a627cdafc5
Happy new year to the wonderful Godot community!
180 lines
6.7 KiB
C++
180 lines
6.7 KiB
C++
/*************************************************************************/
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/* FBXModel.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 FBXModel.cpp
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* @brief Assimp::FBX::Model implementation
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*/
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#include "FBXDocument.h"
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#include "FBXDocumentUtil.h"
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#include "FBXMeshGeometry.h"
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#include "FBXParser.h"
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namespace FBXDocParser {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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Model::Model(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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Object(id, element, name), shading("Y") {
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const ScopePtr sc = GetRequiredScope(element);
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const ElementPtr Shading = sc->GetElement("Shading");
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const ElementPtr Culling = sc->GetElement("Culling");
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if (Shading) {
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shading = GetRequiredToken(Shading, 0)->StringContents();
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}
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if (Culling) {
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culling = ParseTokenAsString(GetRequiredToken(Culling, 0));
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}
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props = GetPropertyTable(doc, "Model.FbxNode", element, sc);
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ResolveLinks(element, doc);
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}
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// ------------------------------------------------------------------------------------------------
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Model::~Model() {
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if (props != nullptr) {
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delete props;
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props = nullptr;
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}
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}
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ModelLimbNode::ModelLimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
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Model(id, element, doc, name){
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};
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ModelLimbNode::~ModelLimbNode() {
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}
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// ------------------------------------------------------------------------------------------------
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void Model::ResolveLinks(const ElementPtr element, const Document &doc) {
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const char *const arr[] = { "Geometry", "Material", "NodeAttribute" };
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// resolve material
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), arr, 3);
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materials.reserve(conns.size());
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geometry.reserve(conns.size());
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attributes.reserve(conns.size());
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for (const Connection *con : conns) {
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// material and geometry links should be Object-Object connections
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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 incoming Model link, ignoring",&element);
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continue;
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}
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const Material *const mat = dynamic_cast<const Material *>(ob);
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if (mat) {
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materials.push_back(mat);
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continue;
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}
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const Geometry *const geo = dynamic_cast<const Geometry *>(ob);
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if (geo) {
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geometry.push_back(geo);
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continue;
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}
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const NodeAttribute *const att = dynamic_cast<const NodeAttribute *>(ob);
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if (att) {
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attributes.push_back(att);
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continue;
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}
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DOMWarning("source object for model link is neither Material, NodeAttribute nor Geometry, ignoring", element);
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continue;
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}
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}
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// ------------------------------------------------------------------------------------------------
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bool Model::IsNull() const {
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const std::vector<const NodeAttribute *> &attrs = GetAttributes();
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for (const NodeAttribute *att : attrs) {
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const Null *null_tag = dynamic_cast<const Null *>(att);
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if (null_tag) {
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return true;
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}
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}
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return false;
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}
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} // namespace FBXDocParser
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