/*************************************************************************/ /* FBXProperties.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. 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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 FBXProperties.h * @brief FBX dynamic properties */ #ifndef FBX_PROPERTIES_H #define FBX_PROPERTIES_H #include "FBXParser.h" #include #include #include #include namespace FBXDocParser { // Forward declarations class Element; /** Represents a dynamic property. Type info added by deriving classes, * see #TypedProperty. Example: @verbatim P: "ShininessExponent", "double", "Number", "",0.5 @endvebatim */ class Property { protected: Property(); public: virtual ~Property(); public: template const T *As() const { return dynamic_cast(this); } }; template class TypedProperty : public Property { public: explicit TypedProperty(const T &value) : value(value) { // empty } const T &Value() const { return value; } private: T value; }; #define new_Property new Property typedef Property *PropertyPtr; typedef std::map DirectPropertyMap; typedef std::map PropertyMap; typedef std::map LazyPropertyMap; /** * Represents a property table as can be found in the newer FBX files (Properties60, Properties70) */ class PropertyTable { public: // in-memory property table with no source element PropertyTable(); PropertyTable(const PropertyTable *templateProps); PropertyTable(const ElementPtr element, const PropertyTable *templateProps); ~PropertyTable(); PropertyPtr Get(const std::string &name) const; // PropertyTable's need not be coupled with FBX elements so this can be NULL ElementPtr GetElement() const { return element; } const PropertyMap &GetProperties() const { return props; } const LazyPropertyMap &GetLazyProperties() const { return lazyProps; } const PropertyTable *TemplateProps() const { return templateProps; } DirectPropertyMap GetUnparsedProperties() const; private: LazyPropertyMap lazyProps; mutable PropertyMap props; const PropertyTable *templateProps = nullptr; const ElementPtr element = nullptr; }; // ------------------------------------------------------------------------------------------------ template inline T PropertyGet(const PropertyTable *in, const std::string &name, const T &defaultValue) { PropertyPtr prop = in->Get(name); if (nullptr == prop) { return defaultValue; } // strong typing, no need to be lenient const TypedProperty *const tprop = prop->As >(); if (nullptr == tprop) { return defaultValue; } return tprop->Value(); } // ------------------------------------------------------------------------------------------------ template inline T PropertyGet(const PropertyTable *in, const std::string &name, bool &result, bool useTemplate = false) { PropertyPtr prop = in->Get(name); if (nullptr == prop) { if (!useTemplate) { result = false; return T(); } const PropertyTable *templ = in->TemplateProps(); if (nullptr == templ) { result = false; return T(); } prop = templ->Get(name); if (nullptr == prop) { result = false; return T(); } } // strong typing, no need to be lenient const TypedProperty *const tprop = prop->As >(); if (nullptr == tprop) { result = false; return T(); } result = true; return tprop->Value(); } } // namespace FBXDocParser #endif // FBX_PROPERTIES_H