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140 lines
5.8 KiB
C++
140 lines
5.8 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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#include <Integration/System/SystemComponent.h>
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#include <Integration/Components/ActorComponent.h>
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#include <Integration/Components/AnimAudioComponent.h>
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#include <Integration/Components/AnimGraphComponent.h>
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#include <Integration/Components/SimpleMotionComponent.h>
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#include <Integration/Components/SimpleLODComponent.h>
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#include <AzCore/Module/DynamicModuleHandle.h>
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#include <IGem.h>
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#if defined (EMOTIONFXANIMATION_EDITOR)
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# include <Integration/System/PipelineComponent.h>
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# include <Integration/Editor/Components/EditorActorComponent.h>
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# include <Integration/Editor/Components/EditorAnimAudioComponent.h>
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# include <Integration/Editor/Components/EditorAnimGraphComponent.h>
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# include <Integration/Editor/Components/EditorSimpleMotionComponent.h>
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# include <Integration/Editor/Components/EditorSimpleLODComponent.h>
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# include <SceneAPIExt/Behaviors/ActorGroupBehavior.h>
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# include <SceneAPIExt/Behaviors/MotionGroupBehavior.h>
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# include <SceneAPIExt/Behaviors/MotionRangeRuleBehavior.h>
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# include <SceneAPIExt/Behaviors/MorphTargetRuleBehavior.h>
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# include <SceneAPIExt/Behaviors/LodRuleBehavior.h>
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# include <SceneAPIExt/Behaviors/SkeletonOptimizationRuleBehavior.h>
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# include <RCExt/Actor/ActorExporter.h>
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# include <RCExt/Actor/ActorGroupExporter.h>
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# include <RCExt/Actor/ActorBuilder.h>
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# include <RCExt/Actor/MorphTargetExporter.h>
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# include <RCExt/Motion/MotionExporter.h>
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# include <RCExt/Motion/MotionGroupExporter.h>
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# include <RCExt/Motion/MotionDataBuilder.h>
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# include <EMotionFXBuilder/EMotionFXBuilderComponent.h>
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#endif // EMOTIONFXANIMATION_EDITOR
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namespace EMotionFX
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{
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namespace Integration
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{
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/**
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* Animation module class for EMotion FX animation gem.
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*/
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class EMotionFXIntegrationModule
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: public CryHooksModule
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{
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public:
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AZ_RTTI(EMotionFXIntegrationModule, "{02533EDC-F2AA-4076-86E9-5E3702202E15}", CryHooksModule);
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EMotionFXIntegrationModule()
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: CryHooksModule()
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{
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// Push results of [MyComponent]::CreateDescriptor() into m_descriptors here.
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m_descriptors.insert(m_descriptors.end(), {
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// System components
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SystemComponent::CreateDescriptor(),
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// Runtime components
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ActorComponent::CreateDescriptor(),
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AnimAudioComponent::CreateDescriptor(),
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AnimGraphComponent::CreateDescriptor(),
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SimpleMotionComponent::CreateDescriptor(),
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SimpleLODComponent::CreateDescriptor(),
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#if defined(EMOTIONFXANIMATION_EDITOR)
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// Pipeline components
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EMotionFX::Pipeline::PipelineComponent::CreateDescriptor(),
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// Editor components
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EditorActorComponent::CreateDescriptor(),
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EditorAnimAudioComponent::CreateDescriptor(),
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EditorAnimGraphComponent::CreateDescriptor(),
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EditorSimpleMotionComponent::CreateDescriptor(),
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EditorSimpleLODComponent::CreateDescriptor(),
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// EmotionFX asset builder
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EMotionFXBuilder::EMotionFXBuilderComponent::CreateDescriptor(),
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// Actor
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EMotionFX::Pipeline::Behavior::ActorGroupBehavior::CreateDescriptor(),
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EMotionFX::Pipeline::Behavior::MorphTargetRuleBehavior::CreateDescriptor(),
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EMotionFX::Pipeline::Behavior::LodRuleBehavior::CreateDescriptor(),
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EMotionFX::Pipeline::Behavior::SkeletonOptimizationRuleBehavior::CreateDescriptor(),
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EMotionFX::Pipeline::ActorExporter::CreateDescriptor(),
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EMotionFX::Pipeline::ActorGroupExporter::CreateDescriptor(),
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EMotionFX::Pipeline::ActorBuilder::CreateDescriptor(),
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EMotionFX::Pipeline::MorphTargetExporter::CreateDescriptor(),
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// Motion
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EMotionFX::Pipeline::Behavior::MotionGroupBehavior::CreateDescriptor(),
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EMotionFX::Pipeline::Behavior::MotionRangeRuleBehavior::CreateDescriptor(),
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EMotionFX::Pipeline::MotionExporter::CreateDescriptor(),
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EMotionFX::Pipeline::MotionGroupExporter::CreateDescriptor(),
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EMotionFX::Pipeline::MotionDataBuilder::CreateDescriptor()
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#endif // EMOTIONFXANIMATION_EDITOR
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});
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}
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~EMotionFXIntegrationModule()
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{
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}
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/**
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* Add required SystemComponents to the SystemEntity.
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*/
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AZ::ComponentTypeList GetRequiredSystemComponents() const override
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{
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return AZ::ComponentTypeList{
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azrtti_typeid<SystemComponent>(),
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};
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}
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};
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}
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}
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#if defined(EMOTIONFXANIMATION_EDITOR)
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#include <QDir>
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// Qt resources are defined in the EMotionFX.Editor static library, so we must
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// initialize them manually
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extern int qInitResources_Resources();
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extern int qCleanupResources_Resources();
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namespace {
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struct initializer {
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initializer() { qInitResources_Resources(); }
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~initializer() { qCleanupResources_Resources(); }
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} dummy;
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} // namespace
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#endif
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// DO NOT MODIFY THIS LINE UNLESS YOU RENAME THE GEM
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// The first parameter should be GemName_GemIdLower
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// The second should be the fully qualified name of the class above
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AZ_DECLARE_MODULE_CLASS(Gem_EMotionFX, EMotionFX::Integration::EMotionFXIntegrationModule)
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