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o3de/Gems/NvCloth/Code/Tests/ActorHelper.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 <ActorHelper.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <EMotionFX/Source/Node.h>
#include <EMotionFX/Source/MeshBuilder.h>
#include <EMotionFX/Source/Mesh.h>
#include <Integration/Assets/ActorAsset.h>
#include <NvCloth/ITangentSpaceHelper.h>
namespace UnitTest
{
ActorHelper::ActorHelper(const char* name)
: EMotionFX::Actor(name)
{
}
AZ::u32 ActorHelper::AddJoint(
const AZStd::string& name,
const AZ::Transform localTransform,
const AZStd::string& parentName)
{
EMotionFX::Node* parentNode = GetSkeleton()->FindNodeByNameNoCase(parentName.c_str());
auto node = AddNode(
GetNumNodes(),
name.c_str(),
(parentNode) ? parentNode->GetNodeIndex() : MCORE_INVALIDINDEX32);
GetBindPose()->SetLocalSpaceTransform(node->GetNodeIndex(), localTransform);
return node->GetNodeIndex();
}
void ActorHelper::AddClothCollider(const Physics::CharacterColliderNodeConfiguration& colliderNode)
{
GetPhysicsSetup()->GetConfig().m_clothConfig.m_nodes.push_back(colliderNode);
}
void ActorHelper::FinishSetup()
{
SetID(0);
GetSkeleton()->UpdateNodeIndexValues(0);
ResizeTransformData();
PostCreateInit();
}
AZ::Data::Asset<AZ::Data::AssetData> CreateAssetFromActor(
AZStd::unique_ptr<EMotionFX::Actor> actor)
{
AZ::Data::AssetId assetId(AZ::Uuid::CreateRandom());
AZ::Data::Asset<EMotionFX::Integration::ActorAsset> actorAsset = AZ::Data::AssetManager::Instance().CreateAsset<EMotionFX::Integration::ActorAsset>(assetId);
actorAsset.GetAs<EMotionFX::Integration::ActorAsset>()->SetData(AZStd::move(actor));
return actorAsset;
}
Physics::CharacterColliderNodeConfiguration CreateSphereCollider(
const AZStd::string& jointName,
float radius,
const AZ::Transform& offset)
{
auto colliderConf = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConf->m_position = offset.GetTranslation();
colliderConf->m_rotation = offset.GetRotation();
auto shapeConf = AZStd::make_shared<Physics::SphereShapeConfiguration>(radius);
Physics::CharacterColliderNodeConfiguration collider;
collider.m_name = jointName;
collider.m_shapes.emplace_back(colliderConf, shapeConf);
return collider;
}
Physics::CharacterColliderNodeConfiguration CreateCapsuleCollider(
const AZStd::string& jointName,
float height, float radius,
const AZ::Transform& offset)
{
auto colliderConf = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConf->m_position = offset.GetTranslation();
colliderConf->m_rotation = offset.GetRotation();
auto shapeConf = AZStd::make_shared<Physics::CapsuleShapeConfiguration>(height, radius);
Physics::CharacterColliderNodeConfiguration collider;
collider.m_name = jointName;
collider.m_shapes.emplace_back(colliderConf, shapeConf);
return collider;
}
Physics::CharacterColliderNodeConfiguration CreateBoxCollider(
const AZStd::string& jointName,
const AZ::Vector3& dimensions,
const AZ::Transform& offset)
{
auto colliderConf = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConf->m_position = offset.GetTranslation();
colliderConf->m_rotation = offset.GetRotation();
auto shapeConf = AZStd::make_shared<Physics::BoxShapeConfiguration>(dimensions);
Physics::CharacterColliderNodeConfiguration collider;
collider.m_name = jointName;
collider.m_shapes.emplace_back(colliderConf, shapeConf);
return collider;
}
EMotionFX::Mesh* CreateEMotionFXMesh(
AZ::u32 nodeIndex,
const AZStd::vector<AZ::Vector3>& vertices,
const AZStd::vector<AZ::u32>& indices,
const AZStd::vector<VertexSkinInfluences>& skinningInfo,
const AZStd::vector<AZ::Vector2>& uvs,
const AZStd::vector<AZ::Color>& clothData)
{
const AZ::u32 vertCount = aznumeric_cast<AZ::u32>(vertices.size());
const AZ::u32 faceCount = aznumeric_cast<AZ::u32>(indices.size()) / 3;
AZStd::unique_ptr<EMotionFX::MeshBuilder> meshBuilder = AZStd::make_unique<EMotionFX::MeshBuilder>(nodeIndex, vertCount);
// Skinning info
if (!skinningInfo.empty() && skinningInfo.size() == vertices.size())
{
EMotionFX::MeshBuilderSkinningInfo* skinningInfoBuilder = EMotionFX::MeshBuilderSkinningInfo::Create(vertCount);
for (size_t vertex = 0; vertex < skinningInfo.size(); ++vertex)
{
for (const auto& influence : skinningInfo[vertex])
{
skinningInfoBuilder->AddInfluence(static_cast<AZ::u32>(vertex), influence);
}
}
skinningInfoBuilder->Optimize();
meshBuilder->SetSkinningInfo(skinningInfoBuilder);
}
// Original vertex numbers
EMotionFX::MeshBuilderVertexAttributeLayerUInt32* orgVtxLayer = EMotionFX::MeshBuilderVertexAttributeLayerUInt32::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_ORGVTXNUMBERS,
false,
false
);
meshBuilder->AddLayer(orgVtxLayer);
// The positions layer
EMotionFX::MeshBuilderVertexAttributeLayerVector3* posLayer = EMotionFX::MeshBuilderVertexAttributeLayerVector3::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_POSITIONS,
false,
true
);
meshBuilder->AddLayer(posLayer);
// The normals layer
EMotionFX::MeshBuilderVertexAttributeLayerVector3* normalsLayer = EMotionFX::MeshBuilderVertexAttributeLayerVector3::Create(
vertCount,
EMotionFX::Mesh::ATTRIB_NORMALS,
false,
true
);
meshBuilder->AddLayer(normalsLayer);
// The UVs layer.
EMotionFX::MeshBuilderVertexAttributeLayerVector2* uvsLayer = nullptr;
if (!uvs.empty() && uvs.size() == vertices.size())
{
uvsLayer = EMotionFX::MeshBuilderVertexAttributeLayerVector2::Create(vertCount, EMotionFX::Mesh::ATTRIB_UVCOORDS, false, false);
meshBuilder->AddLayer(uvsLayer);
}
// The cloth layer.
EMotionFX::MeshBuilderVertexAttributeLayerUInt32* clothLayer = nullptr;
if (!clothData.empty() && clothData.size() == vertices.size())
{
clothLayer = EMotionFX::MeshBuilderVertexAttributeLayerUInt32::Create(vertCount, EMotionFX::Mesh::ATTRIB_CLOTH_DATA, false, false);
meshBuilder->AddLayer(clothLayer);
}
const int materialId = 0;
AZStd::vector<AZ::Vector3> normals;
AZStd::vector<AZ::Vector4> particles(vertices.size());
for (size_t i = 0; i < vertices.size(); ++i)
{
particles[i] = AZ::Vector4::CreateFromVector3(vertices[i]);
}
AZ::Interface<NvCloth::ITangentSpaceHelper>::Get()->CalculateNormals(
particles, indices,
normals);
for (AZ::u32 faceNum = 0; faceNum < faceCount; ++faceNum)
{
meshBuilder->BeginPolygon(materialId);
for (AZ::u32 vertexOfFace = 0; vertexOfFace < 3; ++vertexOfFace)
{
AZ::u32 vertexNum = faceNum * 3 + vertexOfFace;
AZ::u32 vertexIndex = indices[vertexNum];
orgVtxLayer->SetCurrentVertexValue(&vertexNum);
posLayer->SetCurrentVertexValue(&vertices[vertexIndex]);
normalsLayer->SetCurrentVertexValue(&normals[vertexIndex]);
if (!uvs.empty())
{
uvsLayer->SetCurrentVertexValue(&uvs[vertexIndex]);
}
if (!clothData.empty())
{
const AZ::u32 clothVertexDataU32 = clothData[vertexIndex].ToU32();
clothLayer->SetCurrentVertexValue(&clothVertexDataU32);
}
meshBuilder->AddPolygonVertex(vertexNum);
}
meshBuilder->EndPolygon();
}
return EMotionFX::Mesh::CreateFromMeshBuilder(meshBuilder.get());
}
} // namespace UnitTest