/* * 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 SceneData { namespace GraphData { class MeshVertexUVData; } } namespace FbxSDKWrapper { class FbxMeshWrapper; class FbxUVWrapper; } namespace SceneAPI { namespace FbxSceneBuilder { class FbxUvMapImporter : public SceneCore::LoadingComponent { public: AZ_COMPONENT(FbxUvMapImporter, "{B16CD69D-3C0C-4FE2-B481-1084B1C36242}", SceneCore::LoadingComponent); FbxUvMapImporter(); ~FbxUvMapImporter() override = default; static void Reflect(ReflectContext* context); Events::ProcessingResult ImportUvMaps(SceneNodeAppendedContext& context); protected: AZStd::shared_ptr BuildVertexUVData(const FbxSDKWrapper::FbxUVWrapper& uvs, size_t vertexCount, const std::shared_ptr& fbxMesh); }; } // namespace FbxSceneBuilder } // namespace SceneAPI } // namespace AZ