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