/* * 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. #ifndef CRYINCLUDE_CRYENTITYSYSTEM_CHARACTERBONEATTACHMENTMANAGER_H #define CRYINCLUDE_CRYENTITYSYSTEM_CHARACTERBONEATTACHMENTMANAGER_H #pragma once #include class CCharacterBoneAttachmentManager { public: void Update(); void RegisterAttachment(IEntity* pChild, IEntity* pParent, const uint32 targetCRC); void UnregisterAttachment(const IEntity* pChild, const IEntity* pParent); Matrix34 GetNodeWorldTM(const IEntity* pChild, const IEntity* pParent) const; bool IsAttachmentValid(const IEntity* pChild, const IEntity* pParent) const; private: struct SBinding { IEntity* pChild; IEntity* pParent; bool operator<(const SBinding& rhs) const { return (pChild != rhs.pChild) ? (pChild < rhs.pChild) : (pParent < rhs.pParent); } }; struct SAttachmentData { uint m_boneIndex; }; VectorMap m_attachments; }; #endif // CRYINCLUDE_CRYENTITYSYSTEM_CHARACTERBONEATTACHMENTMANAGER_H