Upgrade CollisionCooking to use new MeshAccessor
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@@ -4,8 +4,10 @@
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#include "CollisionCooking.h"
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#include "Engine/Threading/Task.h"
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#include "Engine/Graphics/GPUBuffer.h"
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#include "Engine/Graphics/Async/GPUTask.h"
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#include "Engine/Graphics/Models/MeshBase.h"
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#include "Engine/Graphics/Models/MeshAccessor.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Core/Log.h"
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@@ -216,21 +218,11 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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const int32 vertexCount = vertexCounts[i];
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if (vertexCount == 0)
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continue;
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const int32 vStride = vData.Length() / vertexCount;
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if (vStride == sizeof(Float3))
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Platform::MemoryCopy(finalVertexData.Get() + firstVertexIndex, vData.Get(), vertexCount * sizeof(Float3));
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else
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{
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// This assumes that each vertex structure contains position as Float3 in the beginning
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auto dst = finalVertexData.Get() + firstVertexIndex;
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auto src = vData.Get();
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for (int32 j = 0; j < vertexCount; j++)
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{
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*dst++ = *(Float3*)src;
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src += vStride;
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}
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}
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MeshAccessor accessor;
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if (accessor.LoadBuffer(MeshBufferType::Vertex0, Span<byte>(vData), mesh.GetVertexBuffer(0)->GetVertexLayout()))
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continue;
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auto positionStream = accessor.Position();
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positionStream.CopyTo(Span<Float3>(finalVertexData.Get() + firstVertexIndex, vertexCount));
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vertexCounter += vertexCount;
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if (needIndexBuffer)
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@@ -242,9 +234,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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auto dst = finalIndexData.Get() + indexCounter;
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auto src = iData.Get<uint16>();
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for (int32 j = 0; j < indexCount; j++)
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{
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*dst++ = firstVertexIndex + *src++;
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}
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indexCounter += indexCount;
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}
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else
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@@ -252,9 +242,7 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
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auto dst = finalIndexData.Get() + indexCounter;
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auto src = iData.Get<uint32>();
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for (int32 j = 0; j < indexCount; j++)
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{
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*dst++ = firstVertexIndex + *src++;
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}
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indexCounter += indexCount;
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}
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}
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