godot/modules/fbx/fbx_parser/FBXProperties.cpp
Gordon 866c8de0ac Revert partial "FBX add roughness mappings and fixes general some material bugs"
This reverts partial commit b624e13681.

This resolves a bug with pivots and skinning breaking with this change.
2020-11-09 18:03:06 +00:00

239 lines
9.1 KiB
C++

/*************************************************************************/
/* FBXProperties.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/*
Open Asset Import Library (assimp)
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All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
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derived from this software without specific prior
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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*/
/** @file FBXProperties.cpp
* @brief Implementation of the FBX dynamic properties system
*/
#include "FBXProperties.h"
#include "FBXDocumentUtil.h"
#include "FBXParser.h"
#include "FBXTokenizer.h"
namespace FBXDocParser {
using namespace Util;
// ------------------------------------------------------------------------------------------------
Property::Property() {
}
// ------------------------------------------------------------------------------------------------
Property::~Property() {
}
namespace {
// ------------------------------------------------------------------------------------------------
// read a typed property out of a FBX element. The return value is NULL if the property cannot be read.
PropertyPtr ReadTypedProperty(const ElementPtr element) {
//ai_assert(element.KeyToken().StringContents() == "P");
const TokenList &tok = element->Tokens();
//ai_assert(tok.size() >= 5);
const std::string &s = ParseTokenAsString(tok[1]);
const char *const cs = s.c_str();
if (!strcmp(cs, "KString")) {
return new TypedProperty<std::string>(ParseTokenAsString(tok[4]));
} else if (!strcmp(cs, "bool") || !strcmp(cs, "Bool")) {
return new TypedProperty<bool>(ParseTokenAsInt(tok[4]) != 0);
} else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum")) {
return new TypedProperty<int>(ParseTokenAsInt(tok[4]));
} else if (!strcmp(cs, "ULongLong")) {
return new TypedProperty<uint64_t>(ParseTokenAsID(tok[4]));
} else if (!strcmp(cs, "KTime")) {
return new TypedProperty<int64_t>(ParseTokenAsInt64(tok[4]));
} else if (!strcmp(cs, "Vector3D") ||
!strcmp(cs, "ColorRGB") ||
!strcmp(cs, "Vector") ||
!strcmp(cs, "Color") ||
!strcmp(cs, "Lcl Translation") ||
!strcmp(cs, "Lcl Rotation") ||
!strcmp(cs, "Lcl Scaling")) {
return new TypedProperty<Vector3>(Vector3(
ParseTokenAsFloat(tok[4]),
ParseTokenAsFloat(tok[5]),
ParseTokenAsFloat(tok[6])));
} else if (!strcmp(cs, "double") || !strcmp(cs, "Number") || !strcmp(cs, "Float") || !strcmp(cs, "float") || !strcmp(cs, "FieldOfView") || !strcmp(cs, "UnitScaleFactor")) {
return new TypedProperty<float>(ParseTokenAsFloat(tok[4]));
}
return nullptr;
}
// ------------------------------------------------------------------------------------------------
// peek into an element and check if it contains a FBX property, if so return its name.
std::string PeekPropertyName(const Element &element) {
//ai_assert(element.KeyToken().StringContents() == "P");
const TokenList &tok = element.Tokens();
if (tok.size() < 4) {
return "";
}
return ParseTokenAsString(tok[0]);
}
} // namespace
// ------------------------------------------------------------------------------------------------
PropertyTable::PropertyTable() :
templateProps(), element() {
}
// ------------------------------------------------------------------------------------------------
PropertyTable::PropertyTable(const ElementPtr element, const PropertyTable *templateProps) :
templateProps(templateProps), element(element) {
const ScopePtr scope = GetRequiredScope(element);
ERR_FAIL_COND(!scope);
for (const ElementMap::value_type &v : scope->Elements()) {
if (v.first != "P") {
DOMWarning("expected only P elements in property table", v.second);
continue;
}
const std::string &name = PeekPropertyName(*v.second);
if (!name.length()) {
DOMWarning("could not read property name", v.second);
continue;
}
LazyPropertyMap::const_iterator it = lazyProps.find(name);
if (it != lazyProps.end()) {
DOMWarning("duplicate property name, will hide previous value: " + name, v.second);
continue;
}
// since the above checks for duplicates we can be sure to insert the only match here.
lazyProps[name] = v.second;
}
}
// ------------------------------------------------------------------------------------------------
PropertyTable::~PropertyTable() {
for (PropertyMap::value_type &v : props) {
delete v.second;
}
}
// ------------------------------------------------------------------------------------------------
PropertyPtr PropertyTable::Get(const std::string &name) const {
PropertyMap::const_iterator it = props.find(name);
if (it == props.end()) {
// hasn't been parsed yet?
LazyPropertyMap::const_iterator lit = lazyProps.find(name);
if (lit != lazyProps.end()) {
props[name] = ReadTypedProperty(lit->second);
it = props.find(name);
//ai_assert(it != props.end());
}
if (it == props.end()) {
// check property template
if (templateProps) {
return templateProps->Get(name);
}
return nullptr;
}
}
return (*it).second;
}
DirectPropertyMap PropertyTable::GetUnparsedProperties() const {
DirectPropertyMap result;
// Loop through all the lazy properties (which is all the properties)
for (const LazyPropertyMap::value_type &element : lazyProps) {
// Skip parsed properties
if (props.end() != props.find(element.first)) continue;
// Read the element's value.
// Wrap the naked pointer (since the call site is required to acquire ownership)
// std::unique_ptr from C++11 would be preferred both as a wrapper and a return value.
Property *prop = ReadTypedProperty(element.second);
// Element could not be read. Skip it.
if (!prop) continue;
// Add to result
result[element.first] = prop;
}
return result;
}
} // namespace FBXDocParser