Commit Graph

26 Commits

Author SHA1 Message Date
AMZN-stankowi 4c4be73bd5 First pass FBX -> Scene File conversion. (#1699)
This is the simple pass, minimizing code changes and focused on comments.

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
2021-07-01 08:53:47 -07:00
Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00
Terry Michaels 21ebff5709 Updated help search and all docs.o3de.org links to o3de.org (#1594) 2021-06-25 15:23:57 -05:00
Steve Pham 70042fcdcd O3DE Copyright Updates for Linux Foundation (#1504) 2021-06-23 10:55:22 -07:00
Aaron Ruiz Mora 7781307afe Fixed cloth automated tests. (#1400)
Bone transforms buffer is not valid when using Null renderer, which caused the test to fail since it reported an error and ultimately crashing as well. For now it's been worked around by checking the pointer is valid and not printing the error when null renderer is used, a task for the Atom team has been created to fix this properly in the future (ATOM-15807).
2021-06-17 19:23:12 +01:00
Aaron Ruiz Mora 62f3c93c68 Fixed HelpPageURL links in physics components (#1328) 2021-06-15 17:51:15 +01:00
amzn-sean 672dad7fea combined the 2 physics shape collider config pair types into 1(#778) 2021-05-18 12:39:07 +01:00
Aaron Ruiz Mora 4798c1cadd Fix cloth receiving weird impulses when actors are spawned 2021-05-17 12:28:08 +01:00
Aaron Ruiz Mora 0b551a0c21 Fixed cloth simulation generating incorrect normals
Fixed cloth simulation generating incorrect normals.
Also added option in Cloth Component to update normals of static particles (disabled by default).
User will want to keep the option disabled when continuity of the normals is important, like in characters, but for environmental cloth the mesh could look better when the normals of static particles are updated too.

Enable 'Update normals of static particles' option on blind slices of  Nvcloth gem

Fix unit tests
2021-05-17 09:53:14 +01:00
Aaron Ruiz Mora 883786796d [NvCloth] Replace legacy IsDedicated() call with new AZ_CVAR sv_isDedicated 2021-05-14 19:10:58 +01:00
greerdv ce3842ac84 Merge branch 'main' into non-uniform-scale-compatibility 2021-05-12 22:19:33 +01:00
greerdv 059f69e5e6 tidy up NonUniformScaleService compatibility 2021-05-12 21:20:23 +01:00
karlberg 3169b3477d Adding missing files to azframework_files.cmake and fixing include errors due to network removal 2021-05-11 15:15:35 -07:00
Aaron Ruiz Mora 7ba3a19b40 Remove unnecessary transformation of tangents and bitangents in cloth CPU skinning. 2021-05-05 19:48:56 +01:00
Aaron Ruiz Mora 70bd3ea0ff 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.
2021-05-04 12:09:56 +01:00
lumberyard-employee-dm 3dec5d3b71 LYN-2537 engine assets (#254)
* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder

* Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file

* Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message

* Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect
the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and
@ENGINEROOT@/EngineAssets/Editor path for engine tool assets

* Updating references to Icons and other assets to account for moving the
Engine and Editor folder under a single EngineAssets folder

* Moving the Engine Settings Registry folder from Engine/Registry -> Registry

* Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator

* Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now

* Fixed Atom Shader Preprocessing when running using an External Project

* Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable

* Updated the Install_Common.cmake ly_setup_others function to install the
EngineAssets directory and the each of the Gem's Assets directory while
maintaining the relative directory structure to the Engine Root
Also updated the install step to install the Registry folder at the
engine root

* Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder

* Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder

* Updated the LyTestTools and C++ code to point that the new location of
the AssetProcessorPlatformConfig.setreg file inside of the Registry
folder

* Renamed Test AssetProcessor*Config.ini files to have the .setreg extension

* Converted the AssetProcessor test setreg files from ini format to json
format using the SerializeContextTools convert-ini command

* Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder

* Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames

* Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder

* Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available

* Updating the Install_common.cmake logic to copy any "Assets" folder to
the install layout.
The Script has also been updated to copy over the "Assets" folder in the
Engine Root to the install layout instead of an "EngineAssets" folder

* Updating References to EngineAssets source asset folder in code to be the Assets source folder

* Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders

* Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner

* Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root
Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test

Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the
output prefix, but instead place the source asset root into a
subdirectory

* Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory

* Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
2021-04-28 21:38:43 -05:00
Aaron Ruiz Mora d20fb50c9d Cloth CPU Skinning using MCore DualQuaternions instead of Cry DualQuat 2021-04-27 14:52:33 +01:00
Aaron Ruiz Mora c415fcc0b4 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 2021-04-27 10:00:27 +01:00
Aaron Ruiz Mora fbfc2e4968 Fix cloth editor component logic to keep the last known mesh node and restore it later.
- Fix cloth editor component logic to keep the last known mesh node and restore it later.
- Fix cloth assets slices, materials were missing.
2021-04-26 15:49:44 +01:00
Aaron Ruiz Mora 5fd8c35878 Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. (#235)
- Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh.
- Actor caches map from joint indices in skin metadata to skeleton indices so they can be query later.
- Actor cloth skinning reads indices and weights from Model Asset instead from EMFX Mesh.
- Actor cloth skinning with unlimited skinning bones.
- Sort out cloth unit tests by disabling them until there is a way to create an Atom mesh
- Addressing feedback.
2021-04-23 19:46:57 +01:00
Aaron Ruiz Mora 1256994696 Cleaning up NvCloth gem. Removed any reference to LmbrCentral and legacy renderer since now it uses Atom. (#154)
- Removed any usage of LmbCentral and legacy renderer from NvCloth gem.
- Cloth rule can only be added to Mesh groups, not allowed in Actor groups anymore.
- Removed ActorAssetHelper since actors now share the mesh model format and therefore they also use MeshAssetHelper.
- Updated NvCloth gem.json file with the fields from the template.
- Updated cloth chicken asset to not convert axis.
2021-04-20 15:38:26 +01:00
moraaar 808fd1d3ba Cloth works with Actors in Atom. Cloth system uses MeshAssetHelper to read model mesh information for actors too. 2021-04-16 18:24:29 +01:00
alexpete c5b955d281 Integrating github/staging through commit b0dd7ed 2021-04-09 12:03:26 -07:00
alexpete 1044dc3da1 Integrating github/staging through commit ab87ed9 2021-04-09 11:27:37 -07:00
alexpete c2cbd430fe Integrating up through commit 90f050496 2021-04-07 14:03:29 -07:00
alexpete a10351f38d Initial commit 2021-03-08 14:30:57 -08:00