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80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/std/containers/vector.h>
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#include <SceneAPI/FbxSceneBuilder/ImportContexts/FbxImportContexts.h>
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#include <SceneAPI/FbxSDKWrapper/FbxNodeWrapper.h>
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#include <SceneAPI/SceneCore/Components/LoadingComponent.h>
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#include <SceneAPI/SceneCore/DataTypes/GraphData/ISkinWeightData.h>
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namespace AZ
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{
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namespace FbxSDKWrapper
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{
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class FbxMeshWrapper;
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}
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namespace SceneData
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{
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namespace GraphData
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{
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class SkinWeightData;
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}
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}
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namespace SceneAPI
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{
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namespace Events
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{
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class PostImportEventContext;
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}
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namespace FbxSceneBuilder
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{
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class FbxSkinWeightsImporter
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: public SceneCore::LoadingComponent
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{
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public:
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AZ_COMPONENT(FbxSkinWeightsImporter, "{95FCD291-5E1F-4591-90AD-AB5EA2599C3E}", SceneCore::LoadingComponent);
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FbxSkinWeightsImporter();
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~FbxSkinWeightsImporter() override = default;
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static void Reflect(ReflectContext* context);
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Events::ProcessingResult ImportSkinWeights(SceneNodeAppendedContext& context);
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Events::ProcessingResult SetupNamedBoneLinks(FinalizeSceneContext& context);
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protected:
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struct Pending
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{
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std::shared_ptr<const FbxSDKWrapper::FbxMeshWrapper> m_fbxMesh;
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AZStd::shared_ptr<const FbxSDKWrapper::FbxSkinWrapper> m_fbxSkin;
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AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> m_skinWeightData;
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};
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AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> BuildSkinWeightData(
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const std::shared_ptr<const FbxSDKWrapper::FbxMeshWrapper>& fbxMesh, int skinIndex);
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//! List of skin weights that still need to be filled in. Setting the data for skin weights is
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//! delayed until after the tree has been fully constructed as bones are linked by name, but until
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//! the graph has been fully filled in, those names can change which would break the names recorded
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//! for the skin.
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AZStd::vector<Pending> m_pendingSkinWeights;
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static const AZStd::string s_skinWeightName;
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};
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} // namespace FbxSceneBuilder
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} // namespace SceneAPI
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} // namespace AZ
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