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

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

namespace Assimp {

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

} // namespace Assimp

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

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

// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool FBXImporter::CanRead(const std::string & pFile, IOSystem * pIOHandler, bool /*checkSig*/) const {
	// at least ASCII-FBX files usually have a 'FBX' somewhere in their head
	static const char *tokens[] = { " \n\r\n ", "fbx" };
	return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
}

// ------------------------------------------------------------------------------------------------
// 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) {
    mSettings.readAllLayers = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, true);
    mSettings.readAllMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, false);
    mSettings.readMaterials = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_MATERIALS, true);
    mSettings.readTextures = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_TEXTURES, true);
    mSettings.readCameras = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_CAMERAS, true);
    mSettings.readLights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_LIGHTS, true);
    mSettings.readAnimations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, true);
    mSettings.readWeights = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_READ_WEIGHTS, true);
    mSettings.strictMode = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_STRICT_MODE, false);
    mSettings.preservePivots = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, true);
    mSettings.optimizeEmptyAnimationCurves = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, true);
    mSettings.useLegacyEmbeddedTextureNaming = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, false);
    mSettings.removeEmptyBones = pImp->GetPropertyBool(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true);
    mSettings.convertToMeters = pImp->GetPropertyBool(AI_CONFIG_FBX_CONVERT_TO_M, false);
    mSettings.ignoreUpDirection = pImp->GetPropertyBool(AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION, false);
    mSettings.useSkeleton = pImp->GetPropertyBool(AI_CONFIG_FBX_USE_SKELETON_BONE_CONTAINER, false);
}

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

    ASSIMP_LOG_DEBUG("Reading FBX file");

	// 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();

	// broad-phase tokenized pass in which we identify the core
	// syntax elements of FBX (brackets, commas, key:value mappings)
	TokenList tokens;
    Assimp::StackAllocator tempAllocator;
    try {
		bool is_binary = false;
		if (!strncmp(begin, "Kaydara FBX Binary", 18)) {
			is_binary = true;
            TokenizeBinary(tokens, begin, contents.size(), tempAllocator);
		} else {
            Tokenize(tokens, begin, tempAllocator);
		}

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

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

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

		// size relative to cm
		float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor();
        if (size_relative_to_cm == 0.0) {
			// BaseImporter later asserts that fileScale is non-zero.
			ThrowException("The UnitScaleFactor must be non-zero");
        }

		// Set FBX file scale is relative to CM must be converted to M for
		// assimp universal format (M)
		SetFileScale(size_relative_to_cm * 0.01f);

		// This collection does not own the memory for the tokens, but we need to call their d'tor
        std::for_each(tokens.begin(), tokens.end(), Util::destructor_fun<Token>());

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

#endif // !ASSIMP_BUILD_NO_FBX_IMPORTER
