- fbx: improved DOM object construction and dependency resolution.
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@@ -100,12 +100,12 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, cons
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{
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{
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// resolve attached animation curves
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurve");
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BOOST_FOREACH(const Connection* con, conns) {
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// link should go for a property
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if (con->PropertyName().length()) {
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if (!con->PropertyName().length()) {
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continue;
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}
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@@ -127,26 +127,16 @@ AnimationCurveNode::AnimationCurveNode(uint64_t id, const Element& element, cons
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}{
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// find target node
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const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsBySourceSequenced(ID(),"Model");
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BOOST_FOREACH(const Connection* con, conns) {
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// link should go for a property
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if (con->PropertyName().length()) {
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if (!con->PropertyName().length()) {
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continue;
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}
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// note: the implicit rule in all DOM classes is to always resolve
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// from destination to source (since the FBX object hierarchy is,
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// with very few exceptions, a DAG, this avoids cycles). Since
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// it goes the other way round, we have to cope with the case
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// that the destination is not fully constructed yet.
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LazyObject& lob = con->LazyDestinationObject();
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if(lob.IsBeingConstructed()) {
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continue;
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}
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const Object* ob = lob.Get();
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const Object* ob = con->DestinationObject();
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if(!ob) {
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DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring",&element);
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continue;
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@@ -182,7 +172,7 @@ AnimationLayer::AnimationLayer(uint64_t id, const Element& element, const std::s
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props = GetPropertyTable(doc,"AnimationLayer.FbxAnimLayer",element,sc);
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// resolve attached animation nodes
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationCurveNode");
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nodes.reserve(conns.size());
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BOOST_FOREACH(const Connection* con, conns) {
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@@ -222,7 +212,7 @@ AnimationStack::AnimationStack(uint64_t id, const Element& element, const std::s
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props = GetPropertyTable(doc,"AnimationStack.FbxAnimStack",element,sc);
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// resolve attached animation layers
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID(),"AnimationLayer");
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layers.reserve(conns.size());
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BOOST_FOREACH(const Connection* con, conns) {
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