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81 lines
3.0 KiB
C++
81 lines
3.0 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_precompiled.h"
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#include <Integration/Assets/MotionAsset.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(MotionAsset, EMotionFXAllocator, 0);
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AZ_CLASS_ALLOCATOR_IMPL(MotionAssetHandler, EMotionFXAllocator, 0);
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MotionAsset::MotionAsset(AZ::Data::AssetId id)
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: EMotionFXAsset(id)
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{}
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//////////////////////////////////////////////////////////////////////////
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void MotionAsset::SetData(EMotionFX::Motion* motion)
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{
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m_emfxMotion.reset(motion);
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m_status = AZ::Data::AssetData::AssetStatus::Ready;
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}
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//////////////////////////////////////////////////////////////////////////
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bool MotionAssetHandler::OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
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{
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MotionAsset* assetData = asset.GetAs<MotionAsset>();
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assetData->m_emfxMotion = EMotionFXPtr<EMotionFX::Motion>::MakeFromNew(EMotionFX::GetImporter().LoadMotion(
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assetData->m_emfxNativeData.data(),
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assetData->m_emfxNativeData.size(),
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nullptr));
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if (assetData->m_emfxMotion)
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{
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assetData->m_emfxMotion->SetIsOwnedByRuntime(true);
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}
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assetData->ReleaseEMotionFXData();
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AZ_Error("EMotionFX", assetData->m_emfxMotion, "Failed to initialize motion asset %s", asset.GetHint().c_str());
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return (assetData->m_emfxMotion);
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}
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//////////////////////////////////////////////////////////////////////////
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AZ::Data::AssetType MotionAssetHandler::GetAssetType() const
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{
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return azrtti_typeid<MotionAsset>();
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}
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//////////////////////////////////////////////////////////////////////////
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void MotionAssetHandler::GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions)
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{
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extensions.push_back("motion");
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}
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//////////////////////////////////////////////////////////////////////////
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const char* MotionAssetHandler::GetAssetTypeDisplayName() const
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{
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return "EMotion FX Motion";
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}
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//////////////////////////////////////////////////////////////////////////
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const char* MotionAssetHandler::GetBrowserIcon() const
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{
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return "Editor/Images/AssetBrowser/Motion_16.svg";
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}
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} // namespace Integration
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} // namespace EMotionFX
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