text: /*
   * 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
   *
   */
  
  #pragma once
  
  #include <AzCore/Asset/AssetCommon.h>
  #include <AzCore/Asset/AssetSerializer.h>
  #include <AzFramework/Asset/GenericAssetHandler.h>
  #include <TressFX/TressFXAsset.h>
  
  namespace AZ
  {
      namespace Render
      {
          namespace Hair
          {
              //! HairAsset is a simple AssetData wrapper around the TressFXAsset used by the AP.
              //! Is comprises of the hair vertices data file, the hair bone skinning information file
              //! and the collision data file.
              //! The plan is to separate the collision data as it can have the relation of 1:1, 1:N or N:1
              //! meaning that the hair can have multiple collision handling (not only single mesh), and at
              //! the other end multiple hairs can have the same collision (hairdo and fur for example).
              class HairAsset final
                  : public AZ::Data::AssetData
              {
              public:
                  static constexpr inline const char* DisplayName = "HairAsset";
                  static constexpr inline const char* Extension = "tfxhair";
                  static constexpr inline const char* Group = "Hair";
  
                  AZ_RTTI(HairAsset, "{52842B73-8F75-4620-8231-31EBCC74DD85}", AZ::Data::AssetData);
                  AZ_CLASS_ALLOCATOR(HairAsset, AZ::SystemAllocator, 0);
  
                  AZStd::unique_ptr<AMD::TressFXAsset> m_tressFXAsset;
              };
  
              // HairAssetHandler
              // This handler class help to load the .tfxhair file (which is a combined file of .tfx, .tfxbone and .tfxmesh)
              // from an AssetDataStream.
              class HairAssetHandler final
                  : public AzFramework::GenericAssetHandler<HairAsset>
              {
              public:
                  HairAssetHandler();
  
              private:
                  Data::AssetHandler::LoadResult LoadAssetData(
                      const Data::Asset<Data::AssetData>& asset, AZStd::shared_ptr<Data::AssetDataStream> stream,
                      const Data::AssetFilterCB& assetLoadFilterCB) override;
              };
          }
      }
  }
  