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o3de/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/Utilities/AssImpMeshImporterUtilities.h
T
AMZN-stankowi f779821ac0 Helios - LYN-3250 - Fixed morph targets for meshes that had multiple … (#696)
* Helios - LYN-3250 - Fixed morph targets for meshes that had multiple materials (#374)

Fixed morph targets for meshes that had multiple materials and were split by AssImp: Recombined them into one mesh in the O3DE scene graph, so the behavior would match FBX SDK.
2021-05-19 13:02:31 -07:00

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2.0 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <SceneAPI/SceneCore/Events/ProcessingResult.h>
struct aiNode;
struct aiScene;
namespace AZ
{
namespace FbxSDKWrapper
{
class FbxMeshWrapper;
}
namespace SceneData
{
namespace GraphData
{
class MeshData;
class BlendShapeData;
}
}
namespace SceneAPI
{
namespace DataTypes
{
class IGraphObject;
}
struct AssImpSceneNodeAppendedContext;
class FbxSceneSystem;
namespace FbxSceneBuilder
{
bool BuildSceneMeshFromAssImpMesh(const aiNode* currentNode, const aiScene* scene, const FbxSceneSystem& sceneSystem, AZStd::vector<AZStd::shared_ptr<DataTypes::IGraphObject>>& meshes,
const AZStd::function<AZStd::shared_ptr<SceneData::GraphData::MeshData>()>& makeMeshFunc);
typedef AZ::Outcome<const SceneData::GraphData::MeshData* const, Events::ProcessingResult> GetMeshDataFromParentResult;
GetMeshDataFromParentResult GetMeshDataFromParent(AssImpSceneNodeAppendedContext& context);
// If a node in the original scene file has a mesh with multiple materials on it, the associated AssImp
// node will have multiple meshes on it, broken apart per material. This returns the total number
// of vertices on all meshes on the given node.
uint64_t GetVertexCountForAllMeshesOnNode(const aiNode& node, const aiScene& scene);
}
}
}