259 lines
8.8 KiB
C++
259 lines
8.8 KiB
C++
/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2018, 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 FBXExportNode.h
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* Declares the FBX::Node helper class for fbx export.
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*/
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#ifndef AI_FBXEXPORTNODE_H_INC
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#define AI_FBXEXPORTNODE_H_INC
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#ifndef ASSIMP_BUILD_NO_FBX_EXPORTER
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#include "FBXExportProperty.h"
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <string>
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#include <vector>
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namespace FBX {
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class Node;
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}
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class FBX::Node
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{
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public: // public data members
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// TODO: accessors
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std::string name; // node name
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std::vector<FBX::Property> properties; // node properties
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std::vector<FBX::Node> children; // child nodes
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// some nodes always pretend they have children...
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bool force_has_children = false;
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public: // constructors
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Node() = default;
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Node(const std::string& n) : name(n) {}
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// convenience template to construct with properties directly
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template <typename... More>
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Node(const std::string& n, const More... more)
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: name(n)
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{ AddProperties(more...); }
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public: // functions to add properties or children
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// add a single property to the node
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template <typename T>
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void AddProperty(T value) {
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properties.emplace_back(value);
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}
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// convenience function to add multiple properties at once
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template <typename T, typename... More>
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void AddProperties(T value, More... more) {
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properties.emplace_back(value);
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AddProperties(more...);
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}
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void AddProperties() {}
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// add a child node directly
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void AddChild(const Node& node) { children.push_back(node); }
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// convenience function to add a child node with a single property
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template <typename... More>
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void AddChild(
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const std::string& name,
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More... more
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) {
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FBX::Node c(name);
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c.AddProperties(more...);
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children.push_back(c);
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}
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public: // support specifically for dealing with Properties70 nodes
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// it really is simpler to make these all separate functions.
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// the versions with 'A' suffixes are for animatable properties.
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// those often follow a completely different format internally in FBX.
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void AddP70int(const std::string& name, int32_t value);
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void AddP70bool(const std::string& name, bool value);
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void AddP70double(const std::string& name, double value);
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void AddP70numberA(const std::string& name, double value);
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void AddP70color(const std::string& name, double r, double g, double b);
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void AddP70colorA(const std::string& name, double r, double g, double b);
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void AddP70vector(const std::string& name, double x, double y, double z);
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void AddP70vectorA(const std::string& name, double x, double y, double z);
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void AddP70string(const std::string& name, const std::string& value);
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void AddP70enum(const std::string& name, int32_t value);
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void AddP70time(const std::string& name, int64_t value);
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// template for custom P70 nodes.
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// anything that doesn't fit in the above can be created manually.
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template <typename... More>
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void AddP70(
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const std::string& name,
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const std::string& type,
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const std::string& type2,
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const std::string& flags,
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More... more
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) {
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Node n("P");
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n.AddProperties(name, type, type2, flags, more...);
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AddChild(n);
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}
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public: // member functions for writing data to a file or stream
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// write the full node to the given file or stream
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void Dump(
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std::shared_ptr<Assimp::IOStream> outfile,
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bool binary, int indent
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);
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void Dump(Assimp::StreamWriterLE &s, bool binary, int indent);
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// these other functions are for writing data piece by piece.
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// they must be used carefully.
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// for usage examples see FBXExporter.cpp.
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void Begin(Assimp::StreamWriterLE &s, bool binary, int indent);
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void DumpProperties(Assimp::StreamWriterLE& s, bool binary, int indent);
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void EndProperties(Assimp::StreamWriterLE &s, bool binary, int indent);
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void EndProperties(
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Assimp::StreamWriterLE &s, bool binary, int indent,
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size_t num_properties
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);
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void BeginChildren(Assimp::StreamWriterLE &s, bool binary, int indent);
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void DumpChildren(Assimp::StreamWriterLE& s, bool binary, int indent);
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void End(
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Assimp::StreamWriterLE &s, bool binary, int indent,
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bool has_children
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);
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private: // internal functions used for writing
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void DumpBinary(Assimp::StreamWriterLE &s);
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void DumpAscii(Assimp::StreamWriterLE &s, int indent);
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void DumpAscii(std::ostream &s, int indent);
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void BeginBinary(Assimp::StreamWriterLE &s);
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void DumpPropertiesBinary(Assimp::StreamWriterLE& s);
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void EndPropertiesBinary(Assimp::StreamWriterLE &s);
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void EndPropertiesBinary(Assimp::StreamWriterLE &s, size_t num_properties);
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void DumpChildrenBinary(Assimp::StreamWriterLE& s);
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void EndBinary(Assimp::StreamWriterLE &s, bool has_children);
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void BeginAscii(std::ostream &s, int indent);
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void DumpPropertiesAscii(std::ostream &s, int indent);
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void BeginChildrenAscii(std::ostream &s, int indent);
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void DumpChildrenAscii(std::ostream &s, int indent);
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void EndAscii(std::ostream &s, int indent, bool has_children);
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private: // data used for binary dumps
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size_t start_pos; // starting position in stream
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size_t end_pos; // ending position in stream
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size_t property_start; // starting position of property section
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public: // static member functions
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// convenience function to create a node with a single property,
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// and write it to the stream.
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template <typename T>
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static void WritePropertyNode(
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const std::string& name,
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const T value,
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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) {
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FBX::Property p(value);
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FBX::Node node(name, p);
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node.Dump(s, binary, indent);
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}
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// convenience function to create and write a property node,
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// holding a single property which is an array of values.
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// does not copy the data, so is efficient for large arrays.
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static void WritePropertyNode(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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);
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// convenience function to create and write a property node,
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// holding a single property which is an array of values.
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// does not copy the data, so is efficient for large arrays.
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static void WritePropertyNode(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s,
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bool binary, int indent
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);
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private: // static helper functions
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static void WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s,
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int indent
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);
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static void WritePropertyNodeAscii(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s,
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int indent
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);
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static void WritePropertyNodeBinary(
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const std::string& name,
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const std::vector<double>& v,
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Assimp::StreamWriterLE& s
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);
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static void WritePropertyNodeBinary(
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const std::string& name,
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const std::vector<int32_t>& v,
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Assimp::StreamWriterLE& s
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);
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};
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#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
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#endif // AI_FBXEXPORTNODE_H_INC
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