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