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+/*
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+Open Asset Import Library (assimp)
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+----------------------------------------------------------------------
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+
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+Copyright (c) 2006-2012, assimp team
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+All rights reserved.
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+
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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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+
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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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+
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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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+
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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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+
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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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+*/
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+
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+/** @file FBXDocument.h
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+ * @brief FBX DOM
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+ */
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+#ifndef INCLUDED_AI_FBX_DOCUMENT_H
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+#define INCLUDED_AI_FBX_DOCUMENT_H
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+
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+#include <vector>
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+#include <map>
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+#include <string>
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+
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+namespace Assimp {
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+namespace FBX {
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+
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+ class Parser;
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+ class Object;
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+
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+
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+/** Represents a delay-parsed FBX objects. Many objects in the scene
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+ * are not needed by assimp, so it makes no sense to parse them
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+ * upfront. */
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+class LazyObject
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+{
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+public:
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+
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+ LazyObject(const Element& element);
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+ ~LazyObject();
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+
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+public:
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+
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+ const Object* Get();
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+
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+ template <typename T>
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+ T* Get() {
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+ const Object* const ob = Get();
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+ return ob ? dynamic_cast<T*>(ob) : NULL;
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+ }
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+
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+private:
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+
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+ const Element& element;
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+ boost::scoped_ptr<const Object> object;
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+};
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+
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+
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+
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+/** Base class for in-memory (DOM) representations of FBX objects */
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+class Object
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+{
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+public:
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+
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+ Object(const Element& element);
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+ ~Object();
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+
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+public:
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+
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+protected:
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+ const Element& element;
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+};
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+
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+
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+/** DOM base class for all kinds of FBX geometry */
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+class Geometry : public Object
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+{
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+public:
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+
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+ Geometry(const Element& element);
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+ ~Geometry();
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+};
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+
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+
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+/** DOM class for FBX geometry of type "Mesh"*/
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+class MeshGeometry : public Geometry
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+{
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+
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+public:
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+
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+ MeshGeometry(const Element& element);
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+ ~MeshGeometry();
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+
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+public:
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+
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+ /** Get a list of all vertex points, non-unique*/
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+ const std::vector<aiVector3D>& GetVertices() const {
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+ return vertices;
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+ }
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+
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+ /** Get a list of all vertex normals or an empty array if
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+ * no normals are specified. */
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+ const std::vector<aiVector3D>& GetNormals() const {
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+ return normals;
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+ }
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+
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+ /** Get a list of all vertex tangents or an empty array
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+ * if no tangents are specified */
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+ const std::vector<aiVector3D>& GetTangents() const {
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+ return tangents;
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+ }
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+
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+ /** Return list of faces - each entry denotes a face and specifies
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+ * how many vertices it has. Vertices are taken from the
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+ * vertex data arrays in sequential order. */
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+ const std::vector<unsigned int>& GetFaceIndexCounts() const {
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+ return faces;
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+ }
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+
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+ /** Get a UV coordinate slot, returns an empty array if
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+ * the requested slot does not exist. */
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+ const std::vector<aiVector3D>& GetTextureCoords(unsigned int index) const {
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+ static const std::vector<aiVector3D> empty;
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+ return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : uvs[index];
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+ }
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+
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+ /** Get a vertex color coordinate slot, returns an empty array if
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+ * the requested slot does not exist. */
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+ const std::vector<aiColor4D>& GetVertexColors(unsigned int index) const {
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+ static const std::vector<aiColor4D> empty;
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+ return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : colors[index];
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+ }
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+
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+
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+ /** Get per-face-vertex material assignments */
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+ const std::vector<unsigned int>& GetMaterialIndices() const {
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+ return materials;
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+ }
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+
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+public:
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+
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+private:
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+
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+ // cached data arrays
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+ std::vector<unsigned int> materials;
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+ std::vector<aiVector3D> vertices;
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+ std::vector<unsigned int> faces;
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+ std::vector<aiVector3D> tangents;
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+ std::vector<aiVector3D> normals;
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+ std::vector<aiVector3D> uvs[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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+ std::vector<aiColor4D> colors[AI_MAX_NUMBER_OF_COLOR_SETS];
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+};
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+
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+ // XXX again, unique_ptr would be useful. shared_ptr is too
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+ // bloated since the objects have a well-defined single owner
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+ // during their entire lifetime (Document). FBX files have
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+ // up to many thousands of objects (most of which we never use),
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+ // so the memory overhead for them should be kept at a minimum.
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+ typedef std::map<uint64_t, LazyObject*> ObjectMap;
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+
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+
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+/** DOM root for a FBX file */
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+class Document
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+{
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+public:
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+
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+ Document(const Parser& parser);
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+ ~Document();
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+
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+public:
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+
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+ const ObjectMap& Objects() const {
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+ return objects;
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+ }
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+
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+private:
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+
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+ ObjectMap objects;
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+ const Parser& parser;
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+};
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+
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+}
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+}
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+
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+#endif
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