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

47 lines
1.5 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Integration/Rendering/RenderActorInstance.h>
#include <AtomCore/Instance/Instance.h>
#include <AzCore/Component/EntityId.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/std/containers/vector.h>
namespace EMotionFX
{
class Actor;
class ActorInstance;
}
namespace AZ
{
namespace RPI
{
class Model;
class Buffer;
}
namespace Render
{
class SkinnedMeshInputBuffers;
//! Create a buffers and buffer views that are shared between all actor instances that use the same actor asset.
AZStd::intrusive_ptr<SkinnedMeshInputBuffers> CreateSkinnedMeshInputFromActor(const Data::AssetId& actorAssetId, const EMotionFX::Actor* actor);
//! Get the bone transforms from the actor instance and adjust them to be in the format needed by the renderer
void GetBoneTransformsFromActorInstance(const EMotionFX::ActorInstance* actorInstance, AZStd::vector<float>& boneTransforms, EMotionFX::Integration::SkinningMethod skinningMethod);
//! Create a buffer for bone transforms that can be used as input to the skinning shader
Data::Instance<RPI::Buffer> CreateBoneTransformBufferFromActorInstance(const EMotionFX::ActorInstance* actorInstance, EMotionFX::Integration::SkinningMethod skinningMethod);
} // namespace Render
} // namespace AZ