assimp/code/FBXAnimation.cpp

260 lines
7.9 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file FBXAnimation.cpp
* @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
* Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
#include "FBXParser.h"
#include "FBXDocument.h"
#include "FBXImporter.h"
#include "FBXImportSettings.h"
#include "FBXDocumentUtil.h"
#include "FBXProperties.h"
namespace Assimp {
namespace FBX {
using namespace Util;
// ------------------------------------------------------------------------------------------------
AnimationCurve::AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
{
const Scope& sc = GetRequiredScope(element);
const Element& KeyTime = GetRequiredElement(sc,"KeyTime");
const Element& KeyValueFloat = GetRequiredElement(sc,"KeyValueFloat");
ReadVectorDataArray(keys, KeyTime);
ReadVectorDataArray(values, KeyValueFloat);
if(keys.size() != values.size()) {
DOMError("the number of key times does not match the number of keyframe values",&KeyTime);
}
// check if the key times are well-ordered
if(!std::equal(keys.begin(), keys.end() - 1, keys.begin() + 1, std::less<KeyTimeList::value_type>())) {
DOMError("the keyframes are not in ascending order",&KeyTime);
}
const Element* KeyAttrDataFloat = sc["KeyAttrDataFloat"];
if(KeyAttrDataFloat) {
ReadVectorDataArray(attributes, *KeyAttrDataFloat);
}
const Element* KeyAttrFlags = sc["KeyAttrFlags"];
if(KeyAttrFlags) {
ReadVectorDataArray(flags, *KeyAttrFlags);
}
}
// ------------------------------------------------------------------------------------------------
AnimationCurve::~AnimationCurve()
{
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
, target()
{
const Scope& sc = GetRequiredScope(element);
props = GetPropertyTable(doc,"AnimationCurveNode.FbxAnimCurveNode",element,sc);
{
// resolve attached animation curves
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurve");
BOOST_FOREACH(const Connection* con, conns) {
// link should go for a property
if (!con->PropertyName().length()) {
continue;
}
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for AnimationCurve->AnimationCurveNode link, ignoring",&element);
continue;
}
const AnimationCurve* const anim = dynamic_cast<const AnimationCurve*>(ob);
if(!anim) {
DOMWarning("source object for ->AnimationCurveNode link is not an AnimationCurve",&element);
continue;
}
curves[con->PropertyName()] = anim;
}
}{
// find target node
const char* whitelist[] = {"Model","NodeAttribute"};
const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID(),whitelist,2);
BOOST_FOREACH(const Connection* con, conns) {
// link should go for a property
if (!con->PropertyName().length()) {
continue;
}
const Object* const ob = con->DestinationObject();
if(!ob) {
DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring",&element);
continue;
}
ai_assert(dynamic_cast<const Model*>(ob) || dynamic_cast<const NodeAttribute*>(ob));
target = ob;
if(!target) {
continue;
}
prop = con->PropertyName();
break;
}
}
if(!target) {
DOMError("failed to resolve target Model/NodeAttribute for AnimationCurveNode",&element);
}
}
// ------------------------------------------------------------------------------------------------
AnimationCurveNode::~AnimationCurveNode()
{
}
// ------------------------------------------------------------------------------------------------
AnimationLayer::AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
{
const Scope& sc = GetRequiredScope(element);
props = GetPropertyTable(doc,"AnimationLayer.FbxAnimLayer",element,sc);
// resolve attached animation nodes
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurveNode");
nodes.reserve(conns.size());
BOOST_FOREACH(const Connection* con, conns) {
// link should not go to a property
if (con->PropertyName().length()) {
continue;
}
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring",&element);
continue;
}
const AnimationCurveNode* const anim = dynamic_cast<const AnimationCurveNode*>(ob);
if(!anim) {
DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode",&element);
continue;
}
nodes.push_back(anim);
}
}
// ------------------------------------------------------------------------------------------------
AnimationLayer::~AnimationLayer()
{
}
// ------------------------------------------------------------------------------------------------
AnimationStack::AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc)
: Object(id, element, name)
{
const Scope& sc = GetRequiredScope(element);
props = GetPropertyTable(doc,"AnimationStack.FbxAnimStack",element,sc);
// resolve attached animation layers
const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationLayer");
layers.reserve(conns.size());
BOOST_FOREACH(const Connection* con, conns) {
// link should not go to a property
if (con->PropertyName().length()) {
continue;
}
const Object* const ob = con->SourceObject();
if(!ob) {
DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring",&element);
continue;
}
const AnimationLayer* const anim = dynamic_cast<const AnimationLayer*>(ob);
if(!anim) {
DOMWarning("source object for ->AnimationStack link is not an AnimationLayer",&element);
continue;
}
layers.push_back(anim);
}
}
// ------------------------------------------------------------------------------------------------
AnimationStack::~AnimationStack()
{
}
} //!FBX
} //!Assimp
#endif