/* * 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 #include #include namespace EMotionFX::Integration { class ActorAsset; } namespace AZ { namespace Render { class SkinnedMeshInputBuffers; struct SkinInfluences { AZStd::vector> boneIndices; AZStd::vector> boneWeights; }; class AtomActor : public EMotionFX::Integration::RenderActor { public: AZ_RTTI(EMotionFX::Integration::AtomActor, "{A24ED299-27D3-4227-9D97-D273E5D7BACC}", EMotionFX::Integration::RenderActor); AZ_CLASS_ALLOCATOR_DECL; AtomActor(EMotionFX::Integration::ActorAsset* actorAsset); ~AtomActor(); AZStd::intrusive_ptr FindOrCreateSkinnedMeshInputBuffers(); private: AZStd::intrusive_ptr m_skinnedMeshInputBuffers; EMotionFX::Integration::ActorAsset* m_actorAsset; }; } // namespace Render } // namespace AZ