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.
This commit is contained in:
Aaron Ruiz Mora
2021-04-23 19:46:57 +01:00
committed by GitHub
parent a4e1abf6df
commit 5fd8c35878
19 changed files with 191 additions and 214 deletions
@@ -172,9 +172,9 @@ namespace UnitTest
auto meshNode1Index = actor->AddJoint(MeshNode1Name, AZ::Transform::CreateTranslation(AZ::Vector3(3.0f, -2.0f, 0.0f)), RootNodeName);
auto otherNodeIndex = actor->AddJoint(OtherNodeName, AZ::Transform::CreateTranslation(AZ::Vector3(0.5f, 0.0f, 0.0f)), RootNodeName);
auto meshNode2Index = actor->AddJoint(MeshNode2Name, AZ::Transform::CreateTranslation(AZ::Vector3(0.2f, 0.6f, 1.0f)), OtherNodeName);
actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
actor->SetMesh(LodLevel, otherNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices));
actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
actor->FinishSetup();
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
@@ -202,9 +202,9 @@ namespace UnitTest
auto meshNode1Index = actor->AddJoint(MeshNode1Name, AZ::Transform::CreateTranslation(AZ::Vector3(3.0f, -2.0f, 0.0f)), RootNodeName);
auto otherNodeIndex = actor->AddJoint(OtherNodeName, AZ::Transform::CreateTranslation(AZ::Vector3(0.5f, 0.0f, 0.0f)), RootNodeName);
auto meshNode2Index = actor->AddJoint(MeshNode2Name, AZ::Transform::CreateTranslation(AZ::Vector3(0.2f, 0.6f, 1.0f)), OtherNodeName);
actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
actor->SetMesh(LodLevel, otherNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices));
actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
actor->FinishSetup();
m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));