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o3de/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActor.h

59 lines
1.7 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 <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