349 lines
11 KiB
C++
349 lines
11 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 FBXMaterial.cpp
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* @brief Assimp::FBX::Material and Assimp::FBX::Texture implementation
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*/
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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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#include <assimp/ByteSwapper.h>
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#include <algorithm> // std::transform
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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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Material::Material(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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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* const ShadingModel = sc["ShadingModel"];
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const Element* const MultiLayer = sc["MultiLayer"];
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if(MultiLayer) {
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multilayer = !!ParseTokenAsInt(GetRequiredToken(*MultiLayer,0));
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}
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if(ShadingModel) {
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shading = ParseTokenAsString(GetRequiredToken(*ShadingModel,0));
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}
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else {
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DOMWarning("shading mode not specified, assuming phong",&element);
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shading = "phong";
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}
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std::string templateName;
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// lower-case shading because Blender (for example) writes "Phong"
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std::transform(shading.begin(), shading.end(), shading.begin(), ::tolower);
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if(shading == "phong") {
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templateName = "Material.FbxSurfacePhong";
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}
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else if(shading == "lambert") {
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templateName = "Material.FbxSurfaceLambert";
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}
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else {
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DOMWarning("shading mode not recognized: " + shading,&element);
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}
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props = GetPropertyTable(doc,templateName,element,sc);
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// resolve texture links
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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for(const Connection* con : conns) {
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// texture link to properties, not objects
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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 texture link, ignoring",&element);
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continue;
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}
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const Texture* const tex = dynamic_cast<const Texture*>(ob);
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if(!tex) {
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const LayeredTexture* const layeredTexture = dynamic_cast<const LayeredTexture*>(ob);
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if(!layeredTexture) {
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DOMWarning("source object for texture link is not a texture or layered texture, ignoring",&element);
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continue;
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}
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const std::string& prop = con->PropertyName();
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if (layeredTextures.find(prop) != layeredTextures.end()) {
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DOMWarning("duplicate layered texture link: " + prop,&element);
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}
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layeredTextures[prop] = layeredTexture;
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((LayeredTexture*)layeredTexture)->fillTexture(doc);
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}
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else
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{
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const std::string& prop = con->PropertyName();
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if (textures.find(prop) != textures.end()) {
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DOMWarning("duplicate texture link: " + prop,&element);
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}
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textures[prop] = tex;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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Material::~Material()
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{
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}
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// ------------------------------------------------------------------------------------------------
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Texture::Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: Object(id,element,name)
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, uvScaling(1.0f,1.0f)
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, media(0)
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{
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const Scope& sc = GetRequiredScope(element);
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const Element* const Type = sc["Type"];
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const Element* const FileName = sc["FileName"];
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const Element* const RelativeFilename = sc["RelativeFilename"];
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const Element* const ModelUVTranslation = sc["ModelUVTranslation"];
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const Element* const ModelUVScaling = sc["ModelUVScaling"];
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const Element* const Texture_Alpha_Source = sc["Texture_Alpha_Source"];
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const Element* const Cropping = sc["Cropping"];
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if(Type) {
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type = ParseTokenAsString(GetRequiredToken(*Type,0));
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}
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if(FileName) {
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fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
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}
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if(RelativeFilename) {
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relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
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}
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if(ModelUVTranslation) {
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uvTrans = aiVector2D(ParseTokenAsFloat(GetRequiredToken(*ModelUVTranslation,0)),
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ParseTokenAsFloat(GetRequiredToken(*ModelUVTranslation,1))
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);
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}
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if(ModelUVScaling) {
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uvScaling = aiVector2D(ParseTokenAsFloat(GetRequiredToken(*ModelUVScaling,0)),
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ParseTokenAsFloat(GetRequiredToken(*ModelUVScaling,1))
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);
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}
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if(Cropping) {
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crop[0] = ParseTokenAsInt(GetRequiredToken(*Cropping,0));
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crop[1] = ParseTokenAsInt(GetRequiredToken(*Cropping,1));
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crop[2] = ParseTokenAsInt(GetRequiredToken(*Cropping,2));
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crop[3] = ParseTokenAsInt(GetRequiredToken(*Cropping,3));
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}
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else {
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// vc8 doesn't support the crop() syntax in initialization lists
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// (and vc9 WARNS about the new (i.e. compliant) behaviour).
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crop[0] = crop[1] = crop[2] = crop[3] = 0;
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}
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if(Texture_Alpha_Source) {
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alphaSource = ParseTokenAsString(GetRequiredToken(*Texture_Alpha_Source,0));
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}
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props = GetPropertyTable(doc,"Texture.FbxFileTexture",element,sc);
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// resolve video links
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if(doc.Settings().readTextures) {
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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for(const Connection* con : conns) {
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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 texture link, ignoring",&element);
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continue;
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}
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const Video* const video = dynamic_cast<const Video*>(ob);
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if(video) {
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media = video;
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}
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}
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}
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}
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Texture::~Texture()
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{
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}
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LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Document& /*doc*/, const std::string& name)
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: Object(id,element,name)
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,blendMode(BlendMode_Modulate)
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,alpha(1)
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{
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const Scope& sc = GetRequiredScope(element);
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const Element* const BlendModes = sc["BlendModes"];
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const Element* const Alphas = sc["Alphas"];
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if(BlendModes!=0)
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{
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blendMode = (BlendMode)ParseTokenAsInt(GetRequiredToken(*BlendModes,0));
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}
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if(Alphas!=0)
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{
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alpha = ParseTokenAsFloat(GetRequiredToken(*Alphas,0));
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}
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}
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LayeredTexture::~LayeredTexture()
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{
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}
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void LayeredTexture::fillTexture(const Document& doc)
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{
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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for(size_t i = 0; i < conns.size();++i)
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{
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const Connection* con = conns.at(i);
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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 texture link, ignoring",&element);
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continue;
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}
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const Texture* const tex = dynamic_cast<const Texture*>(ob);
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textures.push_back(tex);
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}
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}
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// ------------------------------------------------------------------------------------------------
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Video::Video(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: Object(id,element,name)
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, contentLength(0)
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, content(0)
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{
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const Scope& sc = GetRequiredScope(element);
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const Element* const Type = sc["Type"];
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const Element* const FileName = sc.FindElementCaseInsensitive("FileName"); //some files retain the information as "Filename", others "FileName", who knows
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const Element* const RelativeFilename = sc["RelativeFilename"];
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const Element* const Content = sc["Content"];
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if(Type) {
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type = ParseTokenAsString(GetRequiredToken(*Type,0));
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}
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if(FileName) {
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fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
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}
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if(RelativeFilename) {
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relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
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}
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if(Content) {
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//this field is ommited when the embedded texture is already loaded, let's ignore if it's not found
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try {
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const Token& token = GetRequiredToken(*Content, 0);
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const char* data = token.begin();
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if (!token.IsBinary()) {
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DOMWarning("video content is not binary data, ignoring", &element);
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}
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else if (static_cast<size_t>(token.end() - data) < 5) {
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DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element);
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}
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else if (*data != 'R') {
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DOMWarning("video content is not raw binary data, ignoring", &element);
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}
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else {
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// read number of elements
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uint32_t len = 0;
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::memcpy(&len, data + 1, sizeof(len));
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AI_SWAP4(len);
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contentLength = len;
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content = new uint8_t[len];
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::memcpy(content, data + 5, len);
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}
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} catch (runtime_error runtimeError) {
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//we don't need the content data for contents that has already been loaded
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}
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}
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props = GetPropertyTable(doc,"Video.FbxVideo",element,sc);
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}
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Video::~Video()
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{
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if(content) {
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delete[] content;
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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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