assimp/code/FBXMaterial.cpp

382 lines
12 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, 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
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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 FBXMaterial.cpp
* @brief Assimp::FBX::Material and Assimp::FBX::Texture implementation
*/
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXParser.h"
#include "FBXDocument.h"
#include "FBXImporter.h"
#include "FBXImportSettings.h"
#include "FBXDocumentUtil.h"
#include "FBXProperties.h"
#include <assimp/ByteSwapper.h>
#include <algorithm> // std::transform
#include "FBXUtil.h"
namespace Assimp {
namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
Material::Material(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Object(id,element,name)
{
const Scope& sc = GetRequiredScope(element);
const Element* const ShadingModel = sc["ShadingModel"];
const Element* const MultiLayer = sc["MultiLayer"];
if(MultiLayer) {
multilayer = !!ParseTokenAsInt(GetRequiredToken(*MultiLayer,0));
}
if(ShadingModel) {
shading = ParseTokenAsString(GetRequiredToken(*ShadingModel,0));
}
else {
DOMWarning("shading mode not specified, assuming phong",&element);
shading = "phong";
}
std::string templateName;
// lower-case shading because Blender (for example) writes "Phong"
std::transform(shading.begin(), shading.end(), shading.begin(), ::tolower);
if(shading == "phong") {
templateName = "Material.FbxSurfacePhong";
}
else if(shading == "lambert") {
templateName = "Material.FbxSurfaceLambert";
}
else {
DOMWarning("shading mode not recognized: " + shading,&element);
}
props = GetPropertyTable(doc,templateName,element,sc);
// resolve texture links
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
for(const Connection* con : conns) {
// texture link to properties, not objects
if (!con->PropertyName().length()) {
continue;
}
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for texture link, ignoring",&element);
continue;
}
const Texture* const tex = dynamic_cast<const Texture*>(ob);
if(!tex) {
const LayeredTexture* const layeredTexture = dynamic_cast<const LayeredTexture*>(ob);
if(!layeredTexture) {
DOMWarning("source object for texture link is not a texture or layered texture, ignoring",&element);
continue;
}
const std::string& prop = con->PropertyName();
if (layeredTextures.find(prop) != layeredTextures.end()) {
DOMWarning("duplicate layered texture link: " + prop,&element);
}
layeredTextures[prop] = layeredTexture;
((LayeredTexture*)layeredTexture)->fillTexture(doc);
}
else
{
const std::string& prop = con->PropertyName();
if (textures.find(prop) != textures.end()) {
DOMWarning("duplicate texture link: " + prop,&element);
}
textures[prop] = tex;
}
}
}
// ------------------------------------------------------------------------------------------------
Material::~Material()
{
}
// ------------------------------------------------------------------------------------------------
Texture::Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Object(id,element,name)
, uvScaling(1.0f,1.0f)
, media(0)
{
const Scope& sc = GetRequiredScope(element);
const Element* const Type = sc["Type"];
const Element* const FileName = sc["FileName"];
const Element* const RelativeFilename = sc["RelativeFilename"];
const Element* const ModelUVTranslation = sc["ModelUVTranslation"];
const Element* const ModelUVScaling = sc["ModelUVScaling"];
const Element* const Texture_Alpha_Source = sc["Texture_Alpha_Source"];
const Element* const Cropping = sc["Cropping"];
if(Type) {
type = ParseTokenAsString(GetRequiredToken(*Type,0));
}
if(FileName) {
fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
}
if(RelativeFilename) {
relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
}
if(ModelUVTranslation) {
uvTrans = aiVector2D(ParseTokenAsFloat(GetRequiredToken(*ModelUVTranslation,0)),
ParseTokenAsFloat(GetRequiredToken(*ModelUVTranslation,1))
);
}
if(ModelUVScaling) {
uvScaling = aiVector2D(ParseTokenAsFloat(GetRequiredToken(*ModelUVScaling,0)),
ParseTokenAsFloat(GetRequiredToken(*ModelUVScaling,1))
);
}
if(Cropping) {
crop[0] = ParseTokenAsInt(GetRequiredToken(*Cropping,0));
crop[1] = ParseTokenAsInt(GetRequiredToken(*Cropping,1));
crop[2] = ParseTokenAsInt(GetRequiredToken(*Cropping,2));
crop[3] = ParseTokenAsInt(GetRequiredToken(*Cropping,3));
}
else {
// vc8 doesn't support the crop() syntax in initialization lists
// (and vc9 WARNS about the new (i.e. compliant) behaviour).
crop[0] = crop[1] = crop[2] = crop[3] = 0;
}
if(Texture_Alpha_Source) {
alphaSource = ParseTokenAsString(GetRequiredToken(*Texture_Alpha_Source,0));
}
props = GetPropertyTable(doc,"Texture.FbxFileTexture",element,sc);
// 3DS Max and FBX SDK use "Scaling" and "Translation" instead of "ModelUVScaling" and "ModelUVTranslation". Use these properties if available.
bool ok;
const aiVector3D& scaling = PropertyGet<aiVector3D>(*props, "Scaling", ok);
if (ok) {
uvScaling.x = scaling.x;
uvScaling.y = scaling.y;
}
const aiVector3D& trans = PropertyGet<aiVector3D>(*props, "Translation", ok);
if (ok) {
uvTrans.x = trans.x;
uvTrans.y = trans.y;
}
// resolve video links
if(doc.Settings().readTextures) {
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
for(const Connection* con : conns) {
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for texture link, ignoring",&element);
continue;
}
const Video* const video = dynamic_cast<const Video*>(ob);
if(video) {
media = video;
}
}
}
}
Texture::~Texture()
{
}
LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Document& /*doc*/, const std::string& name)
: Object(id,element,name)
,blendMode(BlendMode_Modulate)
,alpha(1)
{
const Scope& sc = GetRequiredScope(element);
const Element* const BlendModes = sc["BlendModes"];
const Element* const Alphas = sc["Alphas"];
if(BlendModes!=0)
{
blendMode = (BlendMode)ParseTokenAsInt(GetRequiredToken(*BlendModes,0));
}
if(Alphas!=0)
{
alpha = ParseTokenAsFloat(GetRequiredToken(*Alphas,0));
}
}
LayeredTexture::~LayeredTexture()
{
}
void LayeredTexture::fillTexture(const Document& doc)
{
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
for(size_t i = 0; i < conns.size();++i)
{
const Connection* con = conns.at(i);
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for texture link, ignoring",&element);
continue;
}
const Texture* const tex = dynamic_cast<const Texture*>(ob);
textures.push_back(tex);
}
}
// ------------------------------------------------------------------------------------------------
Video::Video(uint64_t id, const Element& element, const Document& doc, const std::string& name)
: Object(id,element,name)
, contentLength(0)
, content(0)
{
const Scope& sc = GetRequiredScope(element);
const Element* const Type = sc["Type"];
const Element* const FileName = sc.FindElementCaseInsensitive("FileName"); //some files retain the information as "Filename", others "FileName", who knows
const Element* const RelativeFilename = sc["RelativeFilename"];
const Element* const Content = sc["Content"];
if(Type) {
type = ParseTokenAsString(GetRequiredToken(*Type,0));
}
if(FileName) {
fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
}
if(RelativeFilename) {
relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
}
if(Content && !Content->Tokens().empty()) {
//this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
try {
const Token& token = GetRequiredToken(*Content, 0);
const char* data = token.begin();
if (!token.IsBinary()) {
if (*data != '"') {
DOMError("embedded content is not surrounded by quotation marks", &element);
}
else {
const char* encodedData = data + 1;
size_t encodedDataLen = static_cast<size_t>(token.end() - token.begin());
// search for last quotation mark
while (encodedDataLen > 1 && encodedData[encodedDataLen] != '"')
encodedDataLen--;
if (encodedDataLen % 4 != 0) {
DOMError("embedded content is invalid, needs to be in base64", &element);
}
else {
contentLength = Util::DecodeBase64(encodedData, encodedDataLen, content);
}
}
}
else if (static_cast<size_t>(token.end() - data) < 5) {
DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element);
}
else if (*data != 'R') {
DOMWarning("video content is not raw binary data, ignoring", &element);
}
else {
// read number of elements
uint32_t len = 0;
::memcpy(&len, data + 1, sizeof(len));
AI_SWAP4(len);
contentLength = len;
content = new uint8_t[len];
::memcpy(content, data + 5, len);
}
} catch (const runtime_error& runtimeError)
{
//we don't need the content data for contents that has already been loaded
ASSIMP_LOG_DEBUG_F("Caught exception in FBXMaterial (likely because content was already loaded): ",
runtimeError.what());
}
}
props = GetPropertyTable(doc,"Video.FbxVideo",element,sc);
}
Video::~Video()
{
if(content) {
delete[] content;
}
}
} //!FBX
} //!Assimp
#endif