/* * 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. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #include #include #include #include struct SRenderContext; struct AnimEventInstance; namespace Serialization { class IArchive; } namespace CharacterTool { class CharacterDocument; using Serialization::IArchive; struct IFeatureTest : public _i_reference_target_t { virtual void Update(CharacterDocument* document) {} // Tell if regular Character Tool update should be skipped virtual bool OverrideUpdate() const { return false; } virtual bool OverrideCameraPosition(CCamera* camera) { return false; } virtual void Render(const SRenderContext& x, CharacterDocument* document) {} virtual bool AnimEvent(const AnimEventInstance& event, CharacterDocument* document) { return false; } virtual void Serialize(IArchive& ar) {} }; }