1040 lines
24 KiB
C++
1040 lines
24 KiB
C++
/*
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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 FBXDocument.h
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* @brief FBX DOM
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*/
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#ifndef INCLUDED_AI_FBX_DOCUMENT_H
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#define INCLUDED_AI_FBX_DOCUMENT_H
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#include <vector>
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#include <map>
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#include <string>
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#include "FBXProperties.h"
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namespace Assimp {
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namespace FBX {
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class Parser;
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class Object;
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struct ImportSettings;
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class PropertyTable;
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class Document;
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class Material;
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class Geometry;
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class AnimationCurve;
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class AnimationCurveNode;
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class AnimationLayer;
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class AnimationStack;
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class Skin;
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class Cluster;
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/** Represents a delay-parsed FBX objects. Many objects in the scene
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* are not needed by assimp, so it makes no sense to parse them
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* upfront. */
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class LazyObject
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{
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public:
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LazyObject(uint64_t id, const Element& element, const Document& doc);
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~LazyObject();
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public:
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const Object* Get(bool dieOnError = false);
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template <typename T>
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const T* Get(bool dieOnError = false) {
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const Object* const ob = Get(dieOnError);
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return ob ? dynamic_cast<const T*>(ob) : NULL;
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}
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uint64_t ID() const {
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return id;
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}
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bool IsBeingConstructed() const {
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return (flags & BEING_CONSTRUCTED) != 0;
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}
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bool FailedToConstruct() const {
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return (flags & FAILED_TO_CONSTRUCT) != 0;
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}
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const Element& GetElement() const {
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return element;
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}
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const Document& GetDocument() const {
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return doc;
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}
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private:
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const Document& doc;
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const Element& element;
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boost::scoped_ptr<const Object> object;
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const uint64_t id;
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enum Flags {
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BEING_CONSTRUCTED = 0x1,
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FAILED_TO_CONSTRUCT = 0x2
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};
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unsigned int flags;
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};
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/** Base class for in-memory (DOM) representations of FBX objects */
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class Object
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{
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public:
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Object(uint64_t id, const Element& element, const std::string& name);
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virtual ~Object();
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public:
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const Element& SourceElement() const {
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return element;
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}
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const std::string& Name() const {
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return name;
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}
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uint64_t ID() const {
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return id;
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}
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protected:
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const Element& element;
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const std::string name;
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const uint64_t id;
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};
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/** DOM class for generic FBX NoteAttribute blocks. NoteAttribute's just hold a property table,
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* fixed 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 CameraSwitcher : public NodeAttribute
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{
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public:
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CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~CameraSwitcher();
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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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#define fbx_stringize(a) #a
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#define fbx_simple_property(name, type, default_value) \
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type name() const { \
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return PropertyGet(Props(), fbx_stringize(name), (default_value)); \
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}
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/** DOM base class for FBX cameras 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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fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0));
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fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0));
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fbx_simple_property(InterestPosition, aiVector3D, aiVector3D(0,0,0));
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fbx_simple_property(AspectWidth, float, 1.0f);
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fbx_simple_property(AspectHeight, float, 1.0f);
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fbx_simple_property(FilmWidth, float, 1.0f);
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fbx_simple_property(FilmHeight, float, 1.0f);
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fbx_simple_property(FilmAspectRatio, float, 1.0f);
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fbx_simple_property(ApertureMode, int, 0);
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fbx_simple_property(FieldOfView, float, 1.0f);
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fbx_simple_property(FocalLength, float, 1.0f);
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private:
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};
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/** DOM base class for FBX lights attached to a node */
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class Light : public NodeAttribute
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{
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public:
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Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~Light();
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public:
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fbx_simple_property(Color, aiVector3D, aiVector3D(1,1,1));
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fbx_simple_property(Intensity, float, 1.0f);
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private:
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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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public:
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Model(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~Model();
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public:
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const std::string& Shading() const {
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return shading;
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}
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const std::string& Culling() const {
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return culling;
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}
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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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/** Get material links */
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const std::vector<const Material*>& GetMaterials() const {
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return materials;
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}
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/** Get geometry links */
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const std::vector<const Geometry*>& GetGeometry() const {
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return geometry;
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}
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/** Get node attachments */
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const std::vector<const NodeAttribute*>& GetAttributes() const {
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return attributes;
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}
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private:
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void ResolveLinks(const Element& element, const Document& doc);
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private:
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std::vector<const Material*> materials;
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std::vector<const Geometry*> geometry;
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std::vector<const NodeAttribute*> attributes;
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std::string shading;
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std::string culling;
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boost::shared_ptr<const PropertyTable> props;
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};
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/** DOM class for generic FBX textures */
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class Texture : public Object
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{
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public:
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Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~Texture();
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public:
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const std::string& Type() const {
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return type;
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}
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const std::string& FileName() const {
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return fileName;
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}
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const std::string& RelativeFilename() const {
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return relativeFileName;
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}
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const std::string& AlphaSource() const {
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return alphaSource;
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}
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const aiVector2D& UVTranslation() const {
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return uvTrans;
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}
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const aiVector2D& UVScaling() const {
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return uvScaling;
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}
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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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// return a 4-tuple
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const unsigned int* Crop() const {
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return crop;
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}
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private:
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aiVector2D uvTrans;
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aiVector2D uvScaling;
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std::string type;
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std::string relativeFileName;
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std::string fileName;
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std::string alphaSource;
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boost::shared_ptr<const PropertyTable> props;
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unsigned int crop[4];
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};
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typedef std::fbx_unordered_map<std::string, const Texture*> TextureMap;
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/** DOM class for generic FBX materials */
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class Material : public Object
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{
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public:
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Material(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~Material();
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public:
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const std::string& GetShadingModel() const {
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return shading;
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}
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bool IsMultilayer() const {
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return multilayer;
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}
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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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const TextureMap& Textures() const {
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return textures;
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}
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private:
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std::string shading;
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bool multilayer;
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boost::shared_ptr<const PropertyTable> props;
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TextureMap textures;
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};
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/** DOM base class for all kinds of FBX geometry */
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class Geometry : public Object
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{
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public:
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Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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~Geometry();
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public:
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/** Get the Skin attached to this geometry or NULL */
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const Skin* const DeformerSkin() const {
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return skin;
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}
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private:
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const Skin* skin;
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};
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typedef std::vector<int> MatIndexArray;
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/** DOM class for FBX geometry of type "Mesh"*/
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class MeshGeometry : public Geometry
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{
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public:
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MeshGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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~MeshGeometry();
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public:
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/** Get a list of all vertex points, non-unique*/
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const std::vector<aiVector3D>& GetVertices() const {
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return vertices;
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}
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/** Get a list of all vertex normals or an empty array if
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* no normals are specified. */
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const std::vector<aiVector3D>& GetNormals() const {
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return normals;
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}
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/** Get a list of all vertex tangents or an empty array
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* if no tangents are specified */
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const std::vector<aiVector3D>& GetTangents() const {
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return tangents;
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}
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/** Get a list of all vertex binormals or an empty array
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* if no binormals are specified */
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const std::vector<aiVector3D>& GetBinormals() const {
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return binormals;
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}
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/** Return list of faces - each entry denotes a face and specifies
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* how many vertices it has. Vertices are taken from the
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* vertex data arrays in sequential order. */
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const std::vector<unsigned int>& GetFaceIndexCounts() const {
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return faces;
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}
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/** Get a UV coordinate slot, returns an empty array if
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* the requested slot does not exist. */
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const std::vector<aiVector2D>& GetTextureCoords(unsigned int index) const {
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static const std::vector<aiVector2D> empty;
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return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : uvs[index];
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}
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/** Get a UV coordinate slot, returns an empty array if
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* the requested slot does not exist. */
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std::string GetTextureCoordChannelName(unsigned int index) const {
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return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? "" : uvNames[index];
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}
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/** Get a vertex color coordinate slot, returns an empty array if
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* the requested slot does not exist. */
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const std::vector<aiColor4D>& GetVertexColors(unsigned int index) const {
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static const std::vector<aiColor4D> empty;
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return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : colors[index];
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}
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/** Get per-face-vertex material assignments */
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const MatIndexArray& GetMaterialIndices() const {
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return materials;
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}
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/** Convert from a fbx file vertex index (for example from a #Cluster weight) or NULL
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* if the vertex index is not valid. */
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const unsigned int* ToOutputVertexIndex(unsigned int in_index, unsigned int& count) const {
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if(in_index >= mapping_counts.size()) {
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return NULL;
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}
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ai_assert(mapping_counts.size() == mapping_offsets.size());
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count = mapping_counts[in_index];
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ai_assert(count != 0);
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ai_assert(mapping_offsets[in_index] + count <= mappings.size());
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return &mappings[mapping_offsets[in_index]];
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}
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/** Determine the face to which a particular output vertex index belongs.
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* This mapping is always unique. */
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unsigned int FaceForVertexIndex(unsigned int in_index) const {
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ai_assert(in_index < vertices.size());
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// in the current conversion pattern this will only be needed if
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// weights are present, so no need to always pre-compute this table
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if (facesVertexStartIndices.empty()) {
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facesVertexStartIndices.resize(faces.size() + 1, 0);
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std::partial_sum(faces.begin(), faces.end(), facesVertexStartIndices.begin() + 1);
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facesVertexStartIndices.pop_back();
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}
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ai_assert(facesVertexStartIndices.size() == faces.size());
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const std::vector<unsigned int>::iterator it = std::upper_bound(
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facesVertexStartIndices.begin(),
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facesVertexStartIndices.end(),
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in_index
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);
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return static_cast<unsigned int>(std::distance(facesVertexStartIndices.begin(), it - 1));
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}
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public:
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private:
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void ReadLayer(const Scope& layer);
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void ReadLayerElement(const Scope& layerElement);
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void ReadVertexData(const std::string& type, int index, const Scope& source);
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void ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType);
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void ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType);
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void ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType);
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void ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType);
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void ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType);
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void ReadVertexDataMaterials(MatIndexArray& materials_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType);
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private:
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// cached data arrays
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MatIndexArray materials;
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std::vector<aiVector3D> vertices;
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std::vector<unsigned int> faces;
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mutable std::vector<unsigned int> facesVertexStartIndices;
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std::vector<aiVector3D> tangents;
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std::vector<aiVector3D> binormals;
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std::vector<aiVector3D> normals;
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std::string uvNames[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiVector2D> uvs[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> colors[AI_MAX_NUMBER_OF_COLOR_SETS];
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std::vector<unsigned int> mapping_counts;
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std::vector<unsigned int> mapping_offsets;
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std::vector<unsigned int> mappings;
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};
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typedef std::vector<uint64_t> KeyTimeList;
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typedef std::vector<float> KeyValueList;
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/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
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class AnimationCurve : public Object
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|
{
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public:
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|
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|
AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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|
~AnimationCurve();
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public:
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/** get list of keyframe positions (time).
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* Invariant: |GetKeys()| > 0 */
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const KeyTimeList& GetKeys() const {
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return keys;
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}
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/** get list of keyframe values.
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* Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
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const KeyValueList& GetValues() const {
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return values;
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}
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const std::vector<float>& GetAttributes() const {
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return attributes;
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}
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const std::vector<unsigned int>& GetFlags() const {
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return flags;
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}
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private:
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KeyTimeList keys;
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KeyValueList values;
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std::vector<float> attributes;
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std::vector<unsigned int> flags;
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};
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// property-name -> animation curve
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typedef std::map<std::string, const AnimationCurve*> AnimationCurveMap;
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/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
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class AnimationCurveNode : public Object
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{
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public:
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|
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AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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~AnimationCurveNode();
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public:
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|
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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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const AnimationCurveMap Curves() const {
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return curves;
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}
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/** Object the curve is assigned to, this can be NULL if the
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* target object has no DOM representation or could not
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* be read for other reasons.*/
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const Object* Target() const {
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return target;
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}
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const Model* TargetAsModel() const {
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return dynamic_cast<const Model*>(target);
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}
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const NodeAttribute* TargetAsNodeAttribute() const {
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return dynamic_cast<const NodeAttribute*>(target);
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}
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/** Property of Target() that is being animated*/
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const std::string& TargetProperty() const {
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return prop;
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}
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private:
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const Object* target;
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boost::shared_ptr<const PropertyTable> props;
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AnimationCurveMap curves;
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std::string prop;
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};
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typedef std::vector<const AnimationCurveNode*> AnimationCurveNodeList;
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|
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/** Represents a FBX animation layer (i.e. a list of node animations) */
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class AnimationLayer : public Object
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{
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public:
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AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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~AnimationLayer();
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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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const AnimationCurveNodeList& Nodes() const {
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return nodes;
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}
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private:
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boost::shared_ptr<const PropertyTable> props;
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AnimationCurveNodeList nodes;
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};
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|
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typedef std::vector<const AnimationLayer*> AnimationLayerList;
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|
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/** Represents a FBX animation stack (i.e. a list of animation layers) */
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class AnimationStack : public Object
|
|
{
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|
public:
|
|
|
|
AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
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|
~AnimationStack();
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public:
|
|
|
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const PropertyTable& Props() const {
|
|
ai_assert(props.get());
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|
return *props.get();
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|
}
|
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|
|
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const AnimationLayerList& Layers() const {
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|
return layers;
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|
}
|
|
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private:
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boost::shared_ptr<const PropertyTable> props;
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AnimationLayerList layers;
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};
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|
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/** DOM class for deformers */
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|
class Deformer : public Object
|
|
{
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|
public:
|
|
|
|
Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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|
~Deformer();
|
|
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public:
|
|
|
|
const PropertyTable& Props() const {
|
|
ai_assert(props.get());
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|
return *props.get();
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|
}
|
|
|
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private:
|
|
|
|
boost::shared_ptr<const PropertyTable> props;
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|
};
|
|
|
|
typedef std::vector<float> WeightArray;
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|
typedef std::vector<unsigned int> WeightIndexArray;
|
|
|
|
|
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/** DOM class for skin deformer clusters (aka subdeformers) */
|
|
class Cluster : public Deformer
|
|
{
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|
public:
|
|
|
|
Cluster(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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|
~Cluster();
|
|
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|
public:
|
|
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/** get the list of deformer weights associated with this cluster.
|
|
* Use #GetIndices() to get the associated vertices. Both arrays
|
|
* have the same size (and may also be empty). */
|
|
const WeightArray& GetWeights() const {
|
|
return weights;
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|
}
|
|
|
|
/** get indices into the vertex data of the geometry associated
|
|
* with this cluster. Use #GetWeights() to get the associated weights.
|
|
* Both arrays have the same size (and may also be empty). */
|
|
const WeightIndexArray& GetIndices() const {
|
|
return indices;
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|
}
|
|
|
|
/** */
|
|
const aiMatrix4x4& Transform() const {
|
|
return transform;
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|
}
|
|
|
|
const aiMatrix4x4& TransformLink() const {
|
|
return transformLink;
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|
}
|
|
|
|
const Model* const TargetNode() const {
|
|
return node;
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|
}
|
|
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|
private:
|
|
|
|
WeightArray weights;
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|
WeightIndexArray indices;
|
|
|
|
aiMatrix4x4 transform;
|
|
aiMatrix4x4 transformLink;
|
|
|
|
const Model* node;
|
|
};
|
|
|
|
|
|
|
|
/** DOM class for skin deformers */
|
|
class Skin : public Deformer
|
|
{
|
|
public:
|
|
|
|
Skin(uint64_t id, const Element& element, const Document& doc, const std::string& name);
|
|
~Skin();
|
|
|
|
public:
|
|
|
|
float DeformAccuracy() const {
|
|
return accuracy;
|
|
}
|
|
|
|
|
|
const std::vector<const Cluster*>& Clusters() const {
|
|
return clusters;
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|
}
|
|
|
|
private:
|
|
|
|
float accuracy;
|
|
std::vector<const Cluster*> clusters;
|
|
};
|
|
|
|
|
|
|
|
/** 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;
|
|
|
|
// these, however, are always guaranteed to be valid
|
|
LazyObject& LazySourceObject() const;
|
|
LazyObject& LazyDestinationObject() 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;
|
|
}
|
|
|
|
bool Compare(const Connection* c) const {
|
|
return InsertionOrder() < c->InsertionOrder();
|
|
}
|
|
|
|
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<uint64_t, LazyObject*> ObjectMap;
|
|
typedef std::fbx_unordered_map<std::string, boost::shared_ptr<const PropertyTable> > PropertyTemplateMap;
|
|
|
|
|
|
typedef std::multimap<uint64_t, const Connection*> 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;
|
|
|
|
bool IsBinary() const {
|
|
return parser.IsBinary();
|
|
}
|
|
|
|
unsigned int FBXVersion() const {
|
|
return fbxVersion;
|
|
}
|
|
|
|
const std::string& Creator() const {
|
|
return creator;
|
|
}
|
|
|
|
// elements (in this order): Uear, Month, Day, Hour, Second, Millisecond
|
|
const unsigned int* CreationTimeStamp() const {
|
|
return creationTimeStamp;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// note: the implicit rule in all DOM classes is to always resolve
|
|
// from destination to source (since the FBX object hierarchy is,
|
|
// with very few exceptions, a DAG, this avoids cycles). In all
|
|
// cases that may involve back-facing edges in the object graph,
|
|
// use LazyObject::IsBeingConstructed() to check.
|
|
|
|
std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source) const;
|
|
std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest) const;
|
|
|
|
std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source, const char* classname) const;
|
|
std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest, const char* classname) const;
|
|
|
|
std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source,
|
|
const char* const* classnames, size_t count) const;
|
|
std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest,
|
|
const char* const* classnames,
|
|
size_t count) const;
|
|
|
|
const std::vector<const AnimationStack*>& AnimationStacks() const;
|
|
|
|
private:
|
|
|
|
std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, const ConnectionMap&) const;
|
|
std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, bool is_src,
|
|
const ConnectionMap&,
|
|
const char* const* classnames,
|
|
size_t count) const;
|
|
|
|
private:
|
|
|
|
void ReadHeader();
|
|
void ReadObjects();
|
|
void ReadPropertyTemplates();
|
|
void ReadConnections();
|
|
|
|
private:
|
|
|
|
const ImportSettings& settings;
|
|
|
|
ObjectMap objects;
|
|
const Parser& parser;
|
|
|
|
PropertyTemplateMap templates;
|
|
ConnectionMap src_connections;
|
|
ConnectionMap dest_connections;
|
|
|
|
unsigned int fbxVersion;
|
|
std::string creator;
|
|
unsigned int creationTimeStamp[7];
|
|
|
|
std::vector<uint64_t> animationStacks;
|
|
mutable std::vector<const AnimationStack*> animationStacksResolved;
|
|
};
|
|
|
|
}
|
|
}
|
|
|
|
#endif
|