/* * 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 #include #include #include 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& outBoneByNameMap); // Find the first bone with the name of the given node. const aiBone* FindFirstBoneByNodeName(const aiNode* node, AZStd::unordered_multimap& 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& boneByNameMap, const AZStd::unordered_set& animatedNodesMap); } // namespace AZ