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o3de/Code/Tools/SceneAPI/SceneData/GraphData/BoneData.cpp

52 lines
2.0 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <SceneAPI/SceneData/GraphData/BoneData.h>
namespace AZ
{
namespace SceneData
{
namespace GraphData
{
void BoneData::SetWorldTransform(const SceneAPI::DataTypes::MatrixType& transform)
{
m_worldTransform = transform;
}
const SceneAPI::DataTypes::MatrixType& BoneData::GetWorldTransform() const
{
return m_worldTransform;
}
void BoneData::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<BoneData>()->Version(1)
->Field("worldTransform", &BoneData::m_worldTransform);
EditContext* editContext = serializeContext->GetEditContext();
if (editContext)
{
editContext->Class<BoneData>("Bone data", "Data this individual bone contributes to the overall skeleton.")
->DataElement(AZ::Edit::UIHandlers::Default, &BoneData::m_worldTransform, "World", "World transform this bone contributes to the overall skeleton.");
}
}
}
} // namespace GraphData
} // namespace SceneData
} // namespace AZ