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38 lines
1.3 KiB
C++
38 lines
1.3 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 <AzCore/Memory/Memory.h>
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#include <AzCore/RTTI/RTTI.h>
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#include <Integration/Rendering/RenderBackend.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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class AtomBackend
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: public EMotionFX::Integration::RenderBackend
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{
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public:
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AZ_RTTI(EMotionFX::Integration::AtomBackend, "{05961B40-B0B3-459A-8FB1-742778CC7BF7}", EMotionFX::Integration::RenderBackend);
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AZ_CLASS_ALLOCATOR_DECL;
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EMotionFX::Integration::RenderActor * CreateActor(EMotionFX::Integration::ActorAsset * asset) override;
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EMotionFX::Integration::RenderActorInstance* CreateActorInstance(AZ::EntityId entityId,
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const EMotionFX::Integration::EMotionFXPtr<EMotionFX::ActorInstance>& actorInstance,
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const AZ::Data::Asset<EMotionFX::Integration::ActorAsset>& asset,
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const EMotionFX::Integration::ActorAsset::MaterialList& materialPerLOD,
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EMotionFX::Integration::SkinningMethod skinningMethod,
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const AZ::Transform& worldTransform) override;
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};
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} // namespace Render
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} // namespace AZ
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