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o3de/Gems/EMotionFX/Code/Source/Integration/Assets/ActorAsset.cpp

115 lines
4.0 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.
*
*/
#include <EMotionFX/Source/ActorManager.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/EMotionFXManager.h>
#include <EMotionFX/Source/Importer/Importer.h>
#include <Integration/Assets/ActorAsset.h>
#include <Integration/Rendering/RenderBackendManager.h>
namespace EMotionFX
{
namespace Integration
{
AZ_CLASS_ALLOCATOR_IMPL(ActorAsset, EMotionFXAllocator, 0)
AZ_CLASS_ALLOCATOR_IMPL(ActorAssetHandler, EMotionFXAllocator, 0)
ActorAsset::ActorAsset(AZ::Data::AssetId id)
: EMotionFXAsset(id)
{}
ActorAsset::ActorInstancePtr ActorAsset::CreateInstance(AZ::Entity* entity)
{
AZ_Assert(m_emfxActor, "Actor asset is not loaded");
ActorInstancePtr actorInstance = ActorInstancePtr::MakeFromNew(EMotionFX::ActorInstance::Create(m_emfxActor.get(), entity));
if (actorInstance)
{
actorInstance->SetIsOwnedByRuntime(true);
}
return actorInstance;
}
void ActorAsset::SetData(AZStd::shared_ptr<Actor> actor)
{
m_emfxActor = AZStd::move(actor);
m_status = AZ::Data::AssetData::AssetStatus::Ready;
}
void ActorAsset::InitRenderActor()
{
RenderBackend* renderBackend = AZ::Interface<RenderBackendManager>::Get()->GetRenderBackend();
m_renderActor.reset(renderBackend->CreateActor(this));
}
bool ActorAssetHandler::OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
{
ActorAsset* assetData = asset.GetAs<ActorAsset>();
Importer::ActorSettings actorSettings;
if (GetEMotionFX().GetEnableServerOptimization())
{
actorSettings.mOptimizeForServer = true;
}
assetData->m_emfxActor = EMotionFX::GetImporter().LoadActor(
assetData->m_emfxNativeData.data(),
assetData->m_emfxNativeData.size(),
&actorSettings,
"");
assetData->m_emfxActor->Finalize();
// Clear out the EMFX raw asset data.
assetData->ReleaseEMotionFXData();
if (!assetData->m_emfxActor)
{
AZ_Error("EMotionFX", false, "Failed to initialize actor asset %s", asset.ToString<AZStd::string>().c_str());
return false;
}
assetData->m_emfxActor->SetIsOwnedByRuntime(true);
// Note: Render actor depends on the mesh asset, so we need to manually create it after mesh asset has been loaded.
return static_cast<bool>(assetData->m_emfxActor);
}
AZ::Data::AssetType ActorAssetHandler::GetAssetType() const
{
return azrtti_typeid<ActorAsset>();
}
void ActorAssetHandler::GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions)
{
extensions.push_back("actor");
}
AZ::Uuid ActorAssetHandler::GetComponentTypeId() const
{
// EditorActorComponent
return AZ::Uuid("{A863EE1B-8CFD-4EDD-BA0D-1CEC2879AD44}");
}
const char* ActorAssetHandler::GetAssetTypeDisplayName() const
{
return "EMotion FX Actor";
}
const char* ActorAssetHandler::GetBrowserIcon() const
{
return "Editor/Images/AssetBrowser/Actor_16.svg";
}
} //namespace Integration
} // namespace EMotionFX