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