Merge branch 'main' into Prefab/CreatePrefab

This commit is contained in:
srikappa
2021-05-11 13:41:48 -07:00
559 changed files with 3167 additions and 65493 deletions
@@ -189,7 +189,7 @@ namespace AZ
if (!WasLoadSuccess(result.GetOutcome()))
{
// This if is a hack around fault in the JSON serialization system
// Jira: https://jira.agscollab.com/browse/LY-106587
// Jira: LY-106587
if (message != "No part of the string could be interpreted as a uuid.")
{
deserializeError.append(message);
@@ -18,6 +18,7 @@
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/Memory/SystemAllocator.h>
#include <AzCore/Math/Uuid.h>
#include <AzCore/Preprocessor/Enum.h>
#include <AzCore/std/containers/bitset.h>
#include <AzCore/std/string/string.h>
#include <AzCore/std/string/string_view.h>
@@ -216,16 +217,14 @@ namespace AZ
/**
* Setting for each reference (Asset<T>) to control loading of referenced assets during serialization.
*/
enum class AssetLoadBehavior : u8
{
PreLoad = 0, ///< Serializer will "Pre load" dependencies, asset containers may load in parallel but will not signal AssetReady
QueueLoad = 1, ///< Serializer will queue an asynchronous load of the referenced asset and return the object to the user. User code should use the \ref AZ::Data::AssetBus to monitor for when it's ready.
NoLoad = 2, ///< Serializer will load reference information, but asset loading will be left to the user. User code should call Asset<T>::QueueLoad and use the \ref AZ::Data::AssetBus to monitor for when it's ready.
///< AssetContainers will skip NoLoad dependencies
AZ_ENUM_WITH_UNDERLYING_TYPE(AssetLoadBehavior, u8,
(PreLoad, 0), ///< Serializer will "Pre load" dependencies, asset containers may load in parallel but will not signal AssetReady
(QueueLoad, 1), ///< Serializer will queue an asynchronous load of the referenced asset and return the object to the user. User code should use the \ref AZ::Data::AssetBus to monitor for when it's ready.
(NoLoad, 2), ///< Serializer will load reference information, but asset loading will be left to the user. User code should call Asset<T>::QueueLoad and use the \ref AZ::Data::AssetBus to monitor for when it's ready.
///< AssetContainers will skip NoLoad dependencies
Count,
Default = QueueLoad,
};
(Default, QueueLoad)
);
struct AssetFilterInfo
{
@@ -1222,6 +1221,7 @@ namespace AZ
} // namespace ProductDependencyInfo
} // namespace Data
AZ_TYPE_INFO_SPECIALIZE(Data::AssetLoadBehavior, "{DAF9ECED-FEF3-4D7A-A220-8CFD6A5E6DA1}");
AZ_TYPE_INFO_TEMPLATE_WITH_NAME(AZ::Data::Asset, "Asset", "{C891BF19-B60C-45E2-BFD0-027D15DDC939}", AZ_TYPE_INFO_CLASS);
} // namespace AZ
@@ -70,6 +70,17 @@ namespace AZ
}
}
{
const AZ::Data::AssetLoadBehavior autoLoadBehavior = instance->GetAutoLoadBehavior();
const AZ::Data::AssetLoadBehavior defaultAutoLoadBehavior = defaultInstance ?
defaultInstance->GetAutoLoadBehavior() : AZ::Data::AssetLoadBehavior::Default;
result.Combine(
ContinueStoringToJsonObjectField(outputValue, "loadBehavior",
&autoLoadBehavior, &defaultAutoLoadBehavior,
azrtti_typeid<Data::AssetLoadBehavior>(), context));
}
{
ScopedContextPath subPathHint(context, "m_assetHint");
const AZStd::string* hint = &instance->GetHint();
@@ -100,14 +111,28 @@ namespace AZ
AssetId id;
JSR::ResultCode result(JSR::Tasks::ReadField);
SerializedAssetTracker* assetTracker =
context.GetMetadata().Find<SerializedAssetTracker>();
{
Data::AssetLoadBehavior loadBehavior = instance->GetAutoLoadBehavior();
result =
ContinueLoadingFromJsonObjectField(&loadBehavior,
azrtti_typeid<Data::AssetLoadBehavior>(),
inputValue, "loadBehavior", context);
instance->SetAutoLoadBehavior(loadBehavior);
}
auto it = inputValue.FindMember("assetId");
if (it != inputValue.MemberEnd())
{
ScopedContextPath subPath(context, "assetId");
result = ContinueLoading(&id, azrtti_typeid<AssetId>(), it->value, context);
result.Combine(ContinueLoading(&id, azrtti_typeid<AssetId>(), it->value, context));
if (!id.m_guid.IsNull())
{
*instance = AssetManager::Instance().FindOrCreateAsset(id, instance->GetType(), AssetLoadBehavior::NoLoad);
*instance = AssetManager::Instance().FindOrCreateAsset(id, instance->GetType(), instance->GetAutoLoadBehavior());
result.Combine(context.Report(result, "Successfully created Asset<T> with id."));
@@ -142,6 +167,11 @@ namespace AZ
"The asset hint is missing for Asset<T>, so it will be left empty."));
}
if (assetTracker)
{
assetTracker->AddAsset(*instance);
}
bool success = result.GetOutcome() <= JSR::Outcomes::PartialSkip;
bool defaulted = result.GetOutcome() == JSR::Outcomes::DefaultsUsed || result.GetOutcome() == JSR::Outcomes::PartialDefaults;
AZStd::string_view message =
@@ -150,5 +180,20 @@ namespace AZ
"Not enough information was available to create an instance of Asset<T> or data was corrupted.";
return context.Report(result, message);
}
void SerializedAssetTracker::AddAsset(Asset<AssetData>& asset)
{
m_serializedAssets.emplace_back(asset);
}
const AZStd::vector<Asset<AssetData>>& SerializedAssetTracker::GetTrackedAssets() const
{
return m_serializedAssets;
}
AZStd::vector<Asset<AssetData>>& SerializedAssetTracker::GetTrackedAssets()
{
return m_serializedAssets;
}
} // namespace Data
} // namespace AZ
@@ -13,6 +13,7 @@
#pragma once
#include <AzCore/Memory/Memory.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Serialization/Json/BaseJsonSerializer.h>
namespace AZ
@@ -37,5 +38,18 @@ namespace AZ
private:
JsonSerializationResult::Result LoadAsset(void* outputValue, const rapidjson::Value& inputValue, JsonDeserializerContext& context);
};
class SerializedAssetTracker final
{
public:
AZ_RTTI(SerializedAssetTracker, "{1E067091-8C0A-44B1-A455-6E97663F6963}");
void AddAsset(Asset<AssetData>& asset);
AZStd::vector<Asset<AssetData>>& GetTrackedAssets();
const AZStd::vector<Asset<AssetData>>& GetTrackedAssets() const;
private:
AZStd::vector<Asset<AssetData>> m_serializedAssets;
};
} // namespace Data
} // namespace AZ
@@ -13,7 +13,7 @@
#include <AzCore/Asset/AssetJsonSerializer.h>
#include <AzCore/Asset/AssetManagerComponent.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Preprocessor/EnumReflectUtils.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzCore/Asset/AssetManager.h>
@@ -24,6 +24,11 @@
namespace AZ
{
namespace Data
{
AZ_ENUM_DEFINE_REFLECT_UTILITIES(AssetLoadBehavior);
}
//=========================================================================
// AssetDatabaseComponent
// [6/25/2012]
@@ -99,6 +104,8 @@ namespace AZ
if (SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context))
{
AZ::Data::AssetLoadBehaviorReflect(*serializeContext);
serializeContext->RegisterGenericType<Data::Asset<Data::AssetData>>();
serializeContext->Class<AssetManagerComponent, AZ::Component>()
@@ -14,8 +14,6 @@
#include <limits>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Memory/OSAllocator.h>
#include <AzCore/Memory/SystemAllocator.h>
+22 -11
View File
@@ -1,14 +1,14 @@
/*
* 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.
*
*/
* 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
@@ -17,4 +17,15 @@
namespace AZStd
{
using std::abs;
}
using std::acos;
using std::asin;
using std::atan;
using std::atan2;
using std::cos;
using std::exp2;
using std::fmod;
using std::round;
using std::sin;
using std::sqrt;
using std::tan;
} // namespace AZStd
@@ -135,6 +135,7 @@ namespace JsonSerializationTests
auto instance = AZStd::make_shared<Asset>();
instance->Create(id, false);
instance->SetHint("TestFile");
instance->SetAutoLoadBehavior(AZ::Data::AssetLoadBehavior::PreLoad);
return instance;
}
@@ -158,6 +159,7 @@ namespace JsonSerializationTests
"guid": "{BBEAC89F-8BAD-4A9D-BF6E-D0DF84A8DFD6}",
"subId": 1
},
"loadBehavior": "PreLoad",
"assetHint": "TestFile"
})";
}
@@ -29,14 +29,14 @@ namespace AzFramework
AZ_CVAR(float, ed_cameraSystemOrbitDollyScrollSpeed, 0.02f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemOrbitDollyCursorSpeed, 0.01f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemScrollTranslateSpeed, 0.02f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemDefaultOrbitDistance, 60.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemMaxOrbitDistance, 100.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemMaxOrbitDistance, 60.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemLookSmoothness, 5.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemTranslateSmoothness, 5.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemRotateSpeed, 0.005f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemPanSpeed, 0.01f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(bool, ed_cameraSystemPanInvertX, true, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(bool, ed_cameraSystemPanInvertY, true, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(float, ed_cameraSystemLookDeadzone, 2.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
AZ_CVAR(
AZ::CVarFixedString, ed_cameraSystemTranslateForwardKey, "keyboard_key_alphanumeric_W", nullptr, AZ::ConsoleFunctorFlags::Null, "");
@@ -125,22 +125,22 @@ namespace AzFramework
{
if (orientation.GetElement(2, 0) > -1.0f)
{
x = std::atan2(orientation.GetElement(2, 1), orientation.GetElement(2, 2));
y = std::asin(-orientation.GetElement(2, 0));
z = std::atan2(orientation.GetElement(1, 0), orientation.GetElement(0, 0));
x = AZStd::atan2(orientation.GetElement(2, 1), orientation.GetElement(2, 2));
y = AZStd::asin(-orientation.GetElement(2, 0));
z = AZStd::atan2(orientation.GetElement(1, 0), orientation.GetElement(0, 0));
}
else
{
x = 0.0f;
y = AZ::Constants::Pi * 0.5f;
z = -std::atan2(-orientation.GetElement(2, 1), orientation.GetElement(1, 1));
z = -AZStd::atan2(-orientation.GetElement(2, 1), orientation.GetElement(1, 1));
}
}
else
{
x = 0.0f;
y = -AZ::Constants::Pi * 0.5f;
z = std::atan2(-orientation.GetElement(1, 2), orientation.GetElement(1, 1));
z = AZStd::atan2(-orientation.GetElement(1, 2), orientation.GetElement(1, 1));
}
return {x, y, z};
@@ -150,31 +150,35 @@ namespace AzFramework
{
const auto eulerAngles = AzFramework::EulerAngles(AZ::Matrix3x3::CreateFromTransform(transform));
camera.m_lookAt = transform.GetTranslation();
camera.m_pitch = eulerAngles.GetX();
camera.m_yaw = eulerAngles.GetZ();
// note: m_lookDist is negative so we must invert it here
camera.m_lookAt = transform.GetTranslation() + (camera.Rotation().GetBasisY() * -camera.m_lookDist);
}
static ScreenVector CursorDelta(const AZStd::optional<ScreenPoint>& currentPosition, const AZStd::optional<ScreenPoint>& lastPosition)
{
return currentPosition.has_value() && lastPosition.has_value() ? currentPosition.value() - lastPosition.value()
: ScreenVector(0, 0);
}
bool CameraSystem::HandleEvents(const InputEvent& event)
{
if (const auto& cursor_motion = AZStd::get_if<CursorMotionEvent>(&event))
if (const auto& cursor = AZStd::get_if<CursorEvent>(&event))
{
m_currentCursorPosition = cursor_motion->m_position;
m_currentCursorPosition = cursor->m_position;
}
else if (const auto& scroll = AZStd::get_if<ScrollEvent>(&event))
{
m_scrollDelta = scroll->m_delta;
}
return m_cameras.HandleEvents(event);
return m_cameras.HandleEvents(event, CursorDelta(m_currentCursorPosition, m_lastCursorPosition), m_scrollDelta);
}
Camera CameraSystem::StepCamera(const Camera& targetCamera, const float deltaTime)
{
const auto cursorDelta = m_currentCursorPosition.has_value() && m_lastCursorPosition.has_value()
? m_currentCursorPosition.value() - m_lastCursorPosition.value()
: ScreenVector(0, 0);
const auto cursorDelta = CursorDelta(m_currentCursorPosition, m_lastCursorPosition);
if (m_currentCursorPosition.has_value())
{
m_lastCursorPosition = m_currentCursorPosition;
@@ -192,18 +196,18 @@ namespace AzFramework
m_idleCameraInputs.push_back(AZStd::move(cameraInput));
}
bool Cameras::HandleEvents(const InputEvent& event)
bool Cameras::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta)
{
bool handling = false;
for (auto& cameraInput : m_activeCameraInputs)
{
cameraInput->HandleEvents(event);
cameraInput->HandleEvents(event, cursorDelta, scrollDelta);
handling = !cameraInput->Idle() || handling;
}
for (auto& cameraInput : m_idleCameraInputs)
{
cameraInput->HandleEvents(event);
cameraInput->HandleEvents(event, cursorDelta, scrollDelta);
}
return handling;
@@ -215,8 +219,8 @@ namespace AzFramework
{
auto& cameraInput = m_idleCameraInputs[i];
const bool canBegin = cameraInput->Beginning() &&
std::all_of(m_activeCameraInputs.cbegin(), m_activeCameraInputs.cend(),
[](const auto& input) { return !input->Exclusive(); }) &&
AZStd::all_of(m_activeCameraInputs.cbegin(), m_activeCameraInputs.cend(),
[](const auto& input) { return !input->Exclusive(); }) &&
(!cameraInput->Exclusive() || (cameraInput->Exclusive() && m_activeCameraInputs.empty()));
if (canBegin)
@@ -271,7 +275,7 @@ namespace AzFramework
}
}
void RotateCameraInput::HandleEvents(const InputEvent& event)
void RotateCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
{
if (const auto& input = AZStd::get_if<DiscreteInputEvent>(&event))
{
@@ -279,14 +283,27 @@ namespace AzFramework
{
if (input->m_state == InputChannel::State::Began)
{
BeginActivation();
m_tryingToBegin = true;
m_moveAccumulator = 0.0f;
}
else if (input->m_state == InputChannel::State::Ended)
{
m_tryingToBegin = false;
EndActivation();
}
}
}
if (m_tryingToBegin)
{
// only allow the action to begin if the mouse has been moved a small amount
m_moveAccumulator += ScreenVectorLength(cursorDelta);
if (m_moveAccumulator > ed_cameraSystemLookDeadzone)
{
BeginActivation();
m_tryingToBegin = false;
}
}
}
Camera RotateCameraInput::StepCamera(
@@ -298,7 +315,7 @@ namespace AzFramework
nextCamera.m_pitch -= float(cursorDelta.m_y) * ed_cameraSystemRotateSpeed;
nextCamera.m_yaw -= float(cursorDelta.m_x) * ed_cameraSystemRotateSpeed;
const auto clampRotation = [](const float angle) { return std::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi); };
const auto clampRotation = [](const float angle) { return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi); };
nextCamera.m_yaw = clampRotation(nextCamera.m_yaw);
// clamp pitch to be +-90 degrees
@@ -307,7 +324,8 @@ namespace AzFramework
return nextCamera;
}
void PanCameraInput::HandleEvents(const InputEvent& event)
void PanCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
{
if (const auto& input = AZStd::get_if<DiscreteInputEvent>(&event))
{
@@ -382,7 +400,8 @@ namespace AzFramework
return TranslationType::Nil;
}
void TranslateCameraInput::HandleEvents(const InputEvent& event)
void TranslateCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
{
if (const auto& input = AZStd::get_if<DiscreteInputEvent>(&event))
{
@@ -478,7 +497,7 @@ namespace AzFramework
m_boost = false;
}
void OrbitCameraInput::HandleEvents(const InputEvent& event)
void OrbitCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta)
{
if (const auto* input = AZStd::get_if<DiscreteInputEvent>(&event))
{
@@ -497,7 +516,7 @@ namespace AzFramework
if (Active())
{
m_orbitCameras.HandleEvents(event);
m_orbitCameras.HandleEvents(event, cursorDelta, scrollDelta);
}
}
@@ -509,8 +528,10 @@ namespace AzFramework
if (Beginning())
{
float hit_distance = 0.0f;
if (AZ::Plane::CreateFromNormalAndPoint(AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisZ(ed_cameraSystemDefaultPlaneHeight))
.CastRay(targetCamera.Translation(), targetCamera.Rotation().GetBasisY(), hit_distance))
AZ::Plane::CreateFromNormalAndPoint(AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisZ(ed_cameraSystemDefaultPlaneHeight))
.CastRay(targetCamera.Translation(), targetCamera.Rotation().GetBasisY(), hit_distance);
if (hit_distance > 0.0f)
{
hit_distance = AZStd::min<float>(hit_distance, ed_cameraSystemMaxOrbitDistance);
nextCamera.m_lookDist = -hit_distance;
@@ -539,7 +560,8 @@ namespace AzFramework
return nextCamera;
}
void OrbitDollyScrollCameraInput::HandleEvents(const InputEvent& event)
void OrbitDollyScrollCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
{
if (const auto* scroll = AZStd::get_if<ScrollEvent>(&event))
{
@@ -557,7 +579,8 @@ namespace AzFramework
return nextCamera;
}
void OrbitDollyCursorMoveCameraInput::HandleEvents(const InputEvent& event)
void OrbitDollyCursorMoveCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
{
if (const auto& input = AZStd::get_if<DiscreteInputEvent>(&event))
{
@@ -584,7 +607,8 @@ namespace AzFramework
return nextCamera;
}
void ScrollTranslationCameraInput::HandleEvents(const InputEvent& event)
void ScrollTranslationCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
{
if (const auto* scroll = AZStd::get_if<ScrollEvent>(&event))
{
@@ -610,7 +634,7 @@ namespace AzFramework
Camera SmoothCamera(const Camera& currentCamera, const Camera& targetCamera, const float deltaTime)
{
const auto clamp_rotation = [](const float angle) { return std::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi); };
const auto clamp_rotation = [](const float angle) { return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi); };
// keep yaw in 0 - 360 range
float targetYaw = clamp_rotation(targetCamera.m_yaw);
@@ -621,7 +645,7 @@ namespace AzFramework
// ensure smooth transition when moving across 0 - 360 boundary
const float yawDelta = targetYaw - currentYaw;
if (std::abs(yawDelta) >= AZ::Constants::Pi)
if (AZStd::abs(yawDelta) >= AZ::Constants::Pi)
{
targetYaw -= AZ::Constants::TwoPi * sign(yawDelta);
}
@@ -629,12 +653,12 @@ namespace AzFramework
Camera camera;
// note: the math for the lerp smoothing implementation for camera rotation and translation was inspired by this excellent
// article by Scott Lembcke: https://www.gamasutra.com/blogs/ScottLembcke/20180404/316046/Improved_Lerp_Smoothing.php
const float lookRate = std::exp2(ed_cameraSystemLookSmoothness);
const float lookT = std::exp2(-lookRate * deltaTime);
const float lookRate = AZStd::exp2(ed_cameraSystemLookSmoothness);
const float lookT = AZStd::exp2(-lookRate * deltaTime);
camera.m_pitch = AZ::Lerp(targetCamera.m_pitch, currentCamera.m_pitch, lookT);
camera.m_yaw = AZ::Lerp(targetYaw, currentYaw, lookT);
const float moveRate = std::exp2(ed_cameraSystemTranslateSmoothness);
const float moveT = std::exp2(-moveRate * deltaTime);
const float moveRate = AZStd::exp2(ed_cameraSystemTranslateSmoothness);
const float moveT = AZStd::exp2(-moveRate * deltaTime);
camera.m_lookDist = AZ::Lerp(targetCamera.m_lookDist, currentCamera.m_lookDist, moveT);
camera.m_lookAt = targetCamera.m_lookAt.Lerp(currentCamera.m_lookAt, moveT);
return camera;
@@ -655,7 +679,7 @@ namespace AzFramework
const auto* position = inputChannel.GetCustomData<AzFramework::InputChannel::PositionData2D>();
AZ_Assert(position, "Expected PositionData2D but found nullptr");
return CursorMotionEvent{ScreenPoint(
return CursorEvent{ScreenPoint(
position->m_normalizedPosition.GetX() * windowSize.m_width, position->m_normalizedPosition.GetY() * windowSize.m_height)};
}
else if (inputChannelId == InputDeviceMouse::Movement::Z)
@@ -70,7 +70,7 @@ namespace AzFramework
void UpdateCameraFromTransform(Camera& camera, const AZ::Transform& transform);
struct CursorMotionEvent
struct CursorEvent
{
ScreenPoint m_position;
};
@@ -86,7 +86,7 @@ namespace AzFramework
InputChannel::State m_state; //!< Channel state. (e.g. Begin/update/end event).
};
using InputEvent = AZStd::variant<AZStd::monostate, CursorMotionEvent, ScrollEvent, DiscreteInputEvent>;
using InputEvent = AZStd::variant<AZStd::monostate, CursorEvent, ScrollEvent, DiscreteInputEvent>;
class CameraInput
{
@@ -147,7 +147,7 @@ namespace AzFramework
ResetImpl();
}
virtual void HandleEvents(const InputEvent& event) = 0;
virtual void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) = 0;
virtual Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) = 0;
virtual bool Exclusive() const
@@ -170,7 +170,7 @@ namespace AzFramework
{
public:
void AddCamera(AZStd::shared_ptr<CameraInput> cameraInput);
bool HandleEvents(const InputEvent& event);
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta);
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime);
void Reset();
@@ -201,11 +201,13 @@ namespace AzFramework
{
}
void HandleEvents(const InputEvent& event) override;
void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
private:
InputChannelId m_rotateChannelId;
float m_moveAccumulator = 0.0f;
bool m_tryingToBegin = false;
};
struct PanAxes
@@ -243,7 +245,7 @@ namespace AzFramework
, m_panChannelId(panChannelId)
{
}
void HandleEvents(const InputEvent& event) override;
void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
private:
@@ -285,7 +287,7 @@ namespace AzFramework
: m_translationAxesFn(AZStd::move(translationAxesFn))
{
}
void HandleEvents(const InputEvent& event) override;
void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
void ResetImpl() override;
@@ -354,7 +356,7 @@ namespace AzFramework
class OrbitDollyScrollCameraInput : public CameraInput
{
public:
void HandleEvents(const InputEvent& event) override;
void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
};
@@ -364,7 +366,7 @@ namespace AzFramework
explicit OrbitDollyCursorMoveCameraInput(const InputChannelId dollyChannelId)
: m_dollyChannelId(dollyChannelId) {}
void HandleEvents(const InputEvent& event) override;
void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
private:
@@ -374,14 +376,14 @@ namespace AzFramework
class ScrollTranslationCameraInput : public CameraInput
{
public:
void HandleEvents(const InputEvent& event) override;
void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
};
class OrbitCameraInput : public CameraInput
{
public:
void HandleEvents(const InputEvent& event) override;
void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
bool Exclusive() const override
{
@@ -134,11 +134,16 @@ namespace AzFramework
return !operator==(lhs, rhs);
}
inline float ScreenVectorLength(const ScreenVector& screenVector)
{
return aznumeric_cast<float>(AZStd::sqrt(screenVector.m_x * screenVector.m_x + screenVector.m_y * screenVector.m_y));
}
inline ScreenPoint ScreenPointFromNDC(const AZ::Vector3& screenNDC, const AZ::Vector2& viewportSize)
{
return ScreenPoint(
aznumeric_caster(std::round(screenNDC.GetX() * viewportSize.GetX())),
aznumeric_caster(std::round((1.0f - screenNDC.GetY()) * viewportSize.GetY())));
aznumeric_caster(AZStd::round(screenNDC.GetX() * viewportSize.GetX())),
aznumeric_caster(AZStd::round((1.0f - screenNDC.GetY()) * viewportSize.GetY())));
}
inline AZ::Vector2 NDCFromScreenPoint(const ScreenPoint& screenPoint, const AZ::Vector2& viewportSize)
@@ -13,6 +13,7 @@
#include <AzCore/Component/Entity.h>
#include <AzCore/Component/TransformBus.h>
#include <AzCore/Script/ScriptSystemBus.h>
#include <AzCore/Serialization/Utils.h>
#include <AzFramework/API/ApplicationAPI.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Spawnable/RootSpawnableInterface.h>
@@ -334,6 +335,65 @@ namespace AzToolsFramework
m_validateEntitiesCallback = AZStd::move(validateEntitiesCallback);
}
void PrefabEditorEntityOwnershipService::LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
{
// Start our loads on all assets by calling GetAsset from the AssetManager
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
{
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (loadBehavior == AZ::Data::AssetLoadBehavior::NoLoad)
{
continue;
}
AZ::Data::AssetId assetId = asset.GetId();
AZ::Data::AssetType assetType = asset.GetType();
asset = AZ::Data::AssetManager::Instance().GetAsset(assetId, assetType, loadBehavior);
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
}
// For all Preload assets we block until they're ready
// We do this as a seperate pass so that we don't interrupt queuing up all other asset loads
for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
{
if (!asset.GetId().IsValid())
{
AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
continue;
}
const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
if (loadBehavior != AZ::Data::AssetLoadBehavior::PreLoad)
{
continue;
}
asset.BlockUntilLoadComplete();
if (asset.IsError())
{
AZ_Error("Prefab", false, "Asset with id %s failed to preload while entering game mode",
asset.GetId().ToString<AZStd::string>().c_str());
continue;
}
}
}
void PrefabEditorEntityOwnershipService::StartPlayInEditor()
{
// This is a workaround until the replacement for GameEntityContext is done
@@ -373,16 +433,21 @@ namespace AzToolsFramework
rootSpawnableIndex = m_playInEditorData.m_assets.size();
}
LoadReferencedAssets(product.GetReferencedAssets());
AZ::Data::AssetInfo info;
info.m_assetId = product.GetAsset().GetId();
info.m_assetType = product.GetAssetType();
info.m_relativePath = product.GetId();
AZ::Data::AssetCatalogRequestBus::Broadcast(
&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, product.GetAsset().GetId(), info);
&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, info.m_assetId, info);
m_playInEditorData.m_assets.emplace_back(product.ReleaseAsset().release(), AZ::Data::AssetLoadBehavior::Default);
}
// make sure that PRE_NOTIFY assets get their notify before we activate, so that we can preserve the order of
// (load asset) -> (notify) -> (init) -> (activate)
AZ::Data::AssetManager::Instance().DispatchEvents();
if (rootSpawnableIndex != NoRootSpawnable)
{
@@ -199,6 +199,8 @@ namespace AzToolsFramework
void OnEntityRemoved(AZ::EntityId entityId);
void LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
OnEntitiesAddedCallback m_entitiesAddedCallback;
OnEntitiesRemovedCallback m_entitiesRemovedCallback;
ValidateEntitiesCallback m_validateEntitiesCallback;
@@ -11,8 +11,10 @@
*/
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Asset/AssetJsonSerializer.h>
#include <AzCore/JSON/prettywriter.h>
#include <AzCore/Serialization/Json/JsonSerialization.h>
#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
#include <AzToolsFramework/Prefab/Instance/Instance.h>
@@ -115,6 +117,48 @@ namespace AzToolsFramework
return true;
}
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets, LoadInstanceFlags flags)
{
// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
// is avoided.
AZ::Data::AssetManager::Instance().SuspendAssetRelease();
InstanceEntityIdMapper entityIdMapper;
entityIdMapper.SetLoadingInstance(instance);
if ((flags & LoadInstanceFlags::AssignRandomEntityId) == LoadInstanceFlags::AssignRandomEntityId)
{
entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
}
AZ::JsonDeserializerSettings settings;
// The InstanceEntityIdMapper is registered twice because it's used in several places during deserialization where one is
// specific for the InstanceEntityIdMapper and once for the generic JsonEntityIdMapper. Because the Json Serializer's meta
// data has strict typing and doesn't look for inheritance both have to be explicitly added so they're found both locations.
settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
settings.m_metadata.Add(&entityIdMapper);
settings.m_metadata.Create<AZ::Data::SerializedAssetTracker>();
AZ::JsonSerializationResult::ResultCode result =
AZ::JsonSerialization::Load(instance, prefabDom, settings);
AZ::Data::AssetManager::Instance().ResumeAssetRelease();
if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
{
AZ_Error("Prefab", false,
"Failed to de-serialize Prefab Instance from Prefab DOM. "
"Unable to proceed.");
return false;
}
AZ::Data::SerializedAssetTracker* assetTracker = settings.m_metadata.Find<AZ::Data::SerializedAssetTracker>();
referencedAssets = AZStd::move(assetTracker->GetTrackedAssets());
return true;
}
bool LoadInstanceFromPrefabDom(
Instance& instance, Instance::EntityList& newlyAddedEntities, const PrefabDom& prefabDom, LoadInstanceFlags flags)
{
@@ -13,6 +13,7 @@
#pragma once
#include <AzCore/std/optional.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzToolsFramework/Prefab/Instance/Instance.h>
#include <AzToolsFramework/Prefab/PrefabDomTypes.h>
@@ -42,7 +43,7 @@ namespace AzToolsFramework
/**
* Stores a valid Prefab Instance within a Prefab Dom. Useful for generating Templates
* @param instance The instance to store
* @param prefabDom the prefabDom that will be used to store the Instance data
* @param prefabDom The prefabDom that will be used to store the Instance data
* @return bool on whether the operation succeeded
*/
bool StoreInstanceInPrefabDom(const Instance& instance, PrefabDom& prefabDom);
@@ -60,20 +61,32 @@ namespace AzToolsFramework
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
* @param instance The Instance to load.
* @param prefabDom the prefabDom that will be used to load the Instance data.
* @param shouldClearContainers whether to clear containers in Instance while loading.
* @param prefabDom The prefabDom that will be used to load the Instance data.
* @param shouldClearContainers Whether to clear containers in Instance while loading.
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, LoadInstanceFlags flags = LoadInstanceFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
* @param instance The Instance to load.
* @param referencedAssets AZ::Assets discovered during json load are added to this list
* @param prefabDom The prefabDom that will be used to load the Instance data.
* @param shouldClearContainers Whether to clear containers in Instance while loading.
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets,
LoadInstanceFlags flags = LoadInstanceFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
* @param instance The Instance to load.
* @param newlyAddedEntities The new instances added during deserializing the instance. These are the entities found
* in the prefabDom.
* @param prefabDom the prefabDom that will be used to load the Instance data.
* @param shouldClearContainers whether to clear containers in Instance while loading.
* @param prefabDom The prefabDom that will be used to load the Instance data.
* @param shouldClearContainers Whether to clear containers in Instance while loading.
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
@@ -89,7 +89,7 @@ namespace AzToolsFramework
if (!RetrieveAndSortPrefabEntitiesAndInstances(inputEntityList, commonRootEntityOwningInstance->get(), entities, instances))
{
return AZ::Failure(
AZStd::string("Could not create a new prefab out of the entities provided - entities do not share a common root."));
AZStd::string("Could not create a new prefab out of the entities provided - invalid selection."));
}
// When we create a prefab with other prefab instances, we have to remove the existing links between the source and
@@ -155,12 +155,16 @@ namespace AzToolsFramework
for (AZ::Entity* topLevelEntity : topLevelEntities)
{
m_prefabUndoCache.UpdateCache(topLevelEntity->GetId());
AZ::EntityId topLevelEntityId = topLevelEntity->GetId();
if (topLevelEntityId.IsValid())
{
m_prefabUndoCache.UpdateCache(topLevelEntity->GetId());
// Parenting entities would mark entities as dirty. But we want to unmark the top level entities as dirty because
// if we don't, the template created would be updated and cause issues with undo operation followed by instantiation.
ToolsApplicationRequests::Bus::Broadcast(
&ToolsApplicationRequests::Bus::Events::RemoveDirtyEntity, topLevelEntity->GetId());
// Parenting entities would mark entities as dirty. But we want to unmark the top level entities as dirty because
// if we don't, the template created would be updated and cause issues with undo operation followed by instantiation.
ToolsApplicationRequests::Bus::Broadcast(
&ToolsApplicationRequests::Bus::Events::RemoveDirtyEntity, topLevelEntity->GetId());
}
}
// Select Container Entity
@@ -255,6 +259,21 @@ namespace AzToolsFramework
// Retrieve entityList from entityIds
inputEntityList = EntityIdListToEntityList(entityIds);
// Remove Level Container Entity if it's part of the list
AZ::EntityId levelEntityId = GetLevelInstanceContainerEntityId();
if (levelEntityId.IsValid())
{
AZ::Entity* levelEntity = GetEntityById(levelEntityId);
if (levelEntity)
{
auto levelEntityIter = AZStd::find(inputEntityList.begin(), inputEntityList.end(), levelEntity);
if (levelEntityIter != inputEntityList.end())
{
inputEntityList.erase(levelEntityIter);
}
}
}
// Find common root and top level entities
bool entitiesHaveCommonRoot = false;
@@ -835,6 +854,11 @@ namespace AzToolsFramework
const EntityList& inputEntities, Instance& commonRootEntityOwningInstance,
EntityList& outEntities, AZStd::vector<AZStd::unique_ptr<Instance>>& outInstances) const
{
if (inputEntities.size() == 0)
{
return false;
}
AZStd::queue<AZ::Entity*> entityQueue;
for (auto inputEntity : inputEntities)
@@ -922,7 +946,7 @@ namespace AzToolsFramework
outInstances.push_back(AZStd::move(commonRootEntityOwningInstance.DetachNestedInstance(instancePtr->GetInstanceAlias())));
}
return true;
return (outEntities.size() + outInstances.size()) > 0;
}
bool PrefabPublicHandler::EntitiesBelongToSameInstance(const EntityIdList& entityIds) const
@@ -63,7 +63,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZStd::move(uniqueName), context.GetSourceUuid(), AZStd::move(serializer));
AZ_Assert(spawnable, "Failed to create a new spawnable.");
bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab);
bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab, object.GetReferencedAssets());
if (result)
{
AzFramework::Spawnable::EntityList& entities = spawnable->GetEntities();
@@ -56,6 +56,16 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
return *m_asset;
}
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& ProcessedObjectStore::GetReferencedAssets()
{
return m_referencedAssets;
}
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& ProcessedObjectStore::GetReferencedAssets() const
{
return m_referencedAssets;
}
AZStd::unique_ptr<AZ::Data::AssetData> ProcessedObjectStore::ReleaseAsset()
{
return AZStd::move(m_asset);
@@ -48,6 +48,10 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZ::Data::AssetData& GetAsset();
AZStd::unique_ptr<AZ::Data::AssetData> ReleaseAsset();
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetReferencedAssets();
const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetReferencedAssets() const;
const AZStd::string& GetId() const;
private:
@@ -55,6 +59,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
SerializerFunction m_assetSerializer;
AZStd::unique_ptr<AZ::Data::AssetData> m_asset;
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> m_referencedAssets;
AZStd::string m_uniqueId;
};
@@ -28,16 +28,23 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
AzFramework::Spawnable CreateSpawnable(const PrefabDom& prefabDom)
{
AzFramework::Spawnable spawnable;
[[maybe_unused]] bool result = CreateSpawnable(spawnable, prefabDom);
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
[[maybe_unused]] bool result = CreateSpawnable(spawnable, prefabDom, referencedAssets);
AZ_Assert(result,
"Failed to Load Prefab Instance from given Prefab DOM while Spawnable creation.");
return spawnable;
}
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom)
{
AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
return CreateSpawnable(spawnable, prefabDom, referencedAssets);
}
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
{
Instance instance;
if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom,
if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom, referencedAssets,
Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
// going to be used to create clones of the entities.
{
@@ -19,6 +19,7 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
{
AzFramework::Spawnable CreateSpawnable(const PrefabDom& prefabDom);
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom);
bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
void SortEntitiesByTransformHierarchy(AzFramework::Spawnable& spawnable);
} // namespace AzToolsFramework::Prefab::SpawnableUtils
@@ -1353,7 +1353,7 @@ namespace AzToolsFramework
// Iterate over the entities left in the instance and if none of them have this
// asset entity as its ancestor, then we want to remove it.
// \todo - Investigate ways to make this non-linear time. Tricky since removed entities
// obviously aren't maintained in any maps. (https://jira.agscollab.com/browse/LY-88218)
// obviously aren't maintained in any maps. (LY-88218)
bool foundAsAncestor = false;
for (const AZ::Entity* instanceEntity : instanceEntities)
{
@@ -151,32 +151,36 @@ namespace AzToolsFramework
{
if (!selectedEntities.empty())
{
bool layerInSelection = false;
for (AZ::EntityId entityId : selectedEntities)
// Hide if the only selected entity is the Level Container
if (selectedEntities.size() > 1 || !s_prefabPublicInterface->IsLevelInstanceContainerEntity(selectedEntities[0]))
{
if (!layerInSelection)
{
AzToolsFramework::Layers::EditorLayerComponentRequestBus::EventResult(
layerInSelection, entityId,
&AzToolsFramework::Layers::EditorLayerComponentRequestBus::Events::HasLayer);
bool layerInSelection = false;
if (layerInSelection)
for (AZ::EntityId entityId : selectedEntities)
{
if (!layerInSelection)
{
break;
AzToolsFramework::Layers::EditorLayerComponentRequestBus::EventResult(
layerInSelection, entityId,
&AzToolsFramework::Layers::EditorLayerComponentRequestBus::Events::HasLayer);
if (layerInSelection)
{
break;
}
}
}
}
// Layers can't be in prefabs.
if (!layerInSelection)
{
QAction* createAction = menu->addAction(QObject::tr("Create Prefab..."));
createAction->setToolTip(QObject::tr("Creates a prefab out of the currently selected entities."));
// Layers can't be in prefabs.
if (!layerInSelection)
{
QAction* createAction = menu->addAction(QObject::tr("Create Prefab..."));
createAction->setToolTip(QObject::tr("Creates a prefab out of the currently selected entities."));
QObject::connect(createAction, &QAction::triggered, createAction, [this, selectedEntities] {
ContextMenu_CreatePrefab(selectedEntities);
});
QObject::connect(createAction, &QAction::triggered, createAction, [this, selectedEntities] {
ContextMenu_CreatePrefab(selectedEntities);
});
}
}
}
}
@@ -272,6 +276,15 @@ namespace AzToolsFramework
QWidget* activeWindow = QApplication::activeWindow();
const AZStd::string prefabFilesPath = "@devassets@/Prefabs";
// Remove Level entity if it's part of the list
auto levelContainerIter =
AZStd::find(selectedEntities.begin(), selectedEntities.end(), s_prefabPublicInterface->GetLevelInstanceContainerEntityId());
if (levelContainerIter != selectedEntities.end())
{
selectedEntities.erase(levelContainerIter);
}
// Set default folder for prefabs
AZ::IO::FileIOBase* fileIoBaseInstance = AZ::IO::FileIOBase::GetInstance();
@@ -63,23 +63,40 @@ namespace AzToolsFramework
void PropertyManagerComponent::Deactivate()
{
// Delete all remaining auto-delete or built-in handlers.
for (auto it = m_builtInHandlers.begin(); it != m_builtInHandlers.end(); ++it)
{
UnregisterPropertyType(*it);
#ifdef AZ_DEBUG_BUILD
// For debug builds, we'll take the extra time to delete each handler that we're deleting from m_Handlers.
// We loop through m_Handlers below to ensure that we don't have any other handlers still registered after
// we've deleted these.
AZStd::erase_if(m_Handlers, [it](const auto& item) {
auto const& [key, value] = item;
return (key == (*it)->GetHandlerName()) && (value == (*it));
});
#endif
delete *it;
}
m_builtInHandlers.clear();
#ifdef _DEBUG
#ifdef AZ_DEBUG_BUILD
// Loop through all the remaining registered handlers (if any) and print out an error, as these all are probably memory
// leaks. UnregisterPropertyType should have been called on these already, and their pointers should have been deleted
// by the caller.
auto it = m_Handlers.begin();
while (it != m_Handlers.end())
{
AZ_Error("PropertyManager", false, "Property Handler 0x%08x is still registered during shutdown", it->first);
++it;
}
#endif
#endif
m_Handlers.clear();
m_DefaultHandlers.clear();
PropertyTypeRegistrationMessages::Bus::Handler::BusDisconnect();
}
@@ -142,6 +159,16 @@ namespace AzToolsFramework
}
++defaultIt;
}
if (pHandler->AutoDelete())
{
m_builtInHandlers.erase(AZStd::remove(m_builtInHandlers.begin(), m_builtInHandlers.end(), pHandler),
m_builtInHandlers.end());
AZ_Assert(false,
"Handlers with AutoDelete set should not call UnregisterPropertyType. To fix, do one of the following:\n"
" 1. Set AutoDelete to false in the handler, call UnregisterPropertyType, and the caller should delete the handler.\n"
" 2. Set AutoDelete to true in the handler and do NOT call UnregisterPropertyType or delete the handler.");
}
}
@@ -211,6 +211,15 @@ namespace UnitTest
EXPECT_EQ(screenPoint, ScreenPoint(45, 170));
}
TEST(ViewportScreen, ScreenVectorLengthReturned)
{
using AzFramework::ScreenVector;
EXPECT_NEAR(AzFramework::ScreenVectorLength(ScreenVector(1, 1)), 1.41421f, 0.001f);
EXPECT_NEAR(AzFramework::ScreenVectorLength(ScreenVector(3, 4)), 5.0f, 0.001f);
EXPECT_NEAR(AzFramework::ScreenVectorLength(ScreenVector(12, 15)), 19.20937f, 0.001f);
}
TEST(ViewportScreen, CanGetCameraTransformFromCameraViewAndBack)
{
const auto screenDimensions = AZ::Vector2(1024.0f, 768.0f);