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76 lines
2.7 KiB
C++
76 lines
2.7 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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#include <Atom/RPI.Public/Scene.h>
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#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentBus.h>
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#include <AzCore/Component/TransformBus.h>
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#include <AzFramework/Entity/GameEntityContextBus.h>
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#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
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#include <Blast/BlastActor.h>
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#include <Components/BlastMeshDataComponent.h>
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#include <Family/ActorRenderManager.h>
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namespace Blast
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{
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ActorRenderManager::ActorRenderManager(
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AZ::Render::MeshFeatureProcessorInterface* meshFeatureProcessor, BlastMeshData* meshData, AZ::EntityId entityId,
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uint32_t chunkCount, const AZ::Vector3& scale)
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: m_meshData(meshData)
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, m_meshFeatureProcessor(meshFeatureProcessor)
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, m_chunkMeshHandles(chunkCount)
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, m_chunkActors(chunkCount, nullptr)
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, m_chunkCount(chunkCount)
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, m_scale(scale)
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{
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AZ::Render::MaterialComponentRequestBus::EventResult(
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m_materialMap, entityId, &AZ::Render::MaterialComponentRequests::GetMaterialOverrides);
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}
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void ActorRenderManager::OnActorCreated(const BlastActor& actor)
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{
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AZ_PROFILE_FUNCTION(Physics);
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const AZStd::vector<uint32_t>& chunkIndices = actor.GetChunkIndices();
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for (uint32_t chunkId : chunkIndices)
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{
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m_chunkActors[chunkId] = &actor;
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m_chunkMeshHandles[chunkId] =
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m_meshFeatureProcessor->AcquireMesh(AZ::Render::MeshHandleDescriptor{ m_meshData->GetMeshAsset(chunkId) }, m_materialMap);
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}
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}
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void ActorRenderManager::OnActorDestroyed(const BlastActor& actor)
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{
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AZ_PROFILE_FUNCTION(Physics);
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const AZStd::vector<uint32_t>& chunkIndices = actor.GetChunkIndices();
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for (uint32_t chunkId : chunkIndices)
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{
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m_meshFeatureProcessor->ReleaseMesh(m_chunkMeshHandles[chunkId]);
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m_chunkActors[chunkId] = nullptr;
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}
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}
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void ActorRenderManager::SyncMeshes()
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{
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// It is more natural to have chunk entities be transform children of rigid body entity,
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// however having them separate and manually synchronizing transform is more efficient.
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AZ_PROFILE_FUNCTION(Physics);
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for (auto chunkId = 0u; chunkId < m_chunkCount; ++chunkId)
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{
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if (m_chunkActors[chunkId])
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{
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m_meshFeatureProcessor->SetTransform(m_chunkMeshHandles[chunkId], m_chunkActors[chunkId]->GetSimulatedBody()->GetTransform(), m_scale);
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}
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}
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}
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} // namespace Blast
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