Cloth works with Actors in Atom. Cloth system uses MeshAssetHelper to read model mesh information for actors too.
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@@ -212,19 +212,26 @@ namespace AZ
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void AtomActorInstance::SetModelAsset([[maybe_unused]] Data::Asset<RPI::ModelAsset> modelAsset)
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{
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// Atom Actor Instance is not based on an actual Model Asset yet,
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// it's created at runtime from an Actor Asset.
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// Changing model asset is not supported by Atom Actor Instance.
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// The model asset is obtained from the Actor inside the ActorAsset,
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// which is passed to the constructor. To set a different model asset
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// this instance should use a different Actor.
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AZ_Assert(false, "AtomActorInstance::SetModelAsset not supported");
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}
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const Data::Asset<RPI::ModelAsset>& AtomActorInstance::GetModelAsset() const
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{
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return m_skinnedMeshInstance->m_model->GetModelAsset();
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AZ_Assert(GetActor(), "Expecting a Atom Actor Instance having a valid Actor.");
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return GetActor()->GetMeshAsset();
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}
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void AtomActorInstance::SetModelAssetId([[maybe_unused]] Data::AssetId modelAssetId)
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{
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// Atom Actor Instance is not based on an actual Model Asset yet,
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// it's created at runtime from an Actor Asset.
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// Changing model asset is not supported by Atom Actor Instance.
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// The model asset is obtained from the Actor inside the ActorAsset,
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// which is passed to the constructor. To set a different model asset
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// this instance should use a different Actor.
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AZ_Assert(false, "AtomActorInstance::SetModelAssetId not supported");
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}
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Data::AssetId AtomActorInstance::GetModelAssetId() const
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@@ -234,8 +241,11 @@ namespace AZ
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void AtomActorInstance::SetModelAssetPath([[maybe_unused]] const AZStd::string& modelAssetPath)
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{
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// Atom Actor Instance is not based on an actual Model Asset yet,
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// it's created at runtime from an Actor Asset.
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// Changing model asset is not supported by Atom Actor Instance.
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// The model asset is obtained from the Actor inside the ActorAsset,
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// which is passed to the constructor. To set a different model asset
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// this instance should use a different Actor.
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AZ_Assert(false, "AtomActorInstance::SetModelAssetPath not supported");
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}
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AZStd::string AtomActorInstance::GetModelAssetPath() const
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@@ -278,28 +288,6 @@ namespace AZ
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return IsVisible();
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}
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void AtomActorInstance::SetMeshAsset(const AZ::Data::AssetId& id)
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{
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AZ::Data::Asset<EMotionFX::Integration::ActorAsset> asset =
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AZ::Data::AssetManager::Instance().GetAsset<EMotionFX::Integration::ActorAsset>(
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id, m_actorAsset.GetAutoLoadBehavior());
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if (asset)
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{
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m_actorAsset = asset;
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Create();
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}
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}
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AZ::Data::Asset<AZ::Data::AssetData> AtomActorInstance::GetMeshAsset()
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{
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return m_actorAsset;
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}
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bool AtomActorInstance::GetVisibility()
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{
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return static_cast<const AtomActorInstance&>(*this).GetVisibility();
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}
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AZ::u32 AtomActorInstance::GetJointCount()
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{
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return m_actorInstance->GetActor()->GetSkeleton()->GetNumNodes();
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@@ -469,7 +457,6 @@ namespace AZ
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TransformNotificationBus::Handler::BusConnect(m_entityId);
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MaterialComponentNotificationBus::Handler::BusConnect(m_entityId);
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MeshComponentRequestBus::Handler::BusConnect(m_entityId);
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LmbrCentral::MeshComponentRequestBus::Handler::BusConnect(m_entityId);
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const Data::Instance<RPI::Model> model = m_meshFeatureProcessor->GetModel(*m_meshHandle);
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MeshComponentNotificationBus::Event(m_entityId, &MeshComponentNotificationBus::Events::OnModelReady, model->GetModelAsset(), model);
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@@ -479,7 +466,6 @@ namespace AZ
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{
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MeshComponentNotificationBus::Event(m_entityId, &MeshComponentNotificationBus::Events::OnModelPreDestroy);
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LmbrCentral::MeshComponentRequestBus::Handler::BusDisconnect();
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MeshComponentRequestBus::Handler::BusDisconnect();
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MaterialComponentNotificationBus::Handler::BusDisconnect();
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TransformNotificationBus::Handler::BusDisconnect();
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