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>
34 lines
1.2 KiB
C++
34 lines
1.2 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 <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::SceneBuilder
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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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