Integrating latest 47acbe8

This commit is contained in:
alexpete
2021-03-25 13:57:57 -07:00
parent 448c549698
commit 75dc720198
10312 changed files with 2711566 additions and 671451 deletions
+17 -103
View File
@@ -13,11 +13,15 @@
#include <ActorHelper.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/std/algorithm.h>
#include <EMotionFX/Source/Node.h>
#include <EMotionFX/Source/MeshBuilder.h>
#include <EMotionFX/Source/Mesh.h>
#include <EMotionFX/Source/Node.h>
#include <EMotionFX/Source/SkinningInfoVertexAttributeLayer.h>
#include <EMotionFX/Source/SubMesh.h>
#include <EMotionFX/Source/VertexAttributeLayerAbstractData.h>
#include <Integration/Assets/ActorAsset.h>
#include <Tests/TestAssetCode/MeshFactory.h>
#include <NvCloth/ITangentSpaceHelper.h>
@@ -119,117 +123,27 @@ namespace UnitTest
}
EMotionFX::Mesh* CreateEMotionFXMesh(
AZ::u32 nodeIndex,
const AZStd::vector<AZ::Vector3>& vertices,
const AZStd::vector<AZ::u32>& indices,
const AZStd::vector<VertexSkinInfluences>& skinningInfo,
const AZStd::vector<AZ::Vector2>& uvs,
const AZStd::vector<AZ::Color>& clothData)
{
const AZ::u32 vertCount = aznumeric_cast<AZ::u32>(vertices.size());
const AZ::u32 faceCount = aznumeric_cast<AZ::u32>(indices.size()) / 3;
AZStd::unique_ptr<EMotionFX::MeshBuilder> meshBuilder = AZStd::make_unique<EMotionFX::MeshBuilder>(nodeIndex, vertCount);
// Skinning info
if (!skinningInfo.empty() && skinningInfo.size() == vertices.size())
{
EMotionFX::MeshBuilderSkinningInfo* skinningInfoBuilder = EMotionFX::MeshBuilderSkinningInfo::Create(vertCount);
for (size_t vertex = 0; vertex < skinningInfo.size(); ++vertex)
{
for (const auto& influence : skinningInfo[vertex])
{
skinningInfoBuilder->AddInfluence(static_cast<AZ::u32>(vertex), influence);
}
}
skinningInfoBuilder->Optimize();
meshBuilder->SetSkinningInfo(skinningInfoBuilder);
}
// Original vertex numbers
EMotionFX::MeshBuilderVertexAttributeLayerUInt32* orgVtxLayer = EMotionFX::MeshBuilderVertexAttributeLayerUInt32::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_ORGVTXNUMBERS,
false,
false
);
meshBuilder->AddLayer(orgVtxLayer);
// The positions layer
EMotionFX::MeshBuilderVertexAttributeLayerVector3* posLayer = EMotionFX::MeshBuilderVertexAttributeLayerVector3::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_POSITIONS,
false,
true
);
meshBuilder->AddLayer(posLayer);
// The normals layer
EMotionFX::MeshBuilderVertexAttributeLayerVector3* normalsLayer = EMotionFX::MeshBuilderVertexAttributeLayerVector3::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_NORMALS,
false,
true
);
meshBuilder->AddLayer(normalsLayer);
// The UVs layer.
EMotionFX::MeshBuilderVertexAttributeLayerVector2* uvsLayer = nullptr;
if (!uvs.empty() && uvs.size() == vertices.size())
{
uvsLayer = EMotionFX::MeshBuilderVertexAttributeLayerVector2::Create(vertCount, EMotionFX::Mesh::ATTRIB_UVCOORDS, false, false);
meshBuilder->AddLayer(uvsLayer);
}
// The cloth layer.
EMotionFX::MeshBuilderVertexAttributeLayerUInt32* clothLayer = nullptr;
if (!clothData.empty() && clothData.size() == vertices.size())
{
clothLayer = EMotionFX::MeshBuilderVertexAttributeLayerUInt32::Create(vertCount, EMotionFX::Mesh::ATTRIB_CLOTH_DATA, false, false);
meshBuilder->AddLayer(clothLayer);
}
const int materialId = 0;
AZStd::vector<AZ::Vector3> normals;
// Generate the normals for this mesh
AZStd::vector<AZ::Vector4> particles(vertices.size());
for (size_t i = 0; i < vertices.size(); ++i)
{
particles[i] = AZ::Vector4::CreateFromVector3(vertices[i]);
}
AZStd::transform(vertices.begin(), vertices.end(), particles.begin(), [](const AZ::Vector3& vertex) { return AZ::Vector4::CreateFromVector3(vertex); } );
AZStd::vector<AZ::Vector3> normals;
AZ::Interface<NvCloth::ITangentSpaceHelper>::Get()->CalculateNormals(
particles, indices,
normals);
for (AZ::u32 faceNum = 0; faceNum < faceCount; ++faceNum)
{
meshBuilder->BeginPolygon(materialId);
for (AZ::u32 vertexOfFace = 0; vertexOfFace < 3; ++vertexOfFace)
{
AZ::u32 vertexNum = faceNum * 3 + vertexOfFace;
AZ::u32 vertexIndex = indices[vertexNum];
orgVtxLayer->SetCurrentVertexValue(&vertexNum);
posLayer->SetCurrentVertexValue(&vertices[vertexIndex]);
normalsLayer->SetCurrentVertexValue(&normals[vertexIndex]);
if (!uvs.empty())
{
uvsLayer->SetCurrentVertexValue(&uvs[vertexIndex]);
}
if (!clothData.empty())
{
const AZ::u32 clothVertexDataU32 = clothData[vertexIndex].ToU32();
clothLayer->SetCurrentVertexValue(&clothVertexDataU32);
}
meshBuilder->AddPolygonVertex(vertexNum);
}
meshBuilder->EndPolygon();
}
return EMotionFX::Mesh::CreateFromMeshBuilder(meshBuilder.get());
return EMotionFX::MeshFactory::Create(
indices,
vertices,
normals,
uvs,
clothData,
skinningInfo
);
}
} // namespace UnitTest