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55 lines
1.4 KiB
C++
55 lines
1.4 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/RenderActor.h>
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#include <AzCore/EBus/EBus.h>
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#include <AzCore/Memory/Memory.h>
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#include <AzCore/std/smart_ptr/intrusive_ptr.h>
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#include <AzCore/Asset/AssetCommon.h>
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namespace EMotionFX::Integration
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{
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class ActorAsset;
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}
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namespace AZ
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{
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namespace Render
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{
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class SkinnedMeshInputBuffers;
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struct SkinInfluences
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{
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AZStd::vector<AZStd::array<AZ::u32, 4>> boneIndices;
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AZStd::vector<AZStd::array<float, 4>> boneWeights;
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};
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class AtomActor
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: public EMotionFX::Integration::RenderActor
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{
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public:
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AZ_RTTI(EMotionFX::Integration::AtomActor, "{A24ED299-27D3-4227-9D97-D273E5D7BACC}", EMotionFX::Integration::RenderActor);
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AZ_CLASS_ALLOCATOR_DECL;
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AtomActor(EMotionFX::Integration::ActorAsset* actorAsset);
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~AtomActor();
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AZStd::intrusive_ptr<AZ::Render::SkinnedMeshInputBuffers> FindOrCreateSkinnedMeshInputBuffers();
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private:
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AZStd::intrusive_ptr<AZ::Render::SkinnedMeshInputBuffers> m_skinnedMeshInputBuffers;
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EMotionFX::Integration::ActorAsset* m_actorAsset;
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};
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} // namespace Render
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} // namespace AZ
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