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o3de/Gems/EMotionFX/Code/Source/Integration/System/PipelineComponent.h

46 lines
1.5 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
*
*/
#if defined(EMOTIONFXANIMATION_EDITOR)
#pragma once
#include <SceneAPI/SceneCore/Components/SceneSystemComponent.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/Source/EMotionFXAllocatorInitializer.h>
#include <AzCore/Module/Environment.h>
namespace EMotionFX
{
namespace Pipeline
{
class PipelineComponent
: public AZ::SceneAPI::SceneCore::SceneSystemComponent
{
public:
AZ_COMPONENT(PipelineComponent, "{F74E0D7C-BF22-4BC0-897A-2D80DA960DB0}", AZ::SceneAPI::SceneCore::SceneSystemComponent);
PipelineComponent();
~PipelineComponent() override = default;
void Activate() override;
void Deactivate() override;
static void Reflect(AZ::ReflectContext* context);
private:
bool m_eMotionFxInited;
AZStd::unique_ptr<CommandSystem::CommandManager> m_commandManager;
// Creates a static shared pointer using the AZ EnvironmentVariable system.
// This will prevent the EMotionFXAllocator from destroying too early by the other component
static AZ::EnvironmentVariable<EMotionFXAllocatorInitializer> s_eMotionFXAllocatorInitializer;
};
} // Pipeline
} // EMotionFX
#endif