462 lines
11 KiB
C++
462 lines
11 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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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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/** 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();
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template <typename T>
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T* Get() {
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const Object* const ob = Get();
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return ob ? dynamic_cast<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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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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};
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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 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);
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~Geometry();
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};
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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 ImportSettings& settings);
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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 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 std::vector<unsigned int>& GetMaterialIndices() const {
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return materials;
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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(std::vector<unsigned int>& 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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std::vector<unsigned int> materials;
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std::vector<aiVector3D> vertices;
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std::vector<unsigned int> faces;
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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::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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/** Represents a link between two FBX objects. */
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class Connection
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{
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public:
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Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string& prop, const Document& doc);
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~Connection();
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// note: a connection ensures that the source and dest objects exist, but
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// not that they have DOM representations, so the return value of one of
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// these functions can still be NULL.
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const Object* SourceObject() const;
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const Object* DestinationObject() const;
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// return the name of the property the connection is attached to.
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// this is an empty string for object to object (OO) connections.
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const std::string& PropertyName() const {
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return prop;
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}
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uint64_t InsertionOrder() const {
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return insertionOrder;
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}
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int CompareTo(const Connection* c) const {
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// note: can't subtract because this would overflow uint64_t
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if(InsertionOrder() > c->InsertionOrder()) {
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return 1;
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}
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else if(InsertionOrder() < c->InsertionOrder()) {
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return -1;
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}
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return 0;
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}
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public:
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uint64_t insertionOrder;
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const std::string& prop;
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uint64_t src, dest;
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const Document& doc;
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};
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// XXX again, unique_ptr would be useful. shared_ptr is too
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// bloated since the objects have a well-defined single owner
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// during their entire lifetime (Document). FBX files have
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// up to many thousands of objects (most of which we never use),
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// so the memory overhead for them should be kept at a minimum.
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typedef std::map<uint64_t, LazyObject*> ObjectMap;
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typedef std::fbx_unordered_map<std::string, boost::shared_ptr<const PropertyTable> > PropertyTemplateMap;
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typedef std::multimap<uint64_t, const Connection*> ConnectionMap;
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/** DOM root for a FBX file */
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class Document
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{
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public:
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Document(const Parser& parser, const ImportSettings& settings);
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~Document();
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public:
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LazyObject* GetObject(uint64_t id) const;
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const PropertyTemplateMap& Templates() const {
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return templates;
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}
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const ObjectMap& Objects() const {
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return objects;
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}
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const ImportSettings& Settings() const {
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return settings;
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}
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const ConnectionMap& ConnectionsBySource() const {
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return src_connections;
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}
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const ConnectionMap& ConnectionsByDestination() const {
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return dest_connections;
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}
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std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source) const;
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std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest) const;
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private:
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void ReadObjects();
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void ReadPropertyTemplates();
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void ReadConnections();
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private:
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const ImportSettings& settings;
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ObjectMap objects;
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const Parser& parser;
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PropertyTemplateMap templates;
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ConnectionMap src_connections;
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ConnectionMap dest_connections;
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};
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}
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}
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#endif
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