godot/modules/fbx/fbx_parser/FBXProperties.h
Gordon MacPherson 061b77e5e6 This stops using FBXPropertyTable as a pointer.
The base object will inherit the property table, for every FBX object, if it doesn't exist it will be ignored.

The previous code was dangerous and not simple to understand, this makes the code simpler and should result in no leaks with PropertyTable.

Features/Fixes:

Adds ability for multiple millions of polygons to be loaded.
Fixes memory leaks with tokens
Fixes memory leaks with property table
Fixes loading some corrupt files
Fixes meshes not having a unique name to the mesh node.
Opens up loading for two more versions: 7100 and 7200, up to 2020.
Preliminary support for Cinema4D files in parser now, before this was not possible it would cause memory corruption, which is gone now.

FBXProperties not being pointers presented simpler challenges in the long run also, fixed a bunch of bugs.
2021-04-15 05:54:50 +01:00

213 lines
6.8 KiB
C++

/*************************************************************************/
/* 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. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/*************************************************************************/
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
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
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following disclaimer.
* Redistributions in binary form must reproduce the above
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* 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 <map>
#include <memory>
#include <string>
#include <vector>
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 <typename T>
const T *As() const {
return dynamic_cast<const T *>(this);
}
};
template <typename T>
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<std::string, PropertyPtr> DirectPropertyMap;
typedef std::map<std::string, PropertyPtr> PropertyMap;
typedef std::map<std::string, ElementPtr> 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 ElementPtr element);
virtual ~PropertyTable();
PropertyPtr Get(const std::string &name) const;
void Setup(ElementPtr ptr);
// PropertyTable's need not be coupled with FBX elements so this can be NULL
ElementPtr GetElement() {
return element;
}
PropertyMap &GetProperties() {
return props;
}
const LazyPropertyMap &GetLazyProperties() {
return lazyProps;
}
DirectPropertyMap GetUnparsedProperties() const;
private:
LazyPropertyMap lazyProps;
mutable PropertyMap props;
ElementPtr element = nullptr;
};
// ------------------------------------------------------------------------------------------------
template <typename T>
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<T> *const tprop = prop->As<TypedProperty<T>>();
if (nullptr == tprop) {
return defaultValue;
}
return tprop->Value();
}
// ------------------------------------------------------------------------------------------------
template <typename T>
inline T PropertyGet(const PropertyTable *in, const std::string &name, bool &result, bool useTemplate = false) {
PropertyPtr prop = in->Get(name);
if (nullptr == prop) {
if (nullptr == in) {
result = false;
return T();
}
prop = in->Get(name);
if (nullptr == prop) {
result = false;
return T();
}
}
// strong typing, no need to be lenient
const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
if (nullptr == tprop) {
result = false;
return T();
}
result = true;
return tprop->Value();
}
} // namespace FBXDocParser
#endif // FBX_PROPERTIES_H