Performance pass to Cloth CPU Skinning

- Added operator+(Matrix3x4), operator*(float), RetrieveScaleSq and GetReciprocalScaled to Matrix3x4. Used by Cloth CPU Linear Skinning. These operation will be performant as they use SIMD.
- Modified so there are no virtual functions calls at vertex level.
- Caching indices to simplify the loop when applying skinning.
- Caching static variables Matrix3x4 zero and DualQuaternion zero to avoid creating it for every vertex.
- Removing branching to skip joints when the weight is zero, these cases are rarely and this improves performance by removing branching from loops at vertex level.
- Changing skinning influences so it's a continuous block of memory.
- Caching the vector size() if a variable instead of directly using it in a for loop.
This commit is contained in:
Aaron Ruiz Mora
2021-05-04 12:09:56 +01:00
committed by GitHub
parent 83545c0243
commit 70bd3ea0ff
7 changed files with 388 additions and 210 deletions
@@ -27,11 +27,11 @@ namespace NvCloth
{
namespace Internal
{
bool ObtainSkinningData(
bool ObtainSkinningInfluences(
AZ::EntityId entityId,
const MeshNodeInfo& meshNodeInfo,
const size_t numSimParticles,
AZStd::vector<SkinningInfo>& skinningData)
const size_t numVertices,
AZStd::vector<SkinningInfluence>& skinningInfluences)
{
AZ::Data::Asset<AZ::RPI::ModelAsset> modelAsset;
AZ::Render::MeshComponentRequestBus::EventResult(
@@ -67,7 +67,7 @@ namespace NvCloth
const auto& skinToSkeletonIndexMap = actor->GetSkinToSkeletonIndexMap();
skinningData.resize(numSimParticles);
size_t numberOfInfluencesPerVertex = 0;
// For each submesh...
for (const auto& subMeshInfo : meshNodeInfo.m_subMeshes)
@@ -98,28 +98,48 @@ namespace NvCloth
if (sourceSkinJointIndices.empty() || sourceSkinWeights.empty())
{
continue;
// Ignoring skinning when there is no skin data.
// All submeshes will either have or not have skin data, since they come from the same mesh.
return false;
}
AZ_Assert(sourceSkinJointIndices.size() == sourceSkinWeights.size(),
"Size of skin joint indices buffer (%zu) different from skin weights buffer (%zu)",
sourceSkinJointIndices.size(), sourceSkinWeights.size());
const size_t influenceCount = sourceSkinWeights.size() / sourcePositions.size();
if (influenceCount == 0)
const size_t subMeshInfluenceCount = sourceSkinWeights.size() / sourcePositions.size();
AZ_Assert(subMeshInfluenceCount > 0,
"Submesh %d skinning data has zero joint influences per vertex.",
subMeshInfo.m_primitiveIndex);
if (numberOfInfluencesPerVertex == 0)
{
continue;
// Resize only in the first loop once we know the number of influences per vertex.
// The other submeshes should match the number of influences.
numberOfInfluencesPerVertex = subMeshInfluenceCount;
skinningInfluences.resize(numVertices * numberOfInfluencesPerVertex);
}
else if (subMeshInfluenceCount != numberOfInfluencesPerVertex)
{
AZ_Error("ActorClothSkinning", false,
"Submesh %d number of influences (%d) is different from a previous submesh (%d).",
subMeshInfo.m_primitiveIndex,
subMeshInfluenceCount,
numberOfInfluencesPerVertex);
return false;
}
for (int vertexIndex = 0; vertexIndex < subMeshInfo.m_numVertices; ++vertexIndex)
{
SkinningInfo& skinningInfo = skinningData[subMeshInfo.m_verticesFirstIndex + vertexIndex];
skinningInfo.m_jointIndices.resize(influenceCount);
skinningInfo.m_jointWeights.resize(influenceCount);
const size_t subMeshVertexIndex = vertexIndex * numberOfInfluencesPerVertex;
const size_t meshVertexIndex = (subMeshInfo.m_verticesFirstIndex + vertexIndex) * numberOfInfluencesPerVertex;
for (size_t influenceIndex = 0; influenceIndex < influenceCount; ++influenceIndex)
for (size_t influenceIndex = 0; influenceIndex < numberOfInfluencesPerVertex; ++influenceIndex)
{
const AZ::u16 jointIndex = sourceSkinJointIndices[vertexIndex * influenceCount + influenceIndex];
const float weight = sourceSkinWeights[vertexIndex * influenceCount + influenceIndex];
const size_t subMeshVertexInfluenceIndex = subMeshVertexIndex + influenceIndex;
const size_t meshVertexInfluenceIndex = meshVertexIndex + influenceIndex;
const AZ::u16 jointIndex = sourceSkinJointIndices[subMeshVertexInfluenceIndex];
const float weight = sourceSkinWeights[subMeshVertexInfluenceIndex];
auto skeletonIndexIt = skinToSkeletonIndexMap.find(jointIndex);
if (skeletonIndexIt == skinToSkeletonIndexMap.end())
@@ -130,8 +150,8 @@ namespace NvCloth
return false;
}
skinningInfo.m_jointIndices[influenceIndex] = skeletonIndexIt->second;
skinningInfo.m_jointWeights[influenceIndex] = weight;
skinningInfluences[meshVertexInfluenceIndex].m_jointIndex = skeletonIndexIt->second;
skinningInfluences[meshVertexInfluenceIndex].m_jointWeight = weight;
}
}
}
@@ -198,17 +218,21 @@ namespace NvCloth
{
}
protected:
// ActorClothSkinning overrides ...
void UpdateSkinning() override;
bool HasSkinningTransformData() override;
void ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo) override;
AZ::Vector3 ComputeSkinningPosition(const AZ::Vector3& originalPosition) override;
AZ::Vector3 ComputeSkinningVector(const AZ::Vector3& originalVector) override;
void ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions) override;
void ApplySkinningOnNonSimulatedVertices(
const MeshClothInfo& originalData,
ClothComponentMesh::RenderData& renderData) override;
private:
AZ::Matrix3x4 ComputeVertexSkinnningTransform(AZ::u32 vertexIndex);
const AZ::Matrix3x4* m_skinningMatrices = nullptr;
AZ::Matrix3x4 m_vertexSkinningTransform = AZ::Matrix3x4::CreateIdentity();
inline static const AZ::Matrix3x4 s_zeroMatrix3x4 = AZ::Matrix3x4::CreateZero();
};
void ActorClothSkinningLinear::UpdateSkinning()
@@ -218,41 +242,75 @@ namespace NvCloth
m_skinningMatrices = Internal::ObtainSkinningMatrices(m_entityId);
}
bool ActorClothSkinningLinear::HasSkinningTransformData()
void ActorClothSkinningLinear::ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions)
{
return m_skinningMatrices != nullptr;
}
void ActorClothSkinningLinear::ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo)
{
m_vertexSkinningTransform = AZ::Matrix3x4::CreateZero();
for (size_t weightIndex = 0; weightIndex < skinningInfo.m_jointWeights.size(); ++weightIndex)
if (!m_skinningMatrices ||
originalPositions.empty() ||
originalPositions.size() != positions.size() ||
originalPositions.size() != m_simulatedVertices.size())
{
const AZ::u16 jointIndex = skinningInfo.m_jointIndices[weightIndex];
const float jointWeight = skinningInfo.m_jointWeights[weightIndex];
return;
}
if (AZ::IsClose(jointWeight, 0.0f))
{
continue;
}
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
// Blending matrices the same way done in GPU shaders, by adding each weighted matrix element by element.
// This way the skinning results are much similar to the skinning performed in GPU.
for (int i = 0; i < 3; ++i)
{
m_vertexSkinningTransform.SetRow(i, m_vertexSkinningTransform.GetRow(i) + m_skinningMatrices[jointIndex].GetRow(i) * jointWeight);
}
const size_t vertexCount = m_simulatedVertices.size();
for (size_t index = 0; index < vertexCount; ++index)
{
const AZ::Matrix3x4 vertexSkinningTransform = ComputeVertexSkinnningTransform(m_simulatedVertices[index]);
const AZ::Vector3 skinnedPosition = vertexSkinningTransform * originalPositions[index].GetAsVector3();
positions[index].Set(skinnedPosition, positions[index].GetW()); // Avoid overwriting the w component
}
}
AZ::Vector3 ActorClothSkinningLinear::ComputeSkinningPosition(const AZ::Vector3& originalPosition)
void ActorClothSkinningLinear::ApplySkinningOnNonSimulatedVertices(
const MeshClothInfo& originalData,
ClothComponentMesh::RenderData& renderData)
{
return m_vertexSkinningTransform * originalPosition;
if (!m_skinningMatrices ||
originalData.m_particles.empty() ||
originalData.m_particles.size() != renderData.m_particles.size() ||
originalData.m_particles.size() != m_skinningInfluences.size() / m_numberOfInfluencesPerVertex)
{
return;
}
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
for (const AZ::u32 index : m_nonSimulatedVertices)
{
const AZ::Matrix3x4 vertexSkinningTransform = ComputeVertexSkinnningTransform(index);
const AZ::Vector3 skinnedPosition = vertexSkinningTransform * originalData.m_particles[index].GetAsVector3();
renderData.m_particles[index].Set(skinnedPosition, renderData.m_particles[index].GetW()); // Avoid overwriting the w component
// Calculate the reciprocal scale version of the matrix to transform the vectors.
const AZ::Matrix3x4 vertexSkinningTransformReciprocalScale = vertexSkinningTransform.GetReciprocalScaled();
renderData.m_tangents[index] = vertexSkinningTransformReciprocalScale.TransformVector(originalData.m_tangents[index]).GetNormalized();
renderData.m_bitangents[index] = vertexSkinningTransformReciprocalScale.TransformVector(originalData.m_bitangents[index]).GetNormalized();
renderData.m_normals[index] = vertexSkinningTransformReciprocalScale.TransformVector(originalData.m_normals[index]).GetNormalized();
}
}
AZ::Vector3 ActorClothSkinningLinear::ComputeSkinningVector(const AZ::Vector3& originalVector)
AZ::Matrix3x4 ActorClothSkinningLinear::ComputeVertexSkinnningTransform(AZ::u32 vertexIndex)
{
return (m_vertexSkinningTransform * AZ::Vector4::CreateFromVector3AndFloat(originalVector, 0.0f)).GetAsVector3().GetNormalized();
AZ::Matrix3x4 vertexSkinningTransform = s_zeroMatrix3x4;
for (size_t influenceIndex = 0; influenceIndex < m_numberOfInfluencesPerVertex; ++influenceIndex)
{
const size_t vertexInfluenceIndex = vertexIndex * m_numberOfInfluencesPerVertex + influenceIndex;
const AZ::u16 jointIndex = m_skinningInfluences[vertexInfluenceIndex].m_jointIndex;
const float jointWeight = m_skinningInfluences[vertexInfluenceIndex].m_jointWeight;
// Blending matrices the same way done in GPU shaders, by adding each weighted matrix element by element.
// This way the skinning results are much similar to the skinning performed in GPU.
vertexSkinningTransform += m_skinningMatrices[jointIndex] * jointWeight;
}
return vertexSkinningTransform;
}
// Specialized class that applies dual quaternion blending skinning
@@ -265,17 +323,21 @@ namespace NvCloth
{
}
protected:
// ActorClothSkinning overrides ...
void UpdateSkinning() override;
bool HasSkinningTransformData() override;
void ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo) override;
AZ::Vector3 ComputeSkinningPosition(const AZ::Vector3& originalPosition) override;
AZ::Vector3 ComputeSkinningVector(const AZ::Vector3& originalVector) override;
void ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions) override;
void ApplySkinningOnNonSimulatedVertices(
const MeshClothInfo& originalData,
ClothComponentMesh::RenderData& renderData) override;
private:
MCore::DualQuaternion ComputeVertexSkinnningTransform(AZ::u32 vertexIndex);
AZStd::unordered_map<AZ::u16, MCore::DualQuaternion> m_skinningDualQuaternions;
MCore::DualQuaternion m_vertexSkinningTransform;
inline static const MCore::DualQuaternion s_zeroDualQuaternion = MCore::DualQuaternion(AZ::Quaternion::CreateZero(), AZ::Quaternion::CreateZero());
};
void ActorClothSkinningDualQuaternion::UpdateSkinning()
@@ -285,58 +347,93 @@ namespace NvCloth
m_skinningDualQuaternions = Internal::ObtainSkinningDualQuaternions(m_entityId, m_jointIndices);
}
bool ActorClothSkinningDualQuaternion::HasSkinningTransformData()
void ActorClothSkinningDualQuaternion::ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions)
{
return !m_skinningDualQuaternions.empty();
}
void ActorClothSkinningDualQuaternion::ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo)
{
m_vertexSkinningTransform = MCore::DualQuaternion(AZ::Quaternion::CreateZero(), AZ::Quaternion::CreateZero());
for (size_t weightIndex = 0; weightIndex < skinningInfo.m_jointWeights.size(); ++weightIndex)
if (m_skinningDualQuaternions.empty() ||
originalPositions.empty() ||
originalPositions.size() != positions.size() ||
originalPositions.size() != m_simulatedVertices.size())
{
const AZ::u16 jointIndex = skinningInfo.m_jointIndices[weightIndex];
const float jointWeight = skinningInfo.m_jointWeights[weightIndex];
if (AZ::IsClose(jointWeight, 0.0f))
{
continue;
}
m_vertexSkinningTransform += m_skinningDualQuaternions.at(jointIndex) * jointWeight;
return;
}
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
const size_t vertexCount = m_simulatedVertices.size();
for (size_t index = 0; index < vertexCount; ++index)
{
const MCore::DualQuaternion vertexSkinningTransform = ComputeVertexSkinnningTransform(m_simulatedVertices[index]);
const AZ::Vector3 skinnedPosition = vertexSkinningTransform.TransformPoint(originalPositions[index].GetAsVector3());
positions[index].Set(skinnedPosition, positions[index].GetW()); // Avoid overwriting the w component
}
m_vertexSkinningTransform.Normalize();
}
AZ::Vector3 ActorClothSkinningDualQuaternion::ComputeSkinningPosition(const AZ::Vector3& originalPosition)
void ActorClothSkinningDualQuaternion::ApplySkinningOnNonSimulatedVertices(
const MeshClothInfo& originalData,
ClothComponentMesh::RenderData& renderData)
{
return m_vertexSkinningTransform.TransformPoint(originalPosition);
if (m_skinningDualQuaternions.empty() ||
originalData.m_particles.empty() ||
originalData.m_particles.size() != renderData.m_particles.size() ||
originalData.m_particles.size() != m_skinningInfluences.size() / m_numberOfInfluencesPerVertex)
{
return;
}
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
for (const AZ::u32 index : m_nonSimulatedVertices)
{
const MCore::DualQuaternion vertexSkinningTransform = ComputeVertexSkinnningTransform(index);
const AZ::Vector3 skinnedPosition = vertexSkinningTransform.TransformPoint(originalData.m_particles[index].GetAsVector3());
renderData.m_particles[index].Set(skinnedPosition, renderData.m_particles[index].GetW()); // Avoid overwriting the w component
// ComputeVertexSkinnningTransform is normalizing the dual quaternion, so it won't have scale
// and there is no need to compute the reciprocal scale version for transforming vectors.
renderData.m_tangents[index] = vertexSkinningTransform.TransformVector(originalData.m_tangents[index]).GetNormalized();
renderData.m_bitangents[index] = vertexSkinningTransform.TransformVector(originalData.m_bitangents[index]).GetNormalized();
renderData.m_normals[index] = vertexSkinningTransform.TransformVector(originalData.m_normals[index]).GetNormalized();
}
}
AZ::Vector3 ActorClothSkinningDualQuaternion::ComputeSkinningVector(const AZ::Vector3& originalVector)
MCore::DualQuaternion ActorClothSkinningDualQuaternion::ComputeVertexSkinnningTransform(AZ::u32 vertexIndex)
{
return m_vertexSkinningTransform.TransformVector(originalVector).GetNormalized();
MCore::DualQuaternion vertexSkinningTransform = s_zeroDualQuaternion;
for (size_t influenceIndex = 0; influenceIndex < m_numberOfInfluencesPerVertex; ++influenceIndex)
{
const size_t vertexInfluenceIndex = vertexIndex * m_numberOfInfluencesPerVertex + influenceIndex;
const AZ::u16 jointIndex = m_skinningInfluences[vertexInfluenceIndex].m_jointIndex;
const float jointWeight = m_skinningInfluences[vertexInfluenceIndex].m_jointWeight;
const MCore::DualQuaternion& skinningDualQuaternion = m_skinningDualQuaternions.at(jointIndex);
float flip = AZ::GetSign(vertexSkinningTransform.mReal.Dot(skinningDualQuaternion.mReal));
vertexSkinningTransform += skinningDualQuaternion * jointWeight * flip;
}
// Normalizing the dual quaternion as the GPU shaders do. This will remove the scale from the transform.
vertexSkinningTransform.Normalize();
return vertexSkinningTransform;
}
AZStd::unique_ptr<ActorClothSkinning> ActorClothSkinning::Create(
AZ::EntityId entityId,
const MeshNodeInfo& meshNodeInfo,
const size_t numSimParticles)
const size_t numVertices,
const size_t numSimulatedVertices,
const AZStd::vector<int>& meshRemappedVertices)
{
AZStd::vector<SkinningInfo> skinningData;
if (!Internal::ObtainSkinningData(entityId, meshNodeInfo, numSimParticles, skinningData))
AZStd::vector<SkinningInfluence> skinningInfluences;
if (!Internal::ObtainSkinningInfluences(entityId, meshNodeInfo, numVertices, skinningInfluences))
{
return nullptr;
}
if (numSimParticles != skinningData.size())
{
AZ_Error("ActorClothSkinning", false,
"Number of simulation particles (%zu) doesn't match with skinning data obtained (%zu)",
numSimParticles, skinningData.size());
return nullptr;
}
AZStd::unique_ptr<ActorClothSkinning> actorClothSkinning;
const auto skinningMethod = Internal::ObtainSkinningMethod(entityId);
switch (skinningMethod)
@@ -355,27 +452,40 @@ namespace NvCloth
return nullptr;
}
// Insert the indices of the joints that influence the particle (weight is not 0)
AZStd::set<AZ::u16> jointIndices;
for (size_t particleIndex = 0; particleIndex < numSimParticles; ++particleIndex)
actorClothSkinning->m_numberOfInfluencesPerVertex = skinningInfluences.size() / numVertices;
if (actorClothSkinning->m_numberOfInfluencesPerVertex == 0)
{
const SkinningInfo& skinningInfo = skinningData[particleIndex];
for (size_t weightIndex = 0; weightIndex < skinningInfo.m_jointWeights.size(); ++weightIndex)
{
const AZ::u16 jointIndex = skinningInfo.m_jointIndices[weightIndex];
const float jointWeight = skinningInfo.m_jointWeights[weightIndex];
AZ_Error("ActorClothSkinning", false,
"Number of skinning joint influences per vertex is zero.");
return nullptr;
}
if (AZ::IsClose(jointWeight, 0.0f))
{
continue;
}
jointIndices.insert(jointIndex);
}
// Collect all indices of the joints that influence the vertices
AZStd::set<AZ::u16> jointIndices;
for (const auto& skinningInfluence : skinningInfluences)
{
jointIndices.insert(skinningInfluence.m_jointIndex);
}
actorClothSkinning->m_jointIndices.assign(jointIndices.begin(), jointIndices.end());
actorClothSkinning->m_skinningData = AZStd::move(skinningData);
// Collect the indices for simulated and non-simulated vertices
actorClothSkinning->m_simulatedVertices.resize(numSimulatedVertices);
actorClothSkinning->m_nonSimulatedVertices.reserve(numVertices);
for (size_t vertexIndex = 0; vertexIndex < numVertices; ++vertexIndex)
{
const int remappedIndex = meshRemappedVertices[vertexIndex];
if (remappedIndex >= 0)
{
actorClothSkinning->m_simulatedVertices[remappedIndex] = vertexIndex;
}
else
{
actorClothSkinning->m_nonSimulatedVertices.emplace_back(vertexIndex);
}
}
actorClothSkinning->m_nonSimulatedVertices.shrink_to_fit();
actorClothSkinning->m_skinningInfluences = AZStd::move(skinningInfluences);
return actorClothSkinning;
}
@@ -385,69 +495,6 @@ namespace NvCloth
{
}
void ActorClothSkinning::ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions,
const AZStd::vector<int>& meshRemappedVertices)
{
if (!HasSkinningTransformData() ||
originalPositions.empty() ||
originalPositions.size() != positions.size() ||
m_skinningData.size() != meshRemappedVertices.size())
{
return;
}
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
AZStd::unordered_set<int> skinnedIndices;
for (size_t index = 0; index < meshRemappedVertices.size(); ++index)
{
const int remappedIndex = meshRemappedVertices[index];
if (remappedIndex >= 0 && !skinnedIndices.contains(remappedIndex))
{
ComputeVertexSkinnningTransform(m_skinningData[index]);
const AZ::Vector3 skinnedPosition = ComputeSkinningPosition(originalPositions[remappedIndex].GetAsVector3());
positions[remappedIndex].Set(skinnedPosition, positions[remappedIndex].GetW()); // Avoid overwriting the w component
skinnedIndices.emplace(remappedIndex); // Avoid computing this index again
}
}
}
void ActorClothSkinning::ApplySkinninOnRemovedVertices(
const MeshClothInfo& originalData,
ClothComponentMesh::RenderData& renderData,
const AZStd::vector<int>& meshRemappedVertices)
{
if (!HasSkinningTransformData() ||
originalData.m_particles.empty() ||
originalData.m_particles.size() != renderData.m_particles.size() ||
originalData.m_particles.size() != m_skinningData.size() ||
m_skinningData.size() != meshRemappedVertices.size())
{
return;
}
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
for (size_t index = 0; index < originalData.m_particles.size(); ++index)
{
if (meshRemappedVertices[index] < 0)
{
ComputeVertexSkinnningTransform(m_skinningData[index]);
const AZ::Vector3 skinnedPosition = ComputeSkinningPosition(originalData.m_particles[index].GetAsVector3());
renderData.m_particles[index].Set(skinnedPosition, renderData.m_particles[index].GetW()); // Avoid overwriting the w component
renderData.m_tangents[index] = ComputeSkinningVector(originalData.m_tangents[index]);
renderData.m_bitangents[index] = ComputeSkinningVector(originalData.m_bitangents[index]);
renderData.m_normals[index] = ComputeSkinningVector(originalData.m_normals[index]);
}
}
}
void ActorClothSkinning::UpdateActorVisibility()
{
bool isVisible = true;
@@ -12,6 +12,7 @@
#pragma once
#include <AzCore/std/limits.h>
#include <AzCore/Component/Entity.h>
#include <NvCloth/Types.h>
@@ -22,14 +23,14 @@ namespace NvCloth
{
struct MeshNodeInfo;
//! Skinning information of a particle.
struct SkinningInfo
//! One skinning influence of a vertex.
struct SkinningInfluence
{
//! Weights of each joint that influence the particle.
AZStd::vector<float> m_jointWeights;
//! Weight of the joint that influences the vertex.
float m_jointWeight = 0.0f;
//! List of joints that influence the particle.
AZStd::vector<AZ::u16> m_jointIndices;
//! Index of the joint that influences the vertex.
AZ::u16 m_jointIndex = AZStd::numeric_limits<AZ::u16>::max();
};
//! Class to retrieve skinning information from an actor on the same entity
@@ -44,7 +45,9 @@ namespace NvCloth
static AZStd::unique_ptr<ActorClothSkinning> Create(
AZ::EntityId entityId,
const MeshNodeInfo& meshNodeInfo,
const size_t numSimParticles);
const size_t numVertices,
const size_t numSimulatedVertices,
const AZStd::vector<int>& meshRemappedVertices);
explicit ActorClothSkinning(AZ::EntityId entityId);
@@ -53,17 +56,15 @@ namespace NvCloth
//! Applies skinning to a list of positions.
//! @note w components are not affected.
void ApplySkinning(
virtual void ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions,
const AZStd::vector<int>& meshRemappedVertices);
AZStd::vector<AZ::Vector4>& positions) = 0;
//! Applies skinning to a list of positions and vectors whose vertices
//! have not been used for simulation (remapped index is negative).
void ApplySkinninOnRemovedVertices(
//! have not been used for simulation.
virtual void ApplySkinningOnNonSimulatedVertices(
const MeshClothInfo& originalData,
ClothComponentMesh::RenderData& renderData,
const AZStd::vector<int>& meshRemappedVertices);
ClothComponentMesh::RenderData& renderData) = 0;
//! Updates visibility variables.
void UpdateActorVisibility();
@@ -75,24 +76,20 @@ namespace NvCloth
bool WasActorVisible() const;
protected:
//! Returns true if it has valid skinning trasform data.
virtual bool HasSkinningTransformData() = 0;
//! Computes the skinnning transformation to apply to a vertex data.
virtual void ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo) = 0;
//! Computes skinning on a position.
virtual AZ::Vector3 ComputeSkinningPosition(const AZ::Vector3& originalPosition) = 0;
//! Computes skinning on a vector.
virtual AZ::Vector3 ComputeSkinningVector(const AZ::Vector3& originalVector) = 0;
AZ::EntityId m_entityId;
// Skinning information of all particles
AZStd::vector<SkinningInfo> m_skinningData;
size_t m_numberOfInfluencesPerVertex = 0;
// Collection of skeleton joint indices that influence the particles
// Skinning influences of all vertices
AZStd::vector<SkinningInfluence> m_skinningInfluences;
// Indices to skinning influences that are part of the simulation
AZStd::vector<AZ::u32> m_simulatedVertices;
// Indices to skinning influences that are not part of the simulation
AZStd::vector<AZ::u32> m_nonSimulatedVertices;
// Collection of skeleton joint indices that influence the vertices
AZStd::vector<AZ::u16> m_jointIndices;
// Visibility variables
@@ -184,7 +184,12 @@ namespace NvCloth
m_actorClothColliders = ActorClothColliders::Create(m_entityId);
// It will return a valid instance if it's an actor with skinning data.
m_actorClothSkinning = ActorClothSkinning::Create(m_entityId, m_meshNodeInfo, m_meshClothInfo.m_particles.size());
m_actorClothSkinning = ActorClothSkinning::Create(
m_entityId,
m_meshNodeInfo,
m_meshClothInfo.m_particles.size(),
m_cloth->GetParticles().size(),
m_meshRemappedVertices);
m_numberOfClothSkinningUpdates = 0;
m_clothConstraints = ClothConstraints::Create(
@@ -363,7 +368,7 @@ namespace NvCloth
{
// Update skinning for all particles and apply it to cloth
AZStd::vector<SimParticleFormat> particles = m_cloth->GetParticles();
m_actorClothSkinning->ApplySkinning(m_cloth->GetInitialParticles(), particles, m_meshRemappedVertices);
m_actorClothSkinning->ApplySkinning(m_cloth->GetInitialParticles(), particles);
m_cloth->SetParticles(AZStd::move(particles));
m_cloth->DiscardParticleDelta();
}
@@ -379,8 +384,8 @@ namespace NvCloth
if (m_actorClothSkinning)
{
m_actorClothSkinning->ApplySkinning(m_clothConstraints->GetMotionConstraints(), m_motionConstraints, m_meshRemappedVertices);
m_actorClothSkinning->ApplySkinning(m_clothConstraints->GetSeparationConstraints(), m_separationConstraints, m_meshRemappedVertices);
m_actorClothSkinning->ApplySkinning(m_clothConstraints->GetMotionConstraints(), m_motionConstraints);
m_actorClothSkinning->ApplySkinning(m_clothConstraints->GetSeparationConstraints(), m_separationConstraints);
}
m_cloth->GetClothConfigurator()->SetMotionConstraints(m_motionConstraints);
@@ -404,7 +409,7 @@ namespace NvCloth
if (m_config.m_removeStaticTriangles && m_actorClothSkinning)
{
// Apply skinning to the non-simulated part of the mesh.
m_actorClothSkinning->ApplySkinninOnRemovedVertices(m_meshClothInfo, renderData, m_meshRemappedVertices);
m_actorClothSkinning->ApplySkinningOnNonSimulatedVertices(m_meshClothInfo, renderData);
}
// Calculate normals of the cloth particles (simplified mesh).