/* * 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 #include #include #include namespace EMotionFX { namespace Integration { AZ_CLASS_ALLOCATOR_IMPL(CryRenderBackend, EMotionFXAllocator, 0); RenderActor* CryRenderBackend::CreateActor(ActorAsset* asset) { CryRenderActor* renderActor = aznew CryRenderActor(asset); if (!renderActor->Init()) { AZ_Warning("EMotionFX", false, "Cannot initialize Cry render actor for asset with id %s.", asset->GetId().ToString().c_str()); delete renderActor; return nullptr; } return renderActor; } RenderActorInstance* CryRenderBackend::CreateActorInstance(AZ::EntityId entityId, const EMotionFXPtr& actorInstance, const AZ::Data::Asset& asset, const ActorAsset::MaterialList& materialPerLOD, SkinningMethod skinningMethod, const AZ::Transform& worldTransform) { CryRenderActorInstance* renderActorInstance = aznew CryRenderActorInstance(entityId, actorInstance, asset, worldTransform); renderActorInstance->SetMaterials(materialPerLOD); renderActorInstance->RegisterWithRenderer(); renderActorInstance->SetSkinningMethod(skinningMethod); return renderActorInstance; } } // namespace Integration } // namespace EMotionFX