Compile again after renaming and moving files

Cleaned up namespaces
Renamed a couple of functions and added comments

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
This commit is contained in:
Guthrie Adams
2021-10-10 01:45:13 -05:00
parent 3ee45d54bb
commit 9f92bd2d33
23 changed files with 295 additions and 305 deletions
@@ -23,13 +23,13 @@
#include <AzCore/Math/Transform.h>
#include <AzFramework/Components/TransformComponent.h>
#include <AzFramework/Entity/EntityContextBus.h>
#include <Previewer/CommonPreviewContent.h>
#include <SharedPreview/SharedPreviewContent.h>
namespace AZ
{
namespace LyIntegration
{
CommonPreviewContent::CommonPreviewContent(
SharedPreviewContent::SharedPreviewContent(
RPI::ScenePtr scene,
RPI::ViewPtr view,
AZ::Uuid entityContextId,
@@ -56,7 +56,7 @@ namespace AZ
m_lightingPresetAsset.Create(lightingPresetAssetId);
}
CommonPreviewContent::~CommonPreviewContent()
SharedPreviewContent::~SharedPreviewContent()
{
if (m_modelEntity)
{
@@ -66,46 +66,46 @@ namespace AZ
}
}
void CommonPreviewContent::Load()
void SharedPreviewContent::Load()
{
m_modelAsset.QueueLoad();
m_materialAsset.QueueLoad();
m_lightingPresetAsset.QueueLoad();
}
bool CommonPreviewContent::IsReady() const
bool SharedPreviewContent::IsReady() const
{
return (!m_modelAsset.GetId().IsValid() || m_modelAsset.IsReady()) &&
(!m_materialAsset.GetId().IsValid() || m_materialAsset.IsReady()) &&
(!m_lightingPresetAsset.GetId().IsValid() || m_lightingPresetAsset.IsReady());
}
bool CommonPreviewContent::IsError() const
bool SharedPreviewContent::IsError() const
{
return m_modelAsset.IsError() || m_materialAsset.IsError() || m_lightingPresetAsset.IsError();
}
void CommonPreviewContent::ReportErrors()
void SharedPreviewContent::ReportErrors()
{
AZ_Warning(
"CommonPreviewContent", !m_modelAsset.GetId().IsValid() || m_modelAsset.IsReady(), "Asset failed to load in time: %s",
"SharedPreviewContent", !m_modelAsset.GetId().IsValid() || m_modelAsset.IsReady(), "Asset failed to load in time: %s",
m_modelAsset.ToString<AZStd::string>().c_str());
AZ_Warning(
"CommonPreviewContent", !m_materialAsset.GetId().IsValid() || m_materialAsset.IsReady(), "Asset failed to load in time: %s",
"SharedPreviewContent", !m_materialAsset.GetId().IsValid() || m_materialAsset.IsReady(), "Asset failed to load in time: %s",
m_materialAsset.ToString<AZStd::string>().c_str());
AZ_Warning(
"CommonPreviewContent", !m_lightingPresetAsset.GetId().IsValid() || m_lightingPresetAsset.IsReady(),
"SharedPreviewContent", !m_lightingPresetAsset.GetId().IsValid() || m_lightingPresetAsset.IsReady(),
"Asset failed to load in time: %s", m_lightingPresetAsset.ToString<AZStd::string>().c_str());
}
void CommonPreviewContent::UpdateScene()
void SharedPreviewContent::Update()
{
UpdateModel();
UpdateLighting();
UpdateCamera();
}
void CommonPreviewContent::UpdateModel()
void SharedPreviewContent::UpdateModel()
{
Render::MeshComponentRequestBus::Event(
m_modelEntity->GetId(), &Render::MeshComponentRequestBus::Events::SetModelAsset, m_modelAsset);
@@ -119,7 +119,7 @@ namespace AZ
Render::DefaultMaterialAssignmentId, m_materialPropertyOverrides);
}
void CommonPreviewContent::UpdateLighting()
void SharedPreviewContent::UpdateLighting()
{
if (m_lightingPresetAsset.IsReady())
{
@@ -152,7 +152,7 @@ namespace AZ
}
}
void CommonPreviewContent::UpdateCamera()
void SharedPreviewContent::UpdateCamera()
{
// Get bounding sphere of the model asset and estimate how far the camera needs to be see all of it
Vector3 center = {};