103 lines
3.6 KiB
C++
103 lines
3.6 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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#pragma once
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#include <AzCore/Component/Entity.h>
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#include <NvCloth/Types.h>
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#include <Components/ClothComponentMesh/ClothComponentMesh.h>
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namespace NvCloth
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{
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struct MeshNodeInfo;
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//! Skinning information of a particle.
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struct SkinningInfo
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{
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//! Weights of each joint that influence the particle.
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AZStd::vector<float> m_jointWeights;
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//! List of joints that influence the particle.
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AZStd::vector<AZ::u16> m_jointIndices;
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};
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//! Class to retrieve skinning information from an actor on the same entity
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//! and use that data to apply skinning to vertices.
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class ActorClothSkinning
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{
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public:
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AZ_TYPE_INFO(ActorClothSkinning, "{3E7C664D-096B-4126-8553-3241BA965533}");
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virtual ~ActorClothSkinning() = default;
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static AZStd::unique_ptr<ActorClothSkinning> Create(
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AZ::EntityId entityId,
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const MeshNodeInfo& meshNodeInfo,
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const size_t numSimParticles);
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explicit ActorClothSkinning(AZ::EntityId entityId);
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//! Updates skinning with the current pose of the actor.
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virtual void UpdateSkinning() = 0;
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//! Applies skinning to a list of positions.
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//! @note w components are not affected.
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void ApplySkinning(
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const AZStd::vector<AZ::Vector4>& originalPositions,
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AZStd::vector<AZ::Vector4>& positions,
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const AZStd::vector<int>& meshRemappedVertices);
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//! Applies skinning to a list of positions and vectors whose vertices
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//! have not been used for simulation (remapped index is negative).
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void ApplySkinninOnRemovedVertices(
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const MeshClothInfo& originalData,
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ClothComponentMesh::RenderData& renderData,
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const AZStd::vector<int>& meshRemappedVertices);
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//! Updates visibility variables.
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void UpdateActorVisibility();
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//! Returns true if actor is currently visible on screen.
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bool IsActorVisible() const;
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//! Returns true if actor was visible on screen in previous update.
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bool WasActorVisible() const;
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protected:
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//! Returns true if it has valid skinning trasform data.
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virtual bool HasSkinningTransformData() = 0;
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//! Computes the skinnning transformation to apply to a vertex data.
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virtual void ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo) = 0;
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//! Computes skinning on a position.
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virtual AZ::Vector3 ComputeSkinningPosition(const AZ::Vector3& originalPosition) = 0;
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//! Computes skinning on a vector.
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virtual AZ::Vector3 ComputeSkinningVector(const AZ::Vector3& originalVector) = 0;
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AZ::EntityId m_entityId;
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// Skinning information of all particles
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AZStd::vector<SkinningInfo> m_skinningData;
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// Collection of skeleton joint indices that influence the particles
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AZStd::vector<AZ::u16> m_jointIndices;
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// Visibility variables
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bool m_wasActorVisible = false;
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bool m_isActorVisible = false;
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};
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}// namespace NvCloth
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