/* * 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. * */ #include "StdAfx.h" #include #include #include #include #include #include #include #include #include namespace Blast { AZStd::mutex BlastAsset::s_assetCreationMutex; BlastAsset::BlastAsset(Nv::Blast::ExtPxAsset* pxAsset, NvBlastExtDamageAccelerator* damageAccelerator) : m_pxAsset(pxAsset) , m_damageAccelerator(damageAccelerator) , m_bondHealthMax(0) { } bool BlastAsset::LoadFromBuffer(void* buffer, size_t bytesSize) { Nv::Blast::ExtSerialization* serialization = nullptr; BlastSystemRequestBus::BroadcastResult(serialization, &BlastSystemRequestBus::Events::GetExtSerialization); if (serialization == nullptr) { AZ_Error("Blast", false, "Trying to load blast asset before blast system has initialized."); return false; } AZ::u32 objectTypeId; void* asset = nullptr; { AZStd::lock_guard lock(s_assetCreationMutex); asset = serialization->deserializeFromBuffer(buffer, bytesSize, &objectTypeId); } if (asset == nullptr) { AZ_Error("Blast", asset != nullptr, "can't load .blast file."); return false; } else if (objectTypeId == Nv::Blast::ExtPxObjectTypeID::Asset) { m_pxAsset.reset(reinterpret_cast(asset)); const Nv::Blast::TkAsset& tkAsset = m_pxAsset->getTkAsset(); NvBlastAsset* llAsset = const_cast(tkAsset.getAssetLL()); m_damageAccelerator.reset(NvBlastExtDamageAcceleratorCreate(llAsset, 3)); m_pxAsset->setAccelerator(m_damageAccelerator.get()); } else { // in this case we'll want to extract the physics meshes from the fbx. // We don't necessarily have access to the mesh data though, so if we want to support this, // we'll need to come up with a way to associate with the mesh data // See BlastAssetModel in the SDK sample for how to create that data AZ_Error("Blast", false, "We currently don't support loading Non-ExtPx objects"); return false; } // Initialize maximum bond health const auto& actorDesc = m_pxAsset->getDefaultActorDesc(); if (actorDesc.initialBondHealths) { m_bondHealthMax = std::numeric_limits::min(); const uint32_t bondCount = m_pxAsset->getTkAsset().getBondCount(); for (uint32_t i = 0; i < bondCount; ++i) { m_bondHealthMax = std::max(m_bondHealthMax, actorDesc.initialBondHealths[i]); } } else { m_bondHealthMax = actorDesc.uniformInitialBondHealth; } return true; } } // namespace Blast