/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include #include #include #include #include #include #include namespace AZ { namespace SceneAPI { namespace FbxSceneBuilder { AssImpMeshImporter::AssImpMeshImporter() { BindToCall(&AssImpMeshImporter::ImportMesh); } void AssImpMeshImporter::Reflect(ReflectContext* context) { SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class()->Version(2); } } Events::ProcessingResult AssImpMeshImporter::ImportMesh(AssImpNodeEncounteredContext& context) { AZ_TraceContext("Importer", "Mesh"); const aiNode* currentNode = context.m_sourceNode.GetAssImpNode(); const aiScene* scene = context.m_sourceScene.GetAssImpScene(); if (!context.m_sourceNode.ContainsMesh() || IsSkinnedMesh(*currentNode, *scene)) { return Events::ProcessingResult::Ignored; } if (BuildSceneMeshFromAssImpMesh(currentNode, scene, context.m_sourceSceneSystem, context.m_createdData, [] { return AZStd::make_shared(); })) { return Events::ProcessingResult::Success; } return Events::ProcessingResult::Failure; } } // namespace FbxSceneBuilder } // namespace SceneAPI } // namespace AZ