diff --git a/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/ActorInstanceCommands.cpp b/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/ActorInstanceCommands.cpp index ba25318944..328c905ded 100644 --- a/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/ActorInstanceCommands.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/ActorInstanceCommands.cpp @@ -439,6 +439,12 @@ namespace CommandSystem return false; } + if (actorInstance->GetEntity()) + { + outResult = AZStd::string::format("Cannot remove actor instance. Actor instance %i belongs to an entity.", actorInstanceID); + return false; + } + // store the old values before removing the instance m_oldPosition = actorInstance->GetLocalSpaceTransform().m_position; m_oldRotation = actorInstance->GetLocalSpaceTransform().m_rotation; @@ -618,7 +624,7 @@ namespace CommandSystem MCore::CommandGroup commandGroup("Remove actor instances", numActorInstances); AZStd::string tempString; - // iterate over the selected instances and clone them + // iterate over the selected instances and remove them for (size_t i = 0; i < numActorInstances; ++i) { // get the current actor instance @@ -628,6 +634,18 @@ namespace CommandSystem continue; } + // Do not remove any runtime instance from the manager using the commands. + if (actorInstance->GetIsOwnedByRuntime()) + { + continue; + } + + // Do not remove the any instances owned by an entity from the manager using the commands. + if (actorInstance->GetEntity()) + { + continue; + } + tempString = AZStd::string::format("RemoveActorInstance -actorInstanceID %i", actorInstance->GetID()); commandGroup.AddCommandString(tempString.c_str()); } diff --git a/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/AnimGraphCommands.cpp b/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/AnimGraphCommands.cpp index bd5a14f772..b1a830c838 100644 --- a/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/AnimGraphCommands.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/CommandSystem/Source/AnimGraphCommands.cpp @@ -455,8 +455,17 @@ namespace CommandSystem EMotionFX::ActorInstance* actorInstance = nullptr; if (parameters.CheckIfHasParameter("actorInstanceID")) { - const uint32 actorInstanceID = parameters.GetValueAsInt("actorInstanceID", this); - actorInstance = EMotionFX::GetActorManager().FindActorInstanceByID(actorInstanceID); + const int actorInstanceID = parameters.GetValueAsInt("actorInstanceID", this); + if (actorInstanceID == -1) + { + // If there isn't an actorInstanceId, grab the first actor instance. + actorInstance = EMotionFX::GetActorManager().GetFirstEditorActorInstance(); + } + else + { + actorInstance = EMotionFX::GetActorManager().FindActorInstanceByID(actorInstanceID); + } + if (!actorInstance) { outResult = AZStd::string::format("Cannot activate anim graph. Actor instance id '%i' is not valid.", actorInstanceID); diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/ActorManager.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/ActorManager.cpp index 184aac6e2c..252fccdb94 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/ActorManager.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/ActorManager.cpp @@ -434,6 +434,20 @@ namespace EMotionFX } + ActorInstance* ActorManager::GetFirstEditorActorInstance() const + { + const size_t numActorInstances = m_actorInstances.size(); + for (size_t i = 0; i < numActorInstances; ++i) + { + if (!m_actorInstances[i]->GetIsOwnedByRuntime()) + { + return m_actorInstances[i]; + } + } + return nullptr; + } + + const AZStd::vector& ActorManager::GetActorInstanceArray() const { return m_actorInstances; diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/ActorManager.h b/Gems/EMotionFX/Code/EMotionFX/Source/ActorManager.h index 003153b36c..016edb302e 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/ActorManager.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/ActorManager.h @@ -136,6 +136,12 @@ namespace EMotionFX */ MCORE_INLINE ActorInstance* GetActorInstance(size_t nr) const { return m_actorInstances[nr]; } + /** + * Get a given registered actor instance owned by editor (not owned by runtime). + * @result A pointer to the actor instance. + */ + ActorInstance* GetFirstEditorActorInstance() const; + /** * Get the array of actor instances. * @result The const reference to the actor instance array. diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/MainWindow.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/MainWindow.cpp index b75fb71060..083d6a9be1 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/MainWindow.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/MainWindow.cpp @@ -26,6 +26,7 @@ #include #include #include +#include #include #include @@ -1340,8 +1341,15 @@ namespace EMStudio // add the load and the create instance commands commandGroup.AddCommandString(loadActorCommand.c_str()); - commandGroup.AddCommandString("CreateActorInstance -actorID %LASTRESULT%"); + // Temp solution after we refactor / remove the actor manager. + // We only need to create the actor instance by ourselves when openGLRenderPlugin is present. + // Atom render viewport will create actor instance along with the actor component. + PluginManager* pluginManager = GetPluginManager(); + if (pluginManager->FindActivePlugin(static_cast(OpenGLRenderPlugin::CLASS_ID))) + { + commandGroup.AddCommandString("CreateActorInstance -actorID %LASTRESULT%"); + } // execute the group command if (GetCommandManager()->ExecuteCommandGroup(commandGroup, outResult) == false) diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.cpp index 2c9e84c9b9..3451855c86 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.cpp @@ -429,6 +429,7 @@ namespace EMStudio // 3. Relink the actor instances with the emstudio actors const size_t numActorInstances = EMotionFX::GetActorManager().GetNumActorInstances(); + size_t numActorInstancesInRenderPlugin = 0; for (size_t i = 0; i < numActorInstances; ++i) { EMotionFX::ActorInstance* actorInstance = EMotionFX::GetActorManager().GetActorInstance(i); @@ -440,6 +441,12 @@ namespace EMStudio continue; } + if (actorInstance->GetEntity()) + { + continue; + } + + numActorInstancesInRenderPlugin++; if (!emstudioActor) { for (EMStudioRenderActor* currentEMStudioActor : m_actors) @@ -485,6 +492,7 @@ namespace EMStudio if (found == false) { emstudioActor->m_actorInstances.erase(AZStd::next(begin(emstudioActor->m_actorInstances), j)); + numActorInstancesInRenderPlugin--; } else { @@ -497,7 +505,7 @@ namespace EMStudio m_reinitRequested = false; // zoom the camera to the available character only in case we're dealing with a single instance - if (resetViewCloseup && numActorInstances == 1) + if (resetViewCloseup && numActorInstancesInRenderPlugin == 1) { ViewCloseup(false); } diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/Workspace.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/Workspace.cpp index cada8c7f59..c8ee9be995 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/Workspace.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/Workspace.cpp @@ -23,6 +23,7 @@ #include #include #include +#include #include #include @@ -430,6 +431,18 @@ namespace EMStudio continue; } + // Temp solution after we refactor / remove the actor manager. + // We only need to create the actor instance by ourselves when openGLRenderPlugin is present. + // Atom render viewport will create actor instance along with the actor component. + PluginManager* pluginManager = GetPluginManager(); + if (!pluginManager->FindActivePlugin(static_cast(OpenGLRenderPlugin::CLASS_ID))) + { + if (commands[i].find("CreateActorInstance") == 0) + { + continue; + } + } + AzFramework::StringFunc::Replace(commands[i], "@products@", assetCacheFolder.c_str()); AzFramework::StringFunc::Replace(commands[i], "@assets@", assetCacheFolder.c_str()); AzFramework::StringFunc::Replace(commands[i], "@root@", assetCacheFolder.c_str()); diff --git a/Gems/EMotionFX/Code/MCore/Source/MCoreCommandManager.cpp b/Gems/EMotionFX/Code/MCore/Source/MCoreCommandManager.cpp index b59f2b69a0..4b21cde9f6 100644 --- a/Gems/EMotionFX/Code/MCore/Source/MCoreCommandManager.cpp +++ b/Gems/EMotionFX/Code/MCore/Source/MCoreCommandManager.cpp @@ -547,7 +547,12 @@ namespace MCore } tmpStr = commandString.substr(lastResultIndex, rightPercentagePos - lastResultIndex + 1); - AzFramework::StringFunc::Replace(commandString, tmpStr.c_str(), intermediateCommandResults[i - relativeIndex].c_str()); + AZStd::string replaceStr = intermediateCommandResults[i - relativeIndex]; + if (replaceStr.empty()) + { + replaceStr = "-1"; + } + AzFramework::StringFunc::Replace(commandString, tmpStr.c_str(), replaceStr.c_str()); replaceHappen = true; // Search again in case the command group is referring to other results