/* * 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. * */ #include #include #include namespace AZ { namespace SceneData { namespace GraphData { void BoneData::SetWorldTransform(const AZ::Transform& transform) { m_worldTransform = transform; } const AZ::Transform& BoneData::GetWorldTransform() const { return m_worldTransform; } void BoneData::Reflect(ReflectContext* context) { SerializeContext* serializeContext = azrtti_cast(context); serializeContext->Class()->Version(1) ->Field("worldTransform", &BoneData::m_worldTransform); EditContext* editContext = serializeContext->GetEditContext(); if (editContext) { editContext->Class("Bone data", "Data this individual bone contributes to the overall skeleton.") ->DataElement(AZ::Edit::UIHandlers::Default, &BoneData::m_worldTransform, "World", "World transform this bone contributes to the overall skeleton."); } } } // namespace GraphData } // namespace SceneData } // namespace AZ