132 lines
3.6 KiB
C++
132 lines
3.6 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.cpp
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* @brief Implementation of the FBX DOM classes
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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 "FBXConverter.h"
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#include "FBXDocument.h"
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#include "FBXUtil.h"
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namespace Assimp {
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namespace FBX {
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namespace {
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/** Dummy class to encapsulate the conversion process */
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class Converter
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{
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public:
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Converter(aiScene* out, const Document& doc)
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: out(out)
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, doc(doc)
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{
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ConvertRootNode();
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TransferDataToScene();
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}
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~Converter()
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{
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std::for_each(meshes.begin(),meshes.end(),Util::delete_fun<aiMesh>());
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}
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private:
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// ------------------------------------------------------------------------------------------------
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// find scene root and trigger recursive scene conversion
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void ConvertRootNode()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// MeshGeometry -> aiMesh
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void ConvertMesh(const MeshGeometry& mesh)
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{
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}
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// ------------------------------------------------------------------------------------------------
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// copy generated meshes, animations, lights, cameras and textures to the output scene
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void TransferDataToScene()
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{
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ai_assert(!out->mMeshes && !out->mNumMeshes);
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// note: the trailing () ensures initialization with NULL - not
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// many C++ users seem to know this, so pointing it out to avoid
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// confusion why this code works.
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out->mMeshes = new aiMesh*[meshes.size()]();
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out->mNumMeshes = static_cast<unsigned int>(meshes.size());
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std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes);
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}
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private:
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std::vector<aiMesh*> meshes;
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aiScene* const out;
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const FBX::Document& doc;
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};
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} // !anon
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// ------------------------------------------------------------------------------------------------
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void ConvertToAssimpScene(aiScene* out, const Document& doc)
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{
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Converter converter(out,doc);
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}
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} // !FBX
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} // !Assimp
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#endif
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