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o3de/Gems/Blast/Code/Source/Asset/BlastSliceAsset.h

41 lines
1.5 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/Asset/AssetCommon.h>
namespace Blast
{
//! The product asset file from a .blast_slice file product asset file
class BlastSliceAsset final : public AZ::Data::AssetData
{
public:
AZ_RTTI(BlastSliceAsset, "{D04AAF07-EB12-4E50-8964-114A9B9C1FD1}", AZ::Data::AssetData);
AZ_CLASS_ALLOCATOR(BlastSliceAsset, AZ::SystemAllocator, 0);
BlastSliceAsset() = default;
~BlastSliceAsset() override = default;
void SetMeshIdList(const AZStd::vector<AZ::Data::AssetId>& meshAssetIdList);
const AZStd::vector<AZ::Data::AssetId>& GetMeshIdList() const;
void SetMaterialId(const AZ::Data::AssetId& materialAssetId);
const AZ::Data::AssetId& GetMaterialId() const;
static void Reflect(AZ::ReflectContext* context);
private:
AZStd::vector<AZ::Data::AssetId> m_meshAssetIdList;
AZ::Data::AssetId m_materialAssetId;
};
} // namespace Blast