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97 lines
3.3 KiB
C++
97 lines
3.3 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/Component/EntityId.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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#include <NvCloth/Types.h>
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namespace NvCloth
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{
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extern const int InvalidIndex;
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//! List of mesh nodes (names) inside an Asset.
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using MeshNodeList = AZStd::vector<AZStd::string>;
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//! Structure holding information about the submeshes of a render mesh node.
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//! While the simulation data is a single buffer for vertices and indices,
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//! this structure knows how to separate them in different submeshes, this will be
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//! be used when the MeshModificationNotificationBus request the modification
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//! of a specific submesh (lodLevel and primitiveIndex).
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struct MeshNodeInfo
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{
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//! LOD level of the mesh node inside the asset.
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int m_lodLevel = InvalidIndex;
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//! Identifies a submesh inside the render mesh.
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struct SubMesh
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{
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//! Primitive index inside the asset.
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int m_primitiveIndex = InvalidIndex;
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//! First vertex of the submesh.
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int m_verticesFirstIndex = InvalidIndex;
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//! Number of vertices of the submesh after the first vertex.
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int m_numVertices = 0;
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//! First index inside the asset.
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int m_indicesFirstIndex = InvalidIndex;
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//! Number of indices of the submesh after the first index.
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int m_numIndices = 0;
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};
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//! List of submeshes.
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AZStd::vector<SubMesh> m_subMeshes;
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};
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//! Structure with all the cloth information asset helper can obtain from the mesh.
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struct MeshClothInfo
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{
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AZStd::vector<SimParticleFormat> m_particles;
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AZStd::vector<SimIndexType> m_indices;
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AZStd::vector<SimUVType> m_uvs;
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AZStd::vector<float> m_motionConstraints;
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AZStd::vector<AZ::Vector2> m_backstopData; //!< X contains offset, Y contains radius.
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AZStd::vector<AZ::Vector3> m_tangents;
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AZStd::vector<AZ::Vector3> m_bitangents;
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AZStd::vector<AZ::Vector3> m_normals;
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};
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//! Interface to obtain cloth information from inside an Asset.
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class AssetHelper
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{
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public:
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AZ_RTTI(AssetHelper, "{8BBDFB6C-4615-4092-B38A-A1FEFEBD1A1F}");
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explicit AssetHelper(AZ::EntityId entityId);
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virtual ~AssetHelper() = default;
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//! Creates the appropriate asset helper depending on the entity's render service.
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static AZStd::unique_ptr<AssetHelper> CreateAssetHelper(AZ::EntityId entityId);
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//! Populates the list of mesh nodes inside the Asset that contains cloth information.
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virtual void GatherClothMeshNodes(MeshNodeList& meshNodes) = 0;
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//! Extracts the cloth mesh information of a node inside the Asset.
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virtual bool ObtainClothMeshNodeInfo(
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const AZStd::string& meshNode,
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MeshNodeInfo& meshNodeInfo,
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MeshClothInfo& meshClothInfo) = 0;
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protected:
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static float ConvertBackstopOffset(float backstopOffset);
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AZ::EntityId m_entityId;
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};
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} // namespace NvCloth
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