/* * 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. * */ #if defined(EMOTIONFXANIMATION_EDITOR) #pragma once #include #include #include #include namespace EMotionFX { namespace Pipeline { class PipelineComponent : public AZ::SceneAPI::SceneCore::SceneSystemComponent { public: AZ_COMPONENT(PipelineComponent, "{F74E0D7C-BF22-4BC0-897A-2D80DA960DB0}", AZ::SceneAPI::SceneCore::SceneSystemComponent); PipelineComponent(); ~PipelineComponent() override = default; void Activate() override; void Deactivate() override; static void Reflect(AZ::ReflectContext* context); private: bool m_EMotionFXInited; AZStd::unique_ptr m_commandManager; // Creates a static shared pointer using the AZ EnvironmentVariable system. // This will prevent the EMotionFXAllocator from destroying too early by the other component static AZ::EnvironmentVariable s_eMotionFXAllocatorInitializer; }; } // Pipeline } // EMotionFX #endif