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- /*
- * 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
- *
- */
- #pragma once
- #include <assimp/matrix4x4.h>
- #include <AzCore/std/containers/unordered_map.h>
- #include <AzCore/std/string/string.h>
- #include <SceneAPI/SceneCore/DataTypes/MatrixType.h>
- struct aiBone;
- struct aiNode;
- struct aiScene;
- struct aiString;
- namespace AZ::SceneAPI::SceneBuilder
- {
- inline constexpr char PivotNodeMarker[] = "_$AssimpFbx$_";
- bool IsSkinnedMesh(const aiNode& node, const aiScene& scene);
- // Checks if a node name is a pivot node and optionally returns the position in the name of the pivot marker (for splitting out the parts later)
- bool IsPivotNode(const aiString& nodeName, size_t* pos = nullptr);
- // Returns the bone name and type of a pivot node
- void SplitPivotNodeName(const aiString& nodeName, size_t pivotPos, AZStd::string_view& baseNodeName, AZStd::string_view& pivotType);
- // Gets the entire, combined local transform for a node taking pivot nodes into account. When pivot nodes are not used, this just returns the node's transform
- aiMatrix4x4 GetConcatenatedLocalTransform(const aiNode* currentNode);
- DataTypes::MatrixType GetLocalSpaceBindPoseTransform(const aiScene* scene, const aiNode* node);
- // Gather all bones from the scene. (Bone in AssImp corresponds to nodes that influence any of the vertices).
- void FindAllBones(const aiScene* scene, AZStd::unordered_multimap<AZStd::string, const aiBone*>& outBoneByNameMap);
- // Find the first bone with the name of the given node.
- const aiBone* FindFirstBoneByNodeName(const aiNode* node, AZStd::unordered_multimap<AZStd::string, const aiBone*>& boneByNameMap);
- // Check if the given node or any of its children, or children of children, is a bone by checking if the node name is part of the given maps.
- bool RecursiveHasChildBone(const aiNode* node, const AZStd::unordered_multimap<AZStd::string, const aiBone*>& boneByNameMap, const AZStd::unordered_set<AZStd::string>& animatedNodesMap);
- } // namespace AZ
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