vrshoot

diff libs/assimp/FBXDocument.h @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/FBXDocument.h	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,1325 @@
     1.4 +/*
     1.5 +Open Asset Import Library (assimp)
     1.6 +----------------------------------------------------------------------
     1.7 +
     1.8 +Copyright (c) 2006-2012, assimp team
     1.9 +All rights reserved.
    1.10 +
    1.11 +Redistribution and use of this software in source and binary forms, 
    1.12 +with or without modification, are permitted provided that the 
    1.13 +following conditions are met:
    1.14 +
    1.15 +* Redistributions of source code must retain the above
    1.16 +  copyright notice, this list of conditions and the
    1.17 +  following disclaimer.
    1.18 +
    1.19 +* Redistributions in binary form must reproduce the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer in the documentation and/or other
    1.22 +  materials provided with the distribution.
    1.23 +
    1.24 +* Neither the name of the assimp team, nor the names of its
    1.25 +  contributors may be used to endorse or promote products
    1.26 +  derived from this software without specific prior
    1.27 +  written permission of the assimp team.
    1.28 +
    1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.40 +
    1.41 +----------------------------------------------------------------------
    1.42 +*/
    1.43 +
    1.44 +/** @file  FBXDocument.h
    1.45 + *  @brief FBX DOM
    1.46 + */
    1.47 +#ifndef INCLUDED_AI_FBX_DOCUMENT_H
    1.48 +#define INCLUDED_AI_FBX_DOCUMENT_H
    1.49 +
    1.50 +#include <vector>
    1.51 +#include <map>
    1.52 +#include <string>
    1.53 +
    1.54 +#include "FBXProperties.h"
    1.55 +
    1.56 +namespace Assimp {
    1.57 +namespace FBX {
    1.58 +
    1.59 +	class Parser;
    1.60 +	class Object;
    1.61 +	struct ImportSettings;
    1.62 +
    1.63 +	class PropertyTable;
    1.64 +	class Document;
    1.65 +	class Material;
    1.66 +	class Geometry;
    1.67 +
    1.68 +	class AnimationCurve;
    1.69 +	class AnimationCurveNode;
    1.70 +	class AnimationLayer;
    1.71 +	class AnimationStack;
    1.72 +
    1.73 +	class Skin;
    1.74 +	class Cluster;
    1.75 +
    1.76 +
    1.77 +/** Represents a delay-parsed FBX objects. Many objects in the scene
    1.78 + *  are not needed by assimp, so it makes no sense to parse them
    1.79 + *  upfront. */
    1.80 +class LazyObject
    1.81 +{
    1.82 +public:
    1.83 +
    1.84 +	LazyObject(uint64_t id, const Element& element, const Document& doc);
    1.85 +	~LazyObject();
    1.86 +
    1.87 +public:
    1.88 +
    1.89 +	const Object* Get(bool dieOnError = false);
    1.90 +
    1.91 +	template <typename T> 
    1.92 +	const T* Get(bool dieOnError = false) {
    1.93 +		const Object* const ob = Get(dieOnError);
    1.94 +		return ob ? dynamic_cast<const T*>(ob) : NULL;
    1.95 +	}
    1.96 +
    1.97 +	uint64_t ID() const {
    1.98 +		return id;
    1.99 +	}
   1.100 +
   1.101 +	bool IsBeingConstructed() const {
   1.102 +		return (flags & BEING_CONSTRUCTED) != 0;
   1.103 +	}
   1.104 +
   1.105 +	bool FailedToConstruct() const {
   1.106 +		return (flags & FAILED_TO_CONSTRUCT) != 0;
   1.107 +	}
   1.108 +
   1.109 +	const Element& GetElement() const {
   1.110 +		return element;
   1.111 +	}
   1.112 +
   1.113 +	const Document& GetDocument() const {
   1.114 +		return doc;
   1.115 +	}
   1.116 +
   1.117 +private:
   1.118 +
   1.119 +	const Document& doc;
   1.120 +	const Element& element;
   1.121 +	boost::scoped_ptr<const Object> object;
   1.122 +
   1.123 +	const uint64_t id;
   1.124 +
   1.125 +	enum Flags {
   1.126 +		BEING_CONSTRUCTED = 0x1,
   1.127 +		FAILED_TO_CONSTRUCT = 0x2
   1.128 +	};
   1.129 +
   1.130 +	unsigned int flags;
   1.131 +};
   1.132 +
   1.133 +
   1.134 +
   1.135 +/** Base class for in-memory (DOM) representations of FBX objects */
   1.136 +class Object
   1.137 +{
   1.138 +public:
   1.139 +
   1.140 +	Object(uint64_t id, const Element& element, const std::string& name);
   1.141 +	virtual ~Object();
   1.142 +
   1.143 +public:
   1.144 +
   1.145 +	const Element& SourceElement() const {
   1.146 +		return element;
   1.147 +	}
   1.148 +
   1.149 +	const std::string& Name() const {
   1.150 +		return name;
   1.151 +	}
   1.152 +
   1.153 +	uint64_t ID() const {
   1.154 +		return id;
   1.155 +	}
   1.156 +
   1.157 +protected:
   1.158 +	const Element& element;
   1.159 +	const std::string name;
   1.160 +	const uint64_t id;
   1.161 +};
   1.162 +
   1.163 +
   1.164 +
   1.165 +/** DOM class for generic FBX NoteAttribute blocks. NoteAttribute's just hold a property table,
   1.166 + *  fixed members are added by deriving classes. */
   1.167 +class NodeAttribute : public Object
   1.168 +{
   1.169 +public:
   1.170 +
   1.171 +	NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.172 +	~NodeAttribute();
   1.173 +
   1.174 +public:
   1.175 +
   1.176 +	const PropertyTable& Props() const {
   1.177 +		ai_assert(props.get());
   1.178 +		return *props.get();
   1.179 +	}
   1.180 +
   1.181 +private:
   1.182 +
   1.183 +	boost::shared_ptr<const PropertyTable> props;
   1.184 +};
   1.185 +
   1.186 +
   1.187 +/** DOM base class for FBX camera settings attached to a node */
   1.188 +class CameraSwitcher : public NodeAttribute
   1.189 +{
   1.190 +public:
   1.191 +
   1.192 +	CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.193 +	~CameraSwitcher();
   1.194 +
   1.195 +public:
   1.196 +
   1.197 +	int CameraID() const {
   1.198 +		return cameraId;
   1.199 +	}
   1.200 +
   1.201 +	const std::string& CameraName() const {
   1.202 +		return cameraName;
   1.203 +	}
   1.204 +
   1.205 +
   1.206 +	const std::string& CameraIndexName() const {
   1.207 +		return cameraIndexName;
   1.208 +	}
   1.209 +
   1.210 +private:
   1.211 +
   1.212 +	int cameraId;
   1.213 +	std::string cameraName;
   1.214 +	std::string cameraIndexName;
   1.215 +};
   1.216 +
   1.217 +
   1.218 +#define fbx_stringize(a) #a
   1.219 +
   1.220 +#define fbx_simple_property(name, type, default_value) \
   1.221 +	type name() const { \
   1.222 +		return PropertyGet<type>(Props(), fbx_stringize(name), (default_value)); \
   1.223 +	}
   1.224 +
   1.225 +// XXX improve logging
   1.226 +#define fbx_simple_enum_property(name, type, default_value) \
   1.227 +	type name() const { \
   1.228 +		const int ival = PropertyGet<int>(Props(), fbx_stringize(name), static_cast<int>(default_value)); \
   1.229 +		if (ival < 0 || ival >= AI_CONCAT(type, _MAX)) { \
   1.230 +			ai_assert(static_cast<int>(default_value) >= 0 && static_cast<int>(default_value) < AI_CONCAT(type, _MAX)); \
   1.231 +			return static_cast<type>(default_value); \
   1.232 +		} \
   1.233 +		return static_cast<type>(ival); \
   1.234 +}
   1.235 +
   1.236 +
   1.237 +
   1.238 +/** DOM base class for FBX cameras attached to a node */
   1.239 +class Camera : public NodeAttribute
   1.240 +{
   1.241 +public:
   1.242 +
   1.243 +	Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.244 +	~Camera();
   1.245 +
   1.246 +public:
   1.247 +
   1.248 +	fbx_simple_property(Position, aiVector3D, aiVector3D(0,0,0));
   1.249 +	fbx_simple_property(UpVector, aiVector3D, aiVector3D(0,1,0));
   1.250 +	fbx_simple_property(InterestPosition, aiVector3D, aiVector3D(0,0,0));
   1.251 +
   1.252 +	fbx_simple_property(AspectWidth, float, 1.0f);
   1.253 +	fbx_simple_property(AspectHeight, float, 1.0f);
   1.254 +	fbx_simple_property(FilmWidth, float, 1.0f);
   1.255 +	fbx_simple_property(FilmHeight, float, 1.0f);
   1.256 +
   1.257 +	fbx_simple_property(FilmAspectRatio, float, 1.0f);
   1.258 +	fbx_simple_property(ApertureMode, int, 0);
   1.259 +
   1.260 +	fbx_simple_property(FieldOfView, float, 1.0f);
   1.261 +	fbx_simple_property(FocalLength, float, 1.0f);
   1.262 +
   1.263 +private:
   1.264 +};
   1.265 +
   1.266 +
   1.267 +/** DOM base class for FBX null markers attached to a node */
   1.268 +class Null : public NodeAttribute
   1.269 +{
   1.270 +public:
   1.271 +
   1.272 +	Null(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.273 +	~Null();
   1.274 +};
   1.275 +
   1.276 +
   1.277 +/** DOM base class for FBX limb node markers attached to a node */
   1.278 +class LimbNode : public NodeAttribute
   1.279 +{
   1.280 +public:
   1.281 +
   1.282 +	LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.283 +	~LimbNode();
   1.284 +};
   1.285 +
   1.286 +
   1.287 +/** DOM base class for FBX lights attached to a node */
   1.288 +class Light : public NodeAttribute
   1.289 +{
   1.290 +public:
   1.291 +
   1.292 +	Light(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.293 +	~Light();
   1.294 +
   1.295 +public:
   1.296 +
   1.297 +	enum Type
   1.298 +	{
   1.299 +		Type_Point,
   1.300 +		Type_Directional,
   1.301 +		Type_Spot,
   1.302 +		Type_Area,
   1.303 +		Type_Volume,
   1.304 +
   1.305 +		Type_MAX // end-of-enum sentinel
   1.306 +	};
   1.307 +
   1.308 +	enum Decay
   1.309 +	{
   1.310 +		Decay_None,
   1.311 +		Decay_Linear,
   1.312 +		Decay_Quadratic,
   1.313 +		Decay_Cubic,
   1.314 +
   1.315 +		Decay_MAX // end-of-enum sentinel
   1.316 +	};
   1.317 +
   1.318 +public:
   1.319 +
   1.320 +	fbx_simple_property(Color, aiVector3D, aiVector3D(1,1,1));
   1.321 +	fbx_simple_enum_property(LightType, Type, 0);
   1.322 +	fbx_simple_property(CastLightOnObject, bool, false);
   1.323 +	fbx_simple_property(DrawVolumetricLight, bool, true);
   1.324 +	fbx_simple_property(DrawGroundProjection, bool, true);
   1.325 +	fbx_simple_property(DrawFrontFacingVolumetricLight, bool, false);
   1.326 +	fbx_simple_property(Intensity, float, 1.0f);
   1.327 +	fbx_simple_property(InnerAngle, float, 0.0f);
   1.328 +	fbx_simple_property(OuterAngle, float, 45.0f);
   1.329 +	fbx_simple_property(Fog, int, 50);
   1.330 +	fbx_simple_enum_property(DecayType, Decay, 0);
   1.331 +	fbx_simple_property(DecayStart, int, 0);
   1.332 +	fbx_simple_property(FileName, std::string, "");
   1.333 +
   1.334 +	fbx_simple_property(EnableNearAttenuation, bool, false);
   1.335 +	fbx_simple_property(NearAttenuationStart, float, 0.0f);
   1.336 +	fbx_simple_property(NearAttenuationEnd, float, 0.0f);
   1.337 +	fbx_simple_property(EnableFarAttenuation, bool, false);
   1.338 +	fbx_simple_property(FarAttenuationStart, float, 0.0f);
   1.339 +	fbx_simple_property(FarAttenuationEnd, float, 0.0f);
   1.340 +
   1.341 +	fbx_simple_property(CastShadows, bool, true);
   1.342 +	fbx_simple_property(ShadowColor, aiVector3D, aiVector3D(0,0,0));
   1.343 +
   1.344 +	fbx_simple_property(AreaLightShape, int, 0);
   1.345 +
   1.346 +	fbx_simple_property(LeftBarnDoor, float, 20.0f);
   1.347 +	fbx_simple_property(RightBarnDoor, float, 20.0f);
   1.348 +	fbx_simple_property(TopBarnDoor, float, 20.0f);
   1.349 +	fbx_simple_property(BottomBarnDoor, float, 20.0f);
   1.350 +	fbx_simple_property(EnableBarnDoor, bool, true);
   1.351 +
   1.352 +
   1.353 +private:
   1.354 +};
   1.355 +
   1.356 +
   1.357 +/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
   1.358 +class Model : public Object
   1.359 +{
   1.360 +public:
   1.361 +
   1.362 +	Model(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.363 +	~Model();
   1.364 +
   1.365 +public:
   1.366 +
   1.367 +	enum RotOrder
   1.368 +	{ 
   1.369 +		RotOrder_EulerXYZ = 0, 
   1.370 +		RotOrder_EulerXZY, 
   1.371 +		RotOrder_EulerYZX, 
   1.372 +		RotOrder_EulerYXZ, 
   1.373 +		RotOrder_EulerZXY, 
   1.374 +		RotOrder_EulerZYX,
   1.375 +
   1.376 +		RotOrder_SphericXYZ,
   1.377 +
   1.378 +		RotOrder_MAX // end-of-enum sentinel
   1.379 +	};
   1.380 +
   1.381 +
   1.382 +	enum TransformInheritance
   1.383 +	{
   1.384 +		TransformInheritance_RrSs = 0,
   1.385 +		TransformInheritance_RSrs,
   1.386 +		TransformInheritance_Rrs,
   1.387 +
   1.388 +		TransformInheritance_MAX // end-of-enum sentinel
   1.389 +	};
   1.390 +
   1.391 +public:
   1.392 +
   1.393 +	fbx_simple_property(QuaternionInterpolate, int, 0);
   1.394 +
   1.395 +	fbx_simple_property(RotationOffset, aiVector3D, aiVector3D());
   1.396 +	fbx_simple_property(RotationPivot, aiVector3D, aiVector3D());
   1.397 +	fbx_simple_property(ScalingOffset, aiVector3D, aiVector3D());
   1.398 +	fbx_simple_property(ScalingPivot, aiVector3D, aiVector3D());
   1.399 +	fbx_simple_property(TranslationActive, bool, false);
   1.400 +
   1.401 +	fbx_simple_property(TranslationMin, aiVector3D, aiVector3D());
   1.402 +	fbx_simple_property(TranslationMax, aiVector3D, aiVector3D());
   1.403 +
   1.404 +	fbx_simple_property(TranslationMinX, bool, false);
   1.405 +	fbx_simple_property(TranslationMaxX, bool, false);
   1.406 +	fbx_simple_property(TranslationMinY, bool, false);
   1.407 +	fbx_simple_property(TranslationMaxY, bool, false);
   1.408 +	fbx_simple_property(TranslationMinZ, bool, false);
   1.409 +	fbx_simple_property(TranslationMaxZ, bool, false);
   1.410 +
   1.411 +	fbx_simple_enum_property(RotationOrder, RotOrder, 0);
   1.412 +	fbx_simple_property(RotationSpaceForLimitOnly, bool, false);
   1.413 +	fbx_simple_property(RotationStiffnessX, float, 0.0f);
   1.414 +	fbx_simple_property(RotationStiffnessY, float, 0.0f);
   1.415 +	fbx_simple_property(RotationStiffnessZ, float, 0.0f);
   1.416 +	fbx_simple_property(AxisLen, float, 0.0f);
   1.417 +
   1.418 +	fbx_simple_property(PreRotation, aiVector3D, aiVector3D());
   1.419 +	fbx_simple_property(PostRotation, aiVector3D, aiVector3D());
   1.420 +	fbx_simple_property(RotationActive, bool, false);
   1.421 +
   1.422 +	fbx_simple_property(RotationMin, aiVector3D, aiVector3D());
   1.423 +	fbx_simple_property(RotationMax, aiVector3D, aiVector3D());
   1.424 +
   1.425 +	fbx_simple_property(RotationMinX, bool, false);
   1.426 +	fbx_simple_property(RotationMaxX, bool, false);
   1.427 +	fbx_simple_property(RotationMinY, bool, false);
   1.428 +	fbx_simple_property(RotationMaxY, bool, false);
   1.429 +	fbx_simple_property(RotationMinZ, bool, false);
   1.430 +	fbx_simple_property(RotationMaxZ, bool, false);
   1.431 +	fbx_simple_enum_property(InheritType, TransformInheritance, 0);
   1.432 +
   1.433 +	fbx_simple_property(ScalingActive, bool, false);
   1.434 +	fbx_simple_property(ScalingMin, aiVector3D, aiVector3D());
   1.435 +	fbx_simple_property(ScalingMax, aiVector3D, aiVector3D(1.f,1.f,1.f));
   1.436 +	fbx_simple_property(ScalingMinX, bool, false);
   1.437 +	fbx_simple_property(ScalingMaxX, bool, false);
   1.438 +	fbx_simple_property(ScalingMinY, bool, false);
   1.439 +	fbx_simple_property(ScalingMaxY, bool, false);
   1.440 +	fbx_simple_property(ScalingMinZ, bool, false);
   1.441 +	fbx_simple_property(ScalingMaxZ, bool, false);
   1.442 +
   1.443 +	fbx_simple_property(GeometricTranslation, aiVector3D, aiVector3D());
   1.444 +	fbx_simple_property(GeometricRotation, aiVector3D, aiVector3D());
   1.445 +	fbx_simple_property(GeometricScaling, aiVector3D, aiVector3D(1.f, 1.f, 1.f));
   1.446 +
   1.447 +	fbx_simple_property(MinDampRangeX, float, 0.0f);
   1.448 +	fbx_simple_property(MinDampRangeY, float, 0.0f);
   1.449 +	fbx_simple_property(MinDampRangeZ, float, 0.0f);
   1.450 +	fbx_simple_property(MaxDampRangeX, float, 0.0f);
   1.451 +	fbx_simple_property(MaxDampRangeY, float, 0.0f);
   1.452 +	fbx_simple_property(MaxDampRangeZ, float, 0.0f);
   1.453 +
   1.454 +	fbx_simple_property(MinDampStrengthX, float, 0.0f);
   1.455 +	fbx_simple_property(MinDampStrengthY, float, 0.0f);
   1.456 +	fbx_simple_property(MinDampStrengthZ, float, 0.0f);
   1.457 +	fbx_simple_property(MaxDampStrengthX, float, 0.0f);
   1.458 +	fbx_simple_property(MaxDampStrengthY, float, 0.0f);
   1.459 +	fbx_simple_property(MaxDampStrengthZ, float, 0.0f);
   1.460 +
   1.461 +	fbx_simple_property(PreferredAngleX, float, 0.0f);
   1.462 +	fbx_simple_property(PreferredAngleY, float, 0.0f);
   1.463 +	fbx_simple_property(PreferredAngleZ, float, 0.0f);
   1.464 +
   1.465 +	fbx_simple_property(Show, bool, true);
   1.466 +	fbx_simple_property(LODBox, bool, false);
   1.467 +	fbx_simple_property(Freeze, bool, false);
   1.468 +
   1.469 +public:
   1.470 +
   1.471 +	const std::string& Shading() const {
   1.472 +		return shading;
   1.473 +	}
   1.474 +
   1.475 +	const std::string& Culling() const {
   1.476 +		return culling;
   1.477 +	}
   1.478 +
   1.479 +	const PropertyTable& Props() const {
   1.480 +		ai_assert(props.get());
   1.481 +		return *props.get();
   1.482 +	}
   1.483 +
   1.484 +	/** Get material links */
   1.485 +	const std::vector<const Material*>& GetMaterials() const {
   1.486 +		return materials;
   1.487 +	}
   1.488 +
   1.489 +
   1.490 +	/** Get geometry links */
   1.491 +	const std::vector<const Geometry*>& GetGeometry() const {
   1.492 +		return geometry;
   1.493 +	}
   1.494 +
   1.495 +
   1.496 +	/** Get node attachments */
   1.497 +	const std::vector<const NodeAttribute*>& GetAttributes() const {
   1.498 +		return attributes;
   1.499 +	}
   1.500 +
   1.501 +public:
   1.502 +
   1.503 +	/** convenience method to check if the node has a Null node marker */
   1.504 +	bool IsNull() const;
   1.505 +
   1.506 +
   1.507 +private:
   1.508 +
   1.509 +	void ResolveLinks(const Element& element, const Document& doc);
   1.510 +
   1.511 +private:
   1.512 +
   1.513 +	std::vector<const Material*> materials;
   1.514 +	std::vector<const Geometry*> geometry;
   1.515 +	std::vector<const NodeAttribute*> attributes;
   1.516 +
   1.517 +	std::string shading;
   1.518 +	std::string culling;
   1.519 +	boost::shared_ptr<const PropertyTable> props;
   1.520 +};
   1.521 +
   1.522 +
   1.523 +
   1.524 +/** DOM class for generic FBX textures */
   1.525 +class Texture : public Object
   1.526 +{
   1.527 +public:
   1.528 +
   1.529 +	Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.530 +	~Texture();
   1.531 +
   1.532 +public:
   1.533 +
   1.534 +	const std::string& Type() const {
   1.535 +		return type;
   1.536 +	}
   1.537 +
   1.538 +	const std::string& FileName() const {
   1.539 +		return fileName;
   1.540 +	}
   1.541 +
   1.542 +	const std::string& RelativeFilename() const {
   1.543 +		return relativeFileName;
   1.544 +	}
   1.545 +
   1.546 +	const std::string& AlphaSource() const {
   1.547 +		return alphaSource;
   1.548 +	}
   1.549 +
   1.550 +	const aiVector2D& UVTranslation() const {
   1.551 +		return uvTrans;
   1.552 +	}
   1.553 +
   1.554 +	const aiVector2D& UVScaling() const {
   1.555 +		return uvScaling;
   1.556 +	}
   1.557 +
   1.558 +	const PropertyTable& Props() const {
   1.559 +		ai_assert(props.get());
   1.560 +		return *props.get();
   1.561 +	}
   1.562 +
   1.563 +	// return a 4-tuple 
   1.564 +	const unsigned int* Crop() const {
   1.565 +		return crop;
   1.566 +	}
   1.567 +
   1.568 +private:
   1.569 +
   1.570 +	aiVector2D uvTrans;
   1.571 +	aiVector2D uvScaling;
   1.572 +
   1.573 +	std::string type;
   1.574 +	std::string relativeFileName;
   1.575 +	std::string fileName;
   1.576 +	std::string alphaSource;
   1.577 +	boost::shared_ptr<const PropertyTable> props;
   1.578 +
   1.579 +	unsigned int crop[4];
   1.580 +};
   1.581 +
   1.582 +
   1.583 +typedef std::fbx_unordered_map<std::string, const Texture*> TextureMap;
   1.584 +
   1.585 +
   1.586 +/** DOM class for generic FBX materials */
   1.587 +class Material : public Object
   1.588 +{
   1.589 +public:
   1.590 +
   1.591 +	Material(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.592 +	~Material();
   1.593 +
   1.594 +public:
   1.595 +
   1.596 +	const std::string& GetShadingModel() const {
   1.597 +		return shading;
   1.598 +	}
   1.599 +
   1.600 +	bool IsMultilayer() const {
   1.601 +		return multilayer;
   1.602 +	}
   1.603 +
   1.604 +	const PropertyTable& Props() const {
   1.605 +		ai_assert(props.get());
   1.606 +		return *props.get();
   1.607 +	}
   1.608 +
   1.609 +	const TextureMap& Textures() const {
   1.610 +		return textures;
   1.611 +	}
   1.612 +
   1.613 +private:
   1.614 +
   1.615 +	std::string shading;
   1.616 +	bool multilayer;
   1.617 +	boost::shared_ptr<const PropertyTable> props;
   1.618 +
   1.619 +	TextureMap textures;
   1.620 +};
   1.621 +
   1.622 +
   1.623 +/** DOM base class for all kinds of FBX geometry */
   1.624 +class Geometry : public Object
   1.625 +{
   1.626 +public:
   1.627 +
   1.628 +	Geometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
   1.629 +	~Geometry();
   1.630 +
   1.631 +public:
   1.632 +
   1.633 +	/** Get the Skin attached to this geometry or NULL */
   1.634 +	const Skin* const DeformerSkin() const {
   1.635 +		return skin;
   1.636 +	}
   1.637 +
   1.638 +private:
   1.639 +
   1.640 +	const Skin* skin;
   1.641 +};
   1.642 +
   1.643 +
   1.644 +typedef std::vector<int> MatIndexArray;
   1.645 +
   1.646 +
   1.647 +/** DOM class for FBX geometry of type "Mesh"*/
   1.648 +class MeshGeometry : public Geometry
   1.649 +{
   1.650 +
   1.651 +public:
   1.652 +
   1.653 +	MeshGeometry(uint64_t id, const Element& element, const std::string& name, const Document& doc);
   1.654 +	~MeshGeometry();
   1.655 +
   1.656 +public:
   1.657 +
   1.658 +	/** Get a list of all vertex points, non-unique*/
   1.659 +	const std::vector<aiVector3D>& GetVertices() const {
   1.660 +		return vertices;
   1.661 +	}
   1.662 +
   1.663 +	/** Get a list of all vertex normals or an empty array if
   1.664 +	 *  no normals are specified. */
   1.665 +	const std::vector<aiVector3D>& GetNormals() const {
   1.666 +		return normals;
   1.667 +	}
   1.668 +
   1.669 +	/** Get a list of all vertex tangents or an empty array
   1.670 +	 *  if no tangents are specified */
   1.671 +	const std::vector<aiVector3D>& GetTangents() const {
   1.672 +		return tangents;
   1.673 +	}
   1.674 +
   1.675 +	/** Get a list of all vertex binormals or an empty array
   1.676 +	 *  if no binormals are specified */
   1.677 +	const std::vector<aiVector3D>& GetBinormals() const {
   1.678 +		return binormals;
   1.679 +	}
   1.680 +	
   1.681 +	/** Return list of faces - each entry denotes a face and specifies
   1.682 +	 *  how many vertices it has. Vertices are taken from the 
   1.683 +	 *  vertex data arrays in sequential order. */
   1.684 +	const std::vector<unsigned int>& GetFaceIndexCounts() const {
   1.685 +		return faces;
   1.686 +	}
   1.687 +
   1.688 +	/** Get a UV coordinate slot, returns an empty array if
   1.689 +	 *  the requested slot does not exist. */
   1.690 +	const std::vector<aiVector2D>& GetTextureCoords(unsigned int index) const {
   1.691 +		static const std::vector<aiVector2D> empty;
   1.692 +		return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? empty : uvs[index];
   1.693 +	}
   1.694 +
   1.695 +
   1.696 +	/** Get a UV coordinate slot, returns an empty array if
   1.697 +	 *  the requested slot does not exist. */
   1.698 +	std::string GetTextureCoordChannelName(unsigned int index) const {
   1.699 +		return index >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? "" : uvNames[index];
   1.700 +	}
   1.701 +
   1.702 +	/** Get a vertex color coordinate slot, returns an empty array if
   1.703 +	 *  the requested slot does not exist. */
   1.704 +	const std::vector<aiColor4D>& GetVertexColors(unsigned int index) const {
   1.705 +		static const std::vector<aiColor4D> empty;
   1.706 +		return index >= AI_MAX_NUMBER_OF_COLOR_SETS ? empty : colors[index];
   1.707 +	}
   1.708 +	
   1.709 +	
   1.710 +	/** Get per-face-vertex material assignments */
   1.711 +	const MatIndexArray& GetMaterialIndices() const {
   1.712 +		return materials;
   1.713 +	}
   1.714 +
   1.715 +
   1.716 +	/** Convert from a fbx file vertex index (for example from a #Cluster weight) or NULL
   1.717 +	  * if the vertex index is not valid. */
   1.718 +	const unsigned int* ToOutputVertexIndex(unsigned int in_index, unsigned int& count) const {
   1.719 +		if(in_index >= mapping_counts.size()) {
   1.720 +			return NULL;
   1.721 +		}
   1.722 +
   1.723 +		ai_assert(mapping_counts.size() == mapping_offsets.size());
   1.724 +		count = mapping_counts[in_index];
   1.725 +
   1.726 +		ai_assert(count != 0);
   1.727 +		ai_assert(mapping_offsets[in_index] + count <= mappings.size());
   1.728 +
   1.729 +		return &mappings[mapping_offsets[in_index]];
   1.730 +	}
   1.731 +
   1.732 +
   1.733 +	/** Determine the face to which a particular output vertex index belongs.
   1.734 +	 *  This mapping is always unique. */
   1.735 +	unsigned int FaceForVertexIndex(unsigned int in_index) const {
   1.736 +		ai_assert(in_index < vertices.size());
   1.737 +	
   1.738 +		// in the current conversion pattern this will only be needed if
   1.739 +		// weights are present, so no need to always pre-compute this table
   1.740 +		if (facesVertexStartIndices.empty()) {
   1.741 +			facesVertexStartIndices.resize(faces.size() + 1, 0);
   1.742 +
   1.743 +			std::partial_sum(faces.begin(), faces.end(), facesVertexStartIndices.begin() + 1);
   1.744 +			facesVertexStartIndices.pop_back();
   1.745 +		}
   1.746 +
   1.747 +		ai_assert(facesVertexStartIndices.size() == faces.size());
   1.748 +		const std::vector<unsigned int>::iterator it = std::upper_bound(
   1.749 +			facesVertexStartIndices.begin(),
   1.750 +			facesVertexStartIndices.end(),
   1.751 +			in_index
   1.752 +		);
   1.753 +
   1.754 +		return static_cast<unsigned int>(std::distance(facesVertexStartIndices.begin(), it - 1)); 
   1.755 +	}
   1.756 +
   1.757 +public:
   1.758 +
   1.759 +private:
   1.760 +
   1.761 +	void ReadLayer(const Scope& layer);
   1.762 +	void ReadLayerElement(const Scope& layerElement);
   1.763 +	void ReadVertexData(const std::string& type, int index, const Scope& source);
   1.764 +
   1.765 +	void ReadVertexDataUV(std::vector<aiVector2D>& uv_out, const Scope& source, 
   1.766 +		const std::string& MappingInformationType,
   1.767 +		const std::string& ReferenceInformationType);
   1.768 +
   1.769 +	void ReadVertexDataNormals(std::vector<aiVector3D>& normals_out, const Scope& source, 
   1.770 +		const std::string& MappingInformationType,
   1.771 +		const std::string& ReferenceInformationType);
   1.772 +
   1.773 +	void ReadVertexDataColors(std::vector<aiColor4D>& colors_out, const Scope& source, 
   1.774 +		const std::string& MappingInformationType,
   1.775 +		const std::string& ReferenceInformationType);
   1.776 +
   1.777 +	void ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out, const Scope& source, 
   1.778 +		const std::string& MappingInformationType,
   1.779 +		const std::string& ReferenceInformationType);
   1.780 +
   1.781 +	void ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source, 
   1.782 +		const std::string& MappingInformationType,
   1.783 +		const std::string& ReferenceInformationType);
   1.784 +
   1.785 +	void ReadVertexDataMaterials(MatIndexArray& materials_out, const Scope& source, 
   1.786 +		const std::string& MappingInformationType,
   1.787 +		const std::string& ReferenceInformationType);
   1.788 +
   1.789 +private:
   1.790 +
   1.791 +	// cached data arrays
   1.792 +	MatIndexArray materials;
   1.793 +	std::vector<aiVector3D> vertices;
   1.794 +	std::vector<unsigned int> faces;
   1.795 +	mutable std::vector<unsigned int> facesVertexStartIndices;
   1.796 +	std::vector<aiVector3D> tangents;
   1.797 +	std::vector<aiVector3D> binormals;
   1.798 +	std::vector<aiVector3D> normals;
   1.799 +
   1.800 +	std::string uvNames[AI_MAX_NUMBER_OF_TEXTURECOORDS];
   1.801 +	std::vector<aiVector2D> uvs[AI_MAX_NUMBER_OF_TEXTURECOORDS];
   1.802 +	std::vector<aiColor4D> colors[AI_MAX_NUMBER_OF_COLOR_SETS];
   1.803 +
   1.804 +	std::vector<unsigned int> mapping_counts;
   1.805 +	std::vector<unsigned int> mapping_offsets;
   1.806 +	std::vector<unsigned int> mappings;
   1.807 +};
   1.808 +
   1.809 +typedef std::vector<uint64_t> KeyTimeList;
   1.810 +typedef std::vector<float> KeyValueList;
   1.811 +
   1.812 +/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
   1.813 +class AnimationCurve : public Object
   1.814 +{
   1.815 +public:
   1.816 +
   1.817 +	AnimationCurve(uint64_t id, const Element& element, const std::string& name, const Document& doc);
   1.818 +	~AnimationCurve();
   1.819 +
   1.820 +public:
   1.821 +
   1.822 +	/** get list of keyframe positions (time).
   1.823 +	 *  Invariant: |GetKeys()| > 0 */
   1.824 +	const KeyTimeList& GetKeys() const {
   1.825 +		return keys;
   1.826 +	}
   1.827 +
   1.828 +
   1.829 +	/** get list of keyframe values. 
   1.830 +	  * Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
   1.831 +	const KeyValueList& GetValues() const {
   1.832 +		return values;
   1.833 +	}
   1.834 +
   1.835 +
   1.836 +	const std::vector<float>& GetAttributes() const {
   1.837 +		return attributes;
   1.838 +	}
   1.839 +
   1.840 +	const std::vector<unsigned int>& GetFlags() const {
   1.841 +		return flags;
   1.842 +	}
   1.843 +
   1.844 +private:
   1.845 +
   1.846 +	KeyTimeList keys;
   1.847 +	KeyValueList values;
   1.848 +	std::vector<float> attributes;
   1.849 +	std::vector<unsigned int> flags;
   1.850 +};
   1.851 +
   1.852 +// property-name -> animation curve
   1.853 +typedef std::map<std::string, const AnimationCurve*> AnimationCurveMap;
   1.854 +
   1.855 +
   1.856 +/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
   1.857 +class AnimationCurveNode : public Object
   1.858 +{
   1.859 +public:
   1.860 +
   1.861 +	/* the optional whitelist specifies a list of property names for which the caller
   1.862 +	wants animations for. If the curve node does not match one of these, std::range_error
   1.863 +	will be thrown. */
   1.864 +	AnimationCurveNode(uint64_t id, const Element& element, const std::string& name, const Document& doc,
   1.865 +		const char* const * target_prop_whitelist = NULL, size_t whitelist_size = 0);
   1.866 +
   1.867 +	~AnimationCurveNode();
   1.868 +
   1.869 +public:
   1.870 +
   1.871 +	const PropertyTable& Props() const {
   1.872 +		ai_assert(props.get());
   1.873 +		return *props.get();
   1.874 +	}
   1.875 +
   1.876 +
   1.877 +	const AnimationCurveMap& Curves() const;
   1.878 +
   1.879 +	/** Object the curve is assigned to, this can be NULL if the
   1.880 +	 *  target object has no DOM representation or could not
   1.881 +	 *  be read for other reasons.*/
   1.882 +	const Object* Target() const {
   1.883 +		return target;
   1.884 +	}
   1.885 +
   1.886 +	const Model* TargetAsModel() const {
   1.887 +		return dynamic_cast<const Model*>(target);
   1.888 +	}
   1.889 +
   1.890 +	const NodeAttribute* TargetAsNodeAttribute() const {
   1.891 +		return dynamic_cast<const NodeAttribute*>(target);
   1.892 +	}
   1.893 +
   1.894 +	/** Property of Target() that is being animated*/
   1.895 +	const std::string& TargetProperty() const {
   1.896 +		return prop;
   1.897 +	}
   1.898 +
   1.899 +private:
   1.900 +
   1.901 +	const Object* target;
   1.902 +	boost::shared_ptr<const PropertyTable> props;
   1.903 +	mutable AnimationCurveMap curves;
   1.904 +
   1.905 +	std::string prop;
   1.906 +	const Document& doc;
   1.907 +};
   1.908 +
   1.909 +typedef std::vector<const AnimationCurveNode*> AnimationCurveNodeList;
   1.910 +
   1.911 +
   1.912 +/** Represents a FBX animation layer (i.e. a list of node animations) */
   1.913 +class AnimationLayer : public Object
   1.914 +{
   1.915 +public:
   1.916 +
   1.917 +	
   1.918 +	AnimationLayer(uint64_t id, const Element& element, const std::string& name, const Document& doc);
   1.919 +	~AnimationLayer();
   1.920 +
   1.921 +public:
   1.922 +
   1.923 +	const PropertyTable& Props() const {
   1.924 +		ai_assert(props.get());
   1.925 +		return *props.get();
   1.926 +	}
   1.927 +
   1.928 +	/* the optional whitelist specifies a list of property names for which the caller
   1.929 +	wants animations for. Curves not matching this list will not be added to the
   1.930 +	animation layer. */
   1.931 +	AnimationCurveNodeList Nodes(const char* const * target_prop_whitelist = NULL, size_t whitelist_size = 0) const;
   1.932 +
   1.933 +private:
   1.934 +
   1.935 +	boost::shared_ptr<const PropertyTable> props;
   1.936 +	const Document& doc;
   1.937 +};
   1.938 +
   1.939 +
   1.940 +typedef std::vector<const AnimationLayer*> AnimationLayerList;
   1.941 +
   1.942 +
   1.943 +/** Represents a FBX animation stack (i.e. a list of animation layers) */
   1.944 +class AnimationStack : public Object
   1.945 +{
   1.946 +public:
   1.947 +
   1.948 +	AnimationStack(uint64_t id, const Element& element, const std::string& name, const Document& doc);
   1.949 +	~AnimationStack();
   1.950 +
   1.951 +public:
   1.952 +
   1.953 +	fbx_simple_property(LocalStart, uint64_t, 0L);
   1.954 +	fbx_simple_property(LocalStop, uint64_t, 0L);
   1.955 +	fbx_simple_property(ReferenceStart, uint64_t, 0L);
   1.956 +	fbx_simple_property(ReferenceStop, uint64_t, 0L);
   1.957 +
   1.958 +
   1.959 +
   1.960 +	const PropertyTable& Props() const {
   1.961 +		ai_assert(props.get());
   1.962 +		return *props.get();
   1.963 +	}
   1.964 +
   1.965 +
   1.966 +	const AnimationLayerList& Layers() const {
   1.967 +		return layers;
   1.968 +	}
   1.969 +
   1.970 +private:
   1.971 +
   1.972 +	boost::shared_ptr<const PropertyTable> props;
   1.973 +	AnimationLayerList layers;
   1.974 +};
   1.975 +
   1.976 +
   1.977 +/** DOM class for deformers */
   1.978 +class Deformer : public Object
   1.979 +{
   1.980 +public:
   1.981 +
   1.982 +	Deformer(uint64_t id, const Element& element, const Document& doc, const std::string& name);
   1.983 +	~Deformer();
   1.984 +
   1.985 +public:
   1.986 +
   1.987 +	const PropertyTable& Props() const {
   1.988 +		ai_assert(props.get());
   1.989 +		return *props.get();
   1.990 +	}
   1.991 +
   1.992 +private:
   1.993 +
   1.994 +	boost::shared_ptr<const PropertyTable> props;
   1.995 +};
   1.996 +
   1.997 +typedef std::vector<float> WeightArray;
   1.998 +typedef std::vector<unsigned int> WeightIndexArray;
   1.999 +
  1.1000 +
  1.1001 +/** DOM class for skin deformer clusters (aka subdeformers) */
  1.1002 +class Cluster : public Deformer
  1.1003 +{
  1.1004 +public:
  1.1005 +
  1.1006 +	Cluster(uint64_t id, const Element& element, const Document& doc, const std::string& name);
  1.1007 +	~Cluster();
  1.1008 +
  1.1009 +public:
  1.1010 +
  1.1011 +	/** get the list of deformer weights associated with this cluster.
  1.1012 +	 *  Use #GetIndices() to get the associated vertices. Both arrays
  1.1013 +	 *  have the same size (and may also be empty). */
  1.1014 +	const WeightArray& GetWeights() const {
  1.1015 +		return weights;
  1.1016 +	}
  1.1017 +
  1.1018 +	/** get indices into the vertex data of the geometry associated
  1.1019 +	 *  with this cluster. Use #GetWeights() to get the associated weights.
  1.1020 +	 *  Both arrays have the same size (and may also be empty). */
  1.1021 +	const WeightIndexArray& GetIndices() const {
  1.1022 +		return indices;
  1.1023 +	}
  1.1024 +
  1.1025 +	/** */
  1.1026 +	const aiMatrix4x4& Transform() const {
  1.1027 +		return transform;
  1.1028 +	}
  1.1029 +
  1.1030 +	const aiMatrix4x4& TransformLink() const {
  1.1031 +		return transformLink;
  1.1032 +	}
  1.1033 +
  1.1034 +	const Model* const TargetNode() const {
  1.1035 +		return node;
  1.1036 +	}
  1.1037 +
  1.1038 +private:
  1.1039 +
  1.1040 +	WeightArray weights;
  1.1041 +	WeightIndexArray indices;
  1.1042 +
  1.1043 +	aiMatrix4x4 transform;
  1.1044 +	aiMatrix4x4 transformLink;
  1.1045 +
  1.1046 +	const Model* node;
  1.1047 +};
  1.1048 +
  1.1049 +
  1.1050 +
  1.1051 +/** DOM class for skin deformers */
  1.1052 +class Skin : public Deformer
  1.1053 +{
  1.1054 +public:
  1.1055 +
  1.1056 +	Skin(uint64_t id, const Element& element, const Document& doc, const std::string& name);
  1.1057 +	~Skin();
  1.1058 +
  1.1059 +public:
  1.1060 +
  1.1061 +	float DeformAccuracy() const {
  1.1062 +		return accuracy;
  1.1063 +	}
  1.1064 +
  1.1065 +
  1.1066 +	const std::vector<const Cluster*>& Clusters() const {
  1.1067 +		return clusters;
  1.1068 +	}
  1.1069 +
  1.1070 +private:
  1.1071 +
  1.1072 +	float accuracy;
  1.1073 +	std::vector<const Cluster*> clusters;
  1.1074 +};
  1.1075 +
  1.1076 +
  1.1077 +
  1.1078 +/** Represents a link between two FBX objects. */
  1.1079 +class Connection
  1.1080 +{
  1.1081 +public:
  1.1082 +
  1.1083 +	Connection(uint64_t insertionOrder,  uint64_t src, uint64_t dest, const std::string& prop, const Document& doc);
  1.1084 +	~Connection();
  1.1085 +
  1.1086 +	// note: a connection ensures that the source and dest objects exist, but
  1.1087 +	// not that they have DOM representations, so the return value of one of
  1.1088 +	// these functions can still be NULL.
  1.1089 +	const Object* SourceObject() const;
  1.1090 +	const Object* DestinationObject() const;
  1.1091 +
  1.1092 +	// these, however, are always guaranteed to be valid
  1.1093 +	LazyObject& LazySourceObject() const;
  1.1094 +	LazyObject& LazyDestinationObject() const;
  1.1095 +
  1.1096 +
  1.1097 +	/** return the name of the property the connection is attached to.
  1.1098 +	  * this is an empty string for object to object (OO) connections. */
  1.1099 +	const std::string& PropertyName() const {
  1.1100 +		return prop;
  1.1101 +	}
  1.1102 +
  1.1103 +	uint64_t InsertionOrder() const {
  1.1104 +		return insertionOrder;
  1.1105 +	}
  1.1106 +
  1.1107 +	int CompareTo(const Connection* c) const {
  1.1108 +		// note: can't subtract because this would overflow uint64_t
  1.1109 +		if(InsertionOrder() > c->InsertionOrder()) {
  1.1110 +			return 1;
  1.1111 +		}
  1.1112 +		else if(InsertionOrder() < c->InsertionOrder()) {
  1.1113 +			return -1;
  1.1114 +		}
  1.1115 +		return 0;
  1.1116 +	}
  1.1117 +
  1.1118 +	bool Compare(const Connection* c) const {
  1.1119 +		return InsertionOrder() < c->InsertionOrder();
  1.1120 +	}
  1.1121 +
  1.1122 +public:
  1.1123 +
  1.1124 +	uint64_t insertionOrder;
  1.1125 +	const std::string prop;
  1.1126 +
  1.1127 +	uint64_t src, dest;
  1.1128 +	const Document& doc;
  1.1129 +};
  1.1130 +
  1.1131 +
  1.1132 +	// XXX again, unique_ptr would be useful. shared_ptr is too
  1.1133 +	// bloated since the objects have a well-defined single owner
  1.1134 +	// during their entire lifetime (Document). FBX files have
  1.1135 +	// up to many thousands of objects (most of which we never use),
  1.1136 +	// so the memory overhead for them should be kept at a minimum.
  1.1137 +	typedef std::map<uint64_t, LazyObject*> ObjectMap; 
  1.1138 +	typedef std::fbx_unordered_map<std::string, boost::shared_ptr<const PropertyTable> > PropertyTemplateMap;
  1.1139 +
  1.1140 +
  1.1141 +	typedef std::multimap<uint64_t, const Connection*> ConnectionMap;
  1.1142 +
  1.1143 +
  1.1144 +/** DOM class for global document settings, a single instance per document can
  1.1145 + *  be accessed via Document.Globals(). */
  1.1146 +class FileGlobalSettings
  1.1147 +{
  1.1148 +public:
  1.1149 +
  1.1150 +	FileGlobalSettings(const Document& doc, boost::shared_ptr<const PropertyTable> props);
  1.1151 +	~FileGlobalSettings();
  1.1152 +
  1.1153 +public:
  1.1154 +
  1.1155 +	const PropertyTable& Props() const {
  1.1156 +		ai_assert(props.get());
  1.1157 +		return *props.get();
  1.1158 +	}
  1.1159 +
  1.1160 +	const Document& GetDocument() const {
  1.1161 +		return doc;
  1.1162 +	}
  1.1163 +
  1.1164 +
  1.1165 +	fbx_simple_property(UpAxis, int, 1);
  1.1166 +	fbx_simple_property(UpAxisSign, int, 1);
  1.1167 +	fbx_simple_property(FrontAxis, int, 2);
  1.1168 +	fbx_simple_property(FrontAxisSign, int, 1);
  1.1169 +	fbx_simple_property(CoordAxis, int, 0);
  1.1170 +	fbx_simple_property(CoordAxisSign, int, 1);
  1.1171 +	fbx_simple_property(OriginalUpAxis, int, 0);
  1.1172 +	fbx_simple_property(OriginalUpAxisSign, int, 1);
  1.1173 +	fbx_simple_property(UnitScaleFactor, double, 1);
  1.1174 +	fbx_simple_property(OriginalUnitScaleFactor, double, 1);
  1.1175 +	fbx_simple_property(AmbientColor, aiVector3D, aiVector3D(0,0,0));
  1.1176 +	fbx_simple_property(DefaultCamera, std::string, "");
  1.1177 +
  1.1178 +
  1.1179 +	enum FrameRate {
  1.1180 +		FrameRate_DEFAULT = 0,
  1.1181 +		FrameRate_120 = 1,
  1.1182 +		FrameRate_100 = 2,
  1.1183 +		FrameRate_60 = 3,
  1.1184 +		FrameRate_50 = 4,
  1.1185 +		FrameRate_48 = 5,
  1.1186 +		FrameRate_30 = 6,
  1.1187 +		FrameRate_30_DROP = 7,
  1.1188 +		FrameRate_NTSC_DROP_FRAME = 8,
  1.1189 +		FrameRate_NTSC_FULL_FRAME = 9,
  1.1190 +		FrameRate_PAL = 10,
  1.1191 +		FrameRate_CINEMA = 11,
  1.1192 +		FrameRate_1000 = 12,
  1.1193 +		FrameRate_CINEMA_ND = 13,
  1.1194 +		FrameRate_CUSTOM = 14,
  1.1195 +
  1.1196 +		FrameRate_MAX// end-of-enum sentinel
  1.1197 +	};
  1.1198 +
  1.1199 +	fbx_simple_enum_property(TimeMode, FrameRate, FrameRate_DEFAULT);
  1.1200 +	fbx_simple_property(TimeSpanStart, uint64_t, 0L);
  1.1201 +	fbx_simple_property(TimeSpanStop, uint64_t, 0L);
  1.1202 +	fbx_simple_property(CustomFrameRate, float, -1.0f);
  1.1203 +
  1.1204 +
  1.1205 +private:
  1.1206 +
  1.1207 +	boost::shared_ptr<const PropertyTable> props;
  1.1208 +	const Document& doc;
  1.1209 +};
  1.1210 +
  1.1211 +
  1.1212 +
  1.1213 +
  1.1214 +/** DOM root for a FBX file */
  1.1215 +class Document 
  1.1216 +{
  1.1217 +public:
  1.1218 +
  1.1219 +	Document(const Parser& parser, const ImportSettings& settings);
  1.1220 +	~Document();
  1.1221 +
  1.1222 +public:
  1.1223 +
  1.1224 +	LazyObject* GetObject(uint64_t id) const;
  1.1225 +
  1.1226 +	bool IsBinary() const {
  1.1227 +		return parser.IsBinary();
  1.1228 +	}
  1.1229 +
  1.1230 +	unsigned int FBXVersion() const {
  1.1231 +		return fbxVersion;
  1.1232 +	}
  1.1233 +
  1.1234 +	const std::string& Creator() const {
  1.1235 +		return creator;
  1.1236 +	}
  1.1237 +
  1.1238 +	// elements (in this order): Uear, Month, Day, Hour, Second, Millisecond
  1.1239 +	const unsigned int* CreationTimeStamp() const {
  1.1240 +		return creationTimeStamp;
  1.1241 +	}
  1.1242 +
  1.1243 +	const FileGlobalSettings& GlobalSettings() const {
  1.1244 +		ai_assert(globals.get());
  1.1245 +		return *globals.get();
  1.1246 +	}
  1.1247 +
  1.1248 +	const PropertyTemplateMap& Templates() const {
  1.1249 +		return templates;
  1.1250 +	}
  1.1251 +
  1.1252 +	const ObjectMap& Objects() const {
  1.1253 +		return objects;
  1.1254 +	}
  1.1255 +
  1.1256 +	const ImportSettings& Settings() const {
  1.1257 +		return settings;
  1.1258 +	}
  1.1259 +
  1.1260 +	const ConnectionMap& ConnectionsBySource() const {
  1.1261 +		return src_connections;
  1.1262 +	}
  1.1263 +
  1.1264 +	const ConnectionMap& ConnectionsByDestination() const {
  1.1265 +		return dest_connections;
  1.1266 +	}
  1.1267 +
  1.1268 +	// note: the implicit rule in all DOM classes is to always resolve
  1.1269 +	// from destination to source (since the FBX object hierarchy is,
  1.1270 +	// with very few exceptions, a DAG, this avoids cycles). In all
  1.1271 +	// cases that may involve back-facing edges in the object graph,
  1.1272 +	// use LazyObject::IsBeingConstructed() to check.
  1.1273 +
  1.1274 +	std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source) const;
  1.1275 +	std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest) const;
  1.1276 +
  1.1277 +	std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source, const char* classname) const;
  1.1278 +	std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest, const char* classname) const;
  1.1279 +
  1.1280 +	std::vector<const Connection*> GetConnectionsBySourceSequenced(uint64_t source, 
  1.1281 +		const char* const* classnames, size_t count) const;
  1.1282 +	std::vector<const Connection*> GetConnectionsByDestinationSequenced(uint64_t dest, 
  1.1283 +		const char* const* classnames, 
  1.1284 +		size_t count) const;
  1.1285 +
  1.1286 +	const std::vector<const AnimationStack*>& AnimationStacks() const;
  1.1287 +
  1.1288 +private:
  1.1289 +
  1.1290 +	std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, const ConnectionMap&) const;
  1.1291 +	std::vector<const Connection*> GetConnectionsSequenced(uint64_t id, bool is_src, 
  1.1292 +		const ConnectionMap&, 
  1.1293 +		const char* const* classnames, 
  1.1294 +		size_t count) const;
  1.1295 +
  1.1296 +private:
  1.1297 +
  1.1298 +	void ReadHeader();
  1.1299 +	void ReadObjects();
  1.1300 +	void ReadPropertyTemplates();
  1.1301 +	void ReadConnections();
  1.1302 +	void ReadGlobalSettings();
  1.1303 +
  1.1304 +private:
  1.1305 +
  1.1306 +	const ImportSettings& settings;
  1.1307 +
  1.1308 +	ObjectMap objects;
  1.1309 +	const Parser& parser;
  1.1310 +
  1.1311 +	PropertyTemplateMap templates;
  1.1312 +	ConnectionMap src_connections;
  1.1313 +	ConnectionMap dest_connections;
  1.1314 +
  1.1315 +	unsigned int fbxVersion;
  1.1316 +	std::string creator;
  1.1317 +	unsigned int creationTimeStamp[7];
  1.1318 +
  1.1319 +	std::vector<uint64_t> animationStacks;
  1.1320 +	mutable std::vector<const AnimationStack*> animationStacksResolved;
  1.1321 +
  1.1322 +	boost::scoped_ptr<FileGlobalSettings> globals;
  1.1323 +};
  1.1324 +
  1.1325 +}
  1.1326 +}
  1.1327 +
  1.1328 +#endif