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o3de/Gems/EMotionFX/Code/Tests/TestAssetCode/MeshFactory.h
T
Aaron Ruiz Mora 5fd8c35878 Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. (#235)
- 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.
2021-04-23 19:46:57 +01:00

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1.3 KiB
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/*
* 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 <AzCore/Math/Color.h>
#include <AzCore/Math/Vector3.h>
#include <AzCore/base.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/tuple.h>
namespace EMotionFX
{
class Mesh;
class MeshFactory
{
public:
using SkinInfluence = AZStd::tuple<size_t, float>;
using VertexSkinInfluences = AZStd::vector<SkinInfluence>;
static EMotionFX::Mesh* Create(
const AZStd::vector<AZ::u32>& indices,
const AZStd::vector<AZ::Vector3>& vertices,
const AZStd::vector<AZ::Vector3>& normals,
const AZStd::vector<AZ::Vector2>& uvs = {},
const AZStd::vector<VertexSkinInfluences>& skinningInfo = {}
);
};
} // namespace EMotionFX