260 lines
7.9 KiB
C++
260 lines
7.9 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 FBXAnimation.cpp
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* @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
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* Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXParser.h"
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#include "FBXDocument.h"
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#include "FBXImporter.h"
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#include "FBXImportSettings.h"
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#include "FBXDocumentUtil.h"
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#include "FBXProperties.h"
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namespace Assimp {
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namespace FBX {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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AnimationCurve::AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc)
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: Object(id, element, name)
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{
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const Scope& sc = GetRequiredScope(element);
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const Element& KeyTime = GetRequiredElement(sc,"KeyTime");
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const Element& KeyValueFloat = GetRequiredElement(sc,"KeyValueFloat");
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ReadVectorDataArray(keys, KeyTime);
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ReadVectorDataArray(values, KeyValueFloat);
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if(keys.size() != values.size()) {
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DOMError("the number of key times does not match the number of keyframe values",&KeyTime);
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}
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// check if the key times are well-ordered
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if(!std::equal(keys.begin(), keys.end() - 1, keys.begin() + 1, std::less<KeyTimeList::value_type>())) {
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DOMError("the keyframes are not in ascending order",&KeyTime);
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}
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const Element* KeyAttrDataFloat = sc["KeyAttrDataFloat"];
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if(KeyAttrDataFloat) {
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ReadVectorDataArray(attributes, *KeyAttrDataFloat);
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}
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const Element* KeyAttrFlags = sc["KeyAttrFlags"];
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if(KeyAttrFlags) {
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ReadVectorDataArray(flags, *KeyAttrFlags);
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}
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurve::~AnimationCurve()
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{
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc)
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: Object(id, element, name)
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, target()
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{
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const Scope& sc = GetRequiredScope(element);
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props = GetPropertyTable(doc,"AnimationCurveNode.FbxAnimCurveNode",element,sc);
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{
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// resolve attached animation curves
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurve");
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BOOST_FOREACH(const Connection* con, conns) {
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// link should go for a property
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if (!con->PropertyName().length()) {
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continue;
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}
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const Object* const ob = con->SourceObject();
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if(!ob) {
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DOMWarning("failed to read source object for AnimationCurve->AnimationCurveNode link, ignoring",&element);
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continue;
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}
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const AnimationCurve* const anim = dynamic_cast<const AnimationCurve*>(ob);
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if(!anim) {
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DOMWarning("source object for ->AnimationCurveNode link is not an AnimationCurve",&element);
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continue;
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}
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curves[con->PropertyName()] = anim;
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}
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}{
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// find target node
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const char* whitelist[] = {"Model","NodeAttribute"};
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const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID(),whitelist,2);
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BOOST_FOREACH(const Connection* con, conns) {
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// link should go for a property
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if (!con->PropertyName().length()) {
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continue;
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}
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const Object* const ob = con->DestinationObject();
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if(!ob) {
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DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring",&element);
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continue;
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}
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ai_assert(dynamic_cast<const Model*>(ob) || dynamic_cast<const NodeAttribute*>(ob));
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target = ob;
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if(!target) {
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continue;
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}
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prop = con->PropertyName();
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break;
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}
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}
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if(!target) {
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DOMError("failed to resolve target Model/NodeAttribute for AnimationCurveNode",&element);
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}
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurveNode::~AnimationCurveNode()
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{
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}
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// ------------------------------------------------------------------------------------------------
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AnimationLayer::AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc)
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: Object(id, element, name)
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{
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const Scope& sc = GetRequiredScope(element);
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props = GetPropertyTable(doc,"AnimationLayer.FbxAnimLayer",element,sc);
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// resolve attached animation nodes
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurveNode");
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nodes.reserve(conns.size());
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BOOST_FOREACH(const Connection* con, conns) {
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// link should not go to a property
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if (con->PropertyName().length()) {
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continue;
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}
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const Object* const ob = con->SourceObject();
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if(!ob) {
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DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring",&element);
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continue;
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}
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const AnimationCurveNode* const anim = dynamic_cast<const AnimationCurveNode*>(ob);
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if(!anim) {
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DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode",&element);
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continue;
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}
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nodes.push_back(anim);
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}
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}
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// ------------------------------------------------------------------------------------------------
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AnimationLayer::~AnimationLayer()
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{
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}
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// ------------------------------------------------------------------------------------------------
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AnimationStack::AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc)
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: Object(id, element, name)
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{
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const Scope& sc = GetRequiredScope(element);
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props = GetPropertyTable(doc,"AnimationStack.FbxAnimStack",element,sc);
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// resolve attached animation layers
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationLayer");
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layers.reserve(conns.size());
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BOOST_FOREACH(const Connection* con, conns) {
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// link should not go to a property
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if (con->PropertyName().length()) {
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continue;
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}
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const Object* const ob = con->SourceObject();
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if(!ob) {
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DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring",&element);
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continue;
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}
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const AnimationLayer* const anim = dynamic_cast<const AnimationLayer*>(ob);
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if(!anim) {
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DOMWarning("source object for ->AnimationStack link is not an AnimationLayer",&element);
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continue;
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}
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layers.push_back(anim);
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}
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}
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// ------------------------------------------------------------------------------------------------
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AnimationStack::~AnimationStack()
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{
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}
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} //!FBX
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} //!Assimp
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#endif
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