/* * Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include struct aiNode; struct aiScene; struct aiString; namespace AZ::SceneAPI::SceneBuilder { inline constexpr char PivotNodeMarker[] = "_$AssimpFbx$_"; bool IsSkinnedMesh(const aiNode& node, const aiScene& scene); // Checks if a node name is a pivot node and optionally returns the position in the name of the pivot marker (for splitting out the parts later) bool IsPivotNode(const aiString& nodeName, size_t* pos = nullptr); // Returns the bone name and type of a pivot node void SplitPivotNodeName(const aiString& nodeName, size_t pivotPos, AZStd::string_view& baseNodeName, AZStd::string_view& pivotType); // Gets the entire, combined local transform for a node taking pivot nodes into account. When pivot nodes are not used, this just returns the node's transform aiMatrix4x4 GetConcatenatedLocalTransform(const aiNode* currentNode); } // namespace AZ