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