Cloth will override all the vertices of the mesh and do CPU skinning on the non-simulated vertices when the optimization 'remove static particles' is enabled

This commit is contained in:
Aaron Ruiz Mora
2021-04-27 10:00:27 +01:00
committed by GitHub
parent cfc09ccfb7
commit c415fcc0b4
6 changed files with 179 additions and 126 deletions
@@ -33,7 +33,6 @@ namespace NvCloth
AZ::EntityId entityId,
const MeshNodeInfo& meshNodeInfo,
const size_t numSimParticles,
const AZStd::vector<int>& meshRemappedVertices,
AZStd::vector<SkinningInfo>& skinningData)
{
AZ::Data::Asset<AZ::RPI::ModelAsset> modelAsset;
@@ -115,14 +114,7 @@ namespace NvCloth
for (int vertexIndex = 0; vertexIndex < subMeshInfo.m_numVertices; ++vertexIndex)
{
const int skinnedDataIndex = meshRemappedVertices[subMeshInfo.m_verticesFirstIndex + vertexIndex];
if (skinnedDataIndex < 0)
{
// Removed particle
continue;
}
SkinningInfo& skinningInfo = skinningData[skinnedDataIndex];
SkinningInfo& skinningInfo = skinningData[subMeshInfo.m_verticesFirstIndex + vertexIndex];
skinningInfo.m_jointIndices.resize(influenceCount);
skinningInfo.m_jointWeights.resize(influenceCount);
@@ -208,19 +200,17 @@ namespace NvCloth
{
}
protected:
// ActorClothSkinning overrides ...
void UpdateSkinning() override;
void ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions) 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;
private:
AZ::Vector3 ComputeSkinnedPosition(
const AZ::Vector3& originalPosition,
const SkinningInfo& skinningInfo,
const AZ::Matrix3x4* skinningMatrices);
const AZ::Matrix3x4* m_skinningMatrices = nullptr;
AZ::Matrix3x4 m_vertexSkinningTransform = AZ::Matrix3x4::CreateIdentity();
};
void ActorClothSkinningLinear::UpdateSkinning()
@@ -230,35 +220,14 @@ namespace NvCloth
m_skinningMatrices = Internal::ObtainSkinningMatrices(m_entityId);
}
void ActorClothSkinningLinear::ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions)
bool ActorClothSkinningLinear::HasSkinningTransformData()
{
if (!m_skinningMatrices)
{
return;
}
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
for (size_t index = 0; index < originalPositions.size(); ++index)
{
const AZ::Vector3 skinnedPosition = ComputeSkinnedPosition(
originalPositions[index].GetAsVector3(),
m_skinningData[index],
m_skinningMatrices);
// Avoid overwriting the w component
positions[index].Set(skinnedPosition, positions[index].GetW());
}
return m_skinningMatrices != nullptr;
}
AZ::Vector3 ActorClothSkinningLinear::ComputeSkinnedPosition(
const AZ::Vector3& originalPosition,
const SkinningInfo& skinningInfo,
const AZ::Matrix3x4* skinningMatrices)
void ActorClothSkinningLinear::ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo)
{
AZ::Matrix3x4 clothSkinningMatrix = AZ::Matrix3x4::CreateZero();
m_vertexSkinningTransform = AZ::Matrix3x4::CreateZero();
for (size_t weightIndex = 0; weightIndex < skinningInfo.m_jointWeights.size(); ++weightIndex)
{
const AZ::u16 jointIndex = skinningInfo.m_jointIndices[weightIndex];
@@ -273,11 +242,19 @@ namespace NvCloth
// This way the skinning results are much similar to the skinning performed in GPU.
for (int i = 0; i < 3; ++i)
{
clothSkinningMatrix.SetRow(i, clothSkinningMatrix.GetRow(i) + skinningMatrices[jointIndex].GetRow(i) * jointWeight);
m_vertexSkinningTransform.SetRow(i, m_vertexSkinningTransform.GetRow(i) + m_skinningMatrices[jointIndex].GetRow(i) * jointWeight);
}
}
}
return clothSkinningMatrix * originalPosition;
AZ::Vector3 ActorClothSkinningLinear::ComputeSkinningPosition(const AZ::Vector3& originalPosition)
{
return m_vertexSkinningTransform * originalPosition;
}
AZ::Vector3 ActorClothSkinningLinear::ComputeSkinningVector(const AZ::Vector3& originalVector)
{
return (m_vertexSkinningTransform * AZ::Vector4::CreateFromVector3AndFloat(originalVector, 0.0f)).GetAsVector3().GetNormalized();
}
// Specialized class that applies dual quaternion blending skinning
@@ -290,22 +267,19 @@ namespace NvCloth
{
}
protected:
// ActorClothSkinning overrides ...
void UpdateSkinning() override;
void ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions) 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;
private:
AZ::Vector3 ComputeSkinnedPosition(
const AZ::Vector3& originalPosition,
const SkinningInfo& skinningInfo,
const AZStd::unordered_map<AZ::u16, DualQuat>& skinningDualQuaternions);
AZStd::unordered_map<AZ::u16, DualQuat> m_skinningDualQuaternions;
DualQuat m_vertexSkinningTransform = DualQuat(type_identity::IDENTITY);
};
void ActorClothSkinningDualQuaternion::UpdateSkinning()
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
@@ -313,35 +287,14 @@ namespace NvCloth
m_skinningDualQuaternions = Internal::ObtainSkinningDualQuaternions(m_entityId, m_jointIndices);
}
void ActorClothSkinningDualQuaternion::ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions)
bool ActorClothSkinningDualQuaternion::HasSkinningTransformData()
{
if (m_skinningDualQuaternions.empty())
{
return;
}
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
for (size_t index = 0; index < originalPositions.size(); ++index)
{
const AZ::Vector3 skinnedPosition = ComputeSkinnedPosition(
originalPositions[index].GetAsVector3(),
m_skinningData[index],
m_skinningDualQuaternions);
// Avoid overwriting the w component
positions[index].Set(skinnedPosition, positions[index].GetW());
}
return !m_skinningDualQuaternions.empty();
}
AZ::Vector3 ActorClothSkinningDualQuaternion::ComputeSkinnedPosition(
const AZ::Vector3& originalPosition,
const SkinningInfo& skinningInfo,
const AZStd::unordered_map<AZ::u16, DualQuat>& skinningDualQuaternions)
void ActorClothSkinningDualQuaternion::ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo)
{
DualQuat clothSkinningDualQuaternion(type_zero::ZERO);
m_vertexSkinningTransform = DualQuat(type_zero::ZERO);
for (size_t weightIndex = 0; weightIndex < skinningInfo.m_jointWeights.size(); ++weightIndex)
{
const AZ::u16 jointIndex = skinningInfo.m_jointIndices[weightIndex];
@@ -352,21 +305,28 @@ namespace NvCloth
continue;
}
clothSkinningDualQuaternion += skinningDualQuaternions.at(jointIndex) * jointWeight;
m_vertexSkinningTransform += m_skinningDualQuaternions.at(jointIndex) * jointWeight;
}
clothSkinningDualQuaternion.Normalize();
m_vertexSkinningTransform.Normalize();
}
return LYVec3ToAZVec3(clothSkinningDualQuaternion * AZVec3ToLYVec3(originalPosition));
AZ::Vector3 ActorClothSkinningDualQuaternion::ComputeSkinningPosition(const AZ::Vector3& originalPosition)
{
return LYVec3ToAZVec3(m_vertexSkinningTransform * AZVec3ToLYVec3(originalPosition));
}
AZ::Vector3 ActorClothSkinningDualQuaternion::ComputeSkinningVector(const AZ::Vector3& originalVector)
{
return LYVec3ToAZVec3(m_vertexSkinningTransform.nq * AZVec3ToLYVec3(originalVector)).GetNormalized();
}
AZStd::unique_ptr<ActorClothSkinning> ActorClothSkinning::Create(
AZ::EntityId entityId,
const MeshNodeInfo& meshNodeInfo,
const size_t numSimParticles,
const AZStd::vector<int>& meshRemappedVertices)
const size_t numSimParticles)
{
AZStd::vector<SkinningInfo> skinningData;
if (!Internal::ObtainSkinningData(entityId, meshNodeInfo, numSimParticles, meshRemappedVertices, skinningData))
if (!Internal::ObtainSkinningData(entityId, meshNodeInfo, numSimParticles, skinningData))
{
return nullptr;
}
@@ -427,6 +387,69 @@ 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;
@@ -16,6 +16,8 @@
#include <NvCloth/Types.h>
#include <Components/ClothComponentMesh/ClothComponentMesh.h>
namespace NvCloth
{
struct MeshNodeInfo;
@@ -42,8 +44,7 @@ namespace NvCloth
static AZStd::unique_ptr<ActorClothSkinning> Create(
AZ::EntityId entityId,
const MeshNodeInfo& meshNodeInfo,
const size_t numSimParticles,
const AZStd::vector<int>& meshRemappedVertices);
const size_t numSimParticles);
explicit ActorClothSkinning(AZ::EntityId entityId);
@@ -52,9 +53,17 @@ namespace NvCloth
//! Applies skinning to a list of positions.
//! @note w components are not affected.
virtual void ApplySkinning(
void ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions) = 0;
AZStd::vector<AZ::Vector4>& positions,
const AZStd::vector<int>& meshRemappedVertices);
//! Applies skinning to a list of positions and vectors whose vertices
//! have not been used for simulation (remapped index is negative).
void ApplySkinninOnRemovedVertices(
const MeshClothInfo& originalData,
ClothComponentMesh::RenderData& renderData,
const AZStd::vector<int>& meshRemappedVertices);
//! Updates visibility variables.
void UpdateActorVisibility();
@@ -66,6 +75,18 @@ 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
@@ -166,6 +166,13 @@ namespace NvCloth
// Initialize render data
m_renderDataBufferIndex = 0;
{
auto& renderData = GetRenderData();
renderData.m_particles = m_meshClothInfo.m_particles;
renderData.m_tangents = m_meshClothInfo.m_tangents;
renderData.m_bitangents = m_meshClothInfo.m_bitangents;
renderData.m_normals = m_meshClothInfo.m_normals;
}
UpdateRenderData(m_cloth->GetParticles());
// Copy the first initialized element to the rest of the buffer
for (AZ::u32 i = 1; i < RenderDataBufferSize; ++i)
@@ -177,7 +184,7 @@ 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_cloth->GetParticles().size(), m_meshRemappedVertices);
m_actorClothSkinning = ActorClothSkinning::Create(m_entityId, m_meshNodeInfo, m_meshClothInfo.m_particles.size());
m_numberOfClothSkinningUpdates = 0;
m_clothConstraints = ClothConstraints::Create(
@@ -356,7 +363,7 @@ 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_actorClothSkinning->ApplySkinning(m_cloth->GetInitialParticles(), particles, m_meshRemappedVertices);
m_cloth->SetParticles(AZStd::move(particles));
m_cloth->DiscardParticleDelta();
}
@@ -372,8 +379,8 @@ namespace NvCloth
if (m_actorClothSkinning)
{
m_actorClothSkinning->ApplySkinning(m_clothConstraints->GetMotionConstraints(), m_motionConstraints);
m_actorClothSkinning->ApplySkinning(m_clothConstraints->GetSeparationConstraints(), m_separationConstraints);
m_actorClothSkinning->ApplySkinning(m_clothConstraints->GetMotionConstraints(), m_motionConstraints, m_meshRemappedVertices);
m_actorClothSkinning->ApplySkinning(m_clothConstraints->GetSeparationConstraints(), m_separationConstraints, m_meshRemappedVertices);
}
m_cloth->GetClothConfigurator()->SetMotionConstraints(m_motionConstraints);
@@ -392,6 +399,14 @@ namespace NvCloth
return;
}
auto& renderData = GetRenderData();
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);
}
// Calculate normals of the cloth particles (simplified mesh).
AZStd::vector<AZ::Vector3> normals;
[[maybe_unused]] bool normalsCalculated =
@@ -401,19 +416,10 @@ namespace NvCloth
// Copy particles and normals to render data.
// Since cloth's vertices were welded together,
// the full mesh will result in smooth normals.
auto& renderData = GetRenderData();
renderData.m_particles.resize_no_construct(m_meshRemappedVertices.size());
renderData.m_normals.resize_no_construct(m_meshRemappedVertices.size());
for (size_t index = 0; index < m_meshRemappedVertices.size(); ++index)
{
const int remappedIndex = m_meshRemappedVertices[index];
if (remappedIndex < 0)
{
// Removed particle. Assign initial values to have something valid during tangents and bitangents calculation.
renderData.m_particles[index] = m_meshClothInfo.m_particles[index];
renderData.m_normals[index] = AZ::Vector3::CreateAxisZ();
}
else
if (remappedIndex >= 0)
{
renderData.m_particles[index] = particles[remappedIndex];
renderData.m_normals[index] = normals[remappedIndex];
@@ -505,8 +511,8 @@ namespace NvCloth
}
const AZ::RPI::ModelLodAsset::Mesh& subMesh = modelLodAsset->GetMeshes()[subMeshInfo.m_primitiveIndex];
int numVertices = subMeshInfo.m_numVertices;
int firstVertex = subMeshInfo.m_verticesFirstIndex;
const int numVertices = subMeshInfo.m_numVertices;
const int firstVertex = subMeshInfo.m_verticesFirstIndex;
if (subMesh.GetVertexCount() != numVertices)
{
AZ_Error("ClothComponentMesh", false,
@@ -540,12 +546,6 @@ namespace NvCloth
{
const int renderVertexIndex = firstVertex + index;
if (m_meshRemappedVertices[renderVertexIndex] < 0)
{
// Removed particle from simulation
continue;
}
const SimParticleFormat& renderParticle = renderParticles[renderVertexIndex];
destVerticesBuffer[index].Set(
renderParticle.GetX(),
@@ -604,10 +604,7 @@ namespace NvCloth
m_meshClothInfo.m_particles, m_meshClothInfo.m_indices,
meshSimplifiedParticles, meshSimplifiedIndices,
m_meshRemappedVertices,
// [TODO LYN-1890]
// Since blend weights cannot be controlled per instance with Atom,
// this additional mesh optimization is not possible at the moment.
false /*m_config.m_removeStaticTriangles*/);
m_config.m_removeStaticTriangles);
if (meshSimplifiedParticles.empty() ||
meshSimplifiedIndices.empty())
{
@@ -65,6 +65,9 @@ namespace NvCloth
AZStd::vector<SimUVType> m_uvs;
AZStd::vector<float> m_motionConstraints;
AZStd::vector<AZ::Vector2> m_backstopData; //!< X contains offset, Y contains radius.
AZStd::vector<AZ::Vector3> m_tangents;
AZStd::vector<AZ::Vector3> m_bitangents;
AZStd::vector<AZ::Vector3> m_normals;
};
//! Interface to obtain cloth information from inside an Asset.
@@ -12,6 +12,8 @@
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
#include <NvCloth/ITangentSpaceHelper.h>
#include <Utils/MeshAssetHelper.h>
namespace NvCloth
@@ -224,6 +226,13 @@ namespace NvCloth
meshClothInfo.m_indices.insert(meshClothInfo.m_indices.end(), sourceIndices.begin(), sourceIndices.end());
}
// Calculate tangent space for the mesh.
[[maybe_unused]] bool tangentSpaceCalculated =
AZ::Interface<ITangentSpaceHelper>::Get()->CalculateTangentSpace(
meshClothInfo.m_particles, meshClothInfo.m_indices, meshClothInfo.m_uvs,
meshClothInfo.m_tangents, meshClothInfo.m_bitangents, meshClothInfo.m_normals);
AZ_Assert(tangentSpaceCalculated, "Failed to calculate tangent space.");
return true;
}
} // namespace NvCloth
@@ -98,7 +98,7 @@ namespace UnitTest
{
AZ::EntityId entityId;
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
NvCloth::ActorClothSkinning::Create(entityId, {}, 0, {});
NvCloth::ActorClothSkinning::Create(entityId, {}, 0);
EXPECT_TRUE(actorClothSkinning.get() == nullptr);
}
@@ -107,7 +107,7 @@ namespace UnitTest
{
AZ::EntityId entityId;
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
NvCloth::ActorClothSkinning::Create(entityId, MeshNodeInfo, MeshRemappedVertices.size(), MeshRemappedVertices);
NvCloth::ActorClothSkinning::Create(entityId, MeshNodeInfo, MeshRemappedVertices.size());
EXPECT_TRUE(actorClothSkinning.get() == nullptr);
}
@@ -122,7 +122,7 @@ namespace UnitTest
}
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), {}, 0, {});
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), {}, 0);
EXPECT_TRUE(actorClothSkinning.get() == nullptr);
}
@@ -139,7 +139,7 @@ namespace UnitTest
}
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size(), MeshRemappedVertices);
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size());
EXPECT_TRUE(actorClothSkinning.get() == nullptr);
}
@@ -156,7 +156,7 @@ namespace UnitTest
}
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size(), MeshRemappedVertices);
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size());
EXPECT_TRUE(actorClothSkinning.get() != nullptr);
}
@@ -184,7 +184,7 @@ namespace UnitTest
}
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
NvCloth::ActorClothSkinning::Create(actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size(), MeshRemappedVertices);
NvCloth::ActorClothSkinning::Create(actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size());
ASSERT_TRUE(actorClothSkinning.get() != nullptr);
const AZStd::vector<NvCloth::SimParticleFormat> clothParticles = {{
@@ -195,7 +195,7 @@ namespace UnitTest
AZStd::vector<NvCloth::SimParticleFormat> skinnedClothParticles(clothParticles.size(), NvCloth::SimParticleFormat(0.0f, 0.0f, 0.0f, 1.0f));
actorClothSkinning->UpdateSkinning();
actorClothSkinning->ApplySkinning(clothParticles, skinnedClothParticles);
actorClothSkinning->ApplySkinning(clothParticles, skinnedClothParticles, MeshRemappedVertices);
EXPECT_THAT(skinnedClothParticles, ::testing::Pointwise(ContainerIsCloseTolerance(Tolerance), clothParticles));
@@ -208,7 +208,7 @@ namespace UnitTest
AZStd::vector<NvCloth::SimParticleFormat> newSkinnedClothParticles(clothParticles.size(), NvCloth::SimParticleFormat(0.0f, 0.0f, 0.0f, 1.0f));
actorClothSkinning->UpdateSkinning();
actorClothSkinning->ApplySkinning(clothParticles, newSkinnedClothParticles);
actorClothSkinning->ApplySkinning(clothParticles, newSkinnedClothParticles, MeshRemappedVertices);
const AZ::Transform diffTransform = AZ::Transform::CreateRotationY(AZ::DegToRad(90.0f));
const AZStd::vector<NvCloth::SimParticleFormat> clothParticlesResult = {{
@@ -245,7 +245,7 @@ namespace UnitTest
}
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size(), MeshRemappedVertices);
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size());
ASSERT_TRUE(actorClothSkinning.get() != nullptr);
const AZStd::vector<NvCloth::SimParticleFormat> clothParticles = {{
@@ -256,7 +256,7 @@ namespace UnitTest
AZStd::vector<NvCloth::SimParticleFormat> skinnedClothParticles(clothParticles.size(), NvCloth::SimParticleFormat(0.0f, 0.0f, 0.0f, 1.0f));
actorClothSkinning->UpdateSkinning();
actorClothSkinning->ApplySkinning(clothParticles, skinnedClothParticles);
actorClothSkinning->ApplySkinning(clothParticles, skinnedClothParticles, MeshRemappedVertices);
EXPECT_THAT(skinnedClothParticles, ::testing::Pointwise(ContainerIsCloseTolerance(Tolerance), clothParticles));
@@ -271,7 +271,7 @@ namespace UnitTest
AZStd::vector<NvCloth::SimParticleFormat> newSkinnedClothParticles(clothParticles.size(), NvCloth::SimParticleFormat(0.0f, 0.0f, 0.0f, 1.0f));
actorClothSkinning->UpdateSkinning();
actorClothSkinning->ApplySkinning(clothParticles, newSkinnedClothParticles);
actorClothSkinning->ApplySkinning(clothParticles, newSkinnedClothParticles, MeshRemappedVertices);
const AZStd::vector<NvCloth::SimParticleFormat> clothParticlesResult = {{
NvCloth::SimParticleFormat(-48.4177f, -31.9446f, 45.2279f, 1.0f),
@@ -294,7 +294,7 @@ namespace UnitTest
}
AZStd::unique_ptr<NvCloth::ActorClothSkinning> actorClothSkinning =
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size(), MeshRemappedVertices);
NvCloth::ActorClothSkinning::Create(m_actorComponent->GetEntityId(), MeshNodeInfo, MeshVertices.size());
ASSERT_TRUE(actorClothSkinning.get() != nullptr);
EXPECT_FALSE(actorClothSkinning->IsActorVisible());