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o3de/Gems/EMotionFX/Code/Source/Integration/Components/SimpleLODComponent.h

104 lines
4.1 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/Component/Component.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Component/TickBus.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Script/ScriptProperty.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <Integration/Assets/MotionAsset.h>
#include <Integration/ActorComponentBus.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
namespace EMotionFX
{
namespace Integration
{
class SimpleLODComponent
: public AZ::Component
, private AZ::TickBus::Handler
, private ActorComponentNotificationBus::Handler
{
public:
friend class EditorSimpleLODComponent;
AZ_COMPONENT(SimpleLODComponent, "{9380B039-EB03-4920-9F06-D90481E739E6}");
/**
* Configuration struct for procedural configuration of SimpleLODComponents.
*/
struct Configuration
{
AZ_TYPE_INFO(Configuration, "{262470E5-57D8-4C45-8BB4-88EDFBC54D7E}");
Configuration() = default;
void Reset();
// Generate the default value based on LOD level.
void GenerateDefaultValue(size_t numLODs);
bool GetEnableLodSampling();
static void Reflect(AZ::ReflectContext* context);
AZStd::vector<float> m_lodDistances; // LOD distances that decide which lod the actor should choose.
AZStd::vector<float> m_lodSampleRates; // Per LOD sample rate.
bool m_enableLodSampling = false; // Enable per LOD sampling rate. This will allow animation to sample at a lower rate for performance improvement.
};
SimpleLODComponent(const Configuration* config = nullptr);
~SimpleLODComponent();
// AZ::Component interface implementation
void Init() override;
void Activate() override;
void Deactivate() override;
static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC("EMotionFXSimpleLODService", 0xa9b5f358));
}
static void GetDependentServices(AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
AZ_UNUSED(dependent);
}
static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC("EMotionFXActorService", 0xd6e8f48d));
}
static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC("EMotionFXSimpleLODService", 0xa9b5f358));
}
static void Reflect(AZ::ReflectContext* context);
private:
// ActorComponentNotificationBus::Handler
void OnActorInstanceCreated(EMotionFX::ActorInstance* actorInstance) override;
void OnActorInstanceDestroyed(EMotionFX::ActorInstance* actorInstance) override;
// AZ::TickBus::Handler
void OnTick(float deltaTime, AZ::ScriptTimePoint time) override;
static size_t GetLodByDistance(const AZStd::vector<float>& distances, float distance);
static void UpdateLodLevelByDistance(EMotionFX::ActorInstance* actorInstance, const Configuration& configuration, AZ::EntityId entityId);
Configuration m_configuration; // Component configuration.
EMotionFX::ActorInstance* m_actorInstance; // Associated actor instance (retrieved from Actor Component).
AZ::RPI::Cullable::LodType m_previousLodType = AZ::RPI::Cullable::LodType::Default;
size_t m_previousLodLevel = 0;
};
} // namespace Integration
} // namespace EMotionFX