73522e90c9
* First pass FBX -> Scene File conversion. This is the simple pass, minimizing code changes and focused on comments. Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> * Step 1 of part 2 of the FBX -> Scene rename Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> * Renaming FbxSceneBuilder folder to SceneBuilder Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> * Renamed files Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> * More FBX -> Scene Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
55 lines
1.5 KiB
C++
55 lines
1.5 KiB
C++
/*
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* 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.
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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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#pragma once
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#include <AzCore/RTTI/RTTI.h>
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#include <AzCore/std/string/string.h>
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#include <AzCore/Math/Vector3.h>
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struct aiMaterial;
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namespace AZ
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{
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namespace SDKMaterial
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{
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class MaterialWrapper
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{
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public:
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AZ_RTTI(MaterialWrapper, "{3B83DEE4-FF59-4AB3-B4F1-14EEE22339F3}");
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enum class MaterialMapType
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{
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Diffuse,
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Specular,
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Bump,
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Normal,
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Metallic,
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Roughness,
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AmbientOcclusion,
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Emissive,
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BaseColor
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};
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MaterialWrapper(aiMaterial* assImpmaterial);
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virtual ~MaterialWrapper();
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aiMaterial* GetAssImpMaterial();
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virtual AZStd::string GetName() const;
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virtual AZ::u64 GetUniqueId() const;
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virtual AZStd::string GetTextureFileName(MaterialMapType textureType) const;
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virtual AZ::Vector3 GetDiffuseColor() const;
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virtual AZ::Vector3 GetSpecularColor() const;
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virtual AZ::Vector3 GetEmissiveColor() const;
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virtual float GetOpacity() const;
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virtual float GetShininess() const;
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protected:
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aiMaterial* m_assImpMaterial = nullptr;
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};
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} // namespace SDKMaterial
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} // namespace AZ
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