Files
o3de/Gems/NvCloth/Code/Tests/ActorHelper.h
T
Aaron Ruiz Mora 5fd8c35878 Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh. (#235)
- Fixing cloth working with Actors by reading directly from ModelAsset instead from EMFX Mesh.
- Actor caches map from joint indices in skin metadata to skeleton indices so they can be query later.
- Actor cloth skinning reads indices and weights from Model Asset instead from EMFX Mesh.
- Actor cloth skinning with unlimited skinning bones.
- Sort out cloth unit tests by disabling them until there is a way to create an Atom mesh
- Addressing feedback.
2021-04-23 19:46:57 +01:00

67 lines
2.5 KiB
C++

/*
* 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 <EMotionFX/Source/Actor.h>
#include <EMotionFX/Source/TransformData.h>
namespace UnitTest
{
using SkinInfluence = AZStd::tuple<size_t, float>;
using VertexSkinInfluences = AZStd::vector<SkinInfluence>;
//! Helper class to setup an actor.
class ActorHelper
: public EMotionFX::Actor
{
public:
explicit ActorHelper(const char* name);
//! Adds a node to the skeleton.
AZ::u32 AddJoint(
const AZStd::string& name,
const AZ::Transform localTransform = AZ::Transform::CreateIdentity(),
const AZStd::string& parentName = "");
//! Adds a collider to the cloh configuration.
void AddClothCollider(const Physics::CharacterColliderNodeConfiguration& colliderNode);
//! Finishes to construct the actor.
//! @note This function must be called last, before using Actor.
void FinishSetup();
};
AZ::Data::Asset<AZ::Data::AssetData> CreateAssetFromActor(
AZStd::unique_ptr<EMotionFX::Actor> actor);
Physics::CharacterColliderNodeConfiguration CreateSphereCollider(
const AZStd::string& jointName,
float radius,
const AZ::Transform& offset = AZ::Transform::CreateIdentity());
Physics::CharacterColliderNodeConfiguration CreateCapsuleCollider(
const AZStd::string& jointName,
float height, float radius,
const AZ::Transform& offset = AZ::Transform::CreateIdentity());
Physics::CharacterColliderNodeConfiguration CreateBoxCollider(
const AZStd::string& jointName,
const AZ::Vector3& dimensions,
const AZ::Transform& offset = AZ::Transform::CreateIdentity());
EMotionFX::Mesh* CreateEMotionFXMesh(
const AZStd::vector<AZ::Vector3>& vertices,
const AZStd::vector<AZ::u32>& indices,
const AZStd::vector<VertexSkinInfluences>& skinningInfo = {},
const AZStd::vector<AZ::Vector2>& uvs = {});
} // namespace UnitTest