/* * 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 #include #include #include namespace AZ { namespace SceneData { namespace GraphData { class SkinWeightData; } } namespace SceneAPI { namespace Events { class PostImportEventContext; } namespace SceneBuilder { class AssImpSkinWeightsImporter : public SceneCore::LoadingComponent { public: AZ_COMPONENT(AssImpSkinWeightsImporter, "{79B5E863-C155-473A-BC0D-B85F8D8303EB}", SceneCore::LoadingComponent); AssImpSkinWeightsImporter(); ~AssImpSkinWeightsImporter() override = default; static void Reflect(ReflectContext* context); Events::ProcessingResult ImportSkinWeights(AssImpSceneNodeAppendedContext& context); Events::ProcessingResult SetupNamedBoneLinks(AssImpFinalizeSceneContext& context); protected: struct Pending { const aiBone* m_bone = nullptr; unsigned m_numVertices = 0; unsigned m_vertOffset = 0; AZStd::shared_ptr m_skinWeightData; }; //! List of skin weights that still need to be filled in. Setting the data for skin weights is //! delayed until after the tree has been fully constructed as bones are linked by name, but until //! the graph has been fully filled in, those names can change which would break the names recorded //! for the skin. AZStd::vector m_pendingSkinWeights; static const AZStd::string s_skinWeightName; }; } // namespace SceneBuilder } // namespace SceneAPI } // namespace AZ