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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@@ -178,7 +178,7 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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@@ -204,7 +204,7 @@ namespace UnitTest
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EXPECT_THAT(renderData.m_normals, ::testing::Each(IsCloseTolerance(AZ::Vector3::CreateAxisZ(), Tolerance)));
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}
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TEST_F(NvClothComponentMesh, ClothComponentMesh_TickClothSystem_RunningSimulationVerticesGoDown)
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TEST_F(NvClothComponentMesh, DISABLED_ClothComponentMesh_TickClothSystem_RunningSimulationVerticesGoDown)
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{
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{
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const float height = 4.7f;
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@@ -213,7 +213,7 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->AddClothCollider(collider);
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actor->FinishSetup();
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@@ -245,12 +245,12 @@ namespace UnitTest
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}
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}
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TEST_F(NvClothComponentMesh, ClothComponentMesh_UpdateConfigurationInvalidEntity_ReturnEmptyRenderData)
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TEST_F(NvClothComponentMesh, DISABLED_ClothComponentMesh_UpdateConfigurationInvalidEntity_ReturnEmptyRenderData)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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@@ -281,7 +281,7 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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@@ -306,7 +306,7 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test2");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(newMeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(newMeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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newActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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@@ -325,12 +325,12 @@ namespace UnitTest
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}
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}
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TEST_F(NvClothComponentMesh, ClothComponentMesh_UpdateConfigurationInvalidMeshNode_ReturnEmptyRenderData)
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TEST_F(NvClothComponentMesh, DISABLED_ClothComponentMesh_UpdateConfigurationInvalidMeshNode_ReturnEmptyRenderData)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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@@ -370,8 +370,8 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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auto meshNode2Index = actor->AddJoint(meshNode2Name);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(mesh2Vertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(mesh2Vertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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@@ -396,12 +396,12 @@ namespace UnitTest
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}
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}
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TEST_F(NvClothComponentMesh, ClothComponentMesh_UpdateConfigurationInvertingGravity_RunningSimulationVerticesGoUp)
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TEST_F(NvClothComponentMesh, DISABLED_ClothComponentMesh_UpdateConfigurationInvertingGravity_RunningSimulationVerticesGoUp)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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@@ -444,7 +444,7 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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