Coverage Report

Created: 2024-08-16 12:05

/src/assimp/code/AssetLib/FBX/FBXImporter.cpp
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2022, 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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r
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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  FBXImporter.cpp
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 *  @brief Implementation of the FBX importer.
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 */
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#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER
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#include "FBXImporter.h"
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#include "FBXConverter.h"
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#include "FBXDocument.h"
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#include "FBXParser.h"
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#include "FBXTokenizer.h"
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#include "FBXUtil.h"
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#include <assimp/MemoryIOWrapper.h>
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#include <assimp/StreamReader.h>
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#include <assimp/importerdesc.h>
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#include <assimp/Importer.hpp>
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namespace Assimp {
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template <>
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0
const char *LogFunctions<FBXImporter>::Prefix() {
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  static auto prefix = "FBX: ";
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  return prefix;
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}
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} // namespace Assimp
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using namespace Assimp;
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using namespace Assimp::Formatter;
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using namespace Assimp::FBX;
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namespace {
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static const aiImporterDesc desc = {
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  "Autodesk FBX Importer",
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  "",
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  "",
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  "",
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  aiImporterFlags_SupportTextFlavour,
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  0,
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  0,
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  0,
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  0,
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  "fbx"
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};
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by #Importer
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26.0k
FBXImporter::FBXImporter() {
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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FBXImporter::~FBXImporter() {
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool FBXImporter::CanRead(const std::string & pFile, IOSystem * pIOHandler, bool /*checkSig*/) const {
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  // at least ASCII-FBX files usually have a 'FBX' somewhere in their head
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  static const char *tokens[] = { "fbx" };
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  return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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// List all extensions handled by this loader
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const aiImporterDesc *FBXImporter::GetInfo() const {
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  return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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void FBXImporter::SetupProperties(const Importer *pImp) {
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  settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
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  settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
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  settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
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  settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
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  settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
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  settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
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  settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
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  settings.readWeights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_WEIGHTS, true);
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  settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
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  settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
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  settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
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  settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
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  settings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
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  settings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void FBXImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) {
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  auto streamCloser = [&](IOStream *pStream) {
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    pIOHandler->Close(pStream);
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  };
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  std::unique_ptr<IOStream, decltype(streamCloser)> stream(pIOHandler->Open(pFile, "rb"), streamCloser);
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  if (!stream) {
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    ThrowException("Could not open file for reading");
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  }
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    ASSIMP_LOG_DEBUG("Reading FBX file");
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  // read entire file into memory - no streaming for this, fbx
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  // files can grow large, but the assimp output data structure
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  // then becomes very large, too. Assimp doesn't support
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  // streaming for its output data structures so the net win with
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  // streaming input data would be very low.
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  std::vector<char> contents;
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  contents.resize(stream->FileSize() + 1);
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  stream->Read(&*contents.begin(), 1, contents.size() - 1);
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  contents[contents.size() - 1] = 0;
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  const char *const begin = &*contents.begin();
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  // broadphase tokenizing pass in which we identify the core
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  // syntax elements of FBX (brackets, commas, key:value mappings)
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  TokenList tokens;
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  try {
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    bool is_binary = false;
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    if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
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      is_binary = true;
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      TokenizeBinary(tokens, begin, contents.size());
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    } else {
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      Tokenize(tokens, begin);
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    }
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    // use this information to construct a very rudimentary
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    // parse-tree representing the FBX scope structure
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    Parser parser(tokens, is_binary);
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    // take the raw parse-tree and convert it to a FBX DOM
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    Document doc(parser, settings);
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    // convert the FBX DOM to aiScene
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    ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones);
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    // size relative to cm
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    float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
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        if (size_relative_to_cm == 0.0)
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        {
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      // BaseImporter later asserts that fileScale is non-zero.
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      ThrowException("The UnitScaleFactor must be non-zero");
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        }
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    // Set FBX file scale is relative to CM must be converted to M for
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    // assimp universal format (M)
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    SetFileScale(size_relative_to_cm * 0.01f);
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    std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
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  } catch (std::exception &) {
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    std::for_each(tokens.begin(), tokens.end(), Util::delete_fun<Token>());
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    throw;
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  }
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}
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#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER