Removes ExporterFileProcessor from Gems/EMotionFX
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
@@ -9,7 +9,6 @@
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#include <EMotionFX/Source/Actor.h>
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#include <EMotionFX/Source/EventManager.h>
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#include <EMotionFX/Source/Recorder.h>
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#include <EMotionFX/Exporters/ExporterLib/Exporter/ExporterFileProcessor.h>
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#include <EMotionFX/Exporters/ExporterLib/Exporter/Exporter.h>
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#include <EMotionFX/Source/ActorManager.h>
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#include <EMotionFX/Source/AnimGraphManager.h>
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@@ -24,7 +24,6 @@
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#include <EMotionFX/Source/MotionSystem.h>
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#include <EMotionFX/Source/Recorder.h>
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#include <EMotionFX/Source/Importer/Importer.h>
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#include <EMotionFX/Exporters/ExporterLib/Exporter/ExporterFileProcessor.h>
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#include <AzFramework/API/ApplicationAPI.h>
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@@ -20,7 +20,6 @@
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#include <EMotionFX/Source/AnimGraphInstance.h>
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#include <EMotionFX/Source/ActorManager.h>
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#include <EMotionFX/Source/EventManager.h>
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#include <EMotionFX/Exporters/ExporterLib/Exporter/ExporterFileProcessor.h>
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#include <EMotionFX/Exporters/ExporterLib/Exporter/Exporter.h>
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#include <AzFramework/API/ApplicationAPI.h>
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@@ -22,7 +22,6 @@
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#include <EMotionFX/Source/AnimGraph.h>
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#include <EMotionFX/Source/AnimGraphNode.h>
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#include <EMotionFX/Source/AnimGraphMotionNode.h>
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#include <EMotionFX/Exporters/ExporterLib/Exporter/ExporterFileProcessor.h>
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#include <AzFramework/API/ApplicationAPI.h>
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namespace CommandSystem
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-127
@@ -1,127 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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// include the required headers
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#include "ExporterFileProcessor.h"
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#include "Exporter.h"
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#include <AzCore/Debug/Timer.h>
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#include <MCore/Source/LogManager.h>
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#include <MCore/Source/StringConversions.h>
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namespace ExporterLib
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{
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#define PREPARE_DISKFILE_SAVE(EXTENSION) \
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AZ::Debug::Timer saveTimer; \
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saveTimer.Stamp(); \
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if (filenameWithoutExtension.empty()) \
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{ \
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MCore::LogError("Cannot save file. Empty FileName."); \
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return false; \
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} \
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AZStd::string extension; \
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AzFramework::StringFunc::Path::GetExtension(filenameWithoutExtension.c_str(), extension); \
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if (!extension.empty()) \
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{ \
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AzFramework::StringFunc::Replace(filenameWithoutExtension, extension.c_str(), EXTENSION(), true, false, true); \
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} \
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else \
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{ \
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filenameWithoutExtension += EXTENSION(); \
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} \
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\
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MCore::MemoryFile memoryFile; \
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memoryFile.Open(); \
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#define FINISH_DISKFILE_SAVE \
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bool result = memoryFile.SaveToDiskFile(filenameWithoutExtension.c_str()); \
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const float saveTime = saveTimer.GetDeltaTimeInSeconds() * 1000.0f; \
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MCore::LogInfo("Saved file '%s' in %.2f ms.", filenameWithoutExtension.c_str(), saveTime); \
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return result;
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// constructor
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Exporter::Exporter()
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: EMotionFX::BaseObject()
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{
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}
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// destructor
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Exporter::~Exporter()
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{
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}
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// create the exporter
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Exporter* Exporter::Create()
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{
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return new Exporter();
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}
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void Exporter::Delete()
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{
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delete this;
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}
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// make the memory file ready for saving
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void Exporter::ResetMemoryFile(MCore::MemoryFile* file)
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{
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// make sure the file is valid
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MCORE_ASSERT(file);
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// reset the incoming memory file
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file->Close();
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file->Open();
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file->SetPreAllocSize(262144); // 256kB
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file->Seek(0);
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}
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// actor
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bool Exporter::SaveActor(MCore::MemoryFile* file, const EMotionFX::Actor* actor, MCore::Endian::EEndianType targetEndianType)
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{
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ResetMemoryFile(file);
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ExporterLib::SaveActor(file, actor, targetEndianType);
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return true;
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}
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bool Exporter::SaveActor(AZStd::string filenameWithoutExtension, const EMotionFX::Actor* actor, MCore::Endian::EEndianType targetEndianType)
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{
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PREPARE_DISKFILE_SAVE(GetActorExtension);
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if (SaveActor(&memoryFile, actor, targetEndianType) == false)
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{
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return false;
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}
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FINISH_DISKFILE_SAVE
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}
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// skeletal motion
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bool Exporter::SaveMotion(MCore::MemoryFile* file, EMotionFX::Motion* motion, MCore::Endian::EEndianType targetEndianType)
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{
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ResetMemoryFile(file);
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ExporterLib::SaveMotion(file, motion, targetEndianType);
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return true;
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}
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bool Exporter::SaveMotion(AZStd::string filenameWithoutExtension, EMotionFX::Motion* motion, MCore::Endian::EEndianType targetEndianType)
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{
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PREPARE_DISKFILE_SAVE(GetMotionExtension);
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if (SaveMotion(&memoryFile, motion, targetEndianType) == false)
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{
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return false;
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}
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FINISH_DISKFILE_SAVE
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}
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} // namespace ExporterLib
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@@ -1,46 +0,0 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/std/containers/vector.h>
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#include <MCore/Source/Endian.h>
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#include <EMotionFX/Source/AnimGraph.h>
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#include <MCore/Source/MemoryFile.h>
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#include <EMotionFX/Source/BaseObject.h>
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#include <EMotionFX/Source/Motion.h>
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#include <EMotionFX/Source/MotionSet.h>
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namespace ExporterLib
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{
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class Exporter
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: public EMotionFX::BaseObject
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{
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MCORE_MEMORYOBJECTCATEGORY(Exporter, EMFX_DEFAULT_ALIGNMENT, EMotionFX::EMFX_MEMCATEGORY_FILEPROCESSORS);
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public:
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static Exporter* Create();
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// actor
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bool SaveActor(MCore::MemoryFile* file, const EMotionFX::Actor* actor, MCore::Endian::EEndianType targetEndianType);
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bool SaveActor(AZStd::string filenameWithoutExtension, const EMotionFX::Actor* actor, MCore::Endian::EEndianType targetEndianType);
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// motion
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bool SaveMotion(MCore::MemoryFile* file, EMotionFX::Motion* motion, MCore::Endian::EEndianType targetEndianType);
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bool SaveMotion(AZStd::string filenameWithoutExtension, EMotionFX::Motion* motion, MCore::Endian::EEndianType targetEndianType);
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private:
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void ResetMemoryFile(MCore::MemoryFile* file);
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Exporter();
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virtual ~Exporter();
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void Delete() override;
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};
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} // namespace ExporterLib
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@@ -10,8 +10,6 @@ set(FILES
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Exporter/EndianConversion.cpp
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Exporter/Exporter.h
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Exporter/ExporterActor.cpp
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Exporter/ExporterFileProcessor.cpp
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Exporter/ExporterFileProcessor.h
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Exporter/FileHeaderExport.cpp
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Exporter/MorphTargetExport.cpp
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Exporter/MotionEventExport.cpp
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@@ -9,6 +9,7 @@
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#include <AzCore/Memory/SystemAllocator.h>
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#include <AzCore/std/algorithm.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/SceneCore/Containers/Scene.h>
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#include <SceneAPI/SceneCore/Containers/SceneGraph.h>
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@@ -9,7 +9,6 @@
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#include <AzCore/Memory/SystemAllocator.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/SceneCore/DataTypes/GraphData/IBoneData.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SceneData/Rules/CoordinateSystemRule.h>
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@@ -15,6 +15,7 @@
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#include <MCore/Source/MultiThreadManager.h>
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#include <EMotionFX/Source/BaseObject.h>
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#include <EMotionFX/Source/EMotionFXConfig.h>
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#include <EMotionFX/Source/MotionSet.h>
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namespace EMotionFX
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{
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