/* * 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 #include #include #include namespace AZ { namespace FbxSDKWrapper { class FbxMaterialWrapper { public: enum class MaterialMapType { Diffuse, Specular, Bump, Normal }; FbxMaterialWrapper(FbxSurfaceMaterial* fbxMaterial); virtual ~FbxMaterialWrapper(); virtual AZStd::string GetName() const; virtual AZStd::string GetTextureFileName(const char* textureType) const; virtual AZStd::string GetTextureFileName(const AZStd::string& textureType) const; virtual AZStd::string GetTextureFileName(MaterialMapType textureType) const; virtual AZ::Vector3 GetDiffuseColor() const; virtual AZ::Vector3 GetSpecularColor() const; virtual AZ::Vector3 GetEmissiveColor() const; virtual float GetOpacity() const; virtual float GetShininess() const; virtual uint64_t GetUniqueId() const; protected: FbxSurfaceMaterial* m_fbxMaterial; }; } // namespace FbxSDKWrapper } // namespace AZ