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o3de/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActor.cpp

56 lines
1.9 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
*
*/
#include <AzCore/base.h>
#include <AzCore/Casting/numeric_cast.h>
#include <AzCore/Component/TickBus.h>
#include <AzCore/Math/Transform.h>
#include <Integration/System/SystemCommon.h>
#include <Integration/Assets/ActorAsset.h>
#include <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/Mesh.h>
#include <EMotionFX/Source/SubMesh.h>
#include <EMotionFX/Source/SkinningInfoVertexAttributeLayer.h>
#include <AtomActor.h>
#include <ActorAsset.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshInputBuffers.h>
namespace AZ
{
namespace Render
{
AZ_CLASS_ALLOCATOR_IMPL(AtomActor, EMotionFX::Integration::EMotionFXAllocator, 0);
AtomActor::AtomActor(EMotionFX::Integration::ActorAsset* actorAsset)
: RenderActor()
, m_actorAsset(actorAsset)
{
AZ_Assert(m_actorAsset, "AtomActor created with a null EmotionFX ActorAsset.");
const AZ::Data::AssetId& actorAssetId = m_actorAsset->GetId();
if (actorAssetId.IsValid())
{
AZ_Assert(m_actorAsset->GetActor(), "AtomActor created with a null EMotionFX Actor.");
}
}
AtomActor::~AtomActor()
{
m_skinnedMeshInputBuffers.reset();
}
AZStd::intrusive_ptr<AZ::Render::SkinnedMeshInputBuffers> AtomActor::FindOrCreateSkinnedMeshInputBuffers()
{
if (!m_skinnedMeshInputBuffers)
{
m_skinnedMeshInputBuffers = AZ::Render::CreateSkinnedMeshInputFromActor(m_actorAsset->GetId(), m_actorAsset->GetActor());
}
return m_skinnedMeshInputBuffers;
}
} // namespace Render
} // namespace AZ