/* * 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 { ActorSystemComponent::ActorSystemComponent() = default; ActorSystemComponent::~ActorSystemComponent() = default; void ActorSystemComponent::Reflect(ReflectContext* context) { if (SerializeContext* serialize = azrtti_cast(context)) { serialize->Class() ->Version(0) ; } } void ActorSystemComponent::GetProvidedServices(ComponentDescriptor::DependencyArrayType& provided) { provided.push_back(AZ_CRC("ActorSystemService", 0x5e493d6c)); } void ActorSystemComponent::GetIncompatibleServices(ComponentDescriptor::DependencyArrayType& incompatible) { incompatible.push_back(AZ_CRC("ActorSystemService", 0x5e493d6c)); } void ActorSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required) { required.push_back(AZ_CRC("SkinnedMeshService", 0xac7cea96)); required.push_back(AZ_CRC("EMotionFXAnimationService", 0x3f8a6369)); } void ActorSystemComponent::Activate() { AZ_Assert(AZ::Interface::Get(), "The EMotionFX RenderBackendManger must be initialized before a render backend can register itself."); // The RenderBackendManager will manage the lifetime of the AtomBackend AZ::Interface::Get()->SetRenderBackend(aznew AtomBackend()); } void ActorSystemComponent::Deactivate() { } } // End Render namespace } // End AZ namespace