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