Merge branch 'stabilization/2106' of https://github.com/o3de/o3de into carlitosan/thecleansing

This commit is contained in:
chcurran
2021-07-01 12:52:58 -07:00
66 changed files with 667 additions and 388 deletions
@@ -403,7 +403,12 @@ namespace AZ
{
if (!parentValue->EraseMember(tokens[path.GetTokenCount() - 1].name))
{
return settings.m_reporting(R"(The "remove" operation failed to remove member from object.)",
rapidjson::StringBuffer pathString;
path.Stringify(pathString);
return settings.m_reporting(
AZStd::string::format(
R"(The "remove" operation failed to remove member '%s' from object at path '%s'.)",
tokens[path.GetTokenCount() - 1].name, pathString.GetString()),
ResultCode(Tasks::Merge, Outcomes::Invalid), element);
}
}
@@ -34,6 +34,28 @@ namespace AzPhysics
const CollisionGroup CollisionGroup::All_NoTouchBend = CollisionGroup::All.GetMask() & ~CollisionLayer::TouchBend.GetMask();
#endif
void CollisionGroupScriptConstructor(CollisionGroup* thisPtr, AZ::ScriptDataContext& scriptDataContext)
{
if (int numArgs = scriptDataContext.GetNumArguments();
numArgs != 1)
{
scriptDataContext.GetScriptContext()->Error(AZ::ScriptContext::ErrorType::Error, true,
"CollisionGroup() accepts only 1 argument, not %d", numArgs);
return;
}
if (!scriptDataContext.IsString(0))
{
scriptDataContext.GetScriptContext()->Error(AZ::ScriptContext::ErrorType::Error, true,
"Argument to CollisionGroup() should be string");
return;
}
AZStd::string groupName;
scriptDataContext.ReadArg(0, groupName);
*thisPtr = CollisionGroup(groupName);
}
void CollisionGroup::Reflect(AZ::ReflectContext* context)
{
if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
@@ -50,7 +72,9 @@ namespace AzPhysics
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "physics")
->Attribute(AZ::Script::Attributes::Category, "AzPhysics")
->Constructor<const AZStd::string>()
->Constructor<const AZStd::string&>()
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::Value)
->Attribute(AZ::Script::Attributes::ConstructorOverride, &CollisionGroupScriptConstructor)
;
}
}
@@ -88,6 +88,19 @@ namespace AzPhysics
;
}
}
if (auto* behaviorContext = azdynamic_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->Class<SceneQueryRequest>("SceneQueryRequest")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "physics")
->Attribute(AZ::Script::Attributes::Category, "PhysX")
->Property("Collision", BehaviorValueProperty(&SceneQueryRequest::m_collisionGroup))
// Until enum class support for behavior context is done, expose this as an int
->Property("QueryType", [](const SceneQueryRequest& self) { return static_cast<int>(self.m_queryType); },
[](SceneQueryRequest& self, int newQueryType) { self.m_queryType = SceneQuery::QueryType(newQueryType); })
;
}
}
/*static*/ void RayCastRequest::Reflect(AZ::ReflectContext* context)
@@ -123,10 +136,6 @@ namespace AzPhysics
->Property("Distance", BehaviorValueProperty(&RayCastRequest::m_distance))
->Property("Start", BehaviorValueProperty(&RayCastRequest::m_start))
->Property("Direction", BehaviorValueProperty(&RayCastRequest::m_direction))
->Property("Collision", BehaviorValueProperty(&RayCastRequest::m_collisionGroup))
// Until enum class support for behavior context is done, expose this as an int
->Property("QueryType", [](const RayCastRequest& self) { return static_cast<int>(self.m_queryType); },
[](RayCastRequest& self, int newQueryType) { self.m_queryType = SceneQuery::QueryType(newQueryType); })
;
}
}
@@ -73,21 +73,22 @@ namespace Physics
{
if (auto behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
{
behaviorContext->EBus<Physics::CharacterRequestBus>("CharacterControllerRequestBus", "Character Controller")
->Attribute(AZ::Script::Attributes::Storage, AZ::Script::Attributes::StorageType::RuntimeOwn)
behaviorContext->EBus<CharacterRequestBus>("CharacterControllerRequestBus")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "physics")
->Attribute(AZ::Edit::Attributes::Category, "PhysX")
->Event("GetBasePosition", &Physics::CharacterRequests::GetBasePosition, "Get Base Position")
->Event("SetBasePosition", &Physics::CharacterRequests::SetBasePosition, "Set Base Position")
->Event("GetCenterPosition", &Physics::CharacterRequests::GetCenterPosition, "Get Center Position")
->Event("GetStepHeight", &Physics::CharacterRequests::GetStepHeight, "Get Step Height")
->Event("SetStepHeight", &Physics::CharacterRequests::SetStepHeight, "Set Step Height")
->Event("GetUpDirection", &Physics::CharacterRequests::GetUpDirection, "Get Up Direction")
->Event("GetSlopeLimitDegrees", &Physics::CharacterRequests::GetSlopeLimitDegrees, "Get Slope Limit (Degrees)")
->Event("SetSlopeLimitDegrees", &Physics::CharacterRequests::SetSlopeLimitDegrees, "Set Slope Limit (Degrees)")
->Event("GetMaximumSpeed", &Physics::CharacterRequests::GetMaximumSpeed, "Get Maximum Speed")
->Event("SetMaximumSpeed", &Physics::CharacterRequests::SetMaximumSpeed, "Set Maximum Speed")
->Event("GetVelocity", &Physics::CharacterRequests::GetVelocity, "Get Velocity")
->Event("AddVelocity", &Physics::CharacterRequests::AddVelocity, "Add Velocity")
->Event("GetBasePosition", &CharacterRequests::GetBasePosition, "Get Base Position")
->Event("SetBasePosition", &CharacterRequests::SetBasePosition, "Set Base Position")
->Event("GetCenterPosition", &CharacterRequests::GetCenterPosition, "Get Center Position")
->Event("GetStepHeight", &CharacterRequests::GetStepHeight, "Get Step Height")
->Event("SetStepHeight", &CharacterRequests::SetStepHeight, "Set Step Height")
->Event("GetUpDirection", &CharacterRequests::GetUpDirection, "Get Up Direction")
->Event("GetSlopeLimitDegrees", &CharacterRequests::GetSlopeLimitDegrees, "Get Slope Limit (Degrees)")
->Event("SetSlopeLimitDegrees", &CharacterRequests::SetSlopeLimitDegrees, "Set Slope Limit (Degrees)")
->Event("GetMaximumSpeed", &CharacterRequests::GetMaximumSpeed, "Get Maximum Speed")
->Event("SetMaximumSpeed", &CharacterRequests::SetMaximumSpeed, "Set Maximum Speed")
->Event("GetVelocity", &CharacterRequests::GetVelocity, "Get Velocity")
->Event("AddVelocity", &CharacterRequests::AddVelocity, "Add Velocity")
;
}
}
@@ -280,9 +280,11 @@ namespace AzToolsFramework
}
}
// Destroy the entities *before* clearing the lookup maps so that any lookups triggered during an entity's destructor
// are still valid.
m_entities.clear();
m_instanceToTemplateEntityIdMap.clear();
m_templateToInstanceEntityIdMap.clear();
m_entities.clear();
}
bool Instance::RegisterEntity(const AZ::EntityId& entityId, const EntityAlias& entityAlias)
@@ -157,7 +157,7 @@ namespace AzToolsFramework
"Prefab - EntityIdMapper: Entity with Id %s has no registered owning instance",
entityId.ToString().c_str());
return AZStd::string::format("Entity_%s", entityId.ToString().c_str());
return {};
}
Instance* owningInstance = &(owningInstanceReference->get());
@@ -70,7 +70,15 @@ namespace AzToolsFramework
"Failed to find an owning instance for the entity with id %llu.", static_cast<AZ::u64>(entityId));
Instance& instance = instanceReference->get();
m_templateId = instance.GetTemplateId();
m_entityAlias = (instance.GetEntityAlias(entityId)).value();
auto aliasReference = instance.GetEntityAlias(entityId);
if (!aliasReference.has_value())
{
AZ_Error(
"Prefab", aliasReference.has_value(), "Failed to find the entity alias for entity %s.", entityId.ToString().c_str());
return;
}
m_entityAlias = aliasReference.value();
//generate undo/redo patches
m_instanceToTemplateInterface->GeneratePatch(m_redoPatch, initialState, endState);
@@ -488,6 +488,13 @@ namespace AzToolsFramework
return worldFromLocal.TransformPoint(CalculateCenterOffset(entityId, pivot));
}
void EditorTransformComponentSelection::SetAllViewportUiVisible(const bool visible)
{
SetViewportUiClusterVisible(m_transformModeClusterId, visible);
SetViewportUiClusterVisible(m_spaceCluster.m_spaceClusterId, visible);
m_viewportUiVisible = visible;
}
void EditorTransformComponentSelection::UpdateSpaceCluster(const ReferenceFrame referenceFrame)
{
auto buttonIdFromFrameFn = [this](const ReferenceFrame referenceFrame)
@@ -1009,6 +1016,7 @@ namespace AzToolsFramework
ToolsApplicationNotificationBus::Handler::BusConnect();
Camera::EditorCameraNotificationBus::Handler::BusConnect();
ComponentModeFramework::EditorComponentModeNotificationBus::Handler::BusConnect(entityContextId);
EditorEntityContextNotificationBus::Handler::BusConnect();
EditorEntityVisibilityNotificationBus::Router::BusRouterConnect();
EditorEntityLockComponentNotificationBus::Router::BusRouterConnect();
EditorManipulatorCommandUndoRedoRequestBus::Handler::BusConnect(entityContextId);
@@ -1037,6 +1045,7 @@ namespace AzToolsFramework
EditorManipulatorCommandUndoRedoRequestBus::Handler::BusDisconnect();
EditorEntityLockComponentNotificationBus::Router::BusRouterDisconnect();
EditorEntityVisibilityNotificationBus::Router::BusRouterDisconnect();
EditorEntityContextNotificationBus::Handler::BusDisconnect();
ComponentModeFramework::EditorComponentModeNotificationBus::Handler::BusDisconnect();
Camera::EditorCameraNotificationBus::Handler::BusDisconnect();
ToolsApplicationNotificationBus::Handler::BusDisconnect();
@@ -2387,9 +2396,7 @@ namespace AzToolsFramework
/*ID_VIEWPORTUI_VISIBLE=*/50040, "Toggle Viewport UI", "Hide/Show Viewport UI",
[this]()
{
SetViewportUiClusterVisible(m_transformModeClusterId, !m_viewportUiVisible);
SetViewportUiClusterVisible(m_spaceCluster.m_spaceClusterId, !m_viewportUiVisible);
m_viewportUiVisible = !m_viewportUiVisible;
SetAllViewportUiVisible(!m_viewportUiVisible);
});
EditorMenuRequestBus::Broadcast(&EditorMenuRequests::RestoreEditMenuToDefault);
@@ -3560,7 +3567,7 @@ namespace AzToolsFramework
void EditorTransformComponentSelection::EnteredComponentMode([[maybe_unused]] const AZStd::vector<AZ::Uuid>& componentModeTypes)
{
SetViewportUiClusterVisible(m_transformModeClusterId, false);
SetAllViewportUiVisible(false);
EditorEntityLockComponentNotificationBus::Router::BusRouterDisconnect();
EditorEntityVisibilityNotificationBus::Router::BusRouterDisconnect();
@@ -3569,7 +3576,7 @@ namespace AzToolsFramework
void EditorTransformComponentSelection::LeftComponentMode([[maybe_unused]] const AZStd::vector<AZ::Uuid>& componentModeTypes)
{
SetViewportUiClusterVisible(m_transformModeClusterId, true);
SetAllViewportUiVisible(true);
ToolsApplicationNotificationBus::Handler::BusConnect();
EditorEntityVisibilityNotificationBus::Router::BusRouterConnect();
@@ -3625,6 +3632,16 @@ namespace AzToolsFramework
ETCS::SetEntityLocalRotation(entityId, localRotation, m_transformChangedInternally);
}
void EditorTransformComponentSelection::OnStartPlayInEditor()
{
SetAllViewportUiVisible(false);
}
void EditorTransformComponentSelection::OnStopPlayInEditor()
{
SetAllViewportUiVisible(true);
}
namespace ETCS
{
// little raii wrapper to switch a value from true to false and back
@@ -128,6 +128,7 @@ namespace AzToolsFramework
, private ToolsApplicationNotificationBus::Handler
, private Camera::EditorCameraNotificationBus::Handler
, private ComponentModeFramework::EditorComponentModeNotificationBus::Handler
, private EditorEntityContextNotificationBus::Handler
, private EditorEntityVisibilityNotificationBus::Router
, private EditorEntityLockComponentNotificationBus::Router
, private EditorManipulatorCommandUndoRedoRequestBus::Handler
@@ -264,6 +265,10 @@ namespace AzToolsFramework
void EnteredComponentMode(const AZStd::vector<AZ::Uuid>& componentModeTypes) override;
void LeftComponentMode(const AZStd::vector<AZ::Uuid>& componentModeTypes) override;
// EditorEntityContextNotificationBus overrides ...
void OnStartPlayInEditor() override;
void OnStopPlayInEditor() override;
// Helpers to safely interact with the TransformBus (requests).
void SetEntityWorldTranslation(AZ::EntityId entityId, const AZ::Vector3& worldTranslation);
void SetEntityLocalTranslation(AZ::EntityId entityId, const AZ::Vector3& localTranslation);
@@ -271,9 +276,12 @@ namespace AzToolsFramework
void SetEntityLocalScale(AZ::EntityId entityId, float localScale);
void SetEntityLocalRotation(AZ::EntityId entityId, const AZ::Vector3& localRotation);
// Responsible for keeping the space cluster in sync with the current reference frame.
//! Responsible for keeping the space cluster in sync with the current reference frame.
void UpdateSpaceCluster(ReferenceFrame referenceFrame);
//! Hides/Shows all viewportUi toolbars.
void SetAllViewportUiVisible(bool visible);
AZ::EntityId m_hoveredEntityId; //!< What EntityId is the mouse currently hovering over (if any).
AZ::EntityId m_cachedEntityIdUnderCursor; //!< Store the EntityId on each mouse move for use in Display.
AZ::EntityId m_editorCameraComponentEntityId; //!< The EditorCameraComponent EntityId if it is set.
@@ -10,6 +10,7 @@
#include <PythonBindingsInterface.h>
#include <NewProjectSettingsScreen.h>
#include <ScreenHeaderWidget.h>
#include <GemCatalog/GemModel.h>
#include <GemCatalog/GemCatalogScreen.h>
#include <QDialogButtonBox>
@@ -46,6 +47,40 @@ namespace O3DE::ProjectManager
m_stack->addWidget(m_gemCatalogScreen);
vLayout->addWidget(m_stack);
// When there are multiple project templates present, we re-gather the gems when changing the selected the project template.
connect(m_newProjectSettingsScreen, &NewProjectSettingsScreen::OnTemplateSelectionChanged, this, [=](int oldIndex, [[maybe_unused]] int newIndex)
{
const GemModel* gemModel = m_gemCatalogScreen->GetGemModel();
const QVector<QModelIndex> toBeAdded = gemModel->GatherGemsToBeAdded();
const QVector<QModelIndex> toBeRemoved = gemModel->GatherGemsToBeRemoved();
if (!toBeAdded.isEmpty() || !toBeRemoved.isEmpty())
{
// In case the user enabled or disabled any gem and the current selection does not match the default from the
// // project template anymore, we need to ask the user if they want to proceed as their modifications will be lost.
const QString title = tr("Modifications will be lost");
const QString text = tr("You selected a new project template after modifying the enabled gems.\n\n"
"All modifications will be lost and the default from the new project template will be used.\n\n"
"Do you want to proceed?");
if (QMessageBox::warning(this, title, text, QMessageBox::Yes, QMessageBox::No) == QMessageBox::Yes)
{
// The users wants to proceed. Reinitialize based on the newly selected project template.
ReinitGemCatalogForSelectedTemplate();
}
else
{
// Roll-back to the previously selected project template and
// block signals so that we don't end up in this same callback again.
m_newProjectSettingsScreen->SelectProjectTemplate(oldIndex, /*blockSignals=*/true);
}
}
else
{
// In case the user did not enable or disable any gem and the currently enabled gems matches the previously selected
// ones from the project template, we can just reinitialize based on the newly selected project template.
ReinitGemCatalogForSelectedTemplate();
}
});
QDialogButtonBox* buttons = new QDialogButtonBox();
buttons->setObjectName("footer");
vLayout->addWidget(buttons);
@@ -81,10 +116,8 @@ namespace O3DE::ProjectManager
currentScreen->NotifyCurrentScreen();
}
// Gather the gems from the project template. When we will have multiple project templates, we need to re-gather them
// on changing the template and let the user know that any further changes on top of the template will be lost.
QString projectTemplatePath = m_newProjectSettingsScreen->GetProjectTemplatePath();
m_gemCatalogScreen->ReinitForProject(projectTemplatePath + "/Template", /*isNewProject=*/true);
// Gather the enabled gems from the default project template when starting the create new project workflow.
ReinitGemCatalogForSelectedTemplate();
}
void CreateProjectCtrl::HandleBackButton()
@@ -223,4 +256,9 @@ namespace O3DE::ProjectManager
}
}
void CreateProjectCtrl::ReinitGemCatalogForSelectedTemplate()
{
const QString projectTemplatePath = m_newProjectSettingsScreen->GetProjectTemplatePath();
m_gemCatalogScreen->ReinitForProject(projectTemplatePath + "/Template", /*isNewProject=*/true);
}
} // namespace O3DE::ProjectManager
@@ -40,6 +40,7 @@ namespace O3DE::ProjectManager
#ifdef TEMPLATE_GEM_CONFIGURATION_ENABLED
void OnChangeScreenRequest(ProjectManagerScreen screen);
void HandleSecondaryButton();
void ReinitGemCatalogForSelectedTemplate();
#endif // TEMPLATE_GEM_CONFIGURATION_ENABLED
private:
@@ -21,4 +21,9 @@ namespace O3DE::ProjectManager
connect(browseButton, &QPushButton::pressed, this, &FormBrowseEditWidget::HandleBrowseButton);
m_frameLayout->addWidget(browseButton);
}
FormBrowseEditWidget::FormBrowseEditWidget(const QString& labelText, QWidget* parent)
: FormBrowseEditWidget(labelText, "", parent)
{
}
} // namespace O3DE::ProjectManager
@@ -20,6 +20,7 @@ namespace O3DE::ProjectManager
public:
explicit FormBrowseEditWidget(const QString& labelText, const QString& valueText = "", QWidget* parent = nullptr);
explicit FormBrowseEditWidget(const QString& labelText = "", QWidget* parent = nullptr);
~FormBrowseEditWidget() = default;
protected slots:
@@ -15,8 +15,9 @@
namespace O3DE::ProjectManager
{
FormFolderBrowseEditWidget::FormFolderBrowseEditWidget(const QString& labelText, const QString& valueText, QWidget* parent)
: FormBrowseEditWidget(labelText, valueText, parent)
: FormBrowseEditWidget(labelText, parent)
{
setText(valueText);
}
void FormFolderBrowseEditWidget::HandleBrowseButton()
@@ -30,8 +31,14 @@ namespace O3DE::ProjectManager
QString directory = QDir::toNativeSeparators(QFileDialog::getExistingDirectory(this, tr("Browse"), defaultPath));
if (!directory.isEmpty())
{
m_lineEdit->setText(directory);
setText(directory);
}
}
void FormFolderBrowseEditWidget::setText(const QString& text)
{
QString path = QDir::toNativeSeparators(text);
FormBrowseEditWidget::setText(path);
}
} // namespace O3DE::ProjectManager
@@ -22,6 +22,8 @@ namespace O3DE::ProjectManager
explicit FormFolderBrowseEditWidget(const QString& labelText, const QString& valueText = "", QWidget* parent = nullptr);
~FormFolderBrowseEditWidget() = default;
void setText(const QString& text) override;
protected:
void HandleBrowseButton() override;
};
@@ -123,4 +123,14 @@ namespace O3DE::ProjectManager
child->style()->polish(child);
}
}
void FormLineEditWidget::setText(const QString& text)
{
m_lineEdit->setText(text);
}
void FormLineEditWidget::mousePressEvent([[maybe_unused]] QMouseEvent* event)
{
m_lineEdit->setFocus();
}
} // namespace O3DE::ProjectManager
@@ -15,6 +15,7 @@ QT_FORWARD_DECLARE_CLASS(QLineEdit)
QT_FORWARD_DECLARE_CLASS(QLabel)
QT_FORWARD_DECLARE_CLASS(QFrame)
QT_FORWARD_DECLARE_CLASS(QHBoxLayout)
QT_FORWARD_DECLARE_CLASS(QMouseEvent)
namespace AzQtComponents
{
@@ -39,6 +40,8 @@ namespace O3DE::ProjectManager
//! Returns a pointer to the underlying LineEdit.
QLineEdit* lineEdit() const;
virtual void setText(const QString& text);
protected:
QLabel* m_errorLabel = nullptr;
QFrame* m_frame = nullptr;
@@ -51,6 +54,8 @@ namespace O3DE::ProjectManager
void onFocusOut();
private:
void mousePressEvent(QMouseEvent* event) override;
void refreshStyle();
};
} // namespace O3DE::ProjectManager
@@ -30,6 +30,8 @@ namespace O3DE::ProjectManager
void ReinitForProject(const QString& projectPath, bool isNewProject);
bool EnableDisableGemsForProject(const QString& projectPath);
GemModel* GetGemModel() const { return m_gemModel; }
private:
void FillModel(const QString& projectPath, bool isNewProject);
@@ -81,8 +81,14 @@ namespace O3DE::ProjectManager
{
if (button && button->property(k_templateIndexProperty).isValid())
{
int projectIndex = button->property(k_templateIndexProperty).toInt();
UpdateTemplateDetails(m_templates.at(projectIndex));
int projectTemplateIndex = button->property(k_templateIndexProperty).toInt();
if (m_selectedTemplateIndex != projectTemplateIndex)
{
const int oldIndex = m_selectedTemplateIndex;
m_selectedTemplateIndex = projectTemplateIndex;
UpdateTemplateDetails(m_templates.at(m_selectedTemplateIndex));
emit OnTemplateSelectionChanged(/*oldIndex=*/oldIndex, /*newIndex=*/m_selectedTemplateIndex);
}
}
});
@@ -115,7 +121,8 @@ namespace O3DE::ProjectManager
flowLayout->addWidget(templateButton);
}
m_projectTemplateButtonGroup->buttons().first()->setChecked(true);
// Select the first project template (default selection).
SelectProjectTemplate(0, /*blockSignals=*/true);
}
containerLayout->addWidget(templatesScrollArea);
}
@@ -159,8 +166,9 @@ namespace O3DE::ProjectManager
QString NewProjectSettingsScreen::GetProjectTemplatePath()
{
const int templateIndex = m_projectTemplateButtonGroup->checkedButton()->property(k_templateIndexProperty).toInt();
return m_templates.at(templateIndex).m_path;
AZ_Assert(m_selectedTemplateIndex == m_projectTemplateButtonGroup->checkedButton()->property(k_templateIndexProperty).toInt(),
"Selected template index not in sync with the currently checked project template button.");
return m_templates.at(m_selectedTemplateIndex).m_path;
}
QFrame* NewProjectSettingsScreen::CreateTemplateDetails(int margin)
@@ -216,4 +224,27 @@ namespace O3DE::ProjectManager
m_templateSummary->setText(templateInfo.m_summary);
m_templateIncludedGems->Update(templateInfo.m_includedGems);
}
void NewProjectSettingsScreen::SelectProjectTemplate(int index, bool blockSignals)
{
const QList<QAbstractButton*> buttons = m_projectTemplateButtonGroup->buttons();
if (index >= buttons.size())
{
return;
}
if (blockSignals)
{
m_projectTemplateButtonGroup->blockSignals(true);
}
QAbstractButton* button = buttons.at(index);
button->setChecked(true);
m_selectedTemplateIndex = button->property(k_templateIndexProperty).toInt();
if (blockSignals)
{
m_projectTemplateButtonGroup->blockSignals(false);
}
}
} // namespace O3DE::ProjectManager
@@ -22,6 +22,8 @@ namespace O3DE::ProjectManager
class NewProjectSettingsScreen
: public ProjectSettingsScreen
{
Q_OBJECT
public:
explicit NewProjectSettingsScreen(QWidget* parent = nullptr);
~NewProjectSettingsScreen() = default;
@@ -31,6 +33,11 @@ namespace O3DE::ProjectManager
void NotifyCurrentScreen() override;
void SelectProjectTemplate(int index, bool blockSignals = false);
signals:
void OnTemplateSelectionChanged(int oldIndex, int newIndex);
private:
QString GetDefaultProjectPath();
QFrame* CreateTemplateDetails(int margin);
@@ -41,6 +48,7 @@ namespace O3DE::ProjectManager
QLabel* m_templateSummary;
TagContainerWidget* m_templateIncludedGems;
QVector<ProjectTemplateInfo> m_templates;
int m_selectedTemplateIndex = -1;
inline constexpr static int s_spacerSize = 20;
inline constexpr static int s_templateDetailsContentMargin = 20;
@@ -92,8 +92,7 @@ namespace O3DE::ProjectManager
QLabel* introLabel = new QLabel(this);
introLabel->setObjectName("introLabel");
introLabel->setText(tr("Welcome to O3DE! Start something new by creating a project. Not sure what to create? \nExplore what's "
"available by downloading our sample project."));
introLabel->setText(tr("Welcome to O3DE! Start something new by creating a project."));
layout->addWidget(introLabel);
QHBoxLayout* buttonLayout = new QHBoxLayout();
@@ -36,63 +36,49 @@ namespace AZ
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<AssImpBoneImporter, SceneCore::LoadingComponent>()->Version(1);
serializeContext->Class<AssImpBoneImporter, SceneCore::LoadingComponent>()->Version(2);
}
}
void EnumBonesInNode(
const aiScene* scene, const aiNode* node, AZStd::unordered_map<AZStd::string, const aiNode*>& mainBoneList,
AZStd::unordered_map<AZStd::string, const aiBone*>& boneLookup)
void MakeBoneMap(const aiScene* scene, AZStd::unordered_map<AZStd::string, const aiBone*>& boneLookup)
{
/* From AssImp Documentation
a) Create a map or a similar container to store which nodes are necessary for the skeleton. Pre-initialise it for all nodes with a "no".
b) For each bone in the mesh:
b1) Find the corresponding node in the scene's hierarchy by comparing their names.
b2) Mark this node as "yes" in the necessityMap.
b3) Mark all of its parents the same way until you 1) find the mesh's node or 2) the parent of the mesh's node.
c) Recursively iterate over the node hierarchy
c1) If the node is marked as necessary, copy it into the skeleton and check its children
c2) If the node is marked as not necessary, skip it and do not iterate over its children.
*/
AZStd::queue<const aiNode*> queue;
AZStd::unordered_set<AZStd::string> nodesWithNoMesh;
for (unsigned meshIndex = 0; meshIndex < node->mNumMeshes; ++meshIndex)
queue.push(scene->mRootNode);
while (!queue.empty())
{
const aiMesh* mesh = scene->mMeshes[node->mMeshes[meshIndex]];
const aiNode* currentNode = queue.front();
queue.pop();
for (unsigned boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
if (currentNode->mNumMeshes == 0)
{
nodesWithNoMesh.emplace(currentNode->mName.C_Str());
}
for (int childIndex = 0; childIndex < currentNode->mNumChildren; ++childIndex)
{
queue.push(currentNode->mChildren[childIndex]);
}
}
for (unsigned int meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
{
const aiMesh* mesh = scene->mMeshes[meshIndex];
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
{
const aiBone* bone = mesh->mBones[boneIndex];
const aiNode* boneNode = scene->mRootNode->FindNode(bone->mName);
const aiNode* boneParent = boneNode->mParent;
mainBoneList[bone->mName.C_Str()] = boneNode;
boneLookup[bone->mName.C_Str()] = bone;
while (boneParent && boneParent != node && boneParent != node->mParent && boneParent != scene->mRootNode)
if (nodesWithNoMesh.contains(bone->mName.C_Str()))
{
mainBoneList[boneParent->mName.C_Str()] = boneParent;
boneParent = boneParent->mParent;
boneLookup.emplace(bone->mName.C_Str(), bone);
}
}
}
}
void EnumChildren(
const aiScene* scene, const aiNode* node, AZStd::unordered_map<AZStd::string, const aiNode*>& mainBoneList,
AZStd::unordered_map<AZStd::string, const aiBone*>& boneLookup)
{
EnumBonesInNode(scene, node, mainBoneList, boneLookup);
for (unsigned childIndex = 0; childIndex < node->mNumChildren; ++childIndex)
{
const aiNode* child = node->mChildren[childIndex];
EnumChildren(scene, child, mainBoneList, boneLookup);
}
}
aiMatrix4x4 CalculateWorldTransform(const aiNode* currentNode)
{
aiMatrix4x4 transform = {};
@@ -122,14 +108,10 @@ namespace AZ
bool isBone = false;
{
AZStd::unordered_map<AZStd::string, const aiNode*> mainBoneList;
AZStd::unordered_map<AZStd::string, const aiBone*> boneLookup;
EnumChildren(scene, scene->mRootNode, mainBoneList, boneLookup);
MakeBoneMap(scene, boneLookup);
if (mainBoneList.find(currentNode->mName.C_Str()) != mainBoneList.end())
{
isBone = true;
}
isBone = boneLookup.contains(currentNode->mName.C_Str());
// If we have an animation, the bones will be listed in there
if (!isBone)
@@ -42,9 +42,29 @@ namespace AZ
}
}
void GetAllBones(
const aiScene* scene, AZStd::unordered_multimap<AZStd::string, const aiBone*>& boneLookup)
void GetAllBones(const aiScene* scene, AZStd::unordered_multimap<AZStd::string, const aiBone*>& boneLookup)
{
AZStd::queue<const aiNode*> queue;
AZStd::unordered_set<AZStd::string> nodesWithNoMesh;
queue.push(scene->mRootNode);
while (!queue.empty())
{
const aiNode* currentNode = queue.front();
queue.pop();
if (currentNode->mNumMeshes == 0)
{
nodesWithNoMesh.emplace(currentNode->mName.C_Str());
}
for (int childIndex = 0; childIndex < currentNode->mNumChildren; ++childIndex)
{
queue.push(currentNode->mChildren[childIndex]);
}
}
for (unsigned meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
{
const aiMesh* mesh = scene->mMeshes[meshIndex];
@@ -53,7 +73,10 @@ namespace AZ
{
const aiBone* bone = mesh->mBones[boneIndex];
boneLookup.emplace(bone->mName.C_Str(), bone);
if (nodesWithNoMesh.contains(bone->mName.C_Str()))
{
boneLookup.emplace(bone->mName.C_Str(), bone);
}
}
}
}
@@ -208,13 +208,6 @@ namespace AZ
bool SliceConverter::ConvertSliceToPrefab(
AZ::SerializeContext* serializeContext, AZ::IO::PathView outputPath, bool isDryRun, AZ::Entity* rootEntity)
{
/* Given a root slice entity, we convert it to a prefab by doing the following:
* - Locate the SliceComponent
* - Take all the entities directly located on the slice, and put them into a prefab
* - Fix up any top-level entities to have the prefab container entity as their parent
* - If there are any nested slice instances, convert the nested slices to prefabs, then convert the instances.
*/
auto prefabSystemComponentInterface = AZ::Interface<AzToolsFramework::Prefab::PrefabSystemComponentInterface>::Get();
// Find the slice from the root entity.
@@ -233,23 +226,47 @@ namespace AZ
sliceComponent->RemoveAllEntities(deleteEntities, removeEmptyInstances);
AZ_Printf("Convert-Slice", " Slice contains %zu entities.\n", sliceEntities.size());
// Create the Prefab with the entities from the slice.
// Create an empty Prefab as the start of our conversion.
// The entities are added in a separate step so that we can give them deterministic entity aliases that match their entity Ids
AZStd::unique_ptr<AzToolsFramework::Prefab::Instance> sourceInstance(
prefabSystemComponentInterface->CreatePrefab({}, {}, outputPath));
// Add entities into our prefab.
// In slice->prefab conversions, there's a chicken-and-egg problem that occurs with entity references, so we're initially
// going to add empty dummy entities with the right IDs and aliases.
// The problem is that we can have entities in this root list that have references to nested slice instance entities that we
// haven't created yet, and we will have nested slice entities that need to reference these entities as parents.
// If we create these entities as fully-formed first, they will fail to serialize correctly when adding each nested instance,
// due to the references not pointing to valid entities yet. And if we *wait* to create these and build the nested instances
// first, they'll fail to serialize correctly due to referencing these as parents.
// So our solution is that we'll initially create these entities as empty placeholders with no references, *then* we'll build
// up the nested instances, *then* we'll finish building these entities out.
// prefabPlaceholderEntities will hold onto pointers to the entities we're building up in the prefab. The prefab will own
// the lifetime of them, but we'll use the references here for convenient access.
AZStd::vector<AZ::Entity*> prefabPlaceholderEntities;
// entityAliases will hold onto the alias we want to use for each of those entities. We'll need to use the same alias when
// we replace the entities at the end.
AZStd::vector<AZStd::string> entityAliases;
for (auto& entity : sliceEntities)
{
sourceInstance->AddEntity(*entity, AZStd::string::format("Entity_%s", entity->GetId().ToString().c_str()));
auto id = entity->GetId();
prefabPlaceholderEntities.emplace_back(aznew AZ::Entity(id));
entityAliases.emplace_back(AZStd::string::format("Entity_%s", id.ToString().c_str()));
sourceInstance->AddEntity(*(prefabPlaceholderEntities.back()), entityAliases.back());
// Save off a mapping of the original slice entity IDs to the new prefab template entity aliases.
// We'll need this mapping for fixing up all the entity references in this slice as well as any nested instances.
auto result = m_aliasIdMapper.emplace(id, SliceEntityMappingInfo(sourceInstance->GetTemplateId(), entityAliases.back()));
if (!result.second)
{
AZ_Printf("Convert-Slice", " Duplicate entity alias -> entity id entries found, conversion may not be successful.\n");
}
}
// Dispatch events here, because prefab creation might trigger asset loads in rare circumstances.
AZ::Data::AssetManager::Instance().DispatchEvents();
// Fix up the container entity to have the proper components and fix up the slice entities to have the proper hierarchy
// with the container as the top-most parent.
AzToolsFramework::Prefab::EntityOptionalReference container = sourceInstance->GetContainerEntity();
FixPrefabEntities(container->get(), sliceEntities);
// Keep track of the template Id we created, we're going to remove it at the end of slice file conversion to make sure
// the data doesn't stick around between file conversions.
auto templateId = sourceInstance->GetTemplateId();
@@ -260,26 +277,8 @@ namespace AZ
}
m_createdTemplateIds.emplace(templateId);
// Save off a mapping of the original slice entity IDs to the new prefab template entity aliases.
// When converting nested slices, this mapping will be needed to fix up the parent entity hierarchy correctly.
auto entityAliases = sourceInstance->GetEntityAliases();
for (auto& alias : entityAliases)
{
auto id = sourceInstance->GetEntityId(alias);
auto result = m_aliasIdMapper.emplace(id, SliceEntityMappingInfo(templateId, alias));
if (!result.second)
{
AZ_Printf("Convert-Slice", " Duplicate entity alias -> entity id entries found, conversion may not be successful.\n");
}
}
// Save off a mapping of the slice's metadata entity ID as well, even though we never converted the entity itself.
// This will help us better detect entity ID mapping errors for nested slice instances.
AZ::Entity* metadataEntity = sliceComponent->GetMetadataEntity();
constexpr bool isMetadataEntity = true;
m_aliasIdMapper.emplace(metadataEntity->GetId(), SliceEntityMappingInfo(templateId, "MetadataEntity", isMetadataEntity));
// Update the prefab template with the fixed-up data in our prefab instance.
// Save off the the first version of this prefab template with our empty placeholder entities.
// As it saves off, the entities will all change IDs during serialization / propagation, but the aliases will remain the same.
AzToolsFramework::Prefab::PrefabDom prefabDom;
bool storeResult = AzToolsFramework::Prefab::PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefabDom);
if (storeResult == false)
@@ -288,10 +287,20 @@ namespace AZ
return false;
}
prefabSystemComponentInterface->UpdatePrefabTemplate(templateId, prefabDom);
AZ::Interface<AzToolsFramework::Prefab::InstanceUpdateExecutorInterface>::Get()->UpdateTemplateInstancesInQueue();
// Dispatch events here, because prefab serialization might trigger asset loads in rare circumstances.
AZ::Data::AssetManager::Instance().DispatchEvents();
// Save off a mapping of the slice's metadata entity ID as well, even though we never converted the entity itself.
// This will help us better detect entity ID mapping errors for nested slice instances.
AZ::Entity* metadataEntity = sliceComponent->GetMetadataEntity();
constexpr bool isMetadataEntity = true;
m_aliasIdMapper.emplace(metadataEntity->GetId(), SliceEntityMappingInfo(templateId, "MetadataEntity", isMetadataEntity));
// Also save off a mapping of the prefab's container entity ID.
m_aliasIdMapper.emplace(sourceInstance->GetContainerEntityId(), SliceEntityMappingInfo(templateId, "ContainerEntity"));
// If this slice has nested slices, we need to loop through those, convert them to prefabs as well, and
// set up the new nesting relationships correctly.
const SliceComponent::SliceList& sliceList = sliceComponent->GetSlices();
@@ -305,6 +314,51 @@ namespace AZ
}
}
// *After* converting the nested slices, remove our placeholder entities and replace them with the correct ones.
// The placeholder entity IDs will have changed from what we originally created, so we need to make sure our replacement
// entities have the same IDs and aliases as the placeholders so that any instance references that have already been fixed
// up continue to reference the correct entities here.
for (size_t curEntityIdx = 0; curEntityIdx < sliceEntities.size(); curEntityIdx++)
{
auto& sliceEntity = sliceEntities[curEntityIdx];
auto& prefabEntity = prefabPlaceholderEntities[curEntityIdx];
sliceEntity->SetId(prefabEntity->GetId());
}
// Remove and delete our placeholder entities.
// (By using an empty callback on DetachEntities, the unique_ptr will auto-delete the placeholder entities)
sourceInstance->DetachEntities([](AZStd::unique_ptr<AZ::Entity>){});
prefabPlaceholderEntities.clear();
for (size_t curEntityIdx = 0; curEntityIdx < sliceEntities.size(); curEntityIdx++)
{
sourceInstance->AddEntity(*(sliceEntities[curEntityIdx]), entityAliases[curEntityIdx]);
}
// Fix up the container entity to have the proper components and fix up the slice entities to have the proper hierarchy
// with the container as the top-most parent.
AzToolsFramework::Prefab::EntityOptionalReference container = sourceInstance->GetContainerEntity();
FixPrefabEntities(container->get(), sliceEntities);
// Also save off a mapping of the prefab's container entity ID.
m_aliasIdMapper.emplace(sourceInstance->GetContainerEntityId(), SliceEntityMappingInfo(templateId, "ContainerEntity"));
// Remap all of the entity references that exist in these top-level slice entities.
SliceComponent::InstantiatedContainer instantiatedEntities(false);
instantiatedEntities.m_entities = sliceEntities;
RemapIdReferences(m_aliasIdMapper, sourceInstance.get(), sourceInstance.get(), &instantiatedEntities, serializeContext);
// Finally, store the completed slice->prefab conversion back into the template.
storeResult = AzToolsFramework::Prefab::PrefabDomUtils::StoreInstanceInPrefabDom(*sourceInstance, prefabDom);
if (storeResult == false)
{
AZ_Printf("Convert-Slice", " Failed to convert prefab instance data to a PrefabDom.\n");
return false;
}
prefabSystemComponentInterface->UpdatePrefabTemplate(templateId, prefabDom);
AZ::Interface<AzToolsFramework::Prefab::InstanceUpdateExecutorInterface>::Get()->UpdateTemplateInstancesInQueue();
// Dispatch events here, because prefab serialization might trigger asset loads in rare circumstances.
AZ::Data::AssetManager::Instance().DispatchEvents();
if (isDryRun)
{
PrintPrefab(templateId);
@@ -417,7 +471,7 @@ namespace AZ
auto instances = slice.GetInstances();
AZ_Printf(
"Convert-Slice", " Attaching %zu instances of nested slice '%s'.\n", instances.size(),
"Convert-Slice", "Attaching %zu instances of nested slice '%s'.\n", instances.size(),
nestedPrefabPath.Native().c_str());
// Before processing any further, save off all the known entity IDs from all the instances and how they map back to
@@ -435,14 +489,20 @@ namespace AZ
}
// Now that we have all the entity ID mappings, convert all the instances.
size_t curInstance = 0;
for (auto& instance : instances)
{
AZ_Printf("Convert-Slice", " Converting instance %zu.\n", curInstance++);
bool instanceConvertResult = ConvertSliceInstance(instance, sliceAsset, nestedTemplate, sourceInstance);
if (!instanceConvertResult)
{
return false;
}
}
AZ_Printf(
"Convert-Slice", "Finished attaching %zu instances of nested slice '%s'.\n", instances.size(),
nestedPrefabPath.Native().c_str());
}
return true;
@@ -507,6 +567,10 @@ namespace AZ
return false;
}
// Save off a mapping of the new nested Instance's container ID
m_aliasIdMapper.emplace(nestedInstance->GetContainerEntityId(),
SliceEntityMappingInfo(nestedInstance->GetTemplateId(), "ContainerEntity"));
// Get the DOM for the unmodified nested instance. This will be used later below for generating the correct patch
// to the top-level template DOM.
AzToolsFramework::Prefab::PrefabDom unmodifiedNestedInstanceDom;
@@ -595,7 +659,7 @@ namespace AZ
auto parentId = transformComponent->GetParentId();
if (parentId.IsValid())
{
// Look to see if the parent ID exists in the same instance (i.e. an entity in the nested slice is a
// Look to see if the parent ID exists in a different instance (i.e. an entity in the nested slice is a
// child of an entity in the containing slice). If this case exists, we need to adjust the parents so that
// the child entity connects to the prefab container, and the *container* is the child of the entity in the
// containing slice. (i.e. go from A->B to A->container->B)
@@ -607,6 +671,7 @@ namespace AZ
{
if (topLevelInstance->GetTemplateId() == parentMappingInfo.m_templateId)
{
// This entity has a parent from the topLevelInstance, so get its parent ID.
parentId = topLevelInstance->GetEntityId(parentMappingInfo.m_entityAlias);
}
else
@@ -630,15 +695,23 @@ namespace AZ
}
// Set the container's parent to this entity's parent, and set this entity's parent to the container
// auto newParentId = topLevelInstance->GetEntityId(parentMappingInfo.m_entityAlias);
SetParentEntity(containerEntity->get(), parentId, false);
onlySetIfInvalid = false;
}
else
{
// If the parent ID is valid and exists inside the same slice instance (i.e. template IDs are equal)
// then it's just a nested entity hierarchy inside the slice and we don't need to adjust anything.
// "onlySetIfInvalid" will still be true, which means we won't change the parent ID below.
}
}
else
{
// If the parent ID is set to something valid, but we can't find it in our ID mapper, something went wrong.
// We'll assert, but don't change the container entity's parent below.
AZ_Assert(false, "Could not find parent entity id: %s", parentId.ToString().c_str());
}
// If the parent ID is valid, but NOT in the top-level instance, then it's just a nested hierarchy inside
// the slice and we don't need to adjust anything. "onlySetIfInvalid" will still be true, which means we
// won't change the parent ID below.
}
SetParentEntity(*entity, containerEntityId, onlySetIfInvalid);
@@ -846,9 +919,10 @@ namespace AZ
{
auto entityEntry = idMapper.find(sourceId);
// Since we've already remapped transform hierarchies to include container entities, it's possible that our entity
// reference is pointing to a container, which means it won't be in our slice mapping table. In that case, just
// return it as-is.
// The id mapping table should include all of our known slice entities, slice metadata entities, and prefab
// container entities. If we can't find the entity reference, it should either be because it's actually invalid
// in the source data or because it's a transform parent id that we've already remapped prior to this point.
// Either way, just keep it as-is and return it.
if (entityEntry == idMapper.end())
{
return sourceId;
@@ -876,6 +950,7 @@ namespace AZ
else
{
AZ_Error("Convert-Slice", false, " Couldn't find source ID %s", sourceId.ToString().c_str());
newId = sourceId;
}
}
else
@@ -25,6 +25,7 @@
#include <QSysInfo>
#include <QMessageBox>
#include <QCheckBox>
namespace AWSCore
@@ -170,7 +171,7 @@ namespace AWSCore
switch (ret)
{
case QMessageBox::Save:
m_settingsRegistry->Set(AWSAttributionEnabledKey, msgBox->checkBox());
m_settingsRegistry->Set(AWSAttributionEnabledKey, msgBox->checkBox()->checkState() == Qt::Checked);
break;
case QMessageBox::Cancel:
default:
@@ -69,7 +69,7 @@ namespace AZ
void MaterialAssetDependenciesComponent::ReportJobDependencies(SceneAPI::JobDependencyList& jobDependencyList, const char* platformIdentifier)
{
AssetBuilderSDK::SourceFileDependency materialTypeSource;
// Right now, FBX importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554
// Right now, scene file importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554
RPI::MaterialConverterBus::BroadcastResult(materialTypeSource.m_sourceFileDependencyPath, &RPI::MaterialConverterBus::Events::GetMaterialTypePath);
AssetBuilderSDK::JobDependency jobDependency;
@@ -94,7 +94,7 @@ namespace AZ
{
// [GFX TODO] I am suggesting we use the first two 16bits for different kind of assets generated from a Scene
// For example, 0x10000 for mesh, 0x20000 for material, 0x30000 for animation, 0x40000 for scene graph and etc.
// so the subid can be evaluated for reference across different assets generate within this fbx.
// so the subid can be evaluated for reference across different assets generate within this scene file.
/*const uint32_t materialPrefix = 0x20000;
AZ_Assert(materialPrefix > materialId, "materialId should be smaller than materialPrefix");
return materialPrefix + materialId;*/
@@ -148,7 +148,7 @@ namespace AZ
// The source data for generating material asset
MaterialSourceData sourceData;
// User hook to create their materials based on the data from Fbx pipeline
// User hook to create their materials based on the data from the scene pipeline
bool result = false;
RPI::MaterialConverterBus::BroadcastResult(result, &RPI::MaterialConverterBus::Events::ConvertMaterial, *materialData, sourceData);
if (result)
@@ -995,7 +995,7 @@ namespace AZ
if (numInfluencesExcess > 0)
{
AZ_Warning(s_builderName, warnedExcessOfSkinInfluences,
"Mesh %s has more skin influences (%d) than the maximum (%d). Skinning influences won't be normalized. Maximum number of skin influences can be increased with a Skin Modifier in FBX Settings.",
"Mesh %s has more skin influences (%d) than the maximum (%d). Skinning influences won't be normalized. Maximum number of skin influences can be increased with a Skin Modifier in Scene Settings.",
sourceMesh.m_name.GetCStr(),
m_numSkinJointInfluencesPerVertex + numInfluencesExcess,
m_numSkinJointInfluencesPerVertex);
@@ -41,7 +41,7 @@ namespace AZ
AZStd::string label;
if (assetId.IsValid())
{
// Material assets that are exported through the FBX pipeline have their filenames generated by adding
// Material assets that are exported through the scene pipeline have their filenames generated by adding
// the DCC material name as a prefix and a unique number to the end of the source file name.
// Rather than storing the DCC material name inside of the material asset we can reproduce it by removing
// the prefix and suffix from the product file name.
@@ -96,8 +96,11 @@ namespace AZ
bool SaveSourceMaterialFromEditData(const AZStd::string& path, const MaterialEditData& editData)
{
// Getting the source info for the material type file to make sure that it exists
// We also need to watch folder to generate a relative asset path for the material type
// Construct the material source data object that will be exported
AZ::RPI::MaterialSourceData exportData;
exportData.m_propertyLayoutVersion = editData.m_materialTypeSourceData.m_propertyLayout.m_version;
// Converting absolute material paths to relative paths
bool result = false;
AZ::Data::AssetInfo info;
AZStd::string watchFolder;
@@ -106,22 +109,30 @@ namespace AZ
editData.m_materialTypeSourcePath.c_str(), info, watchFolder);
if (!result)
{
AZ_Error("AZ::Render::EditorMaterialComponentUtil", false, "Failed to get source file info and asset path while attempting to export: %s", path.c_str());
AZ_Error(
"AZ::Render::EditorMaterialComponentUtil", false,
"Failed to get material type source file info while attempting to export: %s", path.c_str());
return false;
}
// Construct the material source data object that will be exported
AZ::RPI::MaterialSourceData exportData;
exportData.m_propertyLayoutVersion = editData.m_materialTypeSourceData.m_propertyLayout.m_version;
exportData.m_materialType = info.m_relativePath;
// Converting absolute material paths to asset relative paths
exportData.m_materialType = editData.m_materialTypeSourcePath;
AzFramework::ApplicationRequests::Bus::Broadcast(
&AzFramework::ApplicationRequests::Bus::Events::MakePathRelative, exportData.m_materialType, watchFolder.c_str());
if (!editData.m_materialParentSourcePath.empty())
{
result = false;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
result, &AzToolsFramework::AssetSystemRequestBus::Events::GetSourceInfoBySourcePath,
editData.m_materialParentSourcePath.c_str(), info, watchFolder);
if (!result)
{
AZ_Error(
"AZ::Render::EditorMaterialComponentUtil", false,
"Failed to get parent material source file info while attempting to export: %s", path.c_str());
return false;
}
exportData.m_parentMaterial = editData.m_materialParentSourcePath;
AzFramework::ApplicationRequests::Bus::Broadcast(
&AzFramework::ApplicationRequests::Bus::Events::MakePathRelative, exportData.m_parentMaterial, watchFolder.c_str());
exportData.m_parentMaterial = info.m_relativePath;
}
// Copy all of the properties from the material asset to the source data that will be exported
result = true;
@@ -100,7 +100,7 @@ namespace AZ
{
return
GetAssetId(key, RPI::MaterialAsset::RTTI_Type()).IsValid() &&
// in case it's a source fbx, it will contain both material and model products
// in case it's a source scene file, it will contain both material and model products
// model thumbnails are handled by MeshThumbnail
!GetAssetId(key, RPI::ModelAsset::RTTI_Type()).IsValid();
}
@@ -95,7 +95,7 @@ namespace AZ
skinnedSubMesh.m_vertexCount = aznumeric_cast<uint32_t>(subMeshVertexCount);
lodVertexCount += aznumeric_cast<uint32_t>(subMeshVertexCount);
// The default material id used by a sub-mesh is the guid of the source .fbx plus the subId which is a unique material ID from the scene API
// The default material id used by a sub-mesh is the guid of the source scene file plus the subId which is a unique material ID from the scene API
AZ::u32 subId = modelMesh.GetMaterialAsset().GetId().m_subId;
AZ::Data::AssetId materialId{ actorAssetId.m_guid, subId };
+1 -1
View File
@@ -62,7 +62,7 @@ namespace Blast
}
else
{
// in this case we'll want to extract the physics meshes from the fbx.
// in this case we'll want to extract the physics meshes from the scene file.
// 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
@@ -160,7 +160,7 @@ namespace EMotionFX
}
}
// Default to the first mesh group until we get a way to choose it via the FBX settings (ATOM-13590).
// Default to the first mesh group until we get a way to choose it via the scene settings (ATOM-13590).
AZStd::optional<AZ::Data::AssetId> meshAssetId = AZStd::nullopt;
AZ_Error("EMotionFX", atomModelAssets.size() <= 1, "Ambigious mesh for actor asset. More than one mesh group found. Defaulting to the first one.");
if (!atomModelAssets.empty())
@@ -96,7 +96,7 @@ namespace EMotionFX
const AZ::u32 frameCount = aznumeric_caster(animation->GetKeyFrameCount());
if (motionRangeRule->GetStartFrame() == 0 && motionRangeRule->GetEndFrame() == frameCount - 1)
{
// if the startframe/endframe matches the fbx animation length, remove it.
// if the startframe/endframe matches the scene file's animation length, remove it.
rules.RemoveRule(motionRangeRule);
updated = true;
}
@@ -25,7 +25,7 @@ namespace EMotionFX
~IMotionGroup() override = default;
// Ability to specify root bone can be useful if there are multiple skeletons
// stored in an fbx file or if the user wants to override the root bone automatically
// stored in a scene file or if the user wants to override the root bone automatically
// selected by the code.
virtual const AZStd::string& GetSelectedRootBone() const = 0;
@@ -158,7 +158,7 @@ namespace EMotionFX
virtual size_t CalcStreamSaveSizeInBytes(const SaveSettings& saveSettings) const = 0;
virtual AZ::u32 GetStreamSaveVersion() const = 0;
virtual bool GetSupportsOptimizeSettings() const { return true; }
virtual const char* GetFbxSettingsName() const = 0;
virtual const char* GetSceneSettingsName() const = 0;
// Sampling
virtual Transform SampleJointTransform(const SampleSettings& settings, AZ::u32 jointSkeletonIndex) const = 0;
@@ -35,7 +35,7 @@ namespace EMotionFX
return aznew NonUniformMotionData();
}
const char* NonUniformMotionData::GetFbxSettingsName() const
const char* NonUniformMotionData::GetSceneSettingsName() const
{
return "Reduced Keyframes (slower, mostly smaller)";
}
@@ -52,7 +52,7 @@ namespace EMotionFX
bool Save(MCore::Stream* stream, const SaveSettings& saveSettings) const override;
size_t CalcStreamSaveSizeInBytes(const SaveSettings& saveSettings) const override;
AZ::u32 GetStreamSaveVersion() const override;
const char* GetFbxSettingsName() const override;
const char* GetSceneSettingsName() const override;
Transform SampleJointTransform(const SampleSettings& settings, AZ::u32 jointSkeletonIndex) const override;
void SamplePose(const SampleSettings& settings, Pose* outputPose) const override;
@@ -36,7 +36,7 @@ namespace EMotionFX
return aznew UniformMotionData();
}
const char* UniformMotionData::GetFbxSettingsName() const
const char* UniformMotionData::GetSceneSettingsName() const
{
return "Evenly Spaced Keyframes (faster, mostly larger)";
}
@@ -49,7 +49,7 @@ namespace EMotionFX
size_t CalcStreamSaveSizeInBytes(const SaveSettings& saveSettings) const override;
AZ::u32 GetStreamSaveVersion() const override;
bool GetSupportsOptimizeSettings() const override { return false; }
const char* GetFbxSettingsName() const override;
const char* GetSceneSettingsName() const override;
// Overloaded.
Transform SampleJointTransform(const SampleSettings& settings, AZ::u32 jointSkeletonIndex) const override;
@@ -76,7 +76,7 @@ namespace EMotionFX
const MotionDataFactory& factory = GetEMotionFX().GetMotionManager()->GetMotionDataFactory();
for (size_t i = 0; i < factory.GetNumRegistered(); ++i)
{
GUI->addItem(factory.GetRegistered(i)->GetFbxSettingsName());
GUI->addItem(factory.GetRegistered(i)->GetSceneSettingsName());
m_typeIds.emplace_back(factory.GetRegistered(i)->RTTI_GetType());
}
@@ -161,7 +161,7 @@ namespace EMotionFX
bool m_forceUpdateJointsOOV = false;
// \todo attachmentTarget node nr
// Note: LOD work in progress. For now we use one material instead of a list of material, because we don't have the support for LOD with multiple FBXs.
// Note: LOD work in progress. For now we use one material instead of a list of material, because we don't have the support for LOD with multiple scene files.
// We purposely kept a materialList in actorComponent and actorRenderNode for the flexibility in future.
// At the moment, the materialList stores duplicates of the same material.
AzFramework::SimpleAssetReference<LmbrCentral::MaterialAsset> m_materialPerActor;
@@ -485,7 +485,7 @@ namespace EMotionFX
SetMediaRoot("@assets@");
// \todo Right now we're pointing at the @devassets@ location (source) and working from there, because .actor and .motion (motion) aren't yet processed through
// the FBX pipeline. Once they are, we'll need to update various segments of the Tool to always read from the @assets@ cache, but write to the @devassets@ data/metadata.
// the scene pipeline. Once they are, we'll need to update various segments of the Tool to always read from the @assets@ cache, but write to the @devassets@ data/metadata.
EMotionFX::GetEMotionFX().InitAssetFolderPaths();
// Register EMotionFX event handler
@@ -770,13 +770,13 @@ namespace EMotionFX
TEST_F(PerformanceTestFixture, DISABLED_MotionSamplingPerformanceNonUniform)
{
// Make sure that the motion is set to use NonUniform sampling! Change this in the Fbx settings! Otherwise you get wrong results.
// Make sure that the motion is set to use NonUniform sampling! Change this in the scene settings! Otherwise you get wrong results.
TestMotionSamplingPerformance("@assets@\\animationsamples\\advanced_rinlocomotion\\motions\\rin_idle.motion");
}
TEST_F(PerformanceTestFixture, DISABLED_MotionSamplingPerformanceUniform)
{
// Make sure that the motion is set to use Uniform sampling! Change this in the Fbx settings! Otherwise you get wrong results.
// Make sure that the motion is set to use Uniform sampling! Change this in the scene settings! Otherwise you get wrong results.
TestMotionSamplingPerformance("@assets@\\animationsamples\\advanced_rinlocomotion\\motions\\rin_walk_kick_01.motion");
}
@@ -249,7 +249,7 @@ namespace EMotionFX
LoadActor(actorFilename.toUtf8().data(), false);
ASSERT_EQ(EMotionFX::GetActorManager().GetNumActorInstances(), 2) << "Failed to merge Actor.";
// We can't test Save Selected Actor as we would it would involve mocking fbx scene handling.
// We can't test Save Selected Actor as we would it would involve mocking source scene handling.
// Add the filename to the recent actorsa anyway, so we can test that functionality.
EMStudio::GetMainWindow()->AddRecentActorFile(actorFilename);
@@ -634,7 +634,7 @@ namespace EMotionFX
motionSet->SetFilename(motionsetFilename.toUtf8().constData());
motionSet->SetDirtyFlag(true);
// Don't create an actor or motion as we can't save that due to fbx scene requirements.
// Don't create an actor or motion as we can't save that due to source scene requirements.
EMStudio::Workspace* workspace = EMStudio::GetManager()->GetWorkspace();
const QString workspaceFilename = GenerateTempWorkspaceFilename();
@@ -28,8 +28,8 @@ namespace LmbrCentral
};
/*!
* FBX Material asset type configuration.
* Reflect as: AzFramework::SimpleAssetReference<FbxMaterialAsset>
* Source scene file Material asset type configuration.
* Reflect as: AzFramework::SimpleAssetReference<DccMaterialAsset>
*/
class DccMaterialAsset
{
@@ -21,6 +21,7 @@
#include <Maestro/Types/AnimParamType.h>
#include <AzToolsFramework/ToolsComponents/EditorDisabledCompositionBus.h>
#include <AzToolsFramework/ToolsComponents/EditorPendingCompositionComponent.h>
#include <AzToolsFramework/Undo/UndoCacheInterface.h>
namespace Maestro
{
@@ -161,9 +162,18 @@ namespace Maestro
return;
}
AZ::EntityId curEntityId = GetEntityId();
// remove this SequenceAgent from this entity if no sequenceComponents are connected to it
AzToolsFramework::EntityCompositionRequestBus::Broadcast(&AzToolsFramework::EntityCompositionRequests::RemoveComponents, AZ::Entity::ComponentArrayType{this});
// Let any currently-active undo operations know that this entity has changed state.
auto undoCacheInterface = AZ::Interface<AzToolsFramework::UndoSystem::UndoCacheInterface>::Get();
if (undoCacheInterface)
{
undoCacheInterface->UpdateCache(curEntityId);
}
// CAUTION!
// THIS CLASS INSTANCE IS NOW DEAD DUE TO DELETION BY THE ENTITY DURING RemoveComponents!
}
@@ -205,15 +205,31 @@ namespace Maestro
if (addComponentResult.IsSuccess())
{
// We need to register our Entity and Component Ids with the SequenceAgentComponent so we can communicate over EBuses with it.
// We can't do this registration over an EBus because we haven't registered with it yet - do it with pointers? Is this safe?
agentComponent = static_cast<Maestro::EditorSequenceAgentComponent*>(addComponentResult.GetValue()[entityToAnimate].m_componentsAdded[0]);
if (!addComponentResult.GetValue()[entityToAnimate].m_componentsAdded.empty())
{
// We need to register our Entity and Component Ids with the SequenceAgentComponent so we can communicate over EBuses
// with it. We can't do this registration over an EBus because we haven't registered with it yet - do it with pointers?
// Is this safe?
agentComponent = static_cast<Maestro::EditorSequenceAgentComponent*>(
addComponentResult.GetValue()[entityToAnimate].m_componentsAdded[0]);
}
else
{
AZ_Assert(
!addComponentResult.GetValue()[entityToAnimate].m_componentsAdded.empty(),
"Add component result was successful, but the EditorSequenceAgentComponent wasn't added. "
"This can happen if the entity id isn't found for some reason: entity id = %s",
entityToAnimate.ToString().c_str());
}
}
}
AZ_Assert(agentComponent, "EditorSequenceComponent::AddEntityToAnimate unable to create or find sequenceAgentComponent.")
AZ_Assert(agentComponent, "EditorSequenceComponent::AddEntityToAnimate unable to create or find sequenceAgentComponent.");
// Notify the SequenceAgentComponent that we're connected to it - after this call, all communication with the Agent is over an EBus
agentComponent->ConnectSequence(GetEntityId());
if (agentComponent)
{
agentComponent->ConnectSequence(GetEntityId());
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -68,7 +68,7 @@ namespace NvCloth
// Mesh Node
->DataElement(Editor::MeshNodeSelector, &ClothConfiguration::m_meshNode, "Mesh node",
"List of mesh nodes with cloth simulation data. These are the nodes selected inside Cloth Modifiers in FBX Editor Settings.")
"List of mesh nodes with cloth simulation data. These are the nodes selected inside Cloth Modifiers in Scene Settings.")
->Attribute(AZ::Edit::UIHandlers::EntityId, &ClothConfiguration::GetEntityId)
->Attribute(AZ::Edit::Attributes::StringList, &ClothConfiguration::PopulateMeshNodeList)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
@@ -25,8 +25,8 @@ namespace NvCloth
{
widget_t* picker = new widget_t(parent);
// Set edit button appearance to go to FBX Settings dialog
picker->GetEditButton()->setToolTip("Open FBX Settings to setup Cloth Modifiers");
// Set edit button appearance to go to Scene Settings dialog
picker->GetEditButton()->setToolTip("Open Scene Settings to setup Cloth Modifiers");
picker->GetEditButton()->setText("");
picker->GetEditButton()->setEnabled(false);
@@ -106,7 +106,7 @@ namespace NvCloth
AZ::Data::Asset<AZ::Data::AssetData> meshAsset = GetMeshAsset(GUI->GetEntityId());
if (meshAsset)
{
// Open the asset with the preferred asset editor, which for Mesh and Actor Assets it's FBX Settings.
// Open the asset with the preferred asset editor, which for Mesh and Actor Assets it's Scene Settings.
bool handled = false;
AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotificationBus::Broadcast(
&AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotifications::OpenAssetInAssociatedEditor, meshAsset.GetId(), handled);
@@ -19,7 +19,7 @@ namespace NvCloth
namespace Pipeline
{
// It's necessary for the rule to specify the system allocator, otherwise
// the editor crashes when deleting the cloth modifier from FBX Settings.
// the editor crashes when deleting the cloth modifier from Scene Settings.
AZ_CLASS_ALLOCATOR_IMPL(ClothRule, AZ::SystemAllocator, 0)
const char* const ClothRule::DefaultChooseNodeName = "Choose a node";
@@ -61,7 +61,7 @@ namespace NvCloth
[[maybe_unused]] const AZ::SceneAPI::Containers::Scene& scene,
AZ::SceneAPI::DataTypes::IManifestObject& target)
{
// When a cloth rule is created in the FBX Editor Settings...
// When a cloth rule is created in the Scene Settings...
if (target.RTTI_IsTypeOf(ClothRule::TYPEINFO_Uuid()))
{
ClothRule* clothRule = azrtti_cast<ClothRule*>(&target);
@@ -39,7 +39,7 @@ namespace NvCloth
//! It specifies the valid Scene Groups that are allowed to have
//! cloth rules (aka cloth modifiers), these are Mesh and Actor groups.
//! It also validates the cloth rules data for the manifest (asset containing
//! all the Scene information from the FBX Editor Settings).
//! all the Scene information from the Scene Settings).
class ClothRuleBehavior
: public AZ::SceneAPI::SceneCore::BehaviorComponent
, public AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler
@@ -56,7 +56,7 @@ namespace PhysX
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->DataElement(AZ::Edit::UIHandlers::Default, &EditorProxyAssetShapeConfig::m_pxAsset, "PhysX Mesh", "PhysX mesh collider asset")
->Attribute(AZ_CRC_CE("EditButton"), "")
->Attribute(AZ_CRC_CE("EditDescription"), "Open in FBX Settings")
->Attribute(AZ_CRC_CE("EditDescription"), "Open in Scene Settings")
->DataElement(AZ::Edit::UIHandlers::Default, &EditorProxyAssetShapeConfig::m_configuration, "Configuration", "Configuration of asset shape")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly);
}
@@ -165,7 +165,7 @@ namespace PhysX
;
// Note: This class needs to have edit context reflection so PropertyAssetCtrl::OnEditButtonClicked
// can open the asset with the preferred asset editor (FBX Settings).
// can open the asset with the preferred asset editor (Scene Settings).
if (auto* editContext = serializeContext->GetEditContext())
{
editContext->Class<MeshAsset>("PhysX Mesh Asset", "")
@@ -63,7 +63,7 @@ namespace PhysX
}
} pxDefaultErrorCallback;
// A struct to store the geometry data per FBX node
// A struct to store the geometry data per scene node
struct NodeCollisionGeomExportData
{
AZStd::vector<Vec3> m_vertices;
@@ -500,10 +500,10 @@ namespace PhysX
assetData.m_materialNames = meshGroup.GetMaterialSlots();
assetData.m_physicsMaterialNames = meshGroup.GetPhysicsMaterials();
// Updating materials lists from new materials gathered from fbx
// because this exporter runs when the FBX is being processed, which
// Updating materials lists from new materials gathered from the source scene file
// because this exporter runs when the source scene is being processed, which
// could have a different content from when the mesh group info was
// entered in FBX Settings Editor.
// entered in Scene Settings Editor.
if (!Utils::UpdateAssetPhysicsMaterials(assetMaterialsData.m_fbxMaterialNames, assetData.m_materialNames, assetData.m_physicsMaterialNames))
{
return SceneEvents::ProcessingResult::Failure;
@@ -59,7 +59,7 @@ namespace PhysX
//! A struct to store the materials of the mesh nodes selected in a mesh group.
struct AssetMaterialsData
{
//! Material names coming from FBX.
//! Material names coming from the source scene file.
AZStd::vector<AZStd::string> m_fbxMaterialNames;
//! Look-up table for fbxMaterialNames.
+6
View File
@@ -326,6 +326,12 @@ namespace PhysX
AzPhysics::SceneQueryHit Shape::RayCastInternal(const AzPhysics::RayCastRequest& worldSpaceRequest, const physx::PxTransform& pose)
{
if (const bool shouldCollide = worldSpaceRequest.m_collisionGroup.GetMask() & m_collisionLayer.GetMask();
!shouldCollide)
{
return AzPhysics::SceneQueryHit();
}
const physx::PxVec3 start = PxMathConvert(worldSpaceRequest.m_start);
const physx::PxVec3 unitDir = PxMathConvert(worldSpaceRequest.m_direction);
const physx::PxU32 maxHits = 1;
+156
View File
@@ -0,0 +1,156 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <PhysX_precompiled.h>
#include "PhysXTestFixtures.h"
#include "PhysXTestUtil.h"
#include "PhysXTestCommon.h"
#include <AzCore/Script/ScriptContext.h>
#include <AzCore/Script/lua/lua.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Math/MathReflection.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <AzFramework/Physics/Utils.h>
#include <AzCore/Math/MathReflection.h>
#include <AzFramework/Entity/EntityContext.h>
namespace PhysX
{
static AZStd::map<AZStd::string, EntityPtr> s_testEntities;
AZ::EntityId GetTestEntityId(const char* name)
{
if (auto it = s_testEntities.find(name);
it != s_testEntities.end())
{
return it->second->GetId();
}
return AZ::EntityId();
}
// this allows EXPECT_TRUE to be exposed to the behavior context and used inside blocks of lua code which
// are executed in tests
void ExpectTrue(bool check)
{
EXPECT_TRUE(check);
}
class PhysXScriptTest
: public PhysXDefaultWorldTest
{
public:
AZ_TYPE_INFO(PhysXScriptTest, "{337A9DB4-ACF7-42A7-92E5-48A9FF14B49C}");
void SetUp() override
{
PhysXDefaultWorldTest::SetUp();
m_behaviorContext = AZStd::make_unique<AZ::BehaviorContext>();
AZ::Entity::Reflect(m_behaviorContext.get());
AZ::MathReflect(m_behaviorContext.get());
AzFramework::EntityContext::Reflect(m_behaviorContext.get());
Physics::ReflectionUtils::ReflectPhysicsApi(m_behaviorContext.get());
m_behaviorContext->Method("ExpectTrue", &ExpectTrue);
m_behaviorContext->Method("GetTestEntityId", &GetTestEntityId);
m_scriptContext = AZStd::make_unique<AZ::ScriptContext>();
m_scriptContext->BindTo(m_behaviorContext.get());
}
void TearDown() override
{
s_testEntities.clear();
m_scriptContext.reset();
m_behaviorContext.reset();
PhysXDefaultWorldTest::TearDown();
}
AZ::BehaviorContext* GetBehaviorContext()
{
return m_behaviorContext.get();
}
AZ::ScriptContext* GetScriptContext()
{
return m_scriptContext.get();
}
private:
AZStd::unique_ptr<AZ::BehaviorContext> m_behaviorContext;
AZStd::unique_ptr<AZ::ScriptContext> m_scriptContext;
};
TEST_F(PhysXScriptTest, ScriptedRaycast_RaycastNotIntersectingBox_ReturnsNoHits)
{
s_testEntities.insert(
{
"Box",
TestUtils::AddStaticUnitTestObject<BoxColliderComponent>(GetDefaultSceneHandle(), AZ::Vector3::CreateZero(), "Box")
});
const char luaCode[] =
R"(
boxId = GetTestEntityId("Box")
request = RayCastRequest()
request.Start = Vector3(5.0, 0.0, 5.0)
request.Direction = Vector3(0.0, 0.0, -1.0)
request.Distance = 10.0
hit = SimulatedBodyComponentRequestBus.Event.RayCast(boxId, request)
ExpectTrue(hit.EntityId == EntityId())
)";
EXPECT_TRUE(GetScriptContext()->Execute(luaCode));
}
TEST_F(PhysXScriptTest, ScriptedRaycast_RaycastIntersectingBox_ReturnsHitOnBox)
{
s_testEntities.insert(
{
"Box",
TestUtils::AddStaticUnitTestObject<BoxColliderComponent>(GetDefaultSceneHandle(), AZ::Vector3::CreateZero(), "Box")
});
const char luaCode[] =
R"(
boxId = GetTestEntityId("Box")
request = RayCastRequest()
request.Start = Vector3(0.0, 0.0, 5.0)
request.Direction = Vector3(0.0, 0.0, -1.0)
request.Distance = 10.0
hit = SimulatedBodyComponentRequestBus.Event.RayCast(boxId, request)
ExpectTrue(hit.EntityId == boxId)
)";
EXPECT_TRUE(GetScriptContext()->Execute(luaCode));
}
TEST_F(PhysXScriptTest, ScriptedRaycast_RaycastNotInteractingCollisionFilters_ReturnsNoHit)
{
s_testEntities.insert(
{
"Box",
TestUtils::AddStaticUnitTestObject<BoxColliderComponent>(GetDefaultSceneHandle(), AZ::Vector3::CreateZero(), "Box")
});
const char luaCode[] =
R"(
boxId = GetTestEntityId("Box")
request = RayCastRequest()
request.Start = Vector3(0.0, 0.0, 5.0)
request.Direction = Vector3(0.0, 0.0, -1.0)
request.Distance = 10.0
request.Collision = CollisionGroup("None")
hit = SimulatedBodyComponentRequestBus.Event.RayCast(boxId, request)
ExpectTrue(hit.EntityId == EntityId())
)";
EXPECT_TRUE(GetScriptContext()->Execute(luaCode));
}
} // namespace PhysX
+1
View File
@@ -29,6 +29,7 @@ set(FILES
Tests/PhysXTestUtil.h
Tests/PhysXTestUtil.cpp
Tests/PhysXMultithreadingTest.cpp
Tests/PhysXScriptTest.cpp
Tests/CharacterControllerTests.cpp
Tests/RagdollConfiguration.xml
Tests/RagdollTestData.h
@@ -70,7 +70,7 @@ namespace AZ
* AddFileSoftName("_anim", PatternMatcher::MatchApproach::PostFix, "Ignore", false,
* SceneAPI::DataTypes::IAnimationData::TYPEINFO_Name())
* If the filename ends with "_anim" this will mark all nodes as "Ignore" unless they're derived from IAnimationData.
* This will cause only animations to be exported from the .fbx file even if there's other data available.
* This will cause only animations to be exported from the source scene file even if there's other data available.
*/
virtual bool AddFileSoftName(const char* pattern, SceneAPI::SceneCore::PatternMatcher::MatchApproach approach,
const char* virtualType, bool inclusive, const AZStd::string& graphObjectTypeName) = 0;
@@ -42,7 +42,7 @@ namespace AZ
m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Pp][Hh][Yy][Ss](_optimized)?$", PatternMatcher::MatchApproach::Regex, "PhysicsMesh", true));
m_softNames.push_back(aznew NodeSoftNameSetting("_ignore", PatternMatcher::MatchApproach::PostFix, "Ignore", false));
// If the filename ends with "_anim" this will mark all nodes as "Ignore" unless they're derived from IAnimationData. This will
// cause only animations to be exported from the .fbx file even if there's other data available.
// cause only animations to be exported from the source scene file even if there's other data available.
m_softNames.push_back(aznew FileSoftNameSetting("_anim", PatternMatcher::MatchApproach::PostFix, "Ignore", false,
{ FileSoftNameSetting::GraphType(SceneAPI::DataTypes::IAnimationData::TYPEINFO_Name()) }));
@@ -166,7 +166,7 @@ namespace AZ
"Soft naming conventions", "Update the naming conventions to suit your project.")
->Attribute(AZ::Edit::Attributes::AutoExpand, false)
->DataElement(AZ::Edit::UIHandlers::Default, &SceneProcessingConfigSystemComponent::m_UseCustomNormals,
"Use Custom Normals", "When enabled, Open 3D Engine will use the DCC assets custom or tangent space normals. When disabled, the normals will be averaged. This setting can be overridden on individual FBX asset settings.")
"Use Custom Normals", "When enabled, Open 3D Engine will use the DCC assets custom or tangent space normals. When disabled, the normals will be averaged. This setting can be overridden on an individual scene file's asset settings.")
->Attribute(AZ::Edit::Attributes::AutoExpand, false);
}
}
@@ -107,7 +107,7 @@ namespace AZ::SceneGenerationComponents
return AZ::SceneAPI::Events::ProcessingResult::Failure;
}
// Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from Fbx, as they only have xyz.
// Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from the scene file, as they only have xyz.
UpdateFbxTangentWValues(graph, nodeIndex, mesh);
}
@@ -122,7 +122,7 @@ namespace AZ::SceneGenerationComponents
size_t uvSetIndex = 0;
while (uvData)
{
// Get the tangents and bitangents from Fbx.
// Get the tangents and bitangents from the source scene.
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
@@ -197,7 +197,7 @@ namespace AZ::SceneGenerationComponents
return true; // No fatal error
}
// Check if we had tangents inside the Fbx file.
// Check if we had tangents inside the source scene file.
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
@@ -211,7 +211,7 @@ namespace AZ::SceneGenerationComponents
requiredSpaces.emplace_back(AZ::SceneAPI::DataTypes::TangentSpace::MikkT);
}
// If all we need is import from FBX, and we have tangent data from Fbx already, then skip generating.
// If all we need is import from the source scene, and we have tangent data from the source scene already, then skip generating.
if ((requiredSpaces.size() == 1 && requiredSpaces[0] == AZ::SceneAPI::DataTypes::TangentSpace::FromFbx) && fbxTangentData && fbxBitangentData)
{
return true;
@@ -50,7 +50,7 @@ namespace SceneBuilder
if (m_cachedFingerprint.empty())
{
// put them in an ORDERED set so that changing the reflection
// or the gems loaded does not invalidate FBX files due to order of reflection changing.
// or the gems loaded does not invalidate scene files due to order of reflection changing.
AZStd::set<AZStd::string> fragments;
AZ::SerializeContext* context = nullptr;
@@ -350,7 +350,7 @@ namespace SceneBuilder
AZ::u32 SceneBuilderWorker::BuildSubId(const AZ::SceneAPI::Events::ExportProduct& product) const
{
// Instead of the just the lower 16-bits, use the full 32-bits that are available. There are production examples of
// uber-fbx files that contain hundreds of meshes that need to be split into individual mesh objects as an example.
// uber-scene files that contain hundreds of meshes that need to be split into individual mesh objects as an example.
AZ::u32 id = static_cast<AZ::u32>(product.m_id.GetHash());
if (product.m_lod.has_value())
@@ -30,29 +30,6 @@
"TYPE": "profile_vs2019"
}
]
},
"atom":{
"PACKAGE_TARGETS":[
{
"FILE_LIST": "atom.json",
"FILE_LIST_TYPE": "Windows",
"PACKAGE_NAME": "${PACKAGE_NAME_PATTERN}-windows-atom-${BUILD_NUMBER}.zip"
},
{
"FILE_LIST": "symbols.json",
"FILE_LIST_TYPE": "All",
"PACKAGE_NAME": "${PACKAGE_NAME_PATTERN}-windows-atom-symbols-${BUILD_NUMBER}.zip"
}
],
"BOOTSTRAP_CFG_GAME_FOLDER":"AtomSampleViewer;AtomTest",
"SKIP_BUILD": 1,
"BUILD_TARGETS":[
{
"BUILD_CONFIG_FILENAME": "build_config.json",
"PLATFORM": "Windows",
"TYPE": "profile_vs2019_atom"
}
]
}
}
}
@@ -1,162 +0,0 @@
{
"@lyengine": {
"**/*.pyc": "#exclude",
"*": "#include",
".gitattributes": "#exclude",
".gitignore": "#exclude",
".gitmodules": "#exclude",
".lfsconfig": "#exclude",
".p4ignore": "#exclude",
".submodules": "#exclude",
"AtomTest":
{
"**":"#include",
"**/*.ma":"#exclude",
"**/*.max":"#exclude",
"**/*.mb":"#exclude",
"**/*.psd":"#exclude"
},
"AtomSampleViewer":
{
"**":"#include",
"**/*.ma":"#exclude",
"**/*.max":"#exclude",
"**/*.mb":"#exclude",
"**/*.psd":"#exclude"
},
"cmake/**": "#include",
"Code": {
"Legacy/**": "#include",
"Framework/**": "#include",
"LauncherUnified/**": "#include",
"Editor/**": "#include",
"Tools": {
"Android/**": "#include",
"AWSNativeSDKInit/**": "#include",
"AssetProcessor*/**": "#include",
"AssetBundler/**": "#include",
"AzTestRunner/**": "#include",
"CrashHandler/**": "#include",
"DeltaCataloger/**": "#include",
"GridHub/**": "#include",
"News/**": "#include",
"PythonBindingsExample/**": "#include",
"RemoteConsole/**": "#include",
"SceneAPI/**": "#include",
"SerializeContextTools/**": "#include",
"CMakeLists.txt": "#include"
},
"CMakeLists.txt": "#include"
},
"ctest_scripts/**": "#include",
"Editor/**": "#include",
"Engine/**": "#include",
"Gems": {
"Achievements": "#include",
"AssetMemoryAnalyzer": "#include",
"AssetValidation": "#include",
"Atom": "#include",
"AtomLyIntegration": "#include",
"AudioEngineWwise": "#include",
"AudioSystem": "#include",
"AutomatedLauncherTesting": "#include",
"Blast": "#include",
"Camera": "#include",
"CameraFramework": "#include",
"CertificateManager": "#include",
"ChatPlay": "#include",
"Clouds": "#include",
"CrashReporting": "#include",
"CustomAssetExample": "#include",
"DebugDraw": "#include",
"EditorPythonBindings": "#include",
"EMotionFX": "#include",
"ExpressionEvaluation": "#include",
"FastNoise": "#include",
"GameEffectSystem": "#include",
"GameState": "#include",
"GameStateSamples": "#include",
"Gestures": "#include",
"GradientSignal": "#include",
"GraphCanvas": "#include",
"GraphModel": "#include",
"HttpRequestor": "#include",
"ImGui": "#include",
"InAppPurchases": "#include",
"LandscapeCanvas": "#include",
"LegacyTerrain": "#include",
"LmbrCentral": "#include",
"LocalUser": "#include",
"LyShine": "#include",
"LyShineExamples": "#include",
"Maestro": "#include",
"MessagePopup": "#include",
"Metastream": "#include",
"Microphone": "#include",
"Multiplayer": "#include",
"MultiplayerImGui": "#include",
"NvCloth": "#include",
"PhysX": "#include",
"PhysXDebug": "#include",
"Presence": "#include",
"QtForPython": "#include",
"RADTelemetry": "#include",
"RenderToTexture": "#include",
"SaveData": "#include",
"SceneLoggingExample": "#include",
"SceneProcessing": "#include",
"ScriptCanvas": "#include",
"ScriptCanvasDeveloper": "#include",
"ScriptCanvasDiagnosticLibrary": "#include",
"ScriptCanvasPhysics": "#include",
"ScriptCanvasTesting": "#include",
"ScriptedEntityTweener": "#include",
"ScriptEvents": "#include",
"SliceFavorites": "#include",
"StartingPointCamera": "#include",
"StartingPointInput": "#include",
"StartingPointMovement": "#include",
"Substance": "#include",
"SurfaceData": "#include",
"SVOGI": "#include",
"TestAssetBuilder": "#include",
"TextureAtlas": "#include",
"TickBusOrderViewer": "#include",
"TouchBending": "#include",
"Twitch": "#include",
"Vegetation": "#include",
"VideoPlayback": "#include",
"VideoPlaybackBink": "#include",
"VideoPlaybackFramework": "#include",
"VirtualGamepad": "#include",
"Visibility": "#include",
"Water": "#include",
"WhiteBox": "#include",
"CMakeLists.txt": "#include"
},
"Tools": {
"3dsmax/**": "#include",
"7za.exe": "#include",
"7za_legal_notice.txt": "#include",
"PakShaders/**": "#include",
"Python/**": "#include",
"Redistributables": {
"**": "#include",
"ANGLE/**": "#exclude",
"D3DCompiler/**": "#exclude",
"DbgHelp/**": "#exclude",
"FFMpeg/**": "#exclude",
"LuaCompiler/**": "#exclude",
"MSVC90/**": "#exclude",
"OpenGL32/**": "#exclude",
"SSLEAY/**": "#exclude"
},
"RemoteConsole/**": "#include",
"__init__.py": "#include",
"lmbr_aws/**": "#include",
"maxscript/**": "#include",
"maya/**": "#include",
"photoshop/**": "#include"
}
}
}