/* * 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 <AzCore/std/containers/vector.h> #include <SceneAPI/FbxSceneBuilder/ImportContexts/FbxImportContexts.h> #include <SceneAPI/FbxSDKWrapper/FbxNodeWrapper.h> #include <SceneAPI/SceneCore/Components/LoadingComponent.h> #include <SceneAPI/SceneCore/DataTypes/GraphData/ISkinWeightData.h> namespace AZ { namespace FbxSDKWrapper { class FbxMeshWrapper; } namespace SceneData { namespace GraphData { class SkinWeightData; } } namespace SceneAPI { namespace Events { class PostImportEventContext; } namespace FbxSceneBuilder { class FbxSkinWeightsImporter : public SceneCore::LoadingComponent { public: AZ_COMPONENT(FbxSkinWeightsImporter, "{95FCD291-5E1F-4591-90AD-AB5EA2599C3E}", SceneCore::LoadingComponent); FbxSkinWeightsImporter(); ~FbxSkinWeightsImporter() override = default; static void Reflect(ReflectContext* context); Events::ProcessingResult ImportSkinWeights(SceneNodeAppendedContext& context); Events::ProcessingResult SetupNamedBoneLinks(FinalizeSceneContext& context); protected: struct Pending { std::shared_ptr<const FbxSDKWrapper::FbxMeshWrapper> m_fbxMesh; AZStd::shared_ptr<const FbxSDKWrapper::FbxSkinWrapper> m_fbxSkin; AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> m_skinWeightData; }; AZStd::shared_ptr<SceneData::GraphData::SkinWeightData> BuildSkinWeightData( const std::shared_ptr<const FbxSDKWrapper::FbxMeshWrapper>& fbxMesh, int skinIndex); //! List of skin weights that still need to be filled in. Setting the data for skin weights is //! delayed until after the tree has been fully constructed as bones are linked by name, but until //! the graph has been fully filled in, those names can change which would break the names recorded //! for the skin. AZStd::vector<Pending> m_pendingSkinWeights; static const AZStd::string s_skinWeightName; }; } // namespace FbxSceneBuilder } // namespace SceneAPI } // namespace AZ