/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include #include #include namespace EMotionFX { namespace Integration { AZ_CLASS_ALLOCATOR_IMPL(ActorAsset, EMotionFXAllocator) AZ_CLASS_ALLOCATOR_IMPL(ActorAssetHandler, EMotionFXAllocator) ActorAsset::ActorAsset(AZ::Data::AssetId id) : EMotionFXAsset(id) {} ActorAsset::ActorInstancePtr ActorAsset::CreateInstance(AZ::Entity* entity) { AZ_Assert(m_emfxActor, "Actor asset is not loaded"); ActorInstancePtr actorInstance = ActorInstancePtr::MakeFromNew(EMotionFX::ActorInstance::Create(m_emfxActor.get(), entity)); if (actorInstance) { actorInstance->SetIsOwnedByRuntime(true); } return actorInstance; } void ActorAsset::SetData(AZStd::shared_ptr actor) { m_emfxActor = AZStd::move(actor); m_status = AZ::Data::AssetData::AssetStatus::Ready; } void ActorAsset::InitRenderActor() { RenderBackend* renderBackend = AZ::Interface::Get()->GetRenderBackend(); m_renderActor.reset(renderBackend->CreateActor(this)); } bool ActorAssetHandler::OnInitAsset(const AZ::Data::Asset& asset) { ActorAsset* assetData = asset.GetAs(); Importer::ActorSettings actorSettings; if (GetEMotionFX().GetEnableServerOptimization()) { actorSettings.m_optimizeForServer = true; } assetData->m_emfxActor = EMotionFX::GetImporter().LoadActor( assetData->m_emfxNativeData.data(), assetData->m_emfxNativeData.size(), &actorSettings, ""); assetData->m_emfxActor->SetFileName(asset.GetHint().c_str()); assetData->m_emfxActor->Finalize(); // Clear out the EMFX raw asset data. assetData->ReleaseEMotionFXData(); if (!assetData->m_emfxActor) { AZ_Error("EMotionFX", false, "Failed to initialize actor asset %s", asset.ToString().c_str()); return false; } // Note: Render actor depends on the mesh asset, so we need to manually create it after mesh asset has been loaded. return static_cast(assetData->m_emfxActor); } AZ::Data::AssetType ActorAssetHandler::GetAssetType() const { return azrtti_typeid(); } void ActorAssetHandler::GetAssetTypeExtensions(AZStd::vector& extensions) { extensions.push_back("actor"); } AZ::Uuid ActorAssetHandler::GetComponentTypeId() const { // EditorActorComponent return AZ::Uuid("{A863EE1B-8CFD-4EDD-BA0D-1CEC2879AD44}"); } const char* ActorAssetHandler::GetAssetTypeDisplayName() const { return "EMotion FX Actor"; } const char* ActorAssetHandler::GetBrowserIcon() const { return "Editor/Images/AssetBrowser/Actor_16.svg"; } int ActorAssetHandler::GetAssetTypeDragAndDropCreationPriority() const { // this function is used when the user drags and drops a file that produces // many different kinds of assets into the viewport (for example, dragging a FBX file // that produces both an actor and a mesh). It is used to select which component // is ultimately chosen to spawn in the viewport, since only one can be chosen to represent // the dropped object. In the case of an imported file which produces an actor, its very likely // that the actor is representative of the file, moreso than other parts. return AZ::AssetTypeInfo::s_HighPriority; } } //namespace Integration } // namespace EMotionFX