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o3de/Gems/EMotionFX/Code/Source/Integration/Components/SimpleMotionComponent.h

136 lines
6.8 KiB
C++

/*
* 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 <AzCore/Component/Component.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Component/TickBus.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Script/ScriptProperty.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <Integration/Assets/MotionAsset.h>
#include <Integration/ActorComponentBus.h>
#include <Integration/SimpleMotionComponentBus.h>
namespace EMotionFX
{
namespace Integration
{
class SimpleMotionComponent
: public AZ::Component
, private AZ::Data::AssetBus::MultiHandler
, private ActorComponentNotificationBus::Handler
, private SimpleMotionComponentRequestBus::Handler
{
public:
friend class EditorSimpleMotionComponent;
AZ_COMPONENT(SimpleMotionComponent, "{DBE3C105-6FC1-418F-A8B1-D0F29FE8D5BD}");
/**
* Configuration struct for procedural configuration of SimpleMotionComponents.
*/
struct Configuration
{
AZ_TYPE_INFO(Configuration, "{DA661C5F-E79E-41C3-B055-5F5A4E353F84}")
Configuration();
AZ::Data::Asset<MotionAsset> m_motionAsset; ///< Assigned motion asset
bool m_loop; ///< Toggles looping of the motion
bool m_retarget; ///< Toggles retargeting of the motion
bool m_reverse; ///< Toggles reversing of the motion
bool m_mirror; ///< Toggles mirroring of the motion
float m_playspeed; ///< Determines the rate at which the motion is played
float m_blendInTime; ///< Determines the blend in time in seconds.
float m_blendOutTime; ///< Determines the blend out time in seconds.
bool m_playOnActivation; ///< Determines if the motion should be played immediately
bool m_inPlace; ///< Determines if the motion should be played in-place.
static void Reflect(AZ::ReflectContext* context);
};
SimpleMotionComponent(const Configuration* config = nullptr);
~SimpleMotionComponent();
// AZ::Component interface implementation
void Init() override;
void Activate() override;
void Deactivate() override;
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("EMotionFXSimpleMotionService", 0xea7a05d8));
}
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
dependent.push_back(AZ_CRC("PhysicsService", 0xa7350d22));
dependent.push_back(AZ_CRC("MeshService", 0x71d8a455));
}
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("EMotionFXActorService", 0xd6e8f48d));
}
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("EMotionFXAnimGraphService", 0x9ec3c819));
incompatible.push_back(AZ_CRC("EMotionFXSimpleMotionService", 0xea7a05d8));
incompatible.push_back(AZ_CRC_CE("NonUniformScaleService"));
}
static void Reflect(AZ::ReflectContext* /*context*/);
// SimpleMotionComponentRequestBus::Handler
void LoopMotion(bool enable) override;
bool GetLoopMotion() const override;
void RetargetMotion(bool enable) override;
void ReverseMotion(bool enable) override;
void MirrorMotion(bool enable) override;
void SetPlaySpeed(float speed) override;
float GetPlaySpeed() const override;
void PlayTime(float time) override;
float GetPlayTime() const override;
void Motion(AZ::Data::AssetId assetId) override;
AZ::Data::AssetId GetMotion() const override;
void BlendInTime(float time) override;
float GetBlendInTime() const override;
void BlendOutTime(float time) override;
float GetBlendOutTime() const override;
void PlayMotion() override;
const EMotionFX::MotionInstance* GetMotionInstance();
// AZ::Data::AssetBus::Handler
void SetMotionAssetId(const AZ::Data::AssetId& assetId);
void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
void OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
private:
// ActorComponentNotificationBus::Handler
void OnActorInstanceCreated(EMotionFX::ActorInstance* actorInstance) override;
void OnActorInstanceDestroyed(EMotionFX::ActorInstance* actorInstance) override;
void RemoveMotionInstanceFromActor(EMotionFX::MotionInstance* motionInstance);
static EMotionFX::MotionInstance* PlayMotionInternal(const EMotionFX::ActorInstance* actorInstance, const SimpleMotionComponent::Configuration& cfg, bool deleteOnZeroWeight);
Configuration m_configuration; ///< Component configuration.
EMotionFXPtr<EMotionFX::ActorInstance> m_actorInstance; ///< Associated actor instance (retrieved from Actor Component).
EMotionFX::MotionInstance* m_motionInstance; ///< Motion to play on the actor
AZ::Data::Asset<MotionAsset> m_lastMotionAsset; ///< Last active motion asset, kept alive for blending.
EMotionFX::MotionInstance* m_lastMotionInstance; ///< Last active motion instance, kept alive for blending.
};
} // namespace Integration
} // namespace EMotionFX