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o3de/Code/Tools/SceneAPI/SceneBuilder/Importers/AssImpImporterUtilities.h

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2.1 KiB
C++

/*
* 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 <assimp/matrix4x4.h>
#include <AzCore/std/containers/unordered_map.h>
#include <AzCore/std/string/string.h>
#include <SceneAPI/SceneCore/DataTypes/MatrixType.h>
struct aiBone;
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);
DataTypes::MatrixType GetLocalSpaceBindPoseTransform(const aiScene* scene, const aiNode* node);
// Gather all bones from the scene. (Bone in AssImp corresponds to nodes that influence any of the vertices).
void FindAllBones(const aiScene* scene, AZStd::unordered_multimap<AZStd::string, const aiBone*>& outBoneByNameMap);
// Find the first bone with the name of the given node.
const aiBone* FindFirstBoneByNodeName(const aiNode* node, AZStd::unordered_multimap<AZStd::string, const aiBone*>& boneByNameMap);
// Check if the given node or any of its children, or children of children, is a bone by checking if the node name is part of the given map.
bool RecursiveHasChildBone(const aiNode* node, const AZStd::unordered_multimap<AZStd::string, const aiBone*>& boneByNameMap);
} // namespace AZ