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Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

55 lines
1.4 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Integration/Rendering/RenderActor.h>
#include <AzCore/EBus/EBus.h>
#include <AzCore/Memory/Memory.h>
#include <AzCore/std/smart_ptr/intrusive_ptr.h>
#include <AzCore/Asset/AssetCommon.h>
namespace EMotionFX::Integration
{
class ActorAsset;
}
namespace AZ
{
namespace Render
{
class SkinnedMeshInputBuffers;
struct SkinInfluences
{
AZStd::vector<AZStd::array<AZ::u32, 4>> boneIndices;
AZStd::vector<AZStd::array<float, 4>> 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<AZ::Render::SkinnedMeshInputBuffers> FindOrCreateSkinnedMeshInputBuffers();
private:
AZStd::intrusive_ptr<AZ::Render::SkinnedMeshInputBuffers> m_skinnedMeshInputBuffers;
EMotionFX::Integration::ActorAsset* m_actorAsset;
};
} // namespace Render
} // namespace AZ