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