#pragma once /* * 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. * */ #include #include #include #include struct CNodeCGF; class CContentCGF; namespace AZ { class ReflectContext; namespace RC { struct CgfGroupExportContext; struct ContainerExportContext; struct MeshNodeExportContext; class TouchBendingExporter : public AZ::SceneAPI::SceneCore::RCExportingComponent { public: AZ_COMPONENT(TouchBendingExporter, "{4C6694B3-F7A8-48D8-A10A-46D57F8CC75E}", AZ::SceneAPI::SceneCore::RCExportingComponent); TouchBendingExporter(); ~TouchBendingExporter() override = default; static void Reflect(AZ::ReflectContext* context); SceneAPI::Events::ProcessingResult ValidateRules(CgfGroupExportContext& context); SceneAPI::Events::ProcessingResult ConfigureContainer(AZ::RC::ContainerExportContext& context); SceneAPI::Events::ProcessingResult ProcessSkinnedMesh(AZ::RC::MeshNodeExportContext& context); static constexpr const char * const TraceWindowName = "TouchBending"; protected: /*! StaticObjectCompiler, when building SFoliageInfoCGF, uses the "branch%d_%d" named bones to build the spines. This methods adds the tree of CNodeCGF helper nodes from Bones with such names. */ bool AddHelperBoneNodes(AZ::RC::ContainerExportContext& context, CContentCGF& content, AZStd::string& rootBoneName, bool shouldOverrideDamping, float damping, bool shouldOverrideStiffness, float stiffness, bool shouldOverrideThickness, float thickness); }; //class TouchBendingCgfExporter } // namespace RC } //namespace AZ