/* * 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 namespace EMotionFX { class Mesh; } namespace NvCloth { //! Helper class to obtain cloth information from an Actor Asset. class ActorAssetHelper : public AssetHelper { public: AZ_RTTI(ActorAssetHelper, "{3246EAC6-595F-4AFB-BA10-44EB0B824398}", AssetHelper); explicit ActorAssetHelper(AZ::EntityId entityId); // AssetHelper overrides ... void GatherClothMeshNodes(MeshNodeList& meshNodes) override; bool ObtainClothMeshNodeInfo( const AZStd::string& meshNode, MeshNodeInfo& meshNodeInfo, MeshClothInfo& meshClothInfo) override; bool DoesSupportSkinnedAnimation() const override { return true; } private: bool CopyDataFromEMotionFXMesh( const EMotionFX::Mesh& emfxMesh, MeshClothInfo& meshClothInfo); }; } // namespace NvCloth