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84 lines
2.9 KiB
C++
84 lines
2.9 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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#if defined(EMOTIONFXANIMATION_EDITOR)
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#include <AzCore/Serialization/SerializeContext.h>
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#include <MCore/Source/MCoreSystem.h>
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#include <Integration/System/PipelineComponent.h>
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#include <EMotionFX/Source/EMotionFXManager.h>
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#include <EMotionFX/CommandSystem/Source/CommandManager.h>
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#include <Integration/System/SystemCommon.h>
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namespace EMotionFX
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{
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namespace Pipeline
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{
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AZ::EnvironmentVariable<EMotionFXAllocatorInitializer> PipelineComponent::s_eMotionFXAllocatorInitializer = nullptr;
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PipelineComponent::PipelineComponent()
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: m_eMotionFxInited(false)
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{
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}
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void PipelineComponent::Activate()
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{
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if (!m_eMotionFxInited)
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{
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// Start EMotionFX allocator or increase the reference counting
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s_eMotionFXAllocatorInitializer = AZ::Environment::CreateVariable<EMotionFXAllocatorInitializer>(EMotionFXAllocatorInitializer::EMotionFXAllocatorInitializerTag);
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MCore::Initializer::InitSettings coreSettings;
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if (!MCore::Initializer::Init(&coreSettings))
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{
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AZ_Error("EMotionFX", false, "Failed to initialize EMotion FX SDK Core");
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return;
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}
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// Initialize EMotion FX runtime.
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EMotionFX::Initializer::InitSettings emfxSettings;
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emfxSettings.m_unitType = MCore::Distance::UNITTYPE_METERS;
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if (!EMotionFX::Initializer::Init(&emfxSettings))
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{
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AZ_Error("EMotionFX", false, "Failed to initialize EMotion FX SDK Runtime");
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return;
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}
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// Initialize the EMotionFX command system.
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m_commandManager = AZStd::make_unique<CommandSystem::CommandManager>();
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m_eMotionFxInited = true;
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}
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}
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void PipelineComponent::Deactivate()
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{
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if (m_eMotionFxInited)
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{
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m_eMotionFxInited = false;
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m_commandManager.reset();
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EMotionFX::Initializer::Shutdown();
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MCore::Initializer::Shutdown();
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// Remove our reference
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s_eMotionFXAllocatorInitializer = nullptr;
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}
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}
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void PipelineComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<PipelineComponent, AZ::SceneAPI::SceneCore::SceneSystemComponent>()->Version(1);
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}
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}
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} // Pipeline
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} // EMotionFX
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#endif
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