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o3de/Gems/NvCloth/Code/Source/Utils/AssetHelper.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 <Utils/AssetHelper.h>
#include <Utils/MeshAssetHelper.h>
#include <Utils/ActorAssetHelper.h>
#include <platform.h> // Needed for MeshAsset.h
#include <LmbrCentral/Rendering/MeshComponentBus.h>
#include <LmbrCentral/Rendering/MeshAsset.h>
#include <Integration/ActorComponentBus.h>
namespace NvCloth
{
const int InvalidIndex = -1;
AssetHelper::AssetHelper(AZ::EntityId entityId)
: m_entityId(entityId)
{
}
AZStd::unique_ptr<AssetHelper> AssetHelper::CreateAssetHelper(AZ::EntityId entityId)
{
// Does the entity have an Actor Asset?
EMotionFX::ActorInstance* actorInstance = nullptr;
EMotionFX::Integration::ActorComponentRequestBus::EventResult(
actorInstance, entityId, &EMotionFX::Integration::ActorComponentRequestBus::Events::GetActorInstance);
if (actorInstance)
{
return AZStd::make_unique<ActorAssetHelper>(entityId);
}
AZ::Data::Asset<AZ::Data::AssetData> meshAsset;
LmbrCentral::MeshComponentRequestBus::EventResult(
meshAsset, entityId, &LmbrCentral::MeshComponentRequestBus::Events::GetMeshAsset);
if (!meshAsset)
{
return nullptr;
}
// Does the entity have a Mesh Asset?
if (meshAsset.GetType() == AZ::AzTypeInfo<LmbrCentral::MeshAsset>::Uuid())
{
return AZStd::make_unique<MeshAssetHelper>(entityId);
}
AZ_Warning("AssetHelper", false, "Unexpected asset type");
return nullptr;
}
float AssetHelper::ConvertBackstopOffset(float backstopOffset)
{
constexpr float ToleranceU8 = 1.0f / 255.0f;
// Convert range from [0,1] -> [-1,1]
backstopOffset = AZ::GetClamp(backstopOffset * 2.0f - 1.0f, -1.0f, 1.0f);
// Since the color was stored as U32 in the mesh, the low precision makes values
// of 0.5f becoming an small negative number in the conversion from [0,1] to [-1,1].
// So this sets the value to 0 when it is smaller than the tolerance of U8.
backstopOffset = (std::fabs(backstopOffset) < ToleranceU8) ? 0.0f : backstopOffset;
return backstopOffset;
}
} // namespace NvCloth