1234567891011121314151617181920212223242526272829303132333435363738394041424344454647 |
- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #pragma once
- #include <Integration/Rendering/RenderActorInstance.h>
- #include <AtomCore/Instance/Instance.h>
- #include <AzCore/Component/EntityId.h>
- #include <AzCore/Asset/AssetCommon.h>
- #include <AzCore/std/containers/vector.h>
- namespace EMotionFX
- {
- class Actor;
- class ActorInstance;
- }
- namespace AZ
- {
- namespace RPI
- {
- class Model;
- class Buffer;
- }
- namespace Render
- {
- class SkinnedMeshInputBuffers;
- //! Create a buffers and buffer views that are shared between all actor instances that use the same actor asset.
- AZStd::intrusive_ptr<SkinnedMeshInputBuffers> CreateSkinnedMeshInputFromActor(const Data::AssetId& actorAssetId, const EMotionFX::Actor* actor);
- //! Get the bone transforms from the actor instance and adjust them to be in the format needed by the renderer
- void GetBoneTransformsFromActorInstance(const EMotionFX::ActorInstance* actorInstance, AZStd::vector<float>& boneTransforms, EMotionFX::Integration::SkinningMethod skinningMethod);
- //! Create a buffer for bone transforms that can be used as input to the skinning shader
- Data::Instance<RPI::Buffer> CreateBoneTransformBufferFromActorInstance(const EMotionFX::ActorInstance* actorInstance, EMotionFX::Integration::SkinningMethod skinningMethod);
- } // namespace Render
- } // namespace AZ
|