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86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/Debug/Trace.h>
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#include <AzCore/Math/Sha1.h>
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#include <AzCore/std/string/string.h>
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#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
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#include <assimp/scene.h>
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namespace AZ
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{
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namespace AssImpSDKWrapper
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{
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AssImpNodeWrapper::AssImpNodeWrapper(aiNode* sourceNode)
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: m_assImpNode(sourceNode)
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{
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AZ_Assert(m_assImpNode, "Asset Importer Node cannot be null");
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}
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aiNode* AssImpNodeWrapper::GetAssImpNode() const
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{
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return m_assImpNode;
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}
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const char* AssImpNodeWrapper::GetName() const
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{
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return m_assImpNode->mName.C_Str();
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}
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AZ::u64 AssImpNodeWrapper::GetUniqueId() const
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{
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AZStd::string fingerprintString;
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fingerprintString.append(GetName());
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fingerprintString.append(m_assImpNode->mParent ? m_assImpNode->mParent->mName.C_Str() : "");
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AZStd::string extraInformation = AZStd::string::format("%i%i", m_assImpNode->mNumChildren, m_assImpNode->mNumMeshes);
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fingerprintString.append(extraInformation);
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AZ::Sha1 sha;
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sha.ProcessBytes(fingerprintString.data(), fingerprintString.size());
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AZ::u32 digest[5]; //sha1 populate a 5 element array of AZ:u32
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sha.GetDigest(digest);
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return (static_cast<AZ::u64>(digest[0]) << 32) | digest[1];
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}
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int AssImpNodeWrapper::GetChildCount() const
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{
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return m_assImpNode->mNumChildren;
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}
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const std::shared_ptr<SDKNode::NodeWrapper> AssImpNodeWrapper::GetChild(int childIndex) const
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{
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aiNode* child = m_assImpNode->mChildren[childIndex];
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AZ_Error("SDKWrapper", child, "Cannot get child assImpNode at index %d", childIndex);
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return child ? std::shared_ptr<SDKNode::NodeWrapper>(new AssImpNodeWrapper(child)) : nullptr;
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}
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const bool AssImpNodeWrapper::ContainsMesh()
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{
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return m_assImpNode->mNumMeshes != 0;
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}
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bool AssImpNodeWrapper::ContainsBones(const aiScene& scene) const
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{
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for (unsigned meshIndex = 0; meshIndex < m_assImpNode->mNumMeshes; ++meshIndex)
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{
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if (scene.mMeshes[m_assImpNode->mMeshes[meshIndex]]->HasBones())
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{
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return true;
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}
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}
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return false;
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}
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int AssImpNodeWrapper::GetMaterialCount() const
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{
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// one mesh uses only a single material
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return m_assImpNode->mNumMeshes;
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}
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} // namespace AssImpSDKWrapper
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} // namespace AZ
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