- fbx: add DOM layer to represent the parsed FBX file in-memory, capturing the essential semantics we need for importing.
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211
code/FBXDocument.h
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211
code/FBXDocument.h
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/*
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Open Asset Import Library (assimp)
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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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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 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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#include <vector>
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#include <map>
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#include <string>
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namespace Assimp {
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namespace FBX {
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class Parser;
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class Object;
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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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LazyObject(const Element& element);
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~LazyObject();
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public:
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const Object* Get();
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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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private:
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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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/** 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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Object(const Element& element);
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~Object();
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public:
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protected:
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const Element& element;
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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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Geometry(const Element& element);
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~Geometry();
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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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public:
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MeshGeometry(const Element& element);
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~MeshGeometry();
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public:
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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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/** 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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/** 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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/** 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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/** 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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/** 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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/** 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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public:
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private:
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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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// 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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/** 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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Document(const Parser& parser);
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~Document();
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public:
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const ObjectMap& Objects() const {
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return objects;
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}
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private:
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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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#endif
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