You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
54 lines
2.1 KiB
C++
54 lines
2.1 KiB
C++
/*
|
|
* Copyright (c) Contributors to the Open 3D Engine Project.
|
|
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
|
*
|
|
* SPDX-License-Identifier: Apache-2.0 OR MIT
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
#include <Atom/Feature/Mesh/MeshFeatureProcessorInterface.h>
|
|
#include <AzCore/std/containers/vector.h>
|
|
#include <AzCore/Math/Vector3.h>
|
|
|
|
namespace Blast
|
|
{
|
|
class BlastMeshData;
|
|
class BlastActor;
|
|
|
|
//! Responsible for synchronizing render meshes of BlastFamily to corresponding BlastActors.
|
|
//! Ideally we would want to just have meshes directly on the BlastActor,
|
|
//! but that was impossible with LmbrCentral MeshComponent which cannot hold several
|
|
//! meshes and several MeshComponents cannot exist on the same entity.
|
|
//! It is possible to do with Atom and should be addressed in SPEC-3880
|
|
class ActorRenderManager
|
|
{
|
|
public:
|
|
// Initializes the manager by creating an entity with a render mesh for each chunk.
|
|
// Initially all meshes are invisible.
|
|
ActorRenderManager(
|
|
AZ::Render::MeshFeatureProcessorInterface* meshFeatureProcessor, BlastMeshData* meshData,
|
|
AZ::EntityId entityId, uint32_t chunkCount, const AZ::Vector3& scale);
|
|
|
|
// Callback that makes meshes corresponding to the actor visible and follows it's transform.
|
|
void OnActorCreated(const BlastActor& actor);
|
|
|
|
// Callback that makes meshes corresponding to the actor invisible.
|
|
void OnActorDestroyed(const BlastActor& actor);
|
|
|
|
// Update positions of entities with render meshes corresponding to their right dynamic bodies.
|
|
void SyncMeshes();
|
|
|
|
protected:
|
|
BlastMeshData* m_meshData;
|
|
AZ::Render::MeshFeatureProcessorInterface* m_meshFeatureProcessor = nullptr;
|
|
|
|
AZStd::vector<AZ::Render::MeshFeatureProcessorInterface::MeshHandle> m_chunkMeshHandles;
|
|
AZStd::vector<const BlastActor*> m_chunkActors;
|
|
|
|
uint32_t m_chunkCount;
|
|
AZ::Vector3 m_scale;
|
|
AZ::Render::MaterialAssignmentMap m_materialMap;
|
|
};
|
|
} // namespace Blast
|