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o3de/Gems/EMotionFX/Code/Tests/TestAssetCode/SimpleActors.cpp
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2021-03-08 14:30:57 -08:00

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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.
*
*/
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <AzCore/std/string/conversions.h>
#include <AzCore/std/typetraits/integral_constant.h>
#include <EMotionFX/Source/Mesh.h>
#include <EMotionFX/Source/MeshBuilder.h>
#include <EMotionFX/Source/Node.h>
#include <MCore/Source/MemoryObject.h>
#include <Tests/TestAssetCode/SimpleActors.h>
namespace EMotionFX
{
SimpleJointChainActor::SimpleJointChainActor(size_t jointCount, const char* name)
: Actor(name)
{
if (jointCount)
{
AddNode(0, "rootJoint");
GetBindPose()->SetLocalSpaceTransform(0, Transform::CreateIdentity());
}
for (uint32 i = 1; i < jointCount; ++i)
{
AddNode(i, ("joint" + AZStd::to_string(i)).c_str(), i - 1);
Transform transform = Transform::CreateIdentity();
transform.mPosition = AZ::Vector3(static_cast<float>(i), 0.0f, 0.0f);
GetBindPose()->SetLocalSpaceTransform(i, transform);
}
}
AllRootJointsActor::AllRootJointsActor(size_t jointCount, const char* name)
: Actor(name)
{
for (uint32 i = 0; i < jointCount; ++i)
{
AddNode(i, ("rootJoint" + AZStd::to_string(i)).c_str());
Transform transform = Transform::CreateIdentity();
transform.mPosition = AZ::Vector3(static_cast<float>(i), 0.0f, 0.0f);
GetBindPose()->SetLocalSpaceTransform(i, transform);
}
}
PlaneActor::PlaneActor(const char* name)
: SimpleJointChainActor(1, name)
{
SetMesh(0, 0, CreatePlane(0, {
AZ::Vector3(-1.0f, -1.0f, 0.0f),
AZ::Vector3(1.0f, -1.0f, 0.0f),
AZ::Vector3(-1.0f, 1.0f, 0.0f),
AZ::Vector3(1.0f, -1.0f, 0.0f),
AZ::Vector3(-1.0f, 1.0f, 0.0f),
AZ::Vector3(1.0f, 1.0f, 0.0f)
}));
}
Mesh* PlaneActor::CreatePlane(uint32 nodeIndex, const AZStd::vector<AZ::Vector3>& points) const
{
const uint32 vertCount = static_cast<uint32>(points.size());
const uint32 faceCount = vertCount / 3;
AZStd::unique_ptr<EMotionFX::MeshBuilder> meshBuilder(aznew MeshBuilder(nodeIndex, vertCount));
// Original vertex numbers
MeshBuilderVertexAttributeLayerUInt32* orgVtxLayer = MeshBuilderVertexAttributeLayerUInt32::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_ORGVTXNUMBERS,
false,
false
);
meshBuilder->AddLayer(orgVtxLayer);
// The positions layer
MeshBuilderVertexAttributeLayerVector3* posLayer = MeshBuilderVertexAttributeLayerVector3::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_POSITIONS,
false,
true
);
meshBuilder->AddLayer(posLayer);
// The normals layer
MeshBuilderVertexAttributeLayerVector3* normalsLayer = MeshBuilderVertexAttributeLayerVector3::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_NORMALS,
false,
true
);
meshBuilder->AddLayer(normalsLayer);
const int materialId = 0;
const AZ::Vector3 normalVector(0.0f, 0.0f, 1.0f);
for (uint32 faceNum = 0; faceNum < faceCount; ++faceNum)
{
meshBuilder->BeginPolygon(materialId);
for (uint32 vertexOfFace = 0; vertexOfFace < 3; ++vertexOfFace)
{
uint32 vertexNum = faceNum * 3 + vertexOfFace;
orgVtxLayer->SetCurrentVertexValue(&vertexNum);
posLayer->SetCurrentVertexValue(&points[vertexNum]);
normalsLayer->SetCurrentVertexValue(&normalVector);
meshBuilder->AddPolygonVertex(vertexNum);
}
meshBuilder->EndPolygon();
}
return Mesh::CreateFromMeshBuilder(meshBuilder.get());
}
PlaneActorWithJoints::PlaneActorWithJoints(size_t jointCount, const char* name)
: PlaneActor(name)
{
for (uint32 i = 1; i < jointCount; ++i)
{
AddNode(i, ("joint" + AZStd::to_string(i)).c_str(), i - 1);
Transform transform = Transform::CreateIdentity();
transform.mPosition = AZ::Vector3(static_cast<float>(i), 0.0f, 0.0f);
GetBindPose()->SetLocalSpaceTransform(i, transform);
}
}
} // namespace EMotionFX