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o3de/Gems/Blast/Code/Source/Asset/BlastAsset.cpp

97 lines
3.5 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.
*
*/
#include "StdAfx.h"
#include <Asset/BlastAsset.h>
#include <AzCore/std/parallel/lock.h>
#include <Blast/BlastSystemBus.h>
#include <NvBlastExtAssetUtils.h>
#include <NvBlastExtPxSerialization.h>
#include <NvBlastExtSerialization.h>
#include <NvBlastExtTkSerialization.h>
#include <NvBlastTkAsset.h>
#include <NvBlastTypes.h>
namespace Blast
{
AZStd::mutex BlastAsset::s_assetCreationMutex;
BlastAsset::BlastAsset(Nv::Blast::ExtPxAsset* pxAsset, NvBlastExtDamageAccelerator* damageAccelerator)
: m_pxAsset(pxAsset)
, m_damageAccelerator(damageAccelerator)
, m_bondHealthMax(0)
{
}
bool BlastAsset::LoadFromBuffer(void* buffer, size_t bytesSize)
{
Nv::Blast::ExtSerialization* serialization = nullptr;
BlastSystemRequestBus::BroadcastResult(serialization, &BlastSystemRequestBus::Events::GetExtSerialization);
if (serialization == nullptr)
{
AZ_Error("Blast", false, "Trying to load blast asset before blast system has initialized.");
return false;
}
AZ::u32 objectTypeId;
void* asset = nullptr;
{
AZStd::lock_guard<AZStd::mutex> lock(s_assetCreationMutex);
asset = serialization->deserializeFromBuffer(buffer, bytesSize, &objectTypeId);
}
if (asset == nullptr)
{
AZ_Error("Blast", asset != nullptr, "can't load .blast file.");
return false;
}
else if (objectTypeId == Nv::Blast::ExtPxObjectTypeID::Asset)
{
m_pxAsset.reset(reinterpret_cast<Nv::Blast::ExtPxAsset*>(asset));
const Nv::Blast::TkAsset& tkAsset = m_pxAsset->getTkAsset();
NvBlastAsset* llAsset = const_cast<NvBlastAsset*>(tkAsset.getAssetLL());
m_damageAccelerator.reset(NvBlastExtDamageAcceleratorCreate(llAsset, 3));
m_pxAsset->setAccelerator(m_damageAccelerator.get());
}
else
{
// in this case we'll want to extract the physics meshes from the fbx.
// We don't necessarily have access to the mesh data though, so if we want to support this,
// we'll need to come up with a way to associate with the mesh data
// See BlastAssetModel in the SDK sample for how to create that data
AZ_Error("Blast", false, "We currently don't support loading Non-ExtPx objects");
return false;
}
// Initialize maximum bond health
const auto& actorDesc = m_pxAsset->getDefaultActorDesc();
if (actorDesc.initialBondHealths)
{
m_bondHealthMax = std::numeric_limits<float>::min();
const uint32_t bondCount = m_pxAsset->getTkAsset().getBondCount();
for (uint32_t i = 0; i < bondCount; ++i)
{
m_bondHealthMax = std::max<float>(m_bondHealthMax, actorDesc.initialBondHealths[i]);
}
}
else
{
m_bondHealthMax = actorDesc.uniformInitialBondHealth;
}
return true;
}
} // namespace Blast