Coverage Report

Created: 2025-08-26 06:41

/src/assimp/code/AssetLib/FBX/FBXProperties.h
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2025, 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 INCLUDED_AI_FBX_PROPERTIES_H
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#define INCLUDED_AI_FBX_PROPERTIES_H
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#include "FBXCompileConfig.h"
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#include <memory>
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#include <string>
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namespace Assimp {
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namespace FBX {
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// Forward declarations
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class Element;
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/**
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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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 *
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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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public:
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0
    virtual ~Property() = default;
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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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    }
Unexecuted instantiation: Assimp::FBX::TypedProperty<aiVector3t<float> > const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<aiVector3t<float> > >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<float> const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<float> >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<int> const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<int> >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<bool> const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<bool> >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<long> const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<long> >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<unsigned long> const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<unsigned long> >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<unsigned int> const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<unsigned int> >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<aiColor3D> const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<aiColor3D> >() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<aiColor4t<float> > const* Assimp::FBX::Property::As<Assimp::FBX::TypedProperty<aiColor4t<float> > >() const
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protected:
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    Property() = default;
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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) : value(value) {}
Unexecuted instantiation: Assimp::FBX::TypedProperty<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >::TypedProperty(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)
Unexecuted instantiation: Assimp::FBX::TypedProperty<aiVector3t<float> >::TypedProperty(aiVector3t<float> const&)
Unexecuted instantiation: Assimp::FBX::TypedProperty<aiColor4t<float> >::TypedProperty(aiColor4t<float> const&)
Unexecuted instantiation: Assimp::FBX::TypedProperty<bool>::TypedProperty(bool const&)
Unexecuted instantiation: Assimp::FBX::TypedProperty<int>::TypedProperty(int const&)
Unexecuted instantiation: Assimp::FBX::TypedProperty<unsigned long>::TypedProperty(unsigned long const&)
Unexecuted instantiation: Assimp::FBX::TypedProperty<long>::TypedProperty(long const&)
Unexecuted instantiation: Assimp::FBX::TypedProperty<float>::TypedProperty(float const&)
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    const T& Value() const {
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        return value;
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    }
Unexecuted instantiation: Assimp::FBX::TypedProperty<aiVector3t<float> >::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<float>::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<int>::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<bool>::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<long>::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<unsigned long>::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<unsigned int>::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<aiColor3D>::Value() const
Unexecuted instantiation: Assimp::FBX::TypedProperty<aiColor4t<float> >::Value() const
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private:
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    T value;
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};
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using DirectPropertyMap = std::fbx_unordered_map<std::string,std::shared_ptr<Property> >;
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using PropertyMap = std::fbx_unordered_map<std::string,const Property*>;
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using LazyPropertyMap = std::fbx_unordered_map<std::string,const Element*>;
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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() : element() {}
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    PropertyTable(const Element& element, std::shared_ptr<const PropertyTable> templateProps);
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    ~PropertyTable();
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    const Property* Get(const std::string& name) const;
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    // PropertyTable's need not be coupled with FBX elements so this can be nullptr
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    const Element* GetElement() const {
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        return element;
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    }
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    const PropertyTable* TemplateProps() const {
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        return templateProps.get();
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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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    const std::shared_ptr<const PropertyTable> templateProps;
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    const Element* const element;
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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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    const Property* const 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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}
Unexecuted instantiation: aiVector3t<float> Assimp::FBX::PropertyGet<aiVector3t<float> >(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, aiVector3t<float> const&)
Unexecuted instantiation: float Assimp::FBX::PropertyGet<float>(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, float const&)
Unexecuted instantiation: int Assimp::FBX::PropertyGet<int>(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, int const&)
Unexecuted instantiation: bool Assimp::FBX::PropertyGet<bool>(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool const&)
Unexecuted instantiation: std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > Assimp::FBX::PropertyGet<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)
Unexecuted instantiation: long Assimp::FBX::PropertyGet<long>(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, long const&)
Unexecuted instantiation: unsigned long Assimp::FBX::PropertyGet<unsigned long>(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, unsigned long const&)
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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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    const Property* prop = in.Get(name);
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    if( nullptr == prop) {
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        if ( ! useTemplate ) {
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            result = false;
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            return T();
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        }
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        const PropertyTable* templ = in.TemplateProps();
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        if ( nullptr == templ ) {
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            result = false;
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            return T();
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        }
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        prop = templ->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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}
Unexecuted instantiation: aiVector3t<float> Assimp::FBX::PropertyGet<aiVector3t<float> >(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool&, bool)
Unexecuted instantiation: std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > Assimp::FBX::PropertyGet<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool&, bool)
Unexecuted instantiation: float Assimp::FBX::PropertyGet<float>(Assimp::FBX::PropertyTable const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, bool&, bool)
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} //! FBX
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} //! Assimp
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#endif // INCLUDED_AI_FBX_PROPERTIES_H