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136 lines
6.8 KiB
C++
136 lines
6.8 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Component/Component.h>
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#include <AzCore/Component/TransformBus.h>
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#include <AzCore/Component/TickBus.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/Script/ScriptProperty.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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#include <Integration/Assets/MotionAsset.h>
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#include <Integration/ActorComponentBus.h>
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#include <Integration/SimpleMotionComponentBus.h>
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namespace EMotionFX
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{
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namespace Integration
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{
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class SimpleMotionComponent
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: public AZ::Component
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, private AZ::Data::AssetBus::MultiHandler
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, private ActorComponentNotificationBus::Handler
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, private SimpleMotionComponentRequestBus::Handler
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{
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public:
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friend class EditorSimpleMotionComponent;
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AZ_COMPONENT(SimpleMotionComponent, "{DBE3C105-6FC1-418F-A8B1-D0F29FE8D5BD}");
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/**
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* Configuration struct for procedural configuration of SimpleMotionComponents.
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*/
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struct Configuration
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{
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AZ_TYPE_INFO(Configuration, "{DA661C5F-E79E-41C3-B055-5F5A4E353F84}")
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Configuration();
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AZ::Data::Asset<MotionAsset> m_motionAsset; ///< Assigned motion asset
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bool m_loop; ///< Toggles looping of the motion
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bool m_retarget; ///< Toggles retargeting of the motion
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bool m_reverse; ///< Toggles reversing of the motion
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bool m_mirror; ///< Toggles mirroring of the motion
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float m_playspeed; ///< Determines the rate at which the motion is played
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float m_blendInTime; ///< Determines the blend in time in seconds.
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float m_blendOutTime; ///< Determines the blend out time in seconds.
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bool m_playOnActivation; ///< Determines if the motion should be played immediately
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bool m_inPlace; ///< Determines if the motion should be played in-place.
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static void Reflect(AZ::ReflectContext* context);
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};
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SimpleMotionComponent(const Configuration* config = nullptr);
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~SimpleMotionComponent();
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// AZ::Component interface implementation
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void Init() override;
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void Activate() override;
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void Deactivate() override;
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static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC("EMotionFXSimpleMotionService", 0xea7a05d8));
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}
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static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
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{
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dependent.push_back(AZ_CRC("PhysicsService", 0xa7350d22));
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dependent.push_back(AZ_CRC("MeshService", 0x71d8a455));
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}
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static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
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{
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required.push_back(AZ_CRC("EMotionFXActorService", 0xd6e8f48d));
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}
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static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC("EMotionFXAnimGraphService", 0x9ec3c819));
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incompatible.push_back(AZ_CRC("EMotionFXSimpleMotionService", 0xea7a05d8));
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incompatible.push_back(AZ_CRC_CE("NonUniformScaleService"));
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}
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static void Reflect(AZ::ReflectContext* /*context*/);
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// SimpleMotionComponentRequestBus::Handler
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void LoopMotion(bool enable) override;
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bool GetLoopMotion() const override;
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void RetargetMotion(bool enable) override;
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void ReverseMotion(bool enable) override;
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void MirrorMotion(bool enable) override;
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void SetPlaySpeed(float speed) override;
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float GetPlaySpeed() const override;
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void PlayTime(float time) override;
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float GetPlayTime() const override;
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void Motion(AZ::Data::AssetId assetId) override;
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AZ::Data::AssetId GetMotion() const override;
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void BlendInTime(float time) override;
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float GetBlendInTime() const override;
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void BlendOutTime(float time) override;
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float GetBlendOutTime() const override;
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void PlayMotion() override;
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const EMotionFX::MotionInstance* GetMotionInstance();
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// AZ::Data::AssetBus::Handler
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void SetMotionAssetId(const AZ::Data::AssetId& assetId);
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void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
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void OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
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private:
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// ActorComponentNotificationBus::Handler
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void OnActorInstanceCreated(EMotionFX::ActorInstance* actorInstance) override;
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void OnActorInstanceDestroyed(EMotionFX::ActorInstance* actorInstance) override;
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void RemoveMotionInstanceFromActor(EMotionFX::MotionInstance* motionInstance);
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static EMotionFX::MotionInstance* PlayMotionInternal(const EMotionFX::ActorInstance* actorInstance, const SimpleMotionComponent::Configuration& cfg, bool deleteOnZeroWeight);
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Configuration m_configuration; ///< Component configuration.
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EMotionFXPtr<EMotionFX::ActorInstance> m_actorInstance; ///< Associated actor instance (retrieved from Actor Component).
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EMotionFX::MotionInstance* m_motionInstance; ///< Motion to play on the actor
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AZ::Data::Asset<MotionAsset> m_lastMotionAsset; ///< Last active motion asset, kept alive for blending.
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EMotionFX::MotionInstance* m_lastMotionInstance; ///< Last active motion instance, kept alive for blending.
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};
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} // namespace Integration
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} // namespace EMotionFX
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