Integrating latest 47acbe8
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/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzCore/RTTI/ReflectContext.h>
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#include <AzCore/Memory/SystemAllocator.h>
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#include <SceneAPI/SceneCore/Containers/RuleContainer.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SceneData/Rules/CoordinateSystemRule.h>
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namespace AZ::SceneAPI::SceneData
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{
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AZ_CLASS_ALLOCATOR_IMPL(CoordinateSystemRule, AZ::SystemAllocator, 0)
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CoordinateSystemRule::CoordinateSystemRule()
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: m_targetCoordinateSystem(ZUpPositiveYForward)
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{
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}
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void CoordinateSystemRule::UpdateCoordinateSystemConverter()
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{
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switch (m_targetCoordinateSystem)
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{
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case ZUpPositiveYForward:
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{
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// Source coordinate system, use identity for now, which will currently just assume LY's coordinate system.
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const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// The target coordinate system, with X and Y inverted (rotate 180 degrees over Z)
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const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3(-1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f,-1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system.
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const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 };
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m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices);
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}
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break;
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case ZUpNegativeYForward:
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{
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// Source coordinate system, use identity for now, which will currently just assume LY's coordinate system.
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const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// The target coordinate system, which is the same as the source, so basically we won't do anything here.
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const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system.
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const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 };
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m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices);
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}
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break;
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default:
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AZ_Assert(false, "Unsupported coordinate system conversion");
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};
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}
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void CoordinateSystemRule::SetTargetCoordinateSystem(CoordinateSystem targetCoordinateSystem)
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{
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m_targetCoordinateSystem = targetCoordinateSystem;
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UpdateCoordinateSystemConverter();
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}
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CoordinateSystemRule::CoordinateSystem CoordinateSystemRule::GetTargetCoordinateSystem() const
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{
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return m_targetCoordinateSystem;
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}
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void CoordinateSystemRule::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (!serializeContext)
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{
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return;
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}
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serializeContext->Class<CoordinateSystemRule, IRule>()->Version(1)
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->Field("targetCoordinateSystem", &CoordinateSystemRule::m_targetCoordinateSystem);
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AZ::EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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editContext->Class<CoordinateSystemRule>("Coordinate system change", "Modify the target coordinate system, applying a transformation to all data (transforms and vertex data if it exists).")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
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->DataElement(AZ::Edit::UIHandlers::ComboBox, &CoordinateSystemRule::m_targetCoordinateSystem, "Facing direction", "Change the direction the actor/motion will face by applying a post transformation to the data.")
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->EnumAttribute(CoordinateSystem::ZUpNegativeYForward, "Do nothing")
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->EnumAttribute(CoordinateSystem::ZUpPositiveYForward, "Rotate 180 degrees around the up axis");
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}
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}
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bool CoordinateSystemRule::ConvertLegacyCoordinateSystemRule(AZ::SerializeContext& serializeContext,
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AZ::SerializeContext::DataElementNode& classElement)
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{
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AZ::SerializeContext::DataElementNode* ruleContainerNode = classElement.FindSubElement(AZ_CRC("rules", 0x899a993c));
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if (!ruleContainerNode)
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{
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AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Can't find rule container.\n");
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return false;
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}
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AZ::SerializeContext::DataElementNode* rulesNode = ruleContainerNode->FindSubElement(AZ_CRC("rules", 0x899a993c));
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if (!rulesNode)
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{
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AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Can't find rules within rule container.\n");
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return false;
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}
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const AZ::Uuid oldCoordSysRuleId("{603207E2-4F55-4C33-9AAB-98CA75C1E351}");
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const int numRules = rulesNode->GetNumSubElements();
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for (int i = 0; i < numRules; ++i)
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{
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AZ::SerializeContext::DataElementNode& sharedPointerNode = rulesNode->GetSubElement(i);
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if (sharedPointerNode.GetNumSubElements() == 1)
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{
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AZ::SerializeContext::DataElementNode& currentRuleNode = sharedPointerNode.GetSubElement(0);
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// Convert the coordinate system rule
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if (currentRuleNode.GetId() == oldCoordSysRuleId)
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{
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int targetCoordinateSystem = 0;
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currentRuleNode.FindSubElementAndGetData(AZ_CRC("targetCoordinateSystem"), targetCoordinateSystem);
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AZStd::shared_ptr<CoordinateSystemRule> coordSysRule = AZStd::make_shared<CoordinateSystemRule>();
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coordSysRule->SetTargetCoordinateSystem(static_cast<AZ::SceneAPI::DataTypes::ICoordinateSystemRule::CoordinateSystem>(targetCoordinateSystem));
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rulesNode->RemoveElement(i);
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rulesNode->AddElementWithData<AZStd::shared_ptr<AZ::SceneAPI::DataTypes::IRule>>(serializeContext, "element", coordSysRule);
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return true;
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}
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}
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}
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return true;
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}
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} // namespace AZ::SceneAPI::SceneData
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