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path: root/src/mesh/assimp-master/code/AssetLib/FBX/FBXMaterial.cpp
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2022, assimp team

All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:

* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
  materials provided with the distribution.

* Neither the name of the assimp team, nor the names of its
  contributors may be used to endorse or promote products
  derived from this software without specific prior
  written permission of the assimp team.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

----------------------------------------------------------------------
*/

/** @file  FBXMaterial.cpp
 *  @brief Assimp::FBX::Material and Assimp::FBX::Texture implementation
 */

#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER

#include "FBXParser.h"
#include "FBXDocument.h"
#include "FBXImporter.h"
#include "FBXImportSettings.h"
#include "FBXDocumentUtil.h"
#include "FBXProperties.h"
#include <assimp/ByteSwapper.h>
#include <assimp/ParsingUtils.h>

#include "FBXUtil.h"

namespace Assimp {
namespace FBX {

using namespace Util;

// ------------------------------------------------------------------------------------------------
Material::Material(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
        Object(id,element,name) {
    const Scope& sc = GetRequiredScope(element);

    const Element* const ShadingModel = sc["ShadingModel"];
    const Element* const MultiLayer = sc["MultiLayer"];

    if(MultiLayer) {
        multilayer = !!ParseTokenAsInt(GetRequiredToken(*MultiLayer,0));
    }

    if(ShadingModel) {
        shading = ParseTokenAsString(GetRequiredToken(*ShadingModel,0));
    } else {
        DOMWarning("shading mode not specified, assuming phong",&element);
        shading = "phong";
    }

    // lower-case shading because Blender (for example) writes "Phong"
    for (size_t i = 0; i < shading.length(); ++i) {
        shading[i] = static_cast<char>(tolower(static_cast<unsigned char>(shading[i])));
    }
    std::string templateName;
    if(shading == "phong") {
        templateName = "Material.FbxSurfacePhong";
    } else if(shading == "lambert") {
        templateName = "Material.FbxSurfaceLambert";
    } else {
        DOMWarning("shading mode not recognized: " + shading,&element);
    }

    props = GetPropertyTable(doc,templateName,element,sc);

    // resolve texture links
    const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
    for(const Connection* con : conns) {
        // texture link to properties, not objects
        if ( 0 == con->PropertyName().length()) {
            continue;
        }

        const Object* const ob = con->SourceObject();
        if(nullptr == ob) {
            DOMWarning("failed to read source object for texture link, ignoring",&element);
            continue;
        }

        const Texture* const tex = dynamic_cast<const Texture*>(ob);
        if(nullptr == tex) {
            const LayeredTexture* const layeredTexture = dynamic_cast<const LayeredTexture*>(ob);
            if(!layeredTexture) {
                DOMWarning("source object for texture link is not a texture or layered texture, ignoring",&element);
                continue;
            }
            const std::string& prop = con->PropertyName();
            if (layeredTextures.find(prop) != layeredTextures.end()) {
                DOMWarning("duplicate layered texture link: " + prop,&element);
            }

            layeredTextures[prop] = layeredTexture;
            ((LayeredTexture*)layeredTexture)->fillTexture(doc);
        } else {
            const std::string& prop = con->PropertyName();
            if (textures.find(prop) != textures.end()) {
                DOMWarning("duplicate texture link: " + prop,&element);
            }

            textures[prop] = tex;
        }
    }
}


// ------------------------------------------------------------------------------------------------
Material::~Material() {
    // empty
}

// ------------------------------------------------------------------------------------------------
Texture::Texture(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
        Object(id,element,name),
        uvScaling(1.0f,1.0f),
        media(0) {
    const Scope& sc = GetRequiredScope(element);

    const Element* const Type = sc["Type"];
    const Element* const FileName = sc["FileName"];
    const Element* const RelativeFilename = sc["RelativeFilename"];
    const Element* const ModelUVTranslation = sc["ModelUVTranslation"];
    const Element* const ModelUVScaling = sc["ModelUVScaling"];
    const Element* const Texture_Alpha_Source = sc["Texture_Alpha_Source"];
    const Element* const Cropping = sc["Cropping"];

    if(Type) {
        type = ParseTokenAsString(GetRequiredToken(*Type,0));
    }

    if(FileName) {
        fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
    }

    if(RelativeFilename) {
        relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
    }

    if(ModelUVTranslation) {
        uvTrans = aiVector2D(ParseTokenAsFloat(GetRequiredToken(*ModelUVTranslation,0)),
            ParseTokenAsFloat(GetRequiredToken(*ModelUVTranslation,1))
        );
    }

    if(ModelUVScaling) {
        uvScaling = aiVector2D(ParseTokenAsFloat(GetRequiredToken(*ModelUVScaling,0)),
            ParseTokenAsFloat(GetRequiredToken(*ModelUVScaling,1))
        );
    }

    if(Cropping) {
        crop[0] = ParseTokenAsInt(GetRequiredToken(*Cropping,0));
        crop[1] = ParseTokenAsInt(GetRequiredToken(*Cropping,1));
        crop[2] = ParseTokenAsInt(GetRequiredToken(*Cropping,2));
        crop[3] = ParseTokenAsInt(GetRequiredToken(*Cropping,3));
    } else {
        // vc8 doesn't support the crop() syntax in initialization lists
        // (and vc9 WARNS about the new (i.e. compliant) behaviour).
        crop[0] = crop[1] = crop[2] = crop[3] = 0;
    }

    if(Texture_Alpha_Source) {
        alphaSource = ParseTokenAsString(GetRequiredToken(*Texture_Alpha_Source,0));
    }

    props = GetPropertyTable(doc,"Texture.FbxFileTexture",element,sc);

    // 3DS Max and FBX SDK use "Scaling" and "Translation" instead of "ModelUVScaling" and "ModelUVTranslation". Use these properties if available.
    bool ok;
    const aiVector3D& scaling = PropertyGet<aiVector3D>(*props, "Scaling", ok);
    if (ok) {
        uvScaling.x = scaling.x;
        uvScaling.y = scaling.y;
    }

    const aiVector3D& trans = PropertyGet<aiVector3D>(*props, "Translation", ok);
    if (ok) {
        uvTrans.x = trans.x;
        uvTrans.y = trans.y;
    }

    const aiVector3D &rotation = PropertyGet<aiVector3D>(*props, "Rotation", ok);
    if (ok) {
        uvRotation = rotation.z;
    }

    // resolve video links
    if(doc.Settings().readTextures) {
        const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
        for(const Connection* con : conns) {
            const Object* const ob = con->SourceObject();
            if (nullptr == ob) {
                DOMWarning("failed to read source object for texture link, ignoring",&element);
                continue;
            }

            const Video* const video = dynamic_cast<const Video*>(ob);
            if(video) {
                media = video;
            }
        }
    }
}


Texture::~Texture() {
    // empty
}

LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Document& /*doc*/, const std::string& name) :
        Object(id,element,name),
        blendMode(BlendMode_Modulate),
        alpha(1) {
    const Scope& sc = GetRequiredScope(element);

    const Element* const BlendModes = sc["BlendModes"];
    const Element* const Alphas = sc["Alphas"];

    if (nullptr != BlendModes) {
        blendMode = (BlendMode)ParseTokenAsInt(GetRequiredToken(*BlendModes,0));
    }
    if (nullptr != Alphas) {
        alpha = ParseTokenAsFloat(GetRequiredToken(*Alphas,0));
    }
}

LayeredTexture::~LayeredTexture() {
    // empty
}

void LayeredTexture::fillTexture(const Document& doc) {
    const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
    for(size_t i = 0; i < conns.size();++i) {
        const Connection* con = conns.at(i);

        const Object* const ob = con->SourceObject();
        if (nullptr == ob) {
            DOMWarning("failed to read source object for texture link, ignoring",&element);
            continue;
        }

        const Texture* const tex = dynamic_cast<const Texture*>(ob);

        textures.push_back(tex);
    }
}

// ------------------------------------------------------------------------------------------------
Video::Video(uint64_t id, const Element& element, const Document& doc, const std::string& name) :
        Object(id,element,name),
        contentLength(0),
        content(0) {
    const Scope& sc = GetRequiredScope(element);

    const Element* const Type = sc["Type"];
    const Element* const FileName = sc.FindElementCaseInsensitive("FileName");  //some files retain the information as "Filename", others "FileName", who knows
    const Element* const RelativeFilename = sc["RelativeFilename"];
    const Element* const Content = sc["Content"];

    if(Type) {
        type = ParseTokenAsString(GetRequiredToken(*Type,0));
    }

    if(FileName) {
        fileName = ParseTokenAsString(GetRequiredToken(*FileName,0));
    }

    if(RelativeFilename) {
        relativeFileName = ParseTokenAsString(GetRequiredToken(*RelativeFilename,0));
    }

    if(Content && !Content->Tokens().empty()) {
        //this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
        try {
            const Token& token = GetRequiredToken(*Content, 0);
            const char* data = token.begin();
            if (!token.IsBinary()) {
                if (*data != '"') {
                    DOMError("embedded content is not surrounded by quotation marks", &element);
                } else {
                    size_t targetLength = 0;
                    auto numTokens = Content->Tokens().size();
                    // First time compute size (it could be large like 64Gb and it is good to allocate it once)
                    for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
                        const Token& dataToken = GetRequiredToken(*Content, tokenIdx);
                        size_t tokenLength = dataToken.end() - dataToken.begin() - 2; // ignore double quotes
                        const char* base64data = dataToken.begin() + 1;
                        const size_t outLength = Util::ComputeDecodedSizeBase64(base64data, tokenLength);
                        if (outLength == 0) {
                            DOMError("Corrupted embedded content found", &element);
                        }
                        targetLength += outLength;
                    }
                    if (targetLength == 0) {
                        DOMError("Corrupted embedded content found", &element);
                    }
                    content = new uint8_t[targetLength];
                    contentLength = static_cast<uint64_t>(targetLength);
                    size_t dst_offset = 0;
                    for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
                        const Token& dataToken = GetRequiredToken(*Content, tokenIdx);
                        size_t tokenLength = dataToken.end() - dataToken.begin() - 2; // ignore double quotes
                        const char* base64data = dataToken.begin() + 1;
                        dst_offset += Util::DecodeBase64(base64data, tokenLength, content + dst_offset, targetLength - dst_offset);
                    }
                    if (targetLength != dst_offset) {
                        delete[] content;
                        contentLength = 0;
                        DOMError("Corrupted embedded content found", &element);
                    }
                }
            } else if (static_cast<size_t>(token.end() - data) < 5) {
                DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element);
            } else if (*data != 'R') {
                DOMWarning("video content is not raw binary data, ignoring", &element);
            } else {
                // read number of elements
                uint32_t len = 0;
                ::memcpy(&len, data + 1, sizeof(len));
                AI_SWAP4(len);

                contentLength = len;

                content = new uint8_t[len];
                ::memcpy(content, data + 5, len);
            }
        } catch (const runtime_error& runtimeError) {
            //we don't need the content data for contents that has already been loaded
            ASSIMP_LOG_VERBOSE_DEBUG("Caught exception in FBXMaterial (likely because content was already loaded): ",
                    runtimeError.what());
        }
    }

    props = GetPropertyTable(doc,"Video.FbxVideo",element,sc);
}


Video::~Video() {
    delete[] content;
}

} //!FBX
} //!Assimp

#endif // ASSIMP_BUILD_NO_FBX_IMPORTER