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Open Asset Import Library (assimp)
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* Redistributions in binary form must reproduce the above
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/** @file  FBXImporter.cpp
 *  @brief Implementation of the FBX importer.
 */

#ifndef ASSIMP_BUILD_NO_FBX_IMPORTER

#include "FBXImporter.h"

#include "FBXTokenizer.h"
#include "FBXParser.h"
#include "FBXUtil.h"
#include "FBXDocument.h"
#include "FBXConverter.h"

#include <assimp/StreamReader.h>
#include <assimp/MemoryIOWrapper.h>
#include <assimp/Importer.hpp>
#include <assimp/importerdesc.h>

namespace Assimp {

template<>
const char* LogFunctions<FBXImporter>::Prefix() {
    static auto prefix = "FBX: ";
    return prefix;
}

}

using namespace Assimp;
using namespace Assimp::Formatter;
using namespace Assimp::FBX;

namespace {

static const aiImporterDesc desc = {
    "Autodesk FBX Importer",
    "",
    "",
    "",
    aiImporterFlags_SupportTextFlavour,
    0,
    0,
    0,
    0,
    "fbx"
};
}

// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by #Importer
FBXImporter::FBXImporter()
{
}

// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FBXImporter::~FBXImporter()
{
}

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool FBXImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
    const std::string& extension = GetExtension(pFile);
    if (extension == std::string( desc.mFileExtensions ) ) {
        return true;
    }

    else if ((!extension.length() || checkSig) && pIOHandler)   {
        // at least ASCII-FBX files usually have a 'FBX' somewhere in their head
        const char* tokens[] = {"fbx"};
        return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
    }
    return false;
}

// ------------------------------------------------------------------------------------------------
// List all extensions handled by this loader
const aiImporterDesc* FBXImporter::GetInfo () const
{
    return &desc;
}

// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void FBXImporter::SetupProperties(const Importer* pImp)
{
    settings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
    settings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
    settings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
    settings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
    settings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
    settings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
    settings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
    settings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
    settings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
    settings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
    settings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
}

// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
    std::unique_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
    if (!stream) {
        ThrowException("Could not open file for reading");
    }

    // read entire file into memory - no streaming for this, fbx
    // files can grow large, but the assimp output data structure
    // then becomes very large, too. Assimp doesn't support
    // streaming for its output data structures so the net win with
    // streaming input data would be very low.
    std::vector<char> contents;
    contents.resize(stream->FileSize()+1);
    stream->Read( &*contents.begin(), 1, contents.size()-1 );
    contents[ contents.size() - 1 ] = 0;
    const char* const begin = &*contents.begin();

    // broadphase tokenizing pass in which we identify the core
    // syntax elements of FBX (brackets, commas, key:value mappings)
    TokenList tokens;
    try {

        bool is_binary = false;
        if (!strncmp(begin,"Kaydara FBX Binary",18)) {
            is_binary = true;
            TokenizeBinary(tokens,begin,static_cast<unsigned int>(contents.size()));
        }
        else {
            Tokenize(tokens,begin);
        }

        // use this information to construct a very rudimentary
        // parse-tree representing the FBX scope structure
        Parser parser(tokens, is_binary);

        // take the raw parse-tree and convert it to a FBX DOM
        Document doc(parser,settings);

        // convert the FBX DOM to aiScene
        ConvertToAssimpScene(pScene,doc);

        std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
    }
    catch(std::exception&) {
        std::for_each(tokens.begin(),tokens.end(),Util::delete_fun<Token>());
        throw;
    }
}

#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER
