code: /*************************************************************************/
  /*  FBXAnimation.cpp                                                     */
  /*************************************************************************/
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  Open Asset Import Library (assimp)
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  /** @file  FBXAnimation.cpp
   *  @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
   *         Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
   */
  
  #include "FBXCommon.h"
  #include "FBXDocument.h"
  #include "FBXDocumentUtil.h"
  #include "FBXParser.h"
  
  namespace FBXDocParser {
  
  using namespace Util;
  
  // ------------------------------------------------------------------------------------------------
  AnimationCurve::AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document & /*doc*/) :
  		Object(id, element, name) {
  	const ScopePtr sc = GetRequiredScope(element);
  	const ElementPtr KeyTime = GetRequiredElement(sc, "KeyTime");
  	const ElementPtr KeyValueFloat = GetRequiredElement(sc, "KeyValueFloat");
  
  	// note preserved keys and values for legacy FBXConverter.cpp
  	// we can remove this once the animation system is written
  	// and clean up this code so we do not have copies everywhere.
  	ParseVectorDataArray(keys, KeyTime);
  	ParseVectorDataArray(values, KeyValueFloat);
  
  	if (keys.size() != values.size()) {
  		DOMError("the number of key times does not match the number of keyframe values", KeyTime);
  	}
  
  	// put the two lists into the map, underlying container is really just a dictionary
  	// these will always match, if not an error will throw and the file will not import
  	// this is useful because we then can report something and fix this later if it becomes an issue
  	// at this point we do not need a different count of these elements so this makes the
  	// most sense to do.
  	for (size_t x = 0; x < keys.size(); x++) {
  		keyvalues[keys[x]] = values[x];
  	}
  
  	const ElementPtr KeyAttrDataFloat = sc->GetElement("KeyAttrDataFloat");
  	if (KeyAttrDataFloat) {
  		ParseVectorDataArray(attributes, KeyAttrDataFloat);
  	}
  
  	const ElementPtr KeyAttrFlags = sc->GetElement("KeyAttrFlags");
  	if (KeyAttrFlags) {
  		ParseVectorDataArray(flags, KeyAttrFlags);
  	}
  }
  
  // ------------------------------------------------------------------------------------------------
  AnimationCurve::~AnimationCurve() {
  	// empty
  }
  
  // ------------------------------------------------------------------------------------------------
  AnimationCurveNode::AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name,
  		const Document &doc, const char *const *target_prop_whitelist /*= NULL*/,
  		size_t whitelist_size /*= 0*/) :
  		Object(id, element, name), target(), doc(doc) {
  	const ScopePtr sc = GetRequiredScope(element);
  
  	// find target node
  	const char *whitelist[] = { "Model", "NodeAttribute", "Deformer" };
  	const std::vector<const Connection *> &conns = doc.GetConnectionsBySourceSequenced(ID(), whitelist, 3);
  
  	for (const Connection *con : conns) {
  		// link should go for a property
  		if (!con->PropertyName().length()) {
  			continue;
  		}
  
  		Object *object = con->DestinationObject();
  
  		if (!object) {
  			DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring", element);
  			continue;
  		}
  
  		target = object;
  		prop = con->PropertyName();
  		break;
  	}
  
  	props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
  }
  
  // ------------------------------------------------------------------------------------------------
  AnimationCurveNode::~AnimationCurveNode() {
  	curves.clear();
  }
  
  // ------------------------------------------------------------------------------------------------
  const AnimationMap &AnimationCurveNode::Curves() const {
  	/* Lazy loaded animation curves, will only load if required */
  	if (curves.empty()) {
  		// resolve attached animation curves
  		const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
  
  		for (const Connection *con : conns) {
  			// So the advantage of having this STL boilerplate is that it's dead simple once you get it.
  			// The other advantage is casting is guaranteed to be safe and nullptr will be returned in the last step if it fails.
  			Object *ob = con->SourceObject();
  			AnimationCurve *anim_curve = dynamic_cast<AnimationCurve *>(ob);
  			ERR_CONTINUE_MSG(!anim_curve, "Failed to convert animation curve from object");
  
  			curves.insert(std::make_pair(con->PropertyName(), anim_curve));
  		}
  	}
  
  	return curves;
  }
  
  // ------------------------------------------------------------------------------------------------
  AnimationLayer::AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
  		Object(id, element, name), doc(doc) {
  	const ScopePtr sc = GetRequiredScope(element);
  
  	// note: the props table here bears little importance and is usually absent
  	props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
  }
  
  // ------------------------------------------------------------------------------------------------
  AnimationLayer::~AnimationLayer() {
  	// empty
  }
  
  // ------------------------------------------------------------------------------------------------
  const AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist,
  		size_t whitelist_size /*= 0*/) const {
  	AnimationCurveNodeList nodes;
  
  	// resolve attached animation nodes
  	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurveNode");
  	nodes.reserve(conns.size());
  
  	for (const Connection *con : conns) {
  		// link should not go to a property
  		if (con->PropertyName().length()) {
  			continue;
  		}
  
  		Object *ob = con->SourceObject();
  
  		if (!ob) {
  			DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring", element);
  			continue;
  		}
  
  		const AnimationCurveNode *anim = dynamic_cast<AnimationCurveNode *>(ob);
  		if (!anim) {
  			DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode", element);
  			continue;
  		}
  
  		if (target_prop_whitelist) {
  			const char *s = anim->TargetProperty().c_str();
  			bool ok = false;
  			for (size_t i = 0; i < whitelist_size; ++i) {
  				if (!strcmp(s, target_prop_whitelist[i])) {
  					ok = true;
  					break;
  				}
  			}
  			if (!ok) {
  				continue;
  			}
  		}
  		nodes.push_back(anim);
  	}
  
  	return nodes;
  }
  
  // ------------------------------------------------------------------------------------------------
  AnimationStack::AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
  		Object(id, element, name) {
  	const ScopePtr sc = GetRequiredScope(element);
  
  	// note: we don't currently use any of these properties so we shouldn't bother if it is missing
  	props = GetPropertyTable(doc, "AnimationStack.FbxAnimStack", element, sc, true);
  
  	// resolve attached animation layers
  	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationLayer");
  	layers.reserve(conns.size());
  
  	for (const Connection *con : conns) {
  		// link should not go to a property
  		if (con->PropertyName().length()) {
  			continue;
  		}
  
  		Object *ob = con->SourceObject();
  		if (!ob) {
  			DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring", element);
  			continue;
  		}
  
  		const AnimationLayer *anim = dynamic_cast<const AnimationLayer *>(ob);
  
  		if (!anim) {
  			DOMWarning("source object for ->AnimationStack link is not an AnimationLayer", element);
  			continue;
  		}
  
  		layers.push_back(anim);
  	}
  }
  
  // ------------------------------------------------------------------------------------------------
  AnimationStack::~AnimationStack() {
  	if (props != nullptr) {
  		delete props;
  		props = nullptr;
  	}
  }
  } // namespace FBXDocParser
  