Commit f244765c authored by Alex Chi's avatar Alex Chi 🙉
Browse files

support to import the skeletal mesh and the animation

parent 7441dec7
# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as
contributors and maintainers pledge to making participation in our project and
our community a harassment-free experience for everyone, regardless of age, body
size, disability, ethnicity, gender identity and expression, level of experience,
education, socio-economic status, nationality, personal appearance, race,
religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment
include:
* Using welcoming and inclusive language
* Being respectful of differing viewpoints and experiences
* Gracefully accepting constructive criticism
* Focusing on what is best for the community
* Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
* The use of sexualized language or imagery and unwelcome sexual attention or
advances
* Trolling, insulting/derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or electronic
address, without explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable
behavior and are expected to take appropriate and fair corrective action in
response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or
reject comments, commits, code, wiki edits, issues, and other contributions
that are not aligned to this Code of Conduct, or to ban temporarily or
permanently any contributor for other behaviors that they deem inappropriate,
threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces
when an individual is representing the project or its community. Examples of
representing a project or community include using an official project e-mail
address, posting via an official social media account, or acting as an appointed
representative at an online or offline event. Representation of a project may be
further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported by contacting the project team at info@c4g.io. All
complaints will be reviewed and investigated and will result in a response that
is deemed necessary and appropriate to the circumstances. The project team is
obligated to maintain confidentiality with regard to the reporter of an incident.
Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good
faith may face temporary or permanent repercussions as determined by other
members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
[homepage]: https://www.contributor-covenant.org
# Contributing
When contributing to this repository, please first discuss the change you wish to make via issue,
email, or any other method with the owners of this repository before making a change.
Please note we have a code of conduct, please follow it in all your interactions with the project.
## Pull Request Process
1. Ensure any install or build dependencies are removed before the end of the layer when doing a
build.
1. Update the README.md with details of changes to the interface, this includes new environment
variables, exposed ports, useful file locations and container parameters.
1. Increase the version numbers in any examples files and the README.md to the new version that this
Pull Request would represent. The versioning scheme we use is [SemVer](http://semver.org/).
1. You may merge the Pull Request in once you have the sign-off of two other developers, or if you
do not have permission to do that, you may request the second reviewer to merge it for you.
## Code of Conduct
Please see [CODE_OF_CONDUCT.md](./CODE_OF_CONDUCT.md).
......@@ -6,4 +6,9 @@
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll
/Extras/...
/README.md
/LICENSE.md
/Extras/libdraco_ue4/...
/Extras/libgltf_ue4/...
/Resources/...
/Source/...
......@@ -24,6 +24,7 @@ public class glTFForUE4 : ModuleRules
"Slate",
"SlateCore",
"InputCore",
"AssetRegistry",
});
string ExtraPathRoot = System.IO.Path.Combine(ModuleDirectory, "..", "..", "Extras");
......
......@@ -26,6 +26,7 @@ public class glTFForUE4 : ModuleRules
"Slate",
"SlateCore",
"InputCore",
"AssetRegistry",
});
string ExtraPathRoot = System.IO.Path.Combine(ModuleDirectory, "..", "..", "Extras");
......
......@@ -26,6 +26,7 @@ public class glTFForUE4 : ModuleRules
"Slate",
"SlateCore",
"InputCore",
"AssetRegistry",
});
string ExtraPathRoot = System.IO.Path.Combine(ModuleDirectory, "..", "..", "Extras");
......
......@@ -27,12 +27,14 @@ public class glTFForUE4Ed : ModuleRules
"SlateCore",
"Slate",
"ImageWrapper",
"AssetRegistry",
"UnrealEd",
"MainFrame",
"Documentation",
"PropertyEditor",
"EditorStyle",
"RawMesh",
"MeshUtilities",
"glTFForUE4",
});
......
......@@ -29,12 +29,14 @@ public class glTFForUE4Ed : ModuleRules
"SlateCore",
"Slate",
"ImageWrapper",
"AssetRegistry",
"UnrealEd",
"MainFrame",
"Documentation",
"PropertyEditor",
"EditorStyle",
"RawMesh",
"MeshUtilities",
"glTFForUE4",
});
......
......@@ -29,12 +29,14 @@ public class glTFForUE4Ed : ModuleRules
"SlateCore",
"Slate",
"ImageWrapper",
"AssetRegistry",
"UnrealEd",
"MainFrame",
"Documentation",
"PropertyEditor",
"EditorStyle",
"RawMesh",
"MeshUtilities",
"glTFForUE4",
});
......
# glTF for UE4
[![glTF status](https://img.shields.io/badge/glTF-2%2E0-green.svg?style=flat)](https://github.com/KhronosGroup/glTF)
[![Manual](https://img.shields.io/badge/read-manual-green.svg?style=flat)](https://gltf-for-ue4.readthedocs.io/)
[![Follow in twitter](https://img.shields.io/twitter/url/http/shields.io.svg?style=flat)](https://twitter.com/C4gIo)
[![Join gitter at https://gitter.im/code4game/glTFForUE4](https://badges.gitter.im/code4game/glTFForUE4.svg)](https://gitter.im/code4game/glTFForUE4?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
......@@ -10,6 +11,8 @@
[![Become a patreon](https://img.shields.io/badge/donation-become%20a%20patreon-ff69b4.svg?style=flat)](https://www.patreon.com/bePatron?u=7553208)
[![Patreon invite](https://img.shields.io/badge/donation-patreon%20invite-ff69b4.svg?style=flat)](https://patreon.com/invite/zpdxnv)
> If you are interesting, you can fork or commit an issue.
## Roadmap
[![Visit in trello](https://img.shields.io/badge/visit-trello-blue.svg?style=flat)](https://trello.com/b/omtMIw06)
......
......@@ -10,10 +10,15 @@
*
* \brief The settings of the `glTFForUE4`
*/
UCLASS(config = glTFForUE4Settings, defaultconfig)
UCLASS(config = glTFForUE4Settings, defaultconfig, Category = glTFForUE4)
class GLTFFORUE4_API UglTFForUE4Settings : public UObject
{
GENERATED_UCLASS_BODY()
public:
//UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, config, Category = Prefix)
//FString PrefixStaticMesh;
//UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, config, Category = Prefix)
//FString PrefixSkeletalMesh;
};
......@@ -6,14 +6,16 @@
FglTFImportOptions::FglTFImportOptions()
: FilePathInOS(TEXT(""))
, FilePathInEngine(TEXT(""))
, bImportAsScene(false)
, bImportAsSkeleton(false)
, bImportMaterial(true)
, MeshScaleRatio(100.0f)
, ImportType(EglTFImportType::StaticMesh)
, MeshScaleRatio(1.0f)
, bInvertNormal(false)
, bUseMikkTSpace(true)
, bRecomputeNormals(false)
, bRecomputeTangents(false)
, bIntegrateAllMeshsForStaticMesh(true)
, bImportAnimationForSkeletalMesh(false)
, bImportMaterial(true)
, bImportTexture(true)
{
//
}
......
......@@ -9,7 +9,7 @@
#include "Styling/CoreStyle.h"
#define LOCTEXT_NAMESPACE "FglTFForUE4EdModule"
#define LOCTEXT_NAMESPACE "FglTFForUE4"
TSharedPtr<FglTFImportOptions> SglTFImportOptionsWindow::Open(const FString& InFilePathInOS, const FString& InFilePathInEngine, const libgltf::SGlTF& InGlTF, bool& OutCancel)
{
......@@ -19,7 +19,7 @@ TSharedPtr<FglTFImportOptions> SglTFImportOptionsWindow::Open(const FString& InF
glTFImportOptions->FilePathInOS = InFilePathInOS;
glTFImportOptions->FilePathInEngine = InFilePathInEngine;
TSharedPtr<SWindow> ParentWindow;
/*TSharedPtr<SWindow> ParentWindow;
//TODO: get the parent window
......@@ -44,7 +44,7 @@ TSharedPtr<FglTFImportOptions> SglTFImportOptionsWindow::Open(const FString& InF
if (!OutCancel)
{
FglTFImportOptions::Current = (*glTFImportOptions);
}
}*/
return glTFImportOptions;
}
......@@ -58,9 +58,9 @@ SglTFImportOptionsWindow::SglTFImportOptionsWindow()
void SglTFImportOptionsWindow::Construct(const FArguments& InArgs)
{
WidgetWindow = InArgs._WidgetWindow;
glTFImportOptions = InArgs._glTFImportOptions;
checkf(glTFImportOptions.IsValid(), TEXT("Why the argument - glTFImportOptions is null?"));
WidgetWindow = InArgs._WidgetWindow;
//TODO:
}
......@@ -110,19 +110,49 @@ FReply SglTFImportOptionsWindow::OnCancel()
return FReply::Handled();
}
void SglTFImportOptionsWindow::HandleImportScene(ECheckBoxState InCheckBoxState)
void SglTFImportOptionsWindow::HandleImportType(const TSharedPtr<EglTFImportType> InImportType, ESelectInfo::Type InSelectInfo)
{
glTFImportOptions.Pin()->bImportAsScene = (InCheckBoxState == ECheckBoxState::Checked);
if (!InImportType.IsValid()) return;
glTFImportOptions.Pin()->ImportType = *InImportType;
}
void SglTFImportOptionsWindow::HandleImportSkeleton(ECheckBoxState InCheckBoxState)
TSharedRef<SWidget> SglTFImportOptionsWindow::GenerateImportType(TSharedPtr<EglTFImportType> InImportType) const
{
glTFImportOptions.Pin()->bImportAsSkeleton = (InCheckBoxState == ECheckBoxState::Checked);
FText ImportTypeText = GetImportTypeText(InImportType.IsValid() ? *InImportType : EglTFImportType::None);
return SNew(STextBlock)
.Text(ImportTypeText);
}
void SglTFImportOptionsWindow::HandleImportMaterial(ECheckBoxState InCheckBoxState)
FText SglTFImportOptionsWindow::GetImportTypeText() const
{
glTFImportOptions.Pin()->bImportMaterial = (InCheckBoxState == ECheckBoxState::Checked);
return GetImportTypeText(glTFImportOptions.Pin()->ImportType);
}
FText SglTFImportOptionsWindow::GetImportTypeText(EglTFImportType InImportType) const
{
FText ImportTypeText(LOCTEXT("None", "None"));
switch (InImportType)
{
case EglTFImportType::StaticMesh:
ImportTypeText = LOCTEXT("EglTFImportType::StaticMesh", "StaticMesh");
break;
case EglTFImportType::SkeletalMesh:
ImportTypeText = LOCTEXT("EglTFImportType::SkeletalMesh", "SkeletalMesh");
break;
case EglTFImportType::Actor:
ImportTypeText = LOCTEXT("EglTFImportType::Actor", "Actor");
break;
case EglTFImportType::Level:
ImportTypeText = LOCTEXT("EglTFImportType::Level", "Level");
break;
default:
break;
}
return ImportTypeText;
}
void SglTFImportOptionsWindow::HandleMeshScaleRatio(float InNewValue)
......@@ -150,4 +180,52 @@ void SglTFImportOptionsWindow::HandleMeshRecomputeTangents(ECheckBoxState InChec
glTFImportOptions.Pin()->bRecomputeTangents = (InCheckBoxState == ECheckBoxState::Checked);
}
bool SglTFImportOptionsWindow::CanHandleIntegrateAllMeshsForStaticMesh() const
{
//TSharedPtr<FglTFImportOptions> glTFImportOptionsPtr = glTFImportOptions.Pin();
//return glTFImportOptionsPtr->ImportType == EglTFImportType::StaticMesh;
return false;
}
ECheckBoxState SglTFImportOptionsWindow::CheckHandleIntegrateAllMeshsForStaticMesh() const
{
return (glTFImportOptions.Pin()->bIntegrateAllMeshsForStaticMesh ? ECheckBoxState::Checked : ECheckBoxState::Unchecked);
}
void SglTFImportOptionsWindow::HandleIntegrateAllMeshsForStaticMesh(ECheckBoxState InCheckBoxState)
{
glTFImportOptions.Pin()->bIntegrateAllMeshsForStaticMesh = (InCheckBoxState == ECheckBoxState::Checked);
}
bool SglTFImportOptionsWindow::CanHandleImportAnimationForSkeletalMesh() const
{
TSharedPtr<FglTFImportOptions> glTFImportOptionsPtr = glTFImportOptions.Pin();
return (bHasAnimation && glTFImportOptionsPtr->ImportType == EglTFImportType::SkeletalMesh);
}
ECheckBoxState SglTFImportOptionsWindow::CheckHandleImportAnimationForSkeleton() const
{
return (glTFImportOptions.Pin()->bImportAnimationForSkeletalMesh ? ECheckBoxState::Checked : ECheckBoxState::Unchecked);
}
void SglTFImportOptionsWindow::HandleImportAnimationForSkeletalMesh(ECheckBoxState InCheckBoxState)
{
glTFImportOptions.Pin()->bImportAnimationForSkeletalMesh = (InCheckBoxState == ECheckBoxState::Checked);
}
void SglTFImportOptionsWindow::HandleImportMaterial(ECheckBoxState InCheckBoxState)
{
glTFImportOptions.Pin()->bImportMaterial = (InCheckBoxState == ECheckBoxState::Checked);
}
void SglTFImportOptionsWindow::HandleImportTexture(ECheckBoxState InCheckBoxState)
{
glTFImportOptions.Pin()->bImportTexture = (InCheckBoxState == ECheckBoxState::Checked);
}
bool SglTFImportOptionsWindow::HasAnimation() const
{
return bHasAnimation;
}
#undef LOCTEXT_NAMESPACE
......@@ -5,6 +5,8 @@
UglTFForUE4Settings::UglTFForUE4Settings(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
//, PrefixStaticMesh(TEXT("SM_"))
//, PrefixSkeletalMesh(TEXT("SM_"))
{
//
}
......@@ -2,6 +2,16 @@
#include "glTFImportOptions.generated.h"
UENUM()
enum class EglTFImportType : uint8
{
None,
StaticMesh,
SkeletalMesh,
Actor,
Level,
};
USTRUCT()
struct GLTFFORUE4_API FglTFImportOptions
{
......@@ -17,13 +27,7 @@ struct GLTFFORUE4_API FglTFImportOptions
/// Import options
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
bool bImportAsScene;
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
bool bImportAsSkeleton;
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
bool bImportMaterial;
EglTFImportType ImportType;
/// Mesh options
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
......@@ -41,7 +45,20 @@ struct GLTFFORUE4_API FglTFImportOptions
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
bool bRecomputeTangents;
/// Static Mesh options
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
bool bIntegrateAllMeshsForStaticMesh;
/// Skeletal Mesh options
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
bool bImportAnimationForSkeletalMesh;
/// Material options
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
bool bImportMaterial;
UPROPERTY(EditAnywhere, Category = glTFForUE4Ed)
bool bImportTexture;
static const FglTFImportOptions Default;
static FglTFImportOptions Current;
......
......@@ -3,6 +3,7 @@
#pragma once
#include "SlateBasics.h"
#include "glTF/glTFImportOptions.h"
namespace libgltf
{
......@@ -18,10 +19,14 @@ public:
SLATE_BEGIN_ARGS(SglTFImportOptionsWindow)
: _glTFImportOptions(nullptr)
, _WidgetWindow(nullptr)
, _ImportTypes()
, _bHasAnimation(false)
{}
SLATE_ARGUMENT(TSharedPtr<struct FglTFImportOptions>, glTFImportOptions)
SLATE_ARGUMENT(TSharedPtr<SWindow>, WidgetWindow)
SLATE_ARGUMENT(TArray<TSharedPtr<EglTFImportType>>, ImportTypes)
SLATE_ARGUMENT(bool, bHasAnimation)
SLATE_END_ARGS()
public:
......@@ -41,16 +46,35 @@ protected:
bool CanImport() const;
FReply OnImport();
FReply OnCancel();
void HandleImportScene(ECheckBoxState InCheckBoxState);
void HandleImportSkeleton(ECheckBoxState InCheckBoxState);
void HandleImportMaterial(ECheckBoxState InCheckBoxState);
void HandleImportType(const TSharedPtr<EglTFImportType> InImportType, ESelectInfo::Type InSelectInfo);
TSharedRef<SWidget> GenerateImportType(TSharedPtr<EglTFImportType> InImportType) const;
FText GetImportTypeText() const;
FText GetImportTypeText(EglTFImportType InImportType) const;
void HandleMeshScaleRatio(float InNewValue);
void HandleMeshInvertNormal(ECheckBoxState InCheckBoxState);
void HandleMeshUseMikkTSpace(ECheckBoxState InCheckBoxState);
void HandleMeshRecomputeNormals(ECheckBoxState InCheckBoxState);
void HandleMeshRecomputeTangents(ECheckBoxState InCheckBoxState);
bool CanHandleIntegrateAllMeshsForStaticMesh() const;
ECheckBoxState CheckHandleIntegrateAllMeshsForStaticMesh() const;
void HandleIntegrateAllMeshsForStaticMesh(ECheckBoxState InCheckBoxState);
bool CanHandleImportAnimationForSkeletalMesh() const;
ECheckBoxState CheckHandleImportAnimationForSkeleton() const;
void HandleImportAnimationForSkeletalMesh(ECheckBoxState InCheckBoxState);
void HandleImportMaterial(ECheckBoxState InCheckBoxState);
void HandleImportTexture(ECheckBoxState InCheckBoxState);
protected:
bool HasAnimation() const;
protected:
TWeakPtr<struct FglTFImportOptions> glTFImportOptions;
TWeakPtr<SWindow> WidgetWindow;
TArray<TSharedPtr<EglTFImportType>> ImportTypes;
bool bHasAnimation;
};
......@@ -10,6 +10,9 @@
#include "Engine/Texture.h"
#define GLTF_TRIANGLE_POINTS_NUM 3
#define GLTF_JOINT_LAYERS_NUM_MAX 3
namespace glTFForUE4
{
class GLTFFORUE4_API FFeedbackTaskWrapper
......@@ -153,6 +156,42 @@ private:
const TArray<uint8> DataEmpty;
};
struct GLTFFORUE4_API FglTFAnimationSequenceKeyData
{
FglTFAnimationSequenceKeyData();
float Time;
FTransform Transform;
ERichCurveInterpMode TranslationInterpolation;
ERichCurveInterpMode RotationInterpolation;
ERichCurveInterpMode ScaleInterpolation;
};
struct GLTFFORUE4_API FglTFAnimationSequenceData
{
FglTFAnimationSequenceData();
int32 NodeIndex;
TArray<FglTFAnimationSequenceKeyData> KeyDatas;
FglTFAnimationSequenceKeyData* FindOrAddSequenceKeyData(float InTime);
void FindOrAddSequenceKeyDataAndSetTranslation(float InTime, const FVector& InValue, ERichCurveInterpMode InInterpolation);
void FindOrAddSequenceKeyDataAndSetRotation(float InTime, const FQuat& InValue, ERichCurveInterpMode InInterpolation);
void FindOrAddSequenceKeyDataAndSetScale(float InTime, const FVector& InValue, ERichCurveInterpMode InInterpolation);
};
struct GLTFFORUE4_API FglTFAnimationSequenceDatas
{
FglTFAnimationSequenceDatas();
TArray<FglTFAnimationSequenceData> Datas;
FglTFAnimationSequenceData* FindOrAddSequenceData(int32 InNodeIndex);
void FindOrAddSequenceDataAndSetTranslation(int32 InNodeIndex, float InTime, const FVector& InValue, ERichCurveInterpMode InInterpolation);
void FindOrAddSequenceDataAndSetRotation(int32 InNodeIndex, float InTime, const FQuat& InValue, ERichCurveInterpMode InInterpolation);
void FindOrAddSequenceDataAndSetScale(int32 InNodeIndex, float InTime, const FVector& InValue, ERichCurveInterpMode InInterpolation);
};
class GLTFFORUE4_API FglTFImporter
{
public:
......@@ -174,22 +213,23 @@ protected:
class FFeedbackContext* FeedbackContext;
public:
static bool GetMeshData(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SMeshPrimitive>& InMeshPrimitive, const FglTFBuffers& InBufferFiles, TArray<uint32>& OutTriangleIndices, TArray<FVector>& OutVertexPositions, TArray<FVector>& OutVertexNormals, TArray<FVector4>& OutVertexTangents, TArray<FVector2D> OutVertexTexcoords[MAX_STATIC_TEXCOORDS]);
protected:
static bool GetTriangleIndices(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SMeshPrimitive>& InMeshPrimitive, const FglTFBuffers& InBufferFiles, TArray<uint32>& OutTriangleIndices);
static bool GetVertexPositions(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SMeshPrimitive>& InMeshPrimitive, const FglTFBuffers& InBufferFiles, TArray<FVector>& OutVertexPositions);
static bool GetVertexNormals(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SMeshPrimitive>& InMeshPrimitive, const FglTFBuffers& InBufferFiles, TArray<FVector>& OutVertexNormals);
static bool GetVertexTangents(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SMeshPrimitive>& InMeshPrimitive, const FglTFBuffers& InBufferFiles, TArray<FVector4>& OutVertexTangents);
static bool GetVertexTexcoords(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SMeshPrimitive>& InMeshPrimitive, const FglTFBuffers& InBufferFiles, TArray<FVector2D> OutVertexTexcoords[MAX_STATIC_TEXCOORDS]);
static bool GetStaticMeshData(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SMeshPrimitive>& InMeshPrimitive, const FglTFBuffers& InBufferFiles, TArray<uint32>& OutTriangleIndices, TArray<FVector>& OutVertexPositions, TArray<FVector>& OutVertexNormals, TArray<FVector4>& OutVertexTangents, TArray<FVector2D> OutVertexTexcoords[MAX_STATIC_TEXCOORDS], bool bSwapYZ = true);
static bool GetSkeletalMeshData(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SMeshPrimitive>& InMeshPrimitive, const std::shared_ptr<libgltf::SSkin>& InSkin, const FglTFBuffers& InBufferFiles, TArray<uint32>& OutTriangleIndices, TArray<FVector>& OutVertexPositions, TArray<FVector>& OutVertexNormals, TArray<FVector4>& OutVertexTangents, TArray<FVector2D> OutVertexTexcoords[MAX_TEXCOORDS], TArray<FMatrix>& OutInverseBindMatrices, TArray<FVector4> OutJointIndeies[GLTF_JOINT_LAYERS_NUM_MAX], TArray<FVector4> OutJointWeights[GLTF_JOINT_LAYERS_NUM_MAX], bool bSwapYZ = true);
static bool GetAnimationSequenceData(const std::shared_ptr<libgltf::SGlTF>& InGlTF, const std::shared_ptr<libgltf::SAnimation>& InglTFAnimation, const FglTFBuffers& InBufferFiles, FglTFAnimationSequenceDatas& OutAnimationSequenceDatas, bool bSwapYZ = true);
static bool GetNodeParentIndices(const std::shared_ptr<libgltf::SGlTF>& InGlTF, TArray<int32>& OutParentIndices);
static bool GetNodeRelativeTransforms(const std::shared_ptr<libgltf::SGlTF>& InGlTF, TArray<FTransform>& OutRelativeTransforms, bool bSwapYZ = true);
static bool GetNodeParentIndicesAndTransforms(const std::shared_ptr<libgltf::SGlTF>& InGlTF, TArray<int32>& OutParentIndices, TArray<FTransform>& OutRelativeTransforms, TArray<FTransform>& OutAbsoluteTransforms, bool bSwapYZ = true);
public:
static void SwapYZ(FVector& InOutValue);
static void SwapYZ(TArray<FVector>& InOutValues);
static FString SanitizeObjectName(const FString& InObjectName);
public:
static const FMatrix& GetglTFSpaceToUnrealSpace(bool bSwapYZ = true, bool bInverseX = false);
static FMatrix& ConvertToUnrealSpace(FMatrix& InOutValue, bool bSwapYZ = true, bool bInverseX = false);
static FTransform& ConvertToUnrealSpace(FTransform& InOutValue, bool bSwapYZ = true, bool bInverseX = false);
static TextureFilter MagFilterToTextureFilter(int32 InValue);
static TextureFilter MinFilterToTextureFilter(int32 InValue);
static TextureAddress WrapSToTextureAddress(int32 InValue);
static TextureAddress WrapTToTextureAddress(int32 InValue);
static ERichCurveInterpMode StringToRichCurveInterpMode(const FString& InInterpolation);
};