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