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o3de/Code/Tools/SceneAPI/SDKWrapper/AssImpNodeWrapper.cpp

86 lines
2.8 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Debug/Trace.h>
#include <AzCore/Math/Sha1.h>
#include <AzCore/std/string/string.h>
#include <SceneAPI/SDKWrapper/AssImpNodeWrapper.h>
#include <assimp/scene.h>
namespace AZ
{
namespace AssImpSDKWrapper
{
AssImpNodeWrapper::AssImpNodeWrapper(aiNode* sourceNode)
: m_assImpNode(sourceNode)
{
AZ_Assert(m_assImpNode, "Asset Importer Node cannot be null");
}
aiNode* AssImpNodeWrapper::GetAssImpNode() const
{
return m_assImpNode;
}
const char* AssImpNodeWrapper::GetName() const
{
return m_assImpNode->mName.C_Str();
}
AZ::u64 AssImpNodeWrapper::GetUniqueId() const
{
AZStd::string fingerprintString;
fingerprintString.append(GetName());
fingerprintString.append(m_assImpNode->mParent ? m_assImpNode->mParent->mName.C_Str() : "");
AZStd::string extraInformation = AZStd::string::format("%i%i", m_assImpNode->mNumChildren, m_assImpNode->mNumMeshes);
fingerprintString.append(extraInformation);
AZ::Sha1 sha;
sha.ProcessBytes(fingerprintString.data(), fingerprintString.size());
AZ::u32 digest[5]; //sha1 populate a 5 element array of AZ:u32
sha.GetDigest(digest);
return (static_cast<AZ::u64>(digest[0]) << 32) | digest[1];
}
int AssImpNodeWrapper::GetChildCount() const
{
return m_assImpNode->mNumChildren;
}
const std::shared_ptr<SDKNode::NodeWrapper> AssImpNodeWrapper::GetChild(int childIndex) const
{
aiNode* child = m_assImpNode->mChildren[childIndex];
AZ_Error("SDKWrapper", child, "Cannot get child assImpNode at index %d", childIndex);
return child ? std::shared_ptr<SDKNode::NodeWrapper>(new AssImpNodeWrapper(child)) : nullptr;
}
const bool AssImpNodeWrapper::ContainsMesh()
{
return m_assImpNode->mNumMeshes != 0;
}
bool AssImpNodeWrapper::ContainsBones(const aiScene& scene) const
{
for (unsigned meshIndex = 0; meshIndex < m_assImpNode->mNumMeshes; ++meshIndex)
{
if (scene.mMeshes[m_assImpNode->mMeshes[meshIndex]]->HasBones())
{
return true;
}
}
return false;
}
int AssImpNodeWrapper::GetMaterialCount() const
{
// one mesh uses only a single material
return m_assImpNode->mNumMeshes;
}
} // namespace AssImpSDKWrapper
} // namespace AZ