Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. (#235)
- Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. - Actor caches map from joint indices in skin metadata to skeleton indices so they can be query later. - Actor cloth skinning reads indices and weights from Model Asset instead from EMFX Mesh. - Actor cloth skinning with unlimited skinning bones. - Sort out cloth unit tests by disabling them until there is a way to create an Atom mesh - Addressing feedback.
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@@ -177,7 +177,7 @@ namespace NvCloth
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m_actorClothColliders = ActorClothColliders::Create(m_entityId);
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// It will return a valid instance if it's an actor with skinning data.
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m_actorClothSkinning = ActorClothSkinning::Create(m_entityId, m_config.m_meshNode, m_cloth->GetParticles().size(), m_meshRemappedVertices);
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m_actorClothSkinning = ActorClothSkinning::Create(m_entityId, m_meshNodeInfo, m_cloth->GetParticles().size(), m_meshRemappedVertices);
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m_numberOfClothSkinningUpdates = 0;
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m_clothConstraints = ClothConstraints::Create(
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