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o3de/Gems/NvCloth/Code/Source/Components/ClothComponentMesh/ActorClothSkinning.h
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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.
*
*/
#pragma once
#include <AzCore/Component/Entity.h>
#include <NvCloth/Types.h>
#include <Components/ClothComponentMesh/ClothComponentMesh.h>
namespace NvCloth
{
struct MeshNodeInfo;
//! Skinning information of a particle.
struct SkinningInfo
{
//! Weights of each joint that influence the particle.
AZStd::vector<float> m_jointWeights;
//! List of joints that influence the particle.
AZStd::vector<AZ::u16> m_jointIndices;
};
//! Class to retrieve skinning information from an actor on the same entity
//! and use that data to apply skinning to vertices.
class ActorClothSkinning
{
public:
AZ_TYPE_INFO(ActorClothSkinning, "{3E7C664D-096B-4126-8553-3241BA965533}");
virtual ~ActorClothSkinning() = default;
static AZStd::unique_ptr<ActorClothSkinning> Create(
AZ::EntityId entityId,
const MeshNodeInfo& meshNodeInfo,
const size_t numSimParticles);
explicit ActorClothSkinning(AZ::EntityId entityId);
//! Updates skinning with the current pose of the actor.
virtual void UpdateSkinning() = 0;
//! Applies skinning to a list of positions.
//! @note w components are not affected.
void ApplySkinning(
const AZStd::vector<AZ::Vector4>& originalPositions,
AZStd::vector<AZ::Vector4>& positions,
const AZStd::vector<int>& meshRemappedVertices);
//! Applies skinning to a list of positions and vectors whose vertices
//! have not been used for simulation (remapped index is negative).
void ApplySkinninOnRemovedVertices(
const MeshClothInfo& originalData,
ClothComponentMesh::RenderData& renderData,
const AZStd::vector<int>& meshRemappedVertices);
//! Updates visibility variables.
void UpdateActorVisibility();
//! Returns true if actor is currently visible on screen.
bool IsActorVisible() const;
//! Returns true if actor was visible on screen in previous update.
bool WasActorVisible() const;
protected:
//! Returns true if it has valid skinning trasform data.
virtual bool HasSkinningTransformData() = 0;
//! Computes the skinnning transformation to apply to a vertex data.
virtual void ComputeVertexSkinnningTransform(const SkinningInfo& skinningInfo) = 0;
//! Computes skinning on a position.
virtual AZ::Vector3 ComputeSkinningPosition(const AZ::Vector3& originalPosition) = 0;
//! Computes skinning on a vector.
virtual AZ::Vector3 ComputeSkinningVector(const AZ::Vector3& originalVector) = 0;
AZ::EntityId m_entityId;
// Skinning information of all particles
AZStd::vector<SkinningInfo> m_skinningData;
// Collection of skeleton joint indices that influence the particles
AZStd::vector<AZ::u16> m_jointIndices;
// Visibility variables
bool m_wasActorVisible = false;
bool m_isActorVisible = false;
};
}// namespace NvCloth