be0fbaaddc
* Move SetUseForwardPassIblSpecular to happen when acquiring a mesh, instead of immediately after so that we don't build the drawpacket twice for every mesh * Update the MeshFeatureProcessor to use the booleans from the descriptor directly instead of having loose booleans in the MeshDataInstance * m_excludeFromReflectionCubeMaps is not (and does not need to be) part of the descriptor, since setting is cheap and doesn't duplicate work that is done when acquiring the mesh
504 lines
23 KiB
C++
504 lines
23 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 <Mesh/MeshComponentController.h>
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#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentConstants.h>
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#include <Atom/Feature/Mesh/MeshFeatureProcessor.h>
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#include <Atom/RPI.Public/Model/Model.h>
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#include <Atom/RPI.Public/Scene.h>
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <AzCore/Debug/EventTrace.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzFramework/Entity/EntityContextBus.h>
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#include <AzFramework/Entity/EntityContext.h>
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#include <AzFramework/Scene/Scene.h>
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#include <AzFramework/Scene/SceneSystemInterface.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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namespace AZ
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{
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namespace Render
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{
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void MeshComponentConfig::Reflect(ReflectContext* context)
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{
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if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
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{
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serializeContext->Class<MeshComponentConfig>()
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->Version(1)
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->Field("ModelAsset", &MeshComponentConfig::m_modelAsset)
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->Field("SortKey", &MeshComponentConfig::m_sortKey)
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->Field("LodOverride", &MeshComponentConfig::m_lodOverride)
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->Field("ExcludeFromReflectionCubeMaps", &MeshComponentConfig::m_excludeFromReflectionCubeMaps)
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->Field("UseForwardPassIBLSpecular", &MeshComponentConfig::m_useForwardPassIblSpecular);
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}
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}
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bool MeshComponentConfig::IsAssetSet()
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{
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return m_modelAsset.GetId().IsValid();
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}
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AZStd::vector<AZStd::pair<RPI::Cullable::LodOverride, AZStd::string>> MeshComponentConfig::GetLodOverrideValues()
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{
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AZStd::vector<AZStd::pair<RPI::Cullable::LodOverride, AZStd::string>> values;
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uint32_t lodCount = 0;
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if (IsAssetSet())
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{
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if (m_modelAsset.IsReady())
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{
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lodCount = m_modelAsset->GetLodCount();
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}
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else
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{
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// If the asset isn't loaded, it's still possible it exists in the instance database.
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Data::Instance<RPI::Model> model = Data::InstanceDatabase<RPI::Model>::Instance().Find(Data::InstanceId::CreateFromAssetId(m_modelAsset.GetId()));
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if (model)
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{
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lodCount = model->GetLodCount();
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}
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}
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}
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values.reserve(lodCount + 1);
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values.push_back({ RPI::Cullable::NoLodOverride, "Not Set" });
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for (uint32_t i = 0; i < lodCount; ++i)
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{
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AZStd::string enumDescription = AZStd::string::format("Lod %i", i);
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values.push_back({ aznumeric_cast<RPI::Cullable::LodOverride>(i), enumDescription.c_str() });
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}
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return values;
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}
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MeshComponentController::~MeshComponentController()
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{
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// Release memory, disconnect from buses in the right order and broadcast events so that other components are aware.
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Deactivate();
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}
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void MeshComponentController::Reflect(ReflectContext* context)
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{
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MeshComponentConfig::Reflect(context);
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if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
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{
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serializeContext->Class<MeshComponentController>()
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->Version(0)
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->Field("Configuration", &MeshComponentController::m_configuration);
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}
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if (AZ::BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
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{
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behaviorContext->ConstantProperty("NoLodOverride", BehaviorConstant(RPI::Cullable::NoLodOverride))
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->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
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->Attribute(AZ::Script::Attributes::Category, "render")
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->Attribute(AZ::Script::Attributes::Module, "render");
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behaviorContext->EBus<MeshComponentRequestBus>("RenderMeshComponentRequestBus")
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->Event("GetModelAssetId", &MeshComponentRequestBus::Events::GetModelAssetId)
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->Event("SetModelAssetId", &MeshComponentRequestBus::Events::SetModelAssetId)
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->Event("GetModelAssetPath", &MeshComponentRequestBus::Events::GetModelAssetPath)
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->Event("SetModelAssetPath", &MeshComponentRequestBus::Events::SetModelAssetPath)
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->Event("SetSortKey", &MeshComponentRequestBus::Events::SetSortKey)
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->Event("GetSortKey", &MeshComponentRequestBus::Events::GetSortKey)
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->Event("SetLodOverride", &MeshComponentRequestBus::Events::SetLodOverride)
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->Event("GetLodOverride", &MeshComponentRequestBus::Events::GetLodOverride)
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->VirtualProperty("ModelAssetId", "GetModelAssetId", "SetModelAssetId")
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->VirtualProperty("ModelAssetPath", "GetModelAssetPath", "SetModelAssetPath")
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->VirtualProperty("SortKey", "GetSortKey", "SetSortKey")
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->VirtualProperty("LodOverride", "GetLodOverride", "SetLodOverride")
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;
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}
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}
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void MeshComponentController::GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
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{
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dependent.push_back(AZ_CRC("TransformService", 0x8ee22c50));
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dependent.push_back(AZ_CRC_CE("NonUniformScaleService"));
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}
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void MeshComponentController::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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provided.push_back(AZ_CRC("MaterialReceiverService", 0x0d1a6a74));
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provided.push_back(AZ_CRC("MeshService", 0x71d8a455));
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}
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void MeshComponentController::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
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{
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incompatible.push_back(AZ_CRC("MaterialReceiverService", 0x0d1a6a74));
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incompatible.push_back(AZ_CRC("MeshService", 0x71d8a455));
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}
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// [GFX TODO] [ATOM-13339] Remove the ModelAsset id fix up function in MeshComponentController
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// Model id was changed due to fix for [ATOM-13312]. We can remove this code when all the levels are updated.
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void FixUpModelAsset(Data::Asset<RPI::ModelAsset>& modelAsset)
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{
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Data::AssetId assetId;
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Data::AssetCatalogRequestBus::BroadcastResult(
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assetId,
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&Data::AssetCatalogRequestBus::Events::GetAssetIdByPath,
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modelAsset.GetHint().c_str(),
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AZ::RPI::ModelAsset::TYPEINFO_Uuid(),
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false);
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if (assetId != modelAsset.GetId())
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{
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if (assetId.IsValid())
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{
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modelAsset = Data::Asset<RPI::ModelAsset>{ assetId, AZ::RPI::ModelAsset::TYPEINFO_Uuid(), modelAsset.GetHint().c_str() };
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modelAsset.SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::QueueLoad);
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}
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else
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{
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AZ_Error("MeshComponentController", false, "Failed to find asset id for [%s] ", modelAsset.GetHint().c_str());
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}
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}
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}
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MeshComponentController::MeshComponentController(const MeshComponentConfig& config)
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: m_configuration(config)
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{
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FixUpModelAsset(m_configuration.m_modelAsset);
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}
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void MeshComponentController::Activate(const AZ::EntityComponentIdPair& entityComponentIdPair)
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{
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FixUpModelAsset(m_configuration.m_modelAsset);
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const AZ::EntityId entityId = entityComponentIdPair.GetEntityId();
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m_entityComponentIdPair = entityComponentIdPair;
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m_transformInterface = TransformBus::FindFirstHandler(entityId);
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AZ_Warning("MeshComponentController", m_transformInterface, "Unable to attach to a TransformBus handler. This mesh will always be rendered at the origin.");
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m_meshFeatureProcessor = RPI::Scene::GetFeatureProcessorForEntity<MeshFeatureProcessorInterface>(entityId);
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AZ_Error("MeshComponentController", m_meshFeatureProcessor, "Unable to find a MeshFeatureProcessorInterface on the entityId.");
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m_cachedNonUniformScale = AZ::Vector3::CreateOne();
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AZ::NonUniformScaleRequestBus::EventResult(m_cachedNonUniformScale, entityId, &AZ::NonUniformScaleRequests::GetScale);
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AZ::NonUniformScaleRequestBus::Event(entityId, &AZ::NonUniformScaleRequests::RegisterScaleChangedEvent,
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m_nonUniformScaleChangedHandler);
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MeshComponentRequestBus::Handler::BusConnect(entityId);
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TransformNotificationBus::Handler::BusConnect(entityId);
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MaterialReceiverRequestBus::Handler::BusConnect(entityId);
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MaterialComponentNotificationBus::Handler::BusConnect(entityId);
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AzFramework::BoundsRequestBus::Handler::BusConnect(entityId);
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AzFramework::EntityContextId contextId;
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AzFramework::EntityIdContextQueryBus::EventResult(
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contextId, entityId, &AzFramework::EntityIdContextQueries::GetOwningContextId);
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AzFramework::RenderGeometry::IntersectionRequestBus::Handler::BusConnect({entityId, contextId});
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//Buses must be connected before RegisterModel in case requests are made as a result of HandleModelChange
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RegisterModel();
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}
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void MeshComponentController::Deactivate()
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{
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// Buses must be disconnected after unregistering the model, otherwise they can't deliver the events during the process.
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UnregisterModel();
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AzFramework::RenderGeometry::IntersectionRequestBus::Handler::BusDisconnect();
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AzFramework::BoundsRequestBus::Handler::BusDisconnect();
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MeshComponentRequestBus::Handler::BusDisconnect();
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TransformNotificationBus::Handler::BusDisconnect();
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MaterialReceiverRequestBus::Handler::BusDisconnect();
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MaterialComponentNotificationBus::Handler::BusDisconnect();
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m_nonUniformScaleChangedHandler.Disconnect();
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m_meshFeatureProcessor = nullptr;
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m_transformInterface = nullptr;
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m_entityComponentIdPair = AZ::EntityComponentIdPair(AZ::EntityId(), AZ::InvalidComponentId);
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m_configuration.m_modelAsset.Release();
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}
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void MeshComponentController::SetConfiguration(const MeshComponentConfig& config)
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{
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m_configuration = config;
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}
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const MeshComponentConfig& MeshComponentController::GetConfiguration() const
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{
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return m_configuration;
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}
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void MeshComponentController::OnTransformChanged(const AZ::Transform& /*local*/, const AZ::Transform& world)
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{
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if (m_meshFeatureProcessor)
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{
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m_meshFeatureProcessor->SetTransform(m_meshHandle, world, m_cachedNonUniformScale);
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}
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}
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void MeshComponentController::HandleNonUniformScaleChange(const AZ::Vector3& nonUniformScale)
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{
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m_cachedNonUniformScale = nonUniformScale;
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if (m_meshFeatureProcessor)
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{
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m_meshFeatureProcessor->SetTransform(m_meshHandle, m_transformInterface->GetWorldTM(), m_cachedNonUniformScale);
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}
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}
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MaterialAssignmentMap MeshComponentController::GetMaterialAssignments() const
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{
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return GetMaterialAssignmentsFromModel(GetModel());
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}
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AZStd::unordered_set<AZ::Name> MeshComponentController::GetModelUvNames() const
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{
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const Data::Instance<RPI::Model> model = GetModel();
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return model ? model->GetUvNames() : AZStd::unordered_set<AZ::Name>();
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}
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void MeshComponentController::OnMaterialsUpdated([[maybe_unused]] const MaterialAssignmentMap& materials)
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{
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if (m_meshFeatureProcessor)
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{
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m_meshFeatureProcessor->SetMaterialAssignmentMap(m_meshHandle, materials);
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}
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}
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bool MeshComponentController::RequiresCloning(const Data::Asset<RPI::ModelAsset>& modelAsset)
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{
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// Is the model asset containing a cloth buffer? If yes, we need to clone the model asset for instancing.
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const AZStd::array_view<AZ::Data::Asset<AZ::RPI::ModelLodAsset>> lodAssets = modelAsset->GetLodAssets();
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for (const AZ::Data::Asset<AZ::RPI::ModelLodAsset>& lodAsset : lodAssets)
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{
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const AZStd::array_view<AZ::RPI::ModelLodAsset::Mesh> meshes = lodAsset->GetMeshes();
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for (const AZ::RPI::ModelLodAsset::Mesh& mesh : meshes)
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{
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if (mesh.GetSemanticBufferAssetView(AZ::Name("CLOTH_DATA")) != nullptr)
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{
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return true;
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}
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}
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}
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return false;
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}
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void MeshComponentController::HandleModelChange(Data::Instance<RPI::Model> model)
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{
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Data::Asset<RPI::ModelAsset> modelAsset = m_meshFeatureProcessor->GetModelAsset(m_meshHandle);
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if (model && modelAsset)
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{
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const AZ::EntityId entityId = m_entityComponentIdPair.GetEntityId();
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m_configuration.m_modelAsset = modelAsset;
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MeshComponentNotificationBus::Event(entityId, &MeshComponentNotificationBus::Events::OnModelReady, m_configuration.m_modelAsset, model);
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MaterialReceiverNotificationBus::Event(entityId, &MaterialReceiverNotificationBus::Events::OnMaterialAssignmentsChanged);
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AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->RefreshEntityLocalBoundsUnion(entityId);
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}
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}
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void MeshComponentController::RegisterModel()
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{
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if (m_meshFeatureProcessor && m_configuration.m_modelAsset.GetId().IsValid())
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{
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const AZ::EntityId entityId = m_entityComponentIdPair.GetEntityId();
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MaterialAssignmentMap materials;
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MaterialComponentRequestBus::EventResult(materials, entityId, &MaterialComponentRequests::GetMaterialOverrides);
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m_meshFeatureProcessor->ReleaseMesh(m_meshHandle);
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MeshHandleDescriptor meshDescriptor;
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meshDescriptor.m_modelAsset = m_configuration.m_modelAsset;
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meshDescriptor.m_useForwardPassIblSpecular = m_configuration.m_useForwardPassIblSpecular;
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meshDescriptor.m_requiresCloneCallback = RequiresCloning;
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m_meshHandle = m_meshFeatureProcessor->AcquireMesh(meshDescriptor, materials);
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m_meshFeatureProcessor->ConnectModelChangeEventHandler(m_meshHandle, m_changeEventHandler);
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const AZ::Transform& transform = m_transformInterface ? m_transformInterface->GetWorldTM() : AZ::Transform::CreateIdentity();
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m_meshFeatureProcessor->SetTransform(m_meshHandle, transform, m_cachedNonUniformScale);
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m_meshFeatureProcessor->SetSortKey(m_meshHandle, m_configuration.m_sortKey);
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m_meshFeatureProcessor->SetLodOverride(m_meshHandle, m_configuration.m_lodOverride);
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m_meshFeatureProcessor->SetExcludeFromReflectionCubeMaps(m_meshHandle, m_configuration.m_excludeFromReflectionCubeMaps);
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// [GFX TODO] This should happen automatically. m_changeEventHandler should be passed to AcquireMesh
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// If the model instance or asset already exists, announce a model change to let others know it's loaded.
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HandleModelChange(m_meshFeatureProcessor->GetModel(m_meshHandle));
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}
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}
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void MeshComponentController::UnregisterModel()
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{
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if (m_meshFeatureProcessor && m_meshHandle.IsValid())
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{
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MeshComponentNotificationBus::Event(
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m_entityComponentIdPair.GetEntityId(), &MeshComponentNotificationBus::Events::OnModelPreDestroy);
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m_meshFeatureProcessor->ReleaseMesh(m_meshHandle);
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}
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}
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void MeshComponentController::RefreshModelRegistration()
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{
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// [GFX TODO][ATOM-13364] Without the Suspend / Resume calls below, a model refresh will trigger an asset unload and reload
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// that breaks Material Thumbnail Previews in the Editor. The asset unload/reload itself is undesirable, but the flow should
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// get investigated further to determine what state management and notifications need to be modified, since the previews ought
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// to still work even if a full asset reload were to occur here.
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// The unregister / register combination can cause the asset reference to get released, which could trigger a full reload
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// of the asset. Tell the Asset Manager not to release any asset references until after the registration is complete.
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// This will ensure that if we're reusing the same model, it remains loaded.
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Data::AssetManager::Instance().SuspendAssetRelease();
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UnregisterModel();
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RegisterModel();
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Data::AssetManager::Instance().ResumeAssetRelease();
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}
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void MeshComponentController::SetModelAssetId(Data::AssetId modelAssetId)
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{
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SetModelAsset(Data::Asset<RPI::ModelAsset>(modelAssetId, azrtti_typeid<RPI::ModelAsset>()));
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}
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void MeshComponentController::SetModelAsset(Data::Asset<RPI::ModelAsset> modelAsset)
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{
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if (m_configuration.m_modelAsset != modelAsset)
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{
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m_configuration.m_modelAsset = modelAsset;
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m_configuration.m_modelAsset.SetAutoLoadBehavior(Data::AssetLoadBehavior::PreLoad);
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RefreshModelRegistration();
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}
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}
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Data::Asset<const RPI::ModelAsset> MeshComponentController::GetModelAsset() const
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{
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return m_configuration.m_modelAsset;
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}
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Data::AssetId MeshComponentController::GetModelAssetId() const
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{
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return m_configuration.m_modelAsset.GetId();
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}
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void MeshComponentController::SetModelAssetPath(const AZStd::string& modelAssetPath)
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{
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AZ::Data::AssetId assetId;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, modelAssetPath.c_str(), AZ::RPI::ModelAsset::RTTI_Type(), false);
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SetModelAssetId(assetId);
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}
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AZStd::string MeshComponentController::GetModelAssetPath() const
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{
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AZStd::string assetPathString;
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetPathString, &AZ::Data::AssetCatalogRequests::GetAssetPathById, m_configuration.m_modelAsset.GetId());
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return assetPathString;
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}
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Data::Instance<RPI::Model> MeshComponentController::GetModel() const
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{
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return m_meshFeatureProcessor ? m_meshFeatureProcessor->GetModel(m_meshHandle) : Data::Instance<RPI::Model>();
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}
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void MeshComponentController::SetSortKey(RHI::DrawItemSortKey sortKey)
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{
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m_configuration.m_sortKey = sortKey; // Save for serialization
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m_meshFeatureProcessor->SetSortKey(m_meshHandle, sortKey);
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}
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RHI::DrawItemSortKey MeshComponentController::GetSortKey() const
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{
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return m_meshFeatureProcessor->GetSortKey(m_meshHandle);
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}
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void MeshComponentController::SetLodOverride(RPI::Cullable::LodOverride lodOverride)
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{
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m_configuration.m_lodOverride = lodOverride; // Save for serialization
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m_meshFeatureProcessor->SetLodOverride(m_meshHandle, lodOverride);
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}
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RPI::Cullable::LodOverride MeshComponentController::GetLodOverride() const
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{
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return m_meshFeatureProcessor->GetSortKey(m_meshHandle);
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}
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void MeshComponentController::SetVisibility(bool visible)
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{
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if (m_isVisible != visible)
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{
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if (m_isVisible)
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{
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UnregisterModel();
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}
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else
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{
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RegisterModel();
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}
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m_isVisible = visible;
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}
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}
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bool MeshComponentController::GetVisibility() const
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{
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return m_isVisible;
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}
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Aabb MeshComponentController::GetWorldBounds()
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{
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if (const AZ::Aabb localBounds = GetLocalBounds(); localBounds.IsValid())
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{
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return localBounds.GetTransformedAabb(m_transformInterface->GetWorldTM());
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}
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return AZ::Aabb::CreateNull();
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}
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Aabb MeshComponentController::GetLocalBounds()
|
|
{
|
|
const Data::Instance<RPI::Model> model = GetModel();
|
|
if (model)
|
|
{
|
|
Aabb aabb = model->GetAabb();
|
|
aabb.MultiplyByScale(m_cachedNonUniformScale);
|
|
return aabb;
|
|
}
|
|
else
|
|
{
|
|
return Aabb::CreateNull();
|
|
}
|
|
}
|
|
|
|
AzFramework::RenderGeometry::RayResult MeshComponentController::RenderGeometryIntersect(
|
|
const AzFramework::RenderGeometry::RayRequest& ray)
|
|
{
|
|
AzFramework::RenderGeometry::RayResult result;
|
|
if (const Data::Instance<RPI::Model> model = GetModel())
|
|
{
|
|
float t;
|
|
AZ::Vector3 normal;
|
|
if (model->RayIntersection(
|
|
m_transformInterface->GetWorldTM(), m_cachedNonUniformScale, ray.m_startWorldPosition,
|
|
ray.m_endWorldPosition - ray.m_startWorldPosition, t, normal))
|
|
{
|
|
// fill in ray result structure after successful intersection
|
|
const auto intersectionLine = (ray.m_endWorldPosition - ray.m_startWorldPosition);
|
|
result.m_uv = AZ::Vector2::CreateZero();
|
|
result.m_worldPosition = ray.m_startWorldPosition + intersectionLine * t;
|
|
result.m_worldNormal = normal;
|
|
result.m_distance = intersectionLine.GetLength() * t;
|
|
result.m_entityAndComponent = m_entityComponentIdPair;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
} // namespace Render
|
|
} // namespace AZ
|