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83 lines
2.4 KiB
C++
83 lines
2.4 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/Actor.h>
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#include <Integration/Rendering/RenderActorInstance.h>
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#include <Integration/System/SystemCommon.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(RenderActorInstance, EMotionFXAllocator, 0);
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RenderActorInstance::RenderActorInstance(const AZ::Data::Asset<ActorAsset>& actorAsset,
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ActorInstance* actorInstance, AZ::EntityId entityId)
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: m_actorAsset(actorAsset)
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, m_actorInstance(actorInstance)
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, m_entityId(entityId)
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{
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}
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SkinningMethod RenderActorInstance::GetSkinningMethod() const
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{
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return m_skinningMethod;
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}
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void RenderActorInstance::SetSkinningMethod(SkinningMethod skinningMethod)
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{
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m_skinningMethod = skinningMethod;
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}
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void RenderActorInstance::SetOnMaterialChangedCallback(MaterialChangedFunction callback)
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{
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m_onMaterialChangedCallback = callback;
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}
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const AZ::Aabb& RenderActorInstance::GetWorldAABB() const
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{
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return m_worldAABB;
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}
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const AZ::Aabb& RenderActorInstance::GetLocalAABB() const
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{
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return m_localAABB;
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}
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bool RenderActorInstance::IsVisible() const
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{
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return m_isVisible;
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}
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void RenderActorInstance::SetIsVisible(bool isVisible)
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{
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m_isVisible = isVisible;
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}
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bool RenderActorInstance::IsInCameraFrustum() const
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{
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return true;
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}
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Actor* RenderActorInstance::GetActor() const
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{
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ActorAsset* actorAsset = m_actorAsset.Get();
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if (actorAsset)
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{
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return actorAsset->GetActor();
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}
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return nullptr;
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}
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} // namespace Integration
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} // namespace EMotionFX
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