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o3de/Code/Tools/CryCommonTools/Export/SingleAnimationExportSource...

87 lines
4.1 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.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#include "StdAfx.h"
#include "SingleAnimationExportSourceAdapter.h"
#include "IGeometryFileData.h"
#include <cassert>
SingleAnimationExportSourceAdapter::SingleAnimationExportSourceAdapter(IExportSource* source, IGeometryFileData* geometryFileData, int geometryFileIndex, int animationIndex)
: ExportSourceDecoratorBase(source)
, animationIndex(animationIndex)
, geometryFileData(geometryFileData)
, geometryFileIndex(geometryFileIndex)
{
assert(this->animationIndex < this->source->GetAnimationCount());
}
float SingleAnimationExportSourceAdapter::GetDCCFrameRate() const
{
return this->source->GetDCCFrameRate();
}
void SingleAnimationExportSourceAdapter::ReadGeometryFiles(IExportContext* context, IGeometryFileData* geometryFileData)
{
const int geometryFileIndex = geometryFileData->AddGeometryFile(
this->geometryFileData->GetGeometryFileHandle(this->geometryFileIndex),
this->geometryFileData->GetGeometryFileName(this->geometryFileIndex),
this->geometryFileData->GetProperties(this->geometryFileIndex));
}
void SingleAnimationExportSourceAdapter::ReadModels(const IGeometryFileData* geometryFileData, int geometryFileIndex, IModelData* modelData)
{
assert(geometryFileIndex == 0);
this->source->ReadModels(this->geometryFileData, this->geometryFileIndex, modelData);
}
void SingleAnimationExportSourceAdapter::ReadSkinning(IExportContext* context, ISkinningData* skinningData, const IModelData* const modelData, int modelIndex, ISkeletonData* skeletonData)
{
this->source->ReadSkinning(context, skinningData, modelData, modelIndex, skeletonData);
}
bool SingleAnimationExportSourceAdapter::ReadSkeleton(const IGeometryFileData* const geometryFileData, int geometryFileIndex, const IModelData* const modelData, int modelIndex, const IMaterialData* materialData, ISkeletonData* skeletonData)
{
assert(geometryFileIndex == 0);
return this->source->ReadSkeleton(this->geometryFileData, this->geometryFileIndex, modelData, modelIndex, materialData, skeletonData);
}
int SingleAnimationExportSourceAdapter::GetAnimationCount() const
{
return 1;
}
std::string SingleAnimationExportSourceAdapter::GetAnimationName(const IGeometryFileData* geometryFileData, int geometryFileIndex, int animationIndex) const
{
assert(geometryFileIndex == 0);
assert(animationIndex == 0);
return this->source->GetAnimationName(this->geometryFileData, this->geometryFileIndex, this->animationIndex);
}
void SingleAnimationExportSourceAdapter::GetAnimationTimeSpan(float& start, float& stop, int animationIndex) const
{
assert(animationIndex == 0);
this->source->GetAnimationTimeSpan(start, stop, this->animationIndex);
}
void SingleAnimationExportSourceAdapter::ReadAnimationFlags(IExportContext* context, IAnimationData* animationData, const IGeometryFileData* const geometryFileData, const IModelData* modelData, int modelIndex, const ISkeletonData* skeletonData, int animationIndex) const
{
assert(animationIndex == 0);
this->source->ReadAnimationFlags(context, animationData, geometryFileData, modelData, modelIndex, skeletonData, this->animationIndex);
}
IAnimationData* SingleAnimationExportSourceAdapter::ReadAnimation(IExportContext* context, const IGeometryFileData* const geometryFileData, const IModelData* modelData, int modelIndex, const ISkeletonData* skeletonData, int animationIndex, float fps) const
{
assert(animationIndex == 0);
return this->source->ReadAnimation(context, geometryFileData, modelData, modelIndex, skeletonData, this->animationIndex, fps);
}