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o3de/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomBackend.cpp
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Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00

37 lines
1.3 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <EMotionFX/Source/Actor.h>
#include <AtomBackend.h>
#include <AtomActor.h>
#include <AtomActorInstance.h>
namespace AZ
{
namespace Render
{
class ActorAsset;
AZ_CLASS_ALLOCATOR_IMPL(AtomBackend, EMotionFX::Integration::EMotionFXAllocator, 0);
EMotionFX::Integration::RenderActor* AtomBackend::CreateActor(EMotionFX::Integration::ActorAsset* asset)
{
return aznew AtomActor(asset);
}
EMotionFX::Integration::RenderActorInstance* AtomBackend::CreateActorInstance(AZ::EntityId entityId,
const EMotionFX::Integration::EMotionFXPtr<EMotionFX::ActorInstance>& actorInstance,
const AZ::Data::Asset<EMotionFX::Integration::ActorAsset>& asset,
[[maybe_unused]] const EMotionFX::Integration::ActorAsset::MaterialList& materialPerLOD,
[[maybe_unused]] EMotionFX::Integration::SkinningMethod skinningMethod,
const AZ::Transform& worldTransform)
{
return aznew AZ::Render::AtomActorInstance(entityId, actorInstance, asset, worldTransform, skinningMethod);
}
} // namespace Render
} // namespace AZ