[ATOM-14477] Add clone function to model and/or model asset (#135)
* Added clone methods for the buffer, model lod and model assets. * Cloning works via the creators. * Mesh handle/instance now knows about the model asset it originated from as well as the cloned model asset that we need for instancing until instancing works without the dependencies to the asset ids. * MeshComponentRequestBus returns the original asset id and the model asset. If you need access to the clone, go by the model. * Cloth component mesh now gettings its model asset from the model as it needs to work on the clone. * Moved the requires cloning function from the mesh loader in the mesh feature processor to the mesh component controller. * As we need the model asset to be loaded before we can check if it requires cloning or not, we couldn't pass in a bool from the controller but had to use a callback. * Using asset hint instead of asset id for the model lod asset creator error. * Storing a map of source buffer asset ids and the actual cloned buffer assets rather than just their ids. * Using the buffer assets from the new map directly and removed the search process in the mesh loop where the asset views are created. * Fixed the vegetation mocks. * Using the actor's mesh asset when emitting the on model ready event for the mesh component notification bus. * Mesh components notifications connection policy changed to adapt to cloned model asset. * Handling empty meshes in model lod asset creator. * Removed the requires cloning callback from the mesh feature processor and made it a parameter to the acquire mesh function * Fixing mocks and unit tests
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@@ -268,12 +268,32 @@ namespace AZ
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}
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}
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bool MeshComponentController::RequiresCloning(const Data::Asset<RPI::ModelAsset>& modelAsset)
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{
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// Is the model asset containing a cloth buffer? If yes, we need to clone the model asset for instancing.
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const AZStd::array_view<AZ::Data::Asset<AZ::RPI::ModelLodAsset>> lodAssets = modelAsset->GetLodAssets();
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for (const AZ::Data::Asset<AZ::RPI::ModelLodAsset>& lodAsset : lodAssets)
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{
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const AZStd::array_view<AZ::RPI::ModelLodAsset::Mesh> meshes = lodAsset->GetMeshes();
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for (const AZ::RPI::ModelLodAsset::Mesh& mesh : meshes)
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{
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if (mesh.GetSemanticBufferAssetView(AZ::Name("CLOTH_DATA")) != nullptr)
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{
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return true;
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}
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}
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}
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return false;
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}
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void MeshComponentController::HandleModelChange(Data::Instance<RPI::Model> model)
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{
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if (model)
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Data::Asset<RPI::ModelAsset> modelAsset = m_meshFeatureProcessor->GetModelAsset(m_meshHandle);
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if (model && modelAsset)
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{
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m_configuration.m_modelAsset = model->GetModelAsset();
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MeshComponentNotificationBus::Event(m_entityId, &MeshComponentNotificationBus::Events::OnModelReady, model->GetModelAsset(), model);
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m_configuration.m_modelAsset = modelAsset;
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MeshComponentNotificationBus::Event(m_entityId, &MeshComponentNotificationBus::Events::OnModelReady, m_configuration.m_modelAsset, model);
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MaterialReceiverNotificationBus::Event(m_entityId, &MaterialReceiverNotificationBus::Events::OnMaterialAssignmentsChanged);
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::RefreshEntityLocalBoundsUnion, m_entityId);
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@@ -288,7 +308,8 @@ namespace AZ
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MaterialComponentRequestBus::EventResult(materials, m_entityId, &MaterialComponentRequests::GetMaterialOverrides);
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m_meshFeatureProcessor->ReleaseMesh(m_meshHandle);
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m_meshHandle = m_meshFeatureProcessor->AcquireMesh(m_configuration.m_modelAsset, materials);
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m_meshHandle = m_meshFeatureProcessor->AcquireMesh(m_configuration.m_modelAsset, materials,
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/*skinnedMeshWithMotion=*/false, /*rayTracingEnabled=*/true, RequiresCloning);
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m_meshFeatureProcessor->ConnectModelChangeEventHandler(m_meshHandle, m_changeEventHandler);
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const AZ::Transform& transform = m_transformInterface ? m_transformInterface->GetWorldTM() : AZ::Transform::CreateIdentity();
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@@ -345,9 +366,9 @@ namespace AZ
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}
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}
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const Data::Asset<RPI::ModelAsset>& MeshComponentController::GetModelAsset() const
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Data::Asset<const RPI::ModelAsset> MeshComponentController::GetModelAsset() const
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{
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return GetModel() ? GetModel()->GetModelAsset() : m_configuration.m_modelAsset;
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return m_configuration.m_modelAsset;
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}
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Data::AssetId MeshComponentController::GetModelAssetId() const
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@@ -369,7 +390,7 @@ namespace AZ
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return assetPathString;
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}
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const Data::Instance<RPI::Model> MeshComponentController::GetModel() const
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Data::Instance<RPI::Model> MeshComponentController::GetModel() const
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{
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return m_meshFeatureProcessor ? m_meshFeatureProcessor->GetModel(m_meshHandle) : Data::Instance<RPI::Model>();
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}
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