/* * 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. * */ #pragma once #include #include #include #include namespace EMotionFX { namespace Integration { class RenderActor; class RenderBackend { public: AZ_RTTI(EMotionFX::Integration::RenderBackend, "{999AC1A7-0FBA-4F36-81B8-939FC80F1042}") AZ_CLASS_ALLOCATOR_DECL RenderBackend() = default; virtual ~RenderBackend() = default; virtual RenderActor* CreateActor(ActorAsset* asset) = 0; virtual RenderActorInstance* CreateActorInstance(AZ::EntityId entityId, const EMotionFXPtr& actorInstance, const AZ::Data::Asset& asset, const ActorAsset::MaterialList& materialPerLOD, SkinningMethod skinningMethod, const AZ::Transform& worldTransform) = 0; }; } // namespace Integration } // namespace EMotionFX