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o3de/Code/Sandbox/Plugins/EditorAssetImporter/AssetImporterDocument.h

70 lines
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
/////////////////////////////////////////////////////////////////////////////
//
// Asset Importer Document hosts FBX back-end data storage and access,
// loading and saving APIs.
//
/////////////////////////////////////////////////////////////////////////////
#include <string>
#include <AzFramework/StringFunc/StringFunc.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <AzCore/std/string/string.h>
#include <AzCore/std/containers/list.h>
#include <AzCore/std/string/string.h>
#include <AzCore/std/containers/map.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <SaveUtilities/AsyncSaveRunner.h>
class QWidget;
namespace AZ
{
namespace SceneAPI
{
namespace DataTypes
{
class ISceneNodeGroup;
class IMeshGroup;
class ISkeletonGroup;
class ISkinGroup;
class IAnimationGroup;
class IMaterialRule;
class IActorGroup;
class IEFXMotionGroup;
}
}
}
class AssetImporterDocument
{
public:
AssetImporterDocument();
virtual ~AssetImporterDocument() = default;
bool LoadScene(const AZStd::string& sceneFullPath);
void SaveScene(AZStd::shared_ptr<AZ::ActionOutput>& output, AZ::SaveCompleteCallback onSaveComplete);
void ClearScene();
AZStd::shared_ptr<AZ::SceneAPI::Containers::Scene>& GetScene();
protected:
void SaveManifest();
AZStd::shared_ptr<AZ::SceneAPI::Containers::Scene> m_scene;
AZStd::shared_ptr<AZ::AsyncSaveRunner> m_saveRunner;
};