1 /*
2 Open Asset Import Library (assimp)
3 ----------------------------------------------------------------------
4
5 Copyright (c) 2006-2019, assimp team
6
7
8 All rights reserved.
9
10 Redistribution and use of this software in source and binary forms,
11 with or without modification, are permitted provided that the
12 following conditions are met:
13
14 * Redistributions of source code must retain the above
15 copyright notice, this list of conditions and the
16 following disclaimer.
17
18 * Redistributions in binary form must reproduce the above
19 copyright notice, this list of conditions and the
20 following disclaimer in the documentation and/or other
21 materials provided with the distribution.
22
23 * Neither the name of the assimp team, nor the names of its
24 contributors may be used to endorse or promote products
25 derived from this software without specific prior
26 written permission of the assimp team.
27
28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
39
40 ----------------------------------------------------------------------
41 */
42
43 /** @file FBXNoteAttribute.cpp
44 * @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
45 */
46
47 #ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
48
49 #include "FBXParser.h"
50 #include "FBXDocument.h"
51 #include "FBXImporter.h"
52 #include "FBXDocumentUtil.h"
53
54 namespace Assimp {
55 namespace FBX {
56
57 using namespace Util;
58
59 // ------------------------------------------------------------------------------------------------
NodeAttribute(uint64_t id,const Element & element,const Document & doc,const std::string & name)60 NodeAttribute::NodeAttribute(uint64_t id, const Element& element, const Document& doc, const std::string& name)
61 : Object(id,element,name)
62 , props()
63 {
64 const Scope& sc = GetRequiredScope(element);
65
66 const std::string& classname = ParseTokenAsString(GetRequiredToken(element,2));
67
68 // hack on the deriving type but Null/LimbNode attributes are the only case in which
69 // the property table is by design absent and no warning should be generated
70 // for it.
71 const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
72 props = GetPropertyTable(doc,"NodeAttribute.Fbx" + classname,element,sc, is_null_or_limb);
73 }
74
75
76 // ------------------------------------------------------------------------------------------------
~NodeAttribute()77 NodeAttribute::~NodeAttribute()
78 {
79 // empty
80 }
81
82
83 // ------------------------------------------------------------------------------------------------
CameraSwitcher(uint64_t id,const Element & element,const Document & doc,const std::string & name)84 CameraSwitcher::CameraSwitcher(uint64_t id, const Element& element, const Document& doc, const std::string& name)
85 : NodeAttribute(id,element,doc,name)
86 {
87 const Scope& sc = GetRequiredScope(element);
88 const Element* const CameraId = sc["CameraId"];
89 const Element* const CameraName = sc["CameraName"];
90 const Element* const CameraIndexName = sc["CameraIndexName"];
91
92 if(CameraId) {
93 cameraId = ParseTokenAsInt(GetRequiredToken(*CameraId,0));
94 }
95
96 if(CameraName) {
97 cameraName = GetRequiredToken(*CameraName,0).StringContents();
98 }
99
100 if(CameraIndexName && CameraIndexName->Tokens().size()) {
101 cameraIndexName = GetRequiredToken(*CameraIndexName,0).StringContents();
102 }
103 }
104
105 // ------------------------------------------------------------------------------------------------
~CameraSwitcher()106 CameraSwitcher::~CameraSwitcher()
107 {
108 // empty
109 }
110
111 // ------------------------------------------------------------------------------------------------
Camera(uint64_t id,const Element & element,const Document & doc,const std::string & name)112 Camera::Camera(uint64_t id, const Element& element, const Document& doc, const std::string& name)
113 : NodeAttribute(id,element,doc,name)
114 {
115 // empty
116 }
117
118 // ------------------------------------------------------------------------------------------------
~Camera()119 Camera::~Camera()
120 {
121 // empty
122 }
123
124 // ------------------------------------------------------------------------------------------------
Light(uint64_t id,const Element & element,const Document & doc,const std::string & name)125 Light::Light(uint64_t id, const Element& element, const Document& doc, const std::string& name)
126 : NodeAttribute(id,element,doc,name)
127 {
128 // empty
129 }
130
131
132 // ------------------------------------------------------------------------------------------------
~Light()133 Light::~Light()
134 {
135 }
136
137
138 // ------------------------------------------------------------------------------------------------
Null(uint64_t id,const Element & element,const Document & doc,const std::string & name)139 Null::Null(uint64_t id, const Element& element, const Document& doc, const std::string& name)
140 : NodeAttribute(id,element,doc,name)
141 {
142
143 }
144
145
146 // ------------------------------------------------------------------------------------------------
~Null()147 Null::~Null()
148 {
149
150 }
151
152
153 // ------------------------------------------------------------------------------------------------
LimbNode(uint64_t id,const Element & element,const Document & doc,const std::string & name)154 LimbNode::LimbNode(uint64_t id, const Element& element, const Document& doc, const std::string& name)
155 : NodeAttribute(id,element,doc,name)
156 {
157
158 }
159
160
161 // ------------------------------------------------------------------------------------------------
~LimbNode()162 LimbNode::~LimbNode()
163 {
164
165 }
166
167 }
168 }
169
170 #endif
171