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o3de/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomBackend.cpp

42 lines
1.6 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 <EMotionFX/Source/Actor.h>
#include <AtomBackend.h>
#include <AtomActor.h>
#include <AtomActorInstance.h>
namespace AZ
{
namespace Render
{
class ActorAsset;
AZ_CLASS_ALLOCATOR_IMPL(AtomBackend, EMotionFX::Integration::EMotionFXAllocator, 0);
EMotionFX::Integration::RenderActor* AtomBackend::CreateActor(EMotionFX::Integration::ActorAsset* asset)
{
return aznew AtomActor(asset);
}
EMotionFX::Integration::RenderActorInstance* AtomBackend::CreateActorInstance(AZ::EntityId entityId,
const EMotionFX::Integration::EMotionFXPtr<EMotionFX::ActorInstance>& actorInstance,
const AZ::Data::Asset<EMotionFX::Integration::ActorAsset>& asset,
[[maybe_unused]] const EMotionFX::Integration::ActorAsset::MaterialList& materialPerLOD,
[[maybe_unused]] EMotionFX::Integration::SkinningMethod skinningMethod,
const AZ::Transform& worldTransform)
{
return aznew AZ::Render::AtomActorInstance(entityId, actorInstance, asset, worldTransform, skinningMethod);
}
} // namespace Render
} // namespace AZ