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o3de/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/FbxSkinWeightsImporter.h

80 lines
2.9 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 <AzCore/std/containers/vector.h>
#include <SceneAPI/FbxSceneBuilder/ImportContexts/FbxImportContexts.h>
#include <SceneAPI/FbxSDKWrapper/FbxNodeWrapper.h>
#include <SceneAPI/SceneCore/Components/LoadingComponent.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/ISkinWeightData.h>
namespace AZ
{
namespace FbxSDKWrapper
{
class FbxMeshWrapper;
}
namespace SceneData
{
namespace GraphData
{
class SkinWeightData;
}
}
namespace SceneAPI
{
namespace Events
{
class PostImportEventContext;
}
namespace FbxSceneBuilder
{
class FbxSkinWeightsImporter
: public SceneCore::LoadingComponent
{
public:
AZ_COMPONENT(FbxSkinWeightsImporter, "{95FCD291-5E1F-4591-90AD-AB5EA2599C3E}", SceneCore::LoadingComponent);
FbxSkinWeightsImporter();
~FbxSkinWeightsImporter() override = default;
static void Reflect(ReflectContext* context);
Events::ProcessingResult ImportSkinWeights(SceneNodeAppendedContext& context);
Events::ProcessingResult SetupNamedBoneLinks(FinalizeSceneContext& context);
protected:
struct Pending
{
std::shared_ptr<const FbxSDKWrapper::FbxMeshWrapper> m_fbxMesh;
AZStd::shared_ptr<const FbxSDKWrapper::FbxSkinWrapper> m_fbxSkin;
AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> m_skinWeightData;
};
AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> BuildSkinWeightData(
const std::shared_ptr<const FbxSDKWrapper::FbxMeshWrapper>& fbxMesh, int skinIndex);
//! List of skin weights that still need to be filled in. Setting the data for skin weights is
//! delayed until after the tree has been fully constructed as bones are linked by name, but until
//! the graph has been fully filled in, those names can change which would break the names recorded
//! for the skin.
AZStd::vector<Pending> m_pendingSkinWeights;
static const AZStd::string s_skinWeightName;
};
} // namespace FbxSceneBuilder
} // namespace SceneAPI
} // namespace AZ