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91 lines
3.4 KiB
C++
91 lines
3.4 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 <AzCore/std/smart_ptr/unique_ptr.h>
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#include <AzFramework/Asset/SimpleAsset.h>
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#include <LmbrCentral/Rendering/MaterialAsset.h>
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#include <Integration/Assets/AssetCommon.h>
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#include <Integration/Rendering/RenderActor.h>
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namespace EMotionFX
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{
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class Actor;
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class ActorInstance;
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namespace Integration
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{
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/**
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* Represents an EMotionFX actor asset.
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* Each asset maintains storage of the original EMotionFX binary asset (via EMotionFXAsset base class).
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* Initialization of the asset constructs Open 3D Engine rendering objects, such as the render mesh and material,
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* directly from the instantiated EMotionFX actor.
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* An easy future memory optimization is to wipe the EMotionFXAsset buffer after the actor, render meshes,
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* and materials are created, since it's technically no longer necessary. At this stage it's worth keeping
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* around for testing.
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*/
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class ActorAsset
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: public EMotionFXAsset
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{
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public:
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friend class ActorAssetHandler;
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AZ_RTTI(ActorAsset, "{F67CC648-EA51-464C-9F5D-4A9CE41A7F86}", EMotionFXAsset)
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AZ_CLASS_ALLOCATOR_DECL
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ActorAsset(AZ::Data::AssetId id = AZ::Data::AssetId());
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using MaterialList = AZStd::vector<AzFramework::SimpleAssetReference<LmbrCentral::MaterialAsset> >;
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using ActorInstancePtr = EMotionFXPtr<EMotionFX::ActorInstance>;
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ActorInstancePtr CreateInstance(AZ::Entity* entity);
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Actor* GetActor() const { return m_emfxActor.get(); }
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RenderActor* GetRenderActor() const { return m_renderActor.get(); }
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void SetData(AZStd::shared_ptr<Actor> actor);
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void InitRenderActor();
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private:
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AZStd::shared_ptr<Actor> m_emfxActor;
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AZStd::unique_ptr<RenderActor> m_renderActor;
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};
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/**
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* Asset handler for loading and initializing actor assets.
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* The OnInitAsset stage constructs Open 3D Engine render meshes and materials by extracting
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* said data from the EMotionFX actor.
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*/
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class ActorAssetHandler
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: public EMotionFXAssetHandler<ActorAsset>
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{
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public:
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AZ_CLASS_ALLOCATOR_DECL
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bool OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset) override;
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AZ::Data::AssetType GetAssetType() const override;
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void GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions) override;
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AZ::Uuid GetComponentTypeId() const override;
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const char* GetAssetTypeDisplayName() const override;
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const char* GetBrowserIcon() const override;
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};
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} // namespace Integration
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} // namespace EMotionFX
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namespace AZ
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{
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AZ_TYPE_INFO_SPECIALIZE(EMotionFX::Integration::EMotionFXPtr<EMotionFX::Integration::ActorAsset>, "{3F60D391-F1C8-4A40-9946-A2637D088C48}");
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AZ_TYPE_INFO_SPECIALIZE(EMotionFX::Integration::EMotionFXPtr<EMotionFX::ActorInstance>, "{169ACF47-3DEF-482A-AB7D-4CC11934D932}");
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AZ_TYPE_INFO_SPECIALIZE(EMotionFX::ActorInstance, "{280A0170-EB6A-4E90-B2F1-E18D8EAEFB36}");
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}
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