Merge branch 'main' into Prefab/CreatePrefab
This commit is contained in:
@@ -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
|
||||
|
||||
+1
-1
@@ -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();
|
||||
|
||||
+10
@@ -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);
|
||||
|
||||
+5
@@ -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;
|
||||
};
|
||||
|
||||
|
||||
+9
-2
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user