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39 lines
1.5 KiB
C++
39 lines
1.5 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <assimp/matrix4x4.h>
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#include <AzCore/std/string/string.h>
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struct aiNode;
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struct aiScene;
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struct aiString;
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namespace AZ::SceneAPI::FbxSceneBuilder
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{
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inline constexpr char PivotNodeMarker[] = "_$AssimpFbx$_";
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bool IsSkinnedMesh(const aiNode& node, const aiScene& scene);
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// 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)
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bool IsPivotNode(const aiString& nodeName, size_t* pos = nullptr);
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// Returns the bone name and type of a pivot node
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void SplitPivotNodeName(const aiString& nodeName, size_t pivotPos, AZStd::string_view& baseNodeName, AZStd::string_view& pivotType);
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// 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
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aiMatrix4x4 GetConcatenatedLocalTransform(const aiNode* currentNode);
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} // namespace AZ
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