. */ const std::vector& GetNormals() const { return normals; } /** Get a list of all vertex tangents or an empty array * if no tangents are specified */ const std::vector& GetTangents() const { return tangents; } /** Get a list of all vertex binormals or an empty array * if no binormals are specified */ const std::vector& GetBinormals() const { return binormals; } /** Return list of faces - each entry denotes a face and specifies * how many vertices it has. Vertices are taken from the * vertex data arrays in sequential order. */ const std::vector& GetFaceIndexCounts() const { return faces; } /** Get a UV coordinate slot, returns an empty array if * the requested slot does not exist. */ const std::vector& GetTextureCoords(unsigned int index) const { static const std::vector empty; return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : uvs[index]; } /** Get a vertex color coordinate slot, returns an empty array if * the requested slot does not exist. */ const std::vector& GetVertexColors(unsigned int index) const { static const std::vector empty; return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : colors[index]; } /** Get per-face-vertex material assignments */ const std::vector& GetMaterialIndices() const { return materials; } public: private: void ReadLayer(const Scope& layer); void ReadLayerElement(const Scope& layerElement); void ReadVertexData(const std::string& type, int index, const Scope& source); void ReadVertexDataUV(std::vector& uv_out, const Scope& source, const std::string& MappingInformationType, const std::string& ReferenceInformationType); void ReadVertexDataNormals(std::vector& normals_out, const Scope& source, const std::string& MappingInformationType, const std::string& ReferenceInformationType); void ReadVertexDataColors(std::vector& colors_out, const Scope& source, const std::string& MappingInformationType, const std::string& ReferenceInformationType); void ReadVertexDataTangents(std::vector& tangents_out, const Scope& source, const std::string& MappingInformationType, const std::string& ReferenceInformationType); void ReadVertexDataBinormals(std::vector& binormals_out, const Scope& source, const std::string& MappingInformationType, const std::string& ReferenceInformationType); void ReadVertexDataMaterials(std::vector& materials_out, const Scope& source, const std::string& MappingInformationType, const std::string& ReferenceInformationType); private: // cached data arrays std::vector materials; std::vector vertices; std::vector faces; std::vector tangents; std::vector binormals; std::vector normals; std::vector uvs[AI_MAX_NUMBER_OF_TEXTURECOORDS]; std::vector colors[AI_MAX_NUMBER_OF_COLOR_SETS]; std::vector mapping_counts; std::vector mapping_offsets; std::vector mappings; }; /** Represents a link between two FBX objects. */ class Connection { public: Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string& prop, const Document& doc); ~Connection(); // note: a connection ensures that the source and dest objects exist, but // not that they have DOM representations, so the return value of one of // these functions can still be NULL. const Object* SourceObject() const; const Object* DestinationObject() const; // return the name of the property the connection is attached to. // this is an empty string for object to object (OO) connections. const std::string& PropertyName() const { return prop; } uint64_t InsertionOrder() const { return insertionOrder; } int CompareTo(const Connection* c) const { // note: can't subtract because this would overflow uint64_t if(InsertionOrder() > c->InsertionOrder()) { return 1; } else if(InsertionOrder() < c->InsertionOrder()) { return -1; } return 0; } public: uint64_t insertionOrder; const std::string& prop; uint64_t src, dest; const Document& doc; }; // XXX again, unique_ptr would be useful. shared_ptr is too // bloated since the objects have a well-defined single owner // during their entire lifetime (Document). FBX files have // up to many thousands of objects (most of which we never use), // so the memory overhead for them should be kept at a minimum. typedef std::map ObjectMap; typedef std::fbx_unordered_map > PropertyTemplateMap; typedef std::multimap ConnectionMap; /** DOM root for a FBX file */ class Document { public: Document(const Parser& parser, const ImportSettings& settings); ~Document(); public: LazyObject* GetObject(uint64_t id) const; const PropertyTemplateMap& Templates() const { return templates; } const ObjectMap& Objects() const { return objects; } const ImportSettings& Settings() const { return settings; } const ConnectionMap& ConnectionsBySource() const { return src_connections; } const ConnectionMap& ConnectionsByDestination() const { return dest_connections; } std::vector GetConnectionsBySourceSequenced(uint64_t source) const; std::vector GetConnectionsByDestinationSequenced(uint64_t dest) const; private: void ReadObjects(); void ReadPropertyTemplates(); void ReadConnections(); private: const ImportSettings& settings; ObjectMap objects; const Parser& parser; PropertyTemplateMap templates; ConnectionMap src_connections; ConnectionMap dest_connections; }; } } #endif