#include <ActorAsset.h>
Inherits EMotionFX::Integration::EMotionFXAsset.
Public Types | |
using | ActorInstancePtr = EMotionFXPtr< EMotionFX::ActorInstance > |
Public Member Functions | |
AZ_CLASS_ALLOCATOR_DECL | ActorAsset (AZ::Data::AssetId id=AZ::Data::AssetId()) |
ActorInstancePtr | CreateInstance (AZ::Entity *entity) |
Actor * | GetActor () const |
RenderActor * | GetRenderActor () const |
void | SetData (AZStd::shared_ptr< Actor > actor) |
void | InitRenderActor () |
Public Member Functions inherited from EMotionFX::Integration::EMotionFXAsset | |
EMotionFXAsset (AZ::Data::AssetId id=AZ::Data::AssetId()) | |
void | ReleaseEMotionFXData () |
Friends | |
class | ActorAssetHandler |
Additional Inherited Members | |
Public Attributes inherited from EMotionFX::Integration::EMotionFXAsset | |
AZStd::vector< AZ::u8 > | m_emfxNativeData |
Represents an EMotionFX actor asset. Each asset maintains storage of the original EMotionFX binary asset (via EMotionFXAsset base class). Initialization of the asset constructs Open 3D Engine rendering objects, such as the render mesh and material, directly from the instantiated EMotionFX actor. An easy future memory optimization is to wipe the EMotionFXAsset buffer after the actor, render meshes, and materials are created, since it's technically no longer necessary. At this stage it's worth keeping around for testing.