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