mirror of
https://github.com/godotengine/godot
synced 2024-11-02 11:15:55 +00:00
061b77e5e6
The base object will inherit the property table, for every FBX object, if it doesn't exist it will be ignored. The previous code was dangerous and not simple to understand, this makes the code simpler and should result in no leaks with PropertyTable. Features/Fixes: Adds ability for multiple millions of polygons to be loaded. Fixes memory leaks with tokens Fixes memory leaks with property table Fixes loading some corrupt files Fixes meshes not having a unique name to the mesh node. Opens up loading for two more versions: 7100 and 7200, up to 2020. Preliminary support for Cinema4D files in parser now, before this was not possible it would cause memory corruption, which is gone now. FBXProperties not being pointers presented simpler challenges in the long run also, fixed a bunch of bugs.
212 lines
6.8 KiB
C++
212 lines
6.8 KiB
C++
/*************************************************************************/
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/* FBXProperties.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 FBXProperties.h
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* @brief FBX dynamic properties
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*/
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#ifndef FBX_PROPERTIES_H
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#define FBX_PROPERTIES_H
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#include "FBXParser.h"
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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namespace FBXDocParser {
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// Forward declarations
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class Element;
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/** Represents a dynamic property. Type info added by deriving classes,
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* see #TypedProperty.
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Example:
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@verbatim
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P: "ShininessExponent", "double", "Number", "",0.5
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@endvebatim
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*/
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class Property {
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protected:
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Property();
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public:
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virtual ~Property();
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public:
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template <typename T>
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const T *As() const {
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return dynamic_cast<const T *>(this);
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}
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};
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template <typename T>
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class TypedProperty : public Property {
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public:
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explicit TypedProperty(const T &value) :
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value(value) {
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// empty
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}
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const T &Value() const {
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return value;
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}
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private:
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T value;
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};
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#define new_Property new Property
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typedef Property *PropertyPtr;
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typedef std::map<std::string, PropertyPtr> DirectPropertyMap;
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typedef std::map<std::string, PropertyPtr> PropertyMap;
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typedef std::map<std::string, ElementPtr> LazyPropertyMap;
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/**
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* Represents a property table as can be found in the newer FBX files (Properties60, Properties70)
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*/
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class PropertyTable {
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public:
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// in-memory property table with no source element
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PropertyTable();
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PropertyTable(const ElementPtr element);
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virtual ~PropertyTable();
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PropertyPtr Get(const std::string &name) const;
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void Setup(ElementPtr ptr);
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// PropertyTable's need not be coupled with FBX elements so this can be NULL
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ElementPtr GetElement() {
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return element;
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}
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PropertyMap &GetProperties() {
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return props;
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}
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const LazyPropertyMap &GetLazyProperties() {
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return lazyProps;
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}
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DirectPropertyMap GetUnparsedProperties() const;
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private:
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LazyPropertyMap lazyProps;
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mutable PropertyMap props;
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ElementPtr element = nullptr;
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};
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline T PropertyGet(const PropertyTable *in, const std::string &name, const T &defaultValue) {
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PropertyPtr prop = in->Get(name);
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if (nullptr == prop) {
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return defaultValue;
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}
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// strong typing, no need to be lenient
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const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
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if (nullptr == tprop) {
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return defaultValue;
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}
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return tprop->Value();
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T>
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inline T PropertyGet(const PropertyTable *in, const std::string &name, bool &result, bool useTemplate = false) {
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PropertyPtr prop = in->Get(name);
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if (nullptr == prop) {
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if (nullptr == in) {
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result = false;
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return T();
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}
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prop = in->Get(name);
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if (nullptr == prop) {
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result = false;
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return T();
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}
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}
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// strong typing, no need to be lenient
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const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
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if (nullptr == tprop) {
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result = false;
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return T();
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}
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result = true;
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return tprop->Value();
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}
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} // namespace FBXDocParser
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#endif // FBX_PROPERTIES_H
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