5fd8c35878
- Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. - Actor caches map from joint indices in skin metadata to skeleton indices so they can be query later. - Actor cloth skinning reads indices and weights from Model Asset instead from EMFX Mesh. - Actor cloth skinning with unlimited skinning bones. - Sort out cloth unit tests by disabling them until there is a way to create an Atom mesh - Addressing feedback.
40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Math/Color.h>
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#include <AzCore/Math/Vector3.h>
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#include <AzCore/base.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/tuple.h>
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namespace EMotionFX
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{
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class Mesh;
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class MeshFactory
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{
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public:
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using SkinInfluence = AZStd::tuple<size_t, float>;
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using VertexSkinInfluences = AZStd::vector<SkinInfluence>;
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static EMotionFX::Mesh* Create(
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const AZStd::vector<AZ::u32>& indices,
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const AZStd::vector<AZ::Vector3>& vertices,
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const AZStd::vector<AZ::Vector3>& normals,
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const AZStd::vector<AZ::Vector2>& uvs = {},
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const AZStd::vector<VertexSkinInfluences>& skinningInfo = {}
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);
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};
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} // namespace EMotionFX
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