Cloth works with Actors in Atom. Cloth system uses MeshAssetHelper to read model mesh information for actors too.
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@@ -13,11 +13,7 @@
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#include <Utils/AssetHelper.h>
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#include <Utils/MeshAssetHelper.h>
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#include <Utils/ActorAssetHelper.h>
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#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
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#include <Integration/ActorComponentBus.h>
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namespace NvCloth
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{
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@@ -30,25 +26,9 @@ namespace NvCloth
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AZStd::unique_ptr<AssetHelper> AssetHelper::CreateAssetHelper(AZ::EntityId entityId)
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{
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// Does the entity have an Actor Asset?
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EMotionFX::ActorInstance* actorInstance = nullptr;
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EMotionFX::Integration::ActorComponentRequestBus::EventResult(
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actorInstance, entityId, &EMotionFX::Integration::ActorComponentRequestBus::Events::GetActorInstance);
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if (actorInstance)
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{
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return AZStd::make_unique<ActorAssetHelper>(entityId);
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}
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AZ::Data::Asset<AZ::RPI::ModelAsset> modelAsset;
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AZ::Render::MeshComponentRequestBus::EventResult(
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modelAsset, entityId, &AZ::Render::MeshComponentRequestBus::Events::GetModelAsset);
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if (modelAsset.GetId().IsValid())
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{
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return AZStd::make_unique<MeshAssetHelper>(entityId);
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}
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AZ_Warning("AssetHelper", false, "Unexpected asset type");
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return nullptr;
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return entityId.IsValid()
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? AZStd::make_unique<MeshAssetHelper>(entityId)
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: nullptr;
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}
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float AssetHelper::ConvertBackstopOffset(float backstopOffset)
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