185 lines
7.9 KiB
C++
185 lines
7.9 KiB
C++
/*************************************************************************/
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/* FBXNodeAttribute.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, 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 FBXNoteAttribute.cpp
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* @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
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*/
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#include "FBXDocument.h"
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#include "FBXDocumentUtil.h"
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#include "FBXParser.h"
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#include <iostream>
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namespace FBXDocParser {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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NodeAttribute::NodeAttribute(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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Object(id, element, name), props() {
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const ScopePtr sc = GetRequiredScope(element);
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const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
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// hack on the deriving type but Null/LimbNode attributes are the only case in which
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// the property table is by design absent and no warning should be generated
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// for it.
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const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
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props = GetPropertyTable(doc, "NodeAttribute.Fbx" + classname, element, sc, is_null_or_limb);
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}
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// ------------------------------------------------------------------------------------------------
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NodeAttribute::~NodeAttribute() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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CameraSwitcher::CameraSwitcher(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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NodeAttribute(id, element, doc, name) {
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const ScopePtr sc = GetRequiredScope(element);
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const ElementPtr CameraId = sc->GetElement("CameraId");
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const ElementPtr CameraName = sc->GetElement("CameraName");
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const ElementPtr CameraIndexName = sc->GetElement("CameraIndexName");
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if (CameraId) {
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cameraId = ParseTokenAsInt(GetRequiredToken(CameraId, 0));
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}
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if (CameraName) {
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cameraName = GetRequiredToken(CameraName, 0)->StringContents();
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}
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if (CameraIndexName && CameraIndexName->Tokens().size()) {
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cameraIndexName = GetRequiredToken(CameraIndexName, 0)->StringContents();
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}
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}
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// ------------------------------------------------------------------------------------------------
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CameraSwitcher::~CameraSwitcher() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Camera::Camera(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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NodeAttribute(id, element, doc, name) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Camera::~Camera() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Light::Light(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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NodeAttribute(id, element, doc, name) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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Light::~Light() {
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}
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// ------------------------------------------------------------------------------------------------
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Null::Null(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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NodeAttribute(id, element, doc, name) {
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}
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// ------------------------------------------------------------------------------------------------
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Null::~Null() {
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}
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// ------------------------------------------------------------------------------------------------
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LimbNode::LimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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NodeAttribute(id, element, doc, name) {
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//std::cout << "limb node: " << name << std::endl;
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//const Scope &sc = GetRequiredScope(element);
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//const ElementPtr const TypeFlag = sc["TypeFlags"];
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// keep this it can dump new properties for you
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// for( auto element : sc.Elements())
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// {
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// std::cout << "limbnode element: " << element.first << std::endl;
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// }
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// if(TypeFlag)
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// {
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// // std::cout << "type flag: " << GetRequiredToken(*TypeFlag, 0).StringContents() << std::endl;
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// }
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}
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// ------------------------------------------------------------------------------------------------
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LimbNode::~LimbNode() {
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}
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} // namespace FBXDocParser
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