/* * 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 #include #include #include namespace NvCloth { class ClothComponentMesh; //! Class for in-editor Cloth Component. class EditorClothComponent : public AzToolsFramework::Components::EditorComponentBase , public LmbrCentral::MeshComponentNotificationBus::Handler { public: AZ_EDITOR_COMPONENT(EditorClothComponent, "{2C99B4EF-8A5F-4585-89F9-86D50754DF7E}", AzToolsFramework::Components::EditorComponentBase); static void Reflect(AZ::ReflectContext* context); EditorClothComponent(); ~EditorClothComponent(); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); const MeshNodeList& GetMeshNodeList() const; const AZStd::unordered_set& GetMeshNodesWithBackstopData() const; // EditorComponentBase overrides ... void BuildGameEntity(AZ::Entity* gameEntity) override; // AZ::Component overrides ... void Activate() override; void Deactivate() override; // LmbrCentral::MeshComponentNotificationBus::Handler overrides ... void OnMeshCreated(const AZ::Data::Asset& asset) override; void OnMeshDestroyed() override; private: bool IsSimulatedInEditor() const; AZ::u32 OnSimulatedInEditorToggled(); void OnConfigurationChanged(); bool ContainsBackstopData(AssetHelper* assetHelper, const AZStd::string& meshNode) const; ClothConfiguration m_config; AZStd::unique_ptr m_clothComponentMesh; // List of mesh nodes from the asset that contains cloth data. // This list is not serialized, it's compiled when the asset has been received via MeshComponentNotificationBus. MeshNodeList m_meshNodeList; AZStd::string m_previousMeshNode; AZStd::unordered_set m_meshNodesWithBackstopData; bool m_simulateInEditor = false; }; } // namespace NvCloth