/* * 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 namespace AZ { namespace Render { class AtomBackend : public EMotionFX::Integration::RenderBackend { public: AZ_RTTI(EMotionFX::Integration::AtomBackend, "{05961B40-B0B3-459A-8FB1-742778CC7BF7}", EMotionFX::Integration::RenderBackend); AZ_CLASS_ALLOCATOR_DECL; EMotionFX::Integration::RenderActor * CreateActor(EMotionFX::Integration::ActorAsset * asset) override; EMotionFX::Integration::RenderActorInstance* CreateActorInstance(AZ::EntityId entityId, const EMotionFX::Integration::EMotionFXPtr& actorInstance, const AZ::Data::Asset& asset, const EMotionFX::Integration::ActorAsset::MaterialList& materialPerLOD, EMotionFX::Integration::SkinningMethod skinningMethod, const AZ::Transform& worldTransform) override; }; } // namespace Render } // namespace AZ