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o3de/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/FbxMeshImporter.cpp

70 lines
2.7 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.
*
*/
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
#include <SceneAPI/FbxSceneBuilder/Importers/FbxMeshImporter.h>
#include <SceneAPI/FbxSceneBuilder/Importers/FbxImporterUtilities.h>
#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/FbxMeshImporterUtilities.h>
#include <SceneAPI/FbxSDKWrapper/FbxNodeWrapper.h>
#include <SceneAPI/FbxSDKWrapper/FbxMeshWrapper.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
namespace AZ
{
namespace SceneAPI
{
namespace FbxSceneBuilder
{
FbxMeshImporter::FbxMeshImporter()
{
BindToCall(&FbxMeshImporter::ImportMesh);
}
void FbxMeshImporter::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<FbxMeshImporter, SceneCore::LoadingComponent>()->Version(1);
}
}
Events::ProcessingResult FbxMeshImporter::ImportMesh(FbxNodeEncounteredContext& context)
{
AZ_TraceContext("Importer", "Mesh");
if (!context.m_sourceNode.GetMesh() ||
IsSkinnedMesh(context.m_sourceNode))
{
return Events::ProcessingResult::Ignored;
}
AZStd::shared_ptr<SceneData::GraphData::MeshData> createdData =
AZStd::make_shared<SceneData::GraphData::MeshData>();
if (BuildSceneMeshFromFbxMesh(createdData, *context.m_sourceNode.GetMesh(), context.m_sourceSceneSystem))
{
context.m_createdData.push_back(std::move(createdData));
return Events::ProcessingResult::Success;
}
else
{
return Events::ProcessingResult::Failure;
}
}
} // namespace FbxSceneBuilder
} // namespace SceneAPI
} // namespace AZ