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o3de/Gems/NvCloth/Code/Source/Utils/MeshAssetHelper.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 <platform.h> // Needed for MeshAsset.h
#include <LmbrCentral/Rendering/MeshComponentBus.h>
#include <LmbrCentral/Rendering/MeshAsset.h>
#include <IRenderer.h>
#include <IIndexedMesh.h> // Needed for SMeshColor
#include <AzCore/Math/Color.h>
#include <Utils/MeshAssetHelper.h>
namespace NvCloth
{
MeshAssetHelper::MeshAssetHelper(AZ::EntityId entityId)
: AssetHelper(entityId)
{
}
void MeshAssetHelper::GatherClothMeshNodes(MeshNodeList& meshNodes)
{
AZ::Data::Asset<LmbrCentral::MeshAsset> meshAsset;
LmbrCentral::MeshComponentRequestBus::EventResult(
meshAsset, m_entityId, &LmbrCentral::MeshComponentRequestBus::Events::GetMeshAsset);
if (!meshAsset.IsReady())
{
return;
}
IStatObj* statObj = meshAsset.Get()->m_statObj.get();
if (!statObj)
{
return;
}
if (!statObj->GetClothData().empty())
{
meshNodes.push_back(statObj->GetCGFNodeName().c_str());
}
const int subObjectCount = statObj->GetSubObjectCount();
for (int i = 0; i < subObjectCount; ++i)
{
IStatObj::SSubObject* subObject = statObj->GetSubObject(i);
if (subObject &&
subObject->pStatObj &&
!subObject->pStatObj->GetClothData().empty())
{
meshNodes.push_back(subObject->pStatObj->GetCGFNodeName().c_str());
}
}
}
bool MeshAssetHelper::ObtainClothMeshNodeInfo(
const AZStd::string& meshNode,
MeshNodeInfo& meshNodeInfo,
MeshClothInfo& meshClothInfo)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Cloth);
AZ::Data::Asset<LmbrCentral::MeshAsset> meshAsset;
LmbrCentral::MeshComponentRequestBus::EventResult(
meshAsset, m_entityId, &LmbrCentral::MeshComponentRequestBus::Events::GetMeshAsset);
if (!meshAsset.IsReady())
{
return false;
}
IStatObj* statObj = meshAsset.Get()->m_statObj.get();
if (!statObj)
{
return false;
}
IStatObj* selectedStatObj = nullptr;
int primitiveIndex = 0;
// Find the render data of the mesh node
if (meshNode == statObj->GetCGFNodeName().c_str())
{
selectedStatObj = statObj;
}
else
{
const int subObjectCount = statObj->GetSubObjectCount();
for (int i = 0; i < subObjectCount; ++i)
{
IStatObj::SSubObject* subObject = statObj->GetSubObject(i);
if (subObject &&
subObject->pStatObj &&
subObject->pStatObj->GetRenderMesh() &&
meshNode == subObject->pStatObj->GetCGFNodeName().c_str())
{
selectedStatObj = subObject->pStatObj;
primitiveIndex = i;
break;
}
}
}
bool infoObtained = false;
if (selectedStatObj)
{
bool dataCopied = false;
if (IRenderMesh* renderMesh = selectedStatObj->GetRenderMesh())
{
dataCopied = CopyDataFromRenderMesh(
*renderMesh, selectedStatObj->GetClothData(),
meshClothInfo);
}
if (dataCopied)
{
// subStatObj contains the buffers for all its submeshes
// so only 1 submesh is necessary.
MeshNodeInfo::SubMesh subMesh;
subMesh.m_primitiveIndex = primitiveIndex;
subMesh.m_verticesFirstIndex = 0;
subMesh.m_numVertices = meshClothInfo.m_particles.size();
subMesh.m_indicesFirstIndex = 0;
subMesh.m_numIndices = meshClothInfo.m_indices.size();
meshNodeInfo.m_lodLevel = 0; // Cloth is alway in LOD 0
meshNodeInfo.m_subMeshes.push_back(subMesh);
infoObtained = true;
}
else
{
AZ_Error("MeshAssetHelper", false, "Failed to extract data from node %s in mesh %s",
meshNode.c_str(), statObj->GetFileName().c_str());
}
}
return infoObtained;
}
bool MeshAssetHelper::CopyDataFromRenderMesh(
IRenderMesh& renderMesh,
const AZStd::vector<SMeshColor>& renderMeshClothData,
MeshClothInfo& meshClothInfo)
{
const int numVertices = renderMesh.GetNumVerts();
const int numIndices = renderMesh.GetNumInds();
if (numVertices == 0 || numIndices == 0)
{
return false;
}
else if (numVertices != renderMeshClothData.size())
{
AZ_Error("MeshAssetHelper", false,
"Number of vertices (%d) doesn't match the number of cloth data (%zu)",
numVertices,
renderMeshClothData.size());
return false;
}
{
IRenderMesh::ThreadAccessLock lockRenderMesh(&renderMesh);
vtx_idx* renderMeshIndices = nullptr;
strided_pointer<Vec3> renderMeshVertices;
strided_pointer<Vec2> renderMeshUVs;
renderMeshIndices = renderMesh.GetIndexPtr(FSL_READ);
renderMeshVertices.data = reinterpret_cast<Vec3*>(renderMesh.GetPosPtr(renderMeshVertices.iStride, FSL_READ));
renderMeshUVs.data = reinterpret_cast<Vec2*>(renderMesh.GetUVPtr(renderMeshUVs.iStride, FSL_READ, 0)); // first UV set
const SimUVType uvZero(0.0f, 0.0f);
meshClothInfo.m_particles.resize_no_construct(numVertices);
meshClothInfo.m_uvs.resize_no_construct(numVertices);
meshClothInfo.m_motionConstraints.resize_no_construct(numVertices);
meshClothInfo.m_backstopData.resize_no_construct(numVertices);
for (int index = 0; index < numVertices; ++index)
{
const ColorB clothVertexDataColorB = renderMeshClothData[index].GetRGBA();
const AZ::Color clothVertexData(
clothVertexDataColorB.r,
clothVertexDataColorB.g,
clothVertexDataColorB.b,
clothVertexDataColorB.a);
const float inverseMass = clothVertexData.GetR();
const float motionConstraint = clothVertexData.GetG();
const float backstopRadius = clothVertexData.GetA();
const float backstopOffset = ConvertBackstopOffset(clothVertexData.GetB());
meshClothInfo.m_particles[index].Set(
renderMeshVertices[index].x,
renderMeshVertices[index].y,
renderMeshVertices[index].z,
inverseMass);
meshClothInfo.m_motionConstraints[index] = motionConstraint;
meshClothInfo.m_backstopData[index].Set(backstopOffset, backstopRadius);
meshClothInfo.m_uvs[index] = (renderMeshUVs.data) ? SimUVType(renderMeshUVs[index].x, renderMeshUVs[index].y) : uvZero;
}
meshClothInfo.m_indices.resize_no_construct(numIndices);
// Fast copy when SimIndexType is the same size as the vtx_idx.
if constexpr (sizeof(SimIndexType) == sizeof(vtx_idx))
{
memcpy(meshClothInfo.m_indices.data(), renderMeshIndices, numIndices * sizeof(SimIndexType));
}
else
{
for (int index = 0; index < numIndices; ++index)
{
meshClothInfo.m_indices[index] = static_cast<SimIndexType>(renderMeshIndices[index]);
}
}
renderMesh.UnlockStream(VSF_GENERAL);
renderMesh.UnlockIndexStream();
}
return true;
}
} // namespace NvCloth