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

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.
*
*/
#pragma once
#include <AzCore/Memory/Memory.h>
#include <AzCore/RTTI/RTTI.h>
#include <Integration/Rendering/RenderBackend.h>
namespace AZ
{
namespace Render
{
class AtomBackend
: public EMotionFX::Integration::RenderBackend
{
public:
AZ_RTTI(EMotionFX::Integration::AtomBackend, "{05961B40-B0B3-459A-8FB1-742778CC7BF7}", EMotionFX::Integration::RenderBackend);
AZ_CLASS_ALLOCATOR_DECL;
EMotionFX::Integration::RenderActor * CreateActor(EMotionFX::Integration::ActorAsset * asset) override;
EMotionFX::Integration::RenderActorInstance* CreateActorInstance(AZ::EntityId entityId,
const EMotionFX::Integration::EMotionFXPtr<EMotionFX::ActorInstance>& actorInstance,
const AZ::Data::Asset<EMotionFX::Integration::ActorAsset>& asset,
const EMotionFX::Integration::ActorAsset::MaterialList& materialPerLOD,
EMotionFX::Integration::SkinningMethod skinningMethod,
const AZ::Transform& worldTransform) override;
};
} // namespace Render
} // namespace AZ