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- /****************************************************************************************
-
- Copyright (C) 2015 Autodesk, Inc.
- All rights reserved.
-
- Use of this software is subject to the terms of the Autodesk license agreement
- provided at the time of installation or download, or which otherwise accompanies
- this software in either electronic or hard copy form.
-
- ****************************************************************************************/
- //! \file fbxlibrary.h
- #ifndef _FBXSDK_SCENE_LIBRARY_H_
- #define _FBXSDK_SCENE_LIBRARY_H_
- #include <fbxsdk/fbxsdk_def.h>
- #include <fbxsdk/scene/fbxdocument.h>
- #include <fbxsdk/scene/fbxobjectfilter.h>
- #include <fbxsdk/fbxsdk_nsbegin.h>
- class FbxLocalizationManager;
- class FbxCriteria;
- /** This library class represents libraries that store sub-libraries and shading objects.
- * Shading objects are objects of class FbxTexture, FbxSurfaceMaterial, and FbxLight.
- * \nosubgrouping
- */
- class FBXSDK_DLL FbxLibrary : public FbxDocument
- {
- FBXSDK_OBJECT_DECLARE(FbxLibrary, FbxDocument);
- public:
- //! Returns a pointer to the parent library if one exists.
- FbxLibrary* GetParentLibrary(void) const;
- /** Sets whether not this library is a system library.
- * \param pSystemLibrary A flag which indicates whether or not this library is a system library.
- */
- void SystemLibrary(bool pSystemLibrary);
- //! Returns whether or not this library is a system library.
- bool IsSystemLibrary() const;
- /** The prefix must not include the dash and language code, nor
- * can it contain the extension. But if you want, it can contain
- * a folder or sub-folder, such as: locales/mydocloc.
- * This is resolved using the XRef Manager, with priority
- * given to the library's ".fbm" folder, if one exists.
- * \param pPrefix New prefix to be set.
- */
- void LocalizationBaseNamePrefix(const char* pPrefix);
- //! Retrieves the localization prefix.
- FbxString LocalizationBaseNamePrefix() const;
- // =======================================================================
- //
- // sub-library
- //
- // =======================================================================
- /** Adds a sub-library
- * \param pSubLibrary The sub-library to be added.
- * \return \c True if adding the sub-library is successful, returns \c false if not.
- */
- bool AddSubLibrary(FbxLibrary* pSubLibrary);
- /** Removes a sub-library
- * \param pSubLibrary The sub-library to be removed.
- * \return \c True if the sub-library is removed, \c false if not.
- */
- bool RemoveSubLibrary(FbxLibrary* pSubLibrary);
- //! Returns the total number of sub-libraries
- int GetSubLibraryCount(void) const;
- /** Returns the sub-library at the specified index.
- * \param pIndex The sub-library index.
- */
- FbxLibrary* GetSubLibrary(int pIndex) const;
- /** Clones the specified asset.
- * \param pToClone The asset to be cloned.
- * \param pOptionalDestinationContainer The container for the asset copy.
- * \remarks The asset and all its dependents are cloned.
- */
- FbxObject* CloneAsset( FbxObject* pToClone, FbxObject* pOptionalDestinationContainer = NULL) const;
-
- /** Returns a criteria filter which you can use to filter objects
- * when iterating items in the library. Only real 'assets' are returned,
- * rather than FBX support objects. This currently includes
- * lights, environments, materials and textures (maps).
- * This is typically used to IMPORT from a library.
- */
- static FbxCriteria GetAssetCriteriaFilter();
- /** Returns a filter which you should use when you clone / export objects.
- * This filters out objects that should remain in the asset library.
- *
- * Use this to EXPORT from a library (or CLONE from a library).
- */
- static FbxCriteria GetAssetDependentsFilter();
- /** Transfers ownership from the source library to this library for any assets passing through the filter.
- * It is assumed that name conflicts and other details have been resolved beforehand.
- *
- * External asset files required by the assets are copied (not moved). It's
- * up to the owner of the source library to clean up the files if the files are
- * not on a read-only transport. If this document hasn't been committed yet,
- * the assets will not be copied.
- *
- * Returns true if no filtered assets were skipped. If no assets pass through
- * the filter, it returns true, because nothing has been skipped.
- *
- * This may leave the source library in an invalid state. For example, the source library
- * would be in an invalid state if you had decided to transfer texture objects to the library,
- * but materials were kept in the source library.
- *
- * To safeguard against this, the transfer disconnects objects, and thus materials
- * are left without textures.
- *
- * When you transfer an object, all its dependents come with it. If you move
- * a material, it takes the associated textures as well. Although if you moved a texture,
- * the material would not be transferred with it.
- * \param pSrcLibrary The source library to be imported.
- * \return \c True if no filtered assets are skipped.
- **/
- bool ImportAssets(FbxLibrary* pSrcLibrary);
- /** Transfers ownership from the source library to this library for any assets passing through the filter.
- * It is assumed that name conflicts and other details have been resolved beforehand.
- *
- * External asset files required by the assets are copied (not moved). It's
- * up to the owner of the source library to clean up the files if the files are
- * not on a read-only transport. If this document hasn't been committed yet,
- * the assets will not be copied.
- *
- * Returns true if no filtered assets were skipped. If no assets pass through
- * the filter, it returns true, because nothing has been skipped.
- *
- * This may leave the source library in an invalid state. For example, the source library
- * would be in an invalid state if you had decided to transfer texture objects to the library,
- * but materials were kept in the source library.
- *
- * To safeguard against this, the transfer disconnects objects, and thus materials
- * are left without textures.
- *
- * When you transfer an object, all its dependents come with it. If you move
- * a material, it takes the associated textures as well. Although if you moved a texture,
- * the material would not be transferred with it.
- * \param pSrcLibrary The source library to be imported.
- * \param pAssetFilter The asset filter.
- * \return \c True if no filtered assets are skipped.
- **/
- bool ImportAssets(FbxLibrary* pSrcLibrary, const FbxCriteria& pAssetFilter);
- /** Returns a new instance of a library member.
- * This instantiates the first object found that matches the filter.
- * \param pFBX_TYPE The type of member
- * \param pFilter A user specified filter
- * \param pRecurse A flag that indicates whether to check sub-libraries
- * \param pOptContainer Optional container for the cloned asset
- * \return A new instance of the member. Note that the new member is not included with this library.
- */
- template < class T > T* InstantiateMember( const T* pFBX_TYPE, const FbxObjectFilter& pFilter, bool pRecurse = true, FbxObject* pOptContainer = NULL);
- // =======================================================================
- //
- // Localization
- //
- // =======================================================================
- /** Returns the localization manager for the library.
- */
- FbxLocalizationManager& GetLocalizationManager() const;
- /** Localization helper function. Calls the FBX SDK manager implementation.
- * Sub-classes that manage their own localization can over-ride this function.
- * \param pID The identifier for the text to localize.
- * \param pDefault The default text. Uses pID if NULL.
- * \return The potentially localized text. May return the parameter passed in.
- */
- virtual const char* Localize( const char* pID, const char* pDefault = NULL ) const;
- // =======================================================================
- //
- // Shading Object
- //
- // =======================================================================
- /** Adds a shading object.
- * \param pShadingObject The shading object to be added.
- */
- bool AddShadingObject(FbxObject* pShadingObject);
- /** Removes a shading object.
- * \param pShadingObject The shading object to be removed.
- */
- bool RemoveShadingObject(FbxObject* pShadingObject);
- //! Returns the total number of shading objects
- int GetShadingObjectCount(void) const;
- /** Returns the shading object at the specified index.
- * \param pIndex Shading object index.
- * \return The shading object located at the specified index.
- */
- FbxObject* GetShadingObject(int pIndex) const;
- /** Returns the number of shading objects according to their implementations.
- * \param pCriteria Filtering criteria that identifies what kind of
- * implementations to consider.
- * \returns The number of shading objects corresponding to the filtering parameters
- */
- int GetShadingObjectCount(const FbxImplementationFilter& pCriteria) const;
- /** Returns a handle on the shading object at the specified index that corresponds to the given filtering parameters.
- * \param pIndex Shading object index.
- * \param pCriteria Filtering criteria that identifies what kind of
- * implementations to consider.
- * \returns A handle on the shading object at the specified index that corresponds to the given filtering parameters.
- */
- FbxObject* GetShadingObject(int pIndex, const FbxImplementationFilter& pCriteria) const;
- /*****************************************************************************************************************************
- ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! **
- *****************************************************************************************************************************/
- #ifndef DOXYGEN_SHOULD_SKIP_THIS
- protected:
- virtual void Construct(const FbxObject* pFrom);
- virtual void Destruct(bool pRecursive);
- mutable FbxLocalizationManager* mLocalizationManager;
- #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/
- };
- /*****************************************************************************************************************************
- ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! **
- *****************************************************************************************************************************/
- #ifndef DOXYGEN_SHOULD_SKIP_THIS
- template <class T> T* FbxLibrary::InstantiateMember(const T* pFBX_TYPE, const FbxObjectFilter& pFilter, bool pRecurse, FbxObject* pOptContainer)
- {
- //First check all materials in the library.
- for( int i = 0; i < GetMemberCount<T>(); ++i )
- {
- T* lObject = GetMember<T>(i);
- if( pFilter.Match(lObject) )
- return FbxCast<T>(CloneAsset(lObject,pOptContainer));
- }
- if( pRecurse )
- {
- // then check all materials in each sub-library.
- for( int i = 0; i < GetMemberCount<FbxLibrary>(); ++i )
- {
- FbxLibrary* lLibrary = GetMember<FbxLibrary>(i);
- T* lClonedObject = lLibrary->InstantiateMember(pFBX_TYPE, pFilter, pRecurse, pOptContainer);
- if( lClonedObject )
- return lClonedObject;
- }
- }
- return NULL;
- }
- class FBXSDK_DLL FbxEventPopulateSystemLibrary : public FbxEvent<FbxEventPopulateSystemLibrary>
- {
- FBXSDK_EVENT_DECLARE(FbxEventPopulateSystemLibrary)
- public:
- FbxEventPopulateSystemLibrary(FbxLibrary* pLibrary) { mLibrary = pLibrary; }
- inline FbxLibrary* GetLibrary() const { return mLibrary; }
- private:
- FbxLibrary* mLibrary;
- };
- class FBXSDK_DLL FbxEventUpdateSystemLibrary : public FbxEvent<FbxEventUpdateSystemLibrary>
- {
- FBXSDK_EVENT_DECLARE(FbxEventUpdateSystemLibrary)
- public:
- FbxEventUpdateSystemLibrary(FbxLibrary *pLibrary) { mLibrary = pLibrary; }
- inline FbxLibrary* GetLibrary() const { return mLibrary; }
- private:
- FbxLibrary* mLibrary;
- };
- class FBXSDK_DLL FbxEventWriteLocalization : public FbxEvent<FbxEventWriteLocalization>
- {
- FBXSDK_EVENT_DECLARE(FbxEventWriteLocalization)
- public:
- FbxEventWriteLocalization(FbxLibrary* pAssetLibrary) { mAssetLibrary = pAssetLibrary; }
- inline FbxLibrary* GetLibrary() const { return mAssetLibrary; }
- private:
- FbxLibrary* mAssetLibrary;
- };
- class FBXSDK_DLL FbxEventMapAssetFileToAssetObject : public FbxEvent<FbxEventMapAssetFileToAssetObject>
- {
- FBXSDK_EVENT_DECLARE(FbxEventMapAssetFileToAssetObject)
- public:
- FbxEventMapAssetFileToAssetObject(const char* pFile) :
- mAsset(NULL),
- mFilePath( pFile )
- {
- }
- inline const char* GetFilePath() const { return mFilePath; }
- mutable FbxObject* mAsset;
- private:
- FbxString mFilePath;
- };
- #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/
- #include <fbxsdk/fbxsdk_nsend.h>
- #endif /* _FBXSDK_SCENE_LIBRARY_H_ */
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