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