You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
60 lines
2.2 KiB
C++
60 lines
2.2 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.
|
|
*
|
|
*/
|
|
|
|
#include <AzCore/base.h>
|
|
#include <AzCore/Casting/numeric_cast.h>
|
|
#include <AzCore/Component/TickBus.h>
|
|
#include <AzCore/Math/Transform.h>
|
|
#include <Integration/System/SystemCommon.h>
|
|
#include <Integration/Assets/ActorAsset.h>
|
|
#include <EMotionFX/Source/Actor.h>
|
|
#include <EMotionFX/Source/Mesh.h>
|
|
#include <EMotionFX/Source/SubMesh.h>
|
|
#include <EMotionFX/Source/SkinningInfoVertexAttributeLayer.h>
|
|
#include <AtomActor.h>
|
|
#include <ActorAsset.h>
|
|
#include <Atom/Feature/SkinnedMesh/SkinnedMeshInputBuffers.h>
|
|
|
|
namespace AZ
|
|
{
|
|
namespace Render
|
|
{
|
|
AZ_CLASS_ALLOCATOR_IMPL(AtomActor, EMotionFX::Integration::EMotionFXAllocator, 0);
|
|
|
|
AtomActor::AtomActor(EMotionFX::Integration::ActorAsset* actorAsset)
|
|
: RenderActor()
|
|
, m_actorAsset(actorAsset)
|
|
{
|
|
AZ_Assert(m_actorAsset, "AtomActor created with a null EmotionFX ActorAsset.");
|
|
const AZ::Data::AssetId& actorAssetId = m_actorAsset->GetId();
|
|
if (actorAssetId.IsValid())
|
|
{
|
|
AZ_Assert(m_actorAsset->GetActor(), "AtomActor created with a null EMotionFX Actor.");
|
|
}
|
|
}
|
|
|
|
AtomActor::~AtomActor()
|
|
{
|
|
m_skinnedMeshInputBuffers.reset();
|
|
}
|
|
|
|
AZStd::intrusive_ptr<AZ::Render::SkinnedMeshInputBuffers> AtomActor::FindOrCreateSkinnedMeshInputBuffers()
|
|
{
|
|
if (!m_skinnedMeshInputBuffers)
|
|
{
|
|
m_skinnedMeshInputBuffers = AZ::Render::CreateSkinnedMeshInputFromActor(m_actorAsset->GetId(), m_actorAsset->GetActor());
|
|
}
|
|
return m_skinnedMeshInputBuffers;
|
|
}
|
|
} // namespace Render
|
|
} // namespace AZ
|