/* * 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. * */ #include #include #include #include namespace AZ { namespace Render { class ActorAsset; AZ_CLASS_ALLOCATOR_IMPL(AtomBackend, EMotionFX::Integration::EMotionFXAllocator, 0); EMotionFX::Integration::RenderActor* AtomBackend::CreateActor(EMotionFX::Integration::ActorAsset* asset) { return aznew AtomActor(asset); } EMotionFX::Integration::RenderActorInstance* AtomBackend::CreateActorInstance(AZ::EntityId entityId, const EMotionFX::Integration::EMotionFXPtr& actorInstance, const AZ::Data::Asset& asset, [[maybe_unused]] const EMotionFX::Integration::ActorAsset::MaterialList& materialPerLOD, [[maybe_unused]] EMotionFX::Integration::SkinningMethod skinningMethod, const AZ::Transform& worldTransform) { return aznew AZ::Render::AtomActorInstance(entityId, actorInstance, asset, worldTransform, skinningMethod); } } // namespace Render } // namespace AZ