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o3de/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.h

186 lines
9.3 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AtomActor.h>
#include <AzCore/RTTI/RTTI.h>
#include <AzFramework/Visibility/BoundsBus.h>
#include <Integration/Rendering/RenderActorInstance.h>
#include <LmbrCentral/Rendering/MeshComponentBus.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentBus.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshFeatureProcessorBus.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshRenderProxyInterface.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshFeatureProcessorInterface.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshInputBuffers.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshOutputStreamManagerInterface.h>
#include <Atom/Feature/SkinnedMesh/SkinnedMeshShaderOptions.h>
#include <Atom/Feature/Mesh/MeshFeatureProcessorInterface.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/std/smart_ptr/intrusive_base.h>
namespace EMotionFX
{
class Actor;
class ActorInstance;
}
namespace AZ::RPI
{
class Model;
class Buffer;
}
namespace AZ
{
namespace Render
{
class SkinnedMeshFeatureProcessorInterface;
class SkinnedMeshInputBuffers;
class MeshFeatureProcessorInterface;
class AtomActor;
//! Render node for managing and rendering actor instances. Each Actor Component
//! creates an ActorRenderNode. The render node is responsible for drawing meshes and
//! passing skinning transforms to the skinning pipeline.
class AtomActorInstance
: public EMotionFX::Integration::RenderActorInstance
, public AZ::TransformNotificationBus::Handler
, public AZ::Render::MaterialReceiverRequestBus::Handler
, public AzFramework::BoundsRequestBus::Handler
, public AZ::Render::MaterialComponentNotificationBus::Handler
, public AZ::Render::MeshComponentRequestBus::Handler
, private AZ::Render::SkinnedMeshFeatureProcessorNotificationBus::Handler
, private AZ::Render::SkinnedMeshOutputStreamNotificationBus::Handler
, private LmbrCentral::SkeletalHierarchyRequestBus::Handler
, private Data::AssetBus::MultiHandler
{
public:
AZ_CLASS_ALLOCATOR_DECL;
AZ_RTTI(AZ::Render::AtomActorInstance, "{6C933B44-8D4A-43B0-9F0F-C1932A257ABC}", EMotionFX::Integration::RenderActorInstance)
AZ_DISABLE_COPY_MOVE(AtomActorInstance);
AtomActorInstance() = delete;
AtomActorInstance(AZ::EntityId entityId,
const EMotionFX::Integration::EMotionFXPtr<EMotionFX::ActorInstance>& actorInstance,
const AZ::Data::Asset<EMotionFX::Integration::ActorAsset>& asset,
const AZ::Transform& worldTransform,
EMotionFX::Integration::SkinningMethod skinningMethod);
~AtomActorInstance() override;
// AtomActorInstanceRequestBusTEMP::Handler interface implementation
// RenderActorInstance overrides ...
void OnTick(float timeDelta) override;
void UpdateBounds() override;
void DebugDraw(const DebugOptions& debugOptions) override { AZ_UNUSED(debugOptions) };
void SetMaterials(const EMotionFX::Integration::ActorAsset::MaterialList& materialPerLOD) override { AZ_UNUSED(materialPerLOD); };
void SetSkinningMethod(EMotionFX::Integration::SkinningMethod emfxSkinningMethod);
SkinningMethod GetAtomSkinningMethod() const;
// BoundsRequestBus overrides ...
AZ::Aabb GetWorldBounds() override;
AZ::Aabb GetLocalBounds() override;
AtomActor* GetRenderActor() const;
/////////////////////////////////////////////
void Activate();
void Deactivate();
// Create all the buffers necessary for a skinned mesh render proxy and mesh render proxy, then register it with Atom
void Create();
// Release render proxies and destroy all the buffers
void Destroy();
// Acquire render proxies from Atom. Assumes the input buffers already exist.
void RegisterActor();
// Release render proxies, but don't destroy the buffers used to create them. Can be used to hide the actor while keeping its resources around for later.
void UnregisterActor();
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// TransformNotificationBus::Handler overrides...
void OnTransformChanged(const AZ::Transform& local, const AZ::Transform& world) override;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// MaterialReceiverRequestBus::Handler overrides...
MaterialAssignmentMap GetMaterialAssignments() const override;
AZStd::unordered_set<AZ::Name> GetModelUvNames() const override;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// MaterialComponentNotificationBus::Handler overrides...
void OnMaterialsUpdated(const MaterialAssignmentMap& materials) override;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// MeshComponentRequestBus::Handler overrides...
void SetModelAsset(Data::Asset<RPI::ModelAsset> modelAsset) override;
Data::Asset<const RPI::ModelAsset> GetModelAsset() const override;
void SetModelAssetId(Data::AssetId modelAssetId) override;
Data::AssetId GetModelAssetId() const override;
void SetModelAssetPath(const AZStd::string& modelAssetPath) override;
AZStd::string GetModelAssetPath() const override;
AZ::Data::Instance<RPI::Model> GetModel() const override;
void SetSortKey(RHI::DrawItemSortKey sortKey) override;
RHI::DrawItemSortKey GetSortKey() const override;
void SetLodOverride(RPI::Cullable::LodOverride lodOverride) override;
RPI::Cullable::LodOverride GetLodOverride() const override;
void SetVisibility(bool visible) override;
bool GetVisibility() const override;
// GetWorldBounds/GetLocalBounds already overridden by BoundsRequestBus::Handler
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SkeletalHierarchyRequestBus::Handler overrides...
AZ::u32 GetJointCount() override;
const char* GetJointNameByIndex(AZ::u32 jointIndex) override;
AZ::s32 GetJointIndexByName(const char* jointName) override;
AZ::Transform GetJointTransformCharacterRelative(AZ::u32 jointIndex) override;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Data::AssetBus::MultiHandler::Handler overrides...
void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SkinnedMeshFeatureProcessorNotificationBus
void OnUpdateSkinningMatrices() override;
void CreateRenderProxy(const MaterialAssignmentMap& materials);
private:
void CreateSkinnedMeshInstance();
// Copies input buffers to output skinned buffers when the skinned mesh instance is created.
void FillSkinnedMeshInstanceBuffers();
// SkinnedMeshOutputStreamNotificationBus
void OnSkinnedMeshOutputStreamMemoryAvailable() override;
AZStd::intrusive_ptr<AZ::Render::SkinnedMeshInputBuffers> m_skinnedMeshInputBuffers = nullptr;
AZStd::intrusive_ptr<SkinnedMeshInstance> m_skinnedMeshInstance;
AZ::Data::Instance<AZ::RPI::Buffer> m_boneTransforms = nullptr;
AZ::Render::SkinnedMeshRenderProxyInterfaceHandle m_skinnedMeshRenderProxy;
AZ::Render::SkinnedMeshFeatureProcessorInterface* m_skinnedMeshFeatureProcessor = nullptr;
AZ::Render::MeshFeatureProcessorInterface* m_meshFeatureProcessor = nullptr;
//m_meshHandle is wrapped in a shared pointer so that it can be shared between this and the SkinnedMeshRenderProxy (the handle itself cannot be copied)
AZStd::shared_ptr<MeshFeatureProcessorInterface::MeshHandle> m_meshHandle;
AZ::TransformInterface* m_transformInterface = nullptr;
AZStd::set<Data::AssetId> m_waitForMaterialLoadIds;
AZStd::vector<float> m_morphTargetWeights;
};
} // namespace Render
} // namespace AZ