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115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <EMotionFX/Source/ActorManager.h>
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#include <EMotionFX/Source/ActorInstance.h>
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#include <EMotionFX/Source/EMotionFXManager.h>
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#include <EMotionFX/Source/Importer/Importer.h>
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#include <Integration/Assets/ActorAsset.h>
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#include <Integration/Rendering/RenderBackendManager.h>
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namespace EMotionFX
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{
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namespace Integration
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{
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AZ_CLASS_ALLOCATOR_IMPL(ActorAsset, EMotionFXAllocator, 0)
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AZ_CLASS_ALLOCATOR_IMPL(ActorAssetHandler, EMotionFXAllocator, 0)
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ActorAsset::ActorAsset(AZ::Data::AssetId id)
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: EMotionFXAsset(id)
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{}
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ActorAsset::ActorInstancePtr ActorAsset::CreateInstance(AZ::Entity* entity)
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{
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AZ_Assert(m_emfxActor, "Actor asset is not loaded");
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ActorInstancePtr actorInstance = ActorInstancePtr::MakeFromNew(EMotionFX::ActorInstance::Create(m_emfxActor.get(), entity));
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if (actorInstance)
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{
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actorInstance->SetIsOwnedByRuntime(true);
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}
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return actorInstance;
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}
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void ActorAsset::SetData(AZStd::shared_ptr<Actor> actor)
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{
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m_emfxActor = AZStd::move(actor);
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m_status = AZ::Data::AssetData::AssetStatus::Ready;
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}
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void ActorAsset::InitRenderActor()
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{
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RenderBackend* renderBackend = AZ::Interface<RenderBackendManager>::Get()->GetRenderBackend();
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m_renderActor.reset(renderBackend->CreateActor(this));
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}
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bool ActorAssetHandler::OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
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{
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ActorAsset* assetData = asset.GetAs<ActorAsset>();
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Importer::ActorSettings actorSettings;
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if (GetEMotionFX().GetEnableServerOptimization())
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{
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actorSettings.mOptimizeForServer = true;
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}
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assetData->m_emfxActor = EMotionFX::GetImporter().LoadActor(
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assetData->m_emfxNativeData.data(),
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assetData->m_emfxNativeData.size(),
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&actorSettings,
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"");
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assetData->m_emfxActor->Finalize();
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// Clear out the EMFX raw asset data.
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assetData->ReleaseEMotionFXData();
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if (!assetData->m_emfxActor)
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{
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AZ_Error("EMotionFX", false, "Failed to initialize actor asset %s", asset.ToString<AZStd::string>().c_str());
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return false;
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}
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assetData->m_emfxActor->SetIsOwnedByRuntime(true);
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// Note: Render actor depends on the mesh asset, so we need to manually create it after mesh asset has been loaded.
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return static_cast<bool>(assetData->m_emfxActor);
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}
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AZ::Data::AssetType ActorAssetHandler::GetAssetType() const
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{
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return azrtti_typeid<ActorAsset>();
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}
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void ActorAssetHandler::GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions)
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{
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extensions.push_back("actor");
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}
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AZ::Uuid ActorAssetHandler::GetComponentTypeId() const
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{
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// EditorActorComponent
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return AZ::Uuid("{A863EE1B-8CFD-4EDD-BA0D-1CEC2879AD44}");
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}
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const char* ActorAssetHandler::GetAssetTypeDisplayName() const
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{
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return "EMotion FX Actor";
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}
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const char* ActorAssetHandler::GetBrowserIcon() const
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{
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return "Editor/Images/AssetBrowser/Actor_16.svg";
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}
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} //namespace Integration
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} // namespace EMotionFX
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