fe52458154
Happy new year to the wonderful Godot community!
271 lines
9.5 KiB
C++
271 lines
9.5 KiB
C++
/*************************************************************************/
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/* FBXParser.h */
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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 FBXParser.h
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* @brief FBX parsing code
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*/
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#ifndef FBX_PARSER_H
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#define FBX_PARSER_H
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#include <stdint.h>
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#include <map>
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#include <memory>
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#include "core/math/color.h"
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#include "core/math/transform_3d.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "FBXTokenizer.h"
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namespace FBXDocParser {
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class Scope;
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class Parser;
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class Element;
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typedef Element *ElementPtr;
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typedef Scope *ScopePtr;
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typedef std::vector<ScopePtr> ScopeList;
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typedef std::multimap<std::string, ElementPtr> ElementMap;
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typedef std::pair<ElementMap::const_iterator, ElementMap::const_iterator> ElementCollection;
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#define new_Scope new Scope
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#define new_Element new Element
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/** FBX data entity that consists of a key:value tuple.
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*
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* Example:
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* @verbatim
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* AnimationCurve: 23, "AnimCurve::", "" {
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* [..]
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* }
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* @endverbatim
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*
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* As can be seen in this sample, elements can contain nested #Scope
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* as their trailing member. **/
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class Element {
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public:
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Element(TokenPtr key_token, Parser &parser);
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~Element();
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ScopePtr Compound() const {
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return compound;
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}
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TokenPtr KeyToken() const {
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return key_token;
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}
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const TokenList &Tokens() const {
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return tokens;
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}
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private:
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TokenList tokens;
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ScopePtr compound = nullptr;
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std::vector<ScopePtr> compound_scope;
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TokenPtr key_token = nullptr;
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};
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/** FBX data entity that consists of a 'scope', a collection
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* of not necessarily unique #Element instances.
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*
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* Example:
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* @verbatim
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* GlobalSettings: {
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* Version: 1000
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* Properties70:
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* [...]
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* }
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* @endverbatim */
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class Scope {
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public:
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Scope(Parser &parser, bool topLevel = false);
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~Scope();
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ElementPtr GetElement(const std::string &index) const {
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ElementMap::const_iterator it = elements.find(index);
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return it == elements.end() ? nullptr : (*it).second;
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}
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ElementPtr FindElementCaseInsensitive(const std::string &elementName) const {
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for (FBXDocParser::ElementMap::const_iterator element = elements.begin(); element != elements.end(); ++element) {
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if (element->first.compare(elementName)) {
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return element->second;
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}
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}
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// nothing to reference / expired.
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return nullptr;
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}
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ElementCollection GetCollection(const std::string &index) const {
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return elements.equal_range(index);
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}
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const ElementMap &Elements() const {
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return elements;
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}
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private:
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ElementMap elements;
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};
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/** FBX parsing class, takes a list of input tokens and generates a hierarchy
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* of nested #Scope instances, representing the fbx DOM.*/
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class Parser {
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public:
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/** Parse given a token list. Does not take ownership of the tokens -
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* the objects must persist during the entire parser lifetime */
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Parser(const TokenList &tokens, bool is_binary);
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~Parser();
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ScopePtr GetRootScope() const {
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return root;
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}
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bool IsBinary() const {
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return is_binary;
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}
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bool IsCorrupt() const {
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return corrupt;
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}
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private:
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friend class Scope;
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friend class Element;
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TokenPtr AdvanceToNextToken();
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TokenPtr LastToken() const;
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TokenPtr CurrentToken() const;
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private:
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bool corrupt = false;
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ScopeList scopes;
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const TokenList &tokens;
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TokenPtr last = nullptr, current = nullptr;
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TokenList::const_iterator cursor;
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ScopePtr root = nullptr;
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const bool is_binary;
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};
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/* token parsing - this happens when building the DOM out of the parse-tree*/
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uint64_t ParseTokenAsID(const TokenPtr t, const char *&err_out);
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size_t ParseTokenAsDim(const TokenPtr t, const char *&err_out);
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float ParseTokenAsFloat(const TokenPtr t, const char *&err_out);
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int ParseTokenAsInt(const TokenPtr t, const char *&err_out);
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int64_t ParseTokenAsInt64(const TokenPtr t, const char *&err_out);
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std::string ParseTokenAsString(const TokenPtr t, const char *&err_out);
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/* wrapper around ParseTokenAsXXX() with DOMError handling */
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uint64_t ParseTokenAsID(const TokenPtr t);
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size_t ParseTokenAsDim(const TokenPtr t);
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float ParseTokenAsFloat(const TokenPtr t);
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int ParseTokenAsInt(const TokenPtr t);
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int64_t ParseTokenAsInt64(const TokenPtr t);
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std::string ParseTokenAsString(const TokenPtr t);
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/* read data arrays */
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void ParseVectorDataArray(std::vector<Vector3> &out, const ElementPtr el);
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void ParseVectorDataArray(std::vector<Color> &out, const ElementPtr el);
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void ParseVectorDataArray(std::vector<Vector2> &out, const ElementPtr el);
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void ParseVectorDataArray(std::vector<int> &out, const ElementPtr el);
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void ParseVectorDataArray(std::vector<float> &out, const ElementPtr el);
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void ParseVectorDataArray(std::vector<float> &out, const ElementPtr el);
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void ParseVectorDataArray(std::vector<unsigned int> &out, const ElementPtr el);
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void ParseVectorDataArray(std::vector<uint64_t> &out, const ElementPtr ep);
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void ParseVectorDataArray(std::vector<int64_t> &out, const ElementPtr el);
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bool HasElement(const ScopePtr sc, const std::string &index);
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// extract a required element from a scope, abort if the element cannot be found
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ElementPtr GetRequiredElement(const ScopePtr sc, const std::string &index, const ElementPtr element = nullptr);
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ScopePtr GetRequiredScope(const ElementPtr el); // New in 2020. (less likely to destroy application)
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ScopePtr GetOptionalScope(const ElementPtr el); // New in 2021. (even LESS likely to destroy application now)
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ElementPtr GetOptionalElement(const ScopePtr sc, const std::string &index, const ElementPtr element = nullptr);
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// extract required compound scope
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ScopePtr GetRequiredScope(const ElementPtr el);
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// get token at a particular index
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TokenPtr GetRequiredToken(const ElementPtr el, unsigned int index);
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// ------------------------------------------------------------------------------------------------
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// read a 4x4 matrix from an array of 16 floats
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Transform3D ReadMatrix(const ElementPtr element);
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} // namespace FBXDocParser
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#endif // FBX_PARSER_H
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