From f97ec14cf8bb8354ca59d845f79d5b4b55897f9d Mon Sep 17 00:00:00 2001 From: amzn-mike <80125227+amzn-mike@users.noreply.github.com> Date: Wed, 1 Dec 2021 15:44:03 -0600 Subject: [PATCH] Procedural Prefabs: Add example LOD script (#6057) * Auto LOD script setup Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Working auto LODs Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Correctly selected LODs and added default prefab Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Cleanup code Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Cleanup code Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Add missing legal header, move name cleanup to scene_helpers, add documentation Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> --- AutomatedTesting/Editor/Scripts/auto_lod.py | 124 +++++++++++++++++ .../Editor/Scripts/scene_helpers.py | 95 +++++++++++++ .../Editor/Scripts/scene_mesh_to_prefab.py | 131 ++++++------------ AutomatedTesting/Objects/sphere_5lods.fbx | 3 + .../Objects/sphere_5lods.fbx.assetinfo | 8 ++ 5 files changed, 272 insertions(+), 89 deletions(-) create mode 100644 AutomatedTesting/Editor/Scripts/auto_lod.py create mode 100644 AutomatedTesting/Editor/Scripts/scene_helpers.py create mode 100644 AutomatedTesting/Objects/sphere_5lods.fbx create mode 100644 AutomatedTesting/Objects/sphere_5lods.fbx.assetinfo diff --git a/AutomatedTesting/Editor/Scripts/auto_lod.py b/AutomatedTesting/Editor/Scripts/auto_lod.py new file mode 100644 index 0000000000..058303242a --- /dev/null +++ b/AutomatedTesting/Editor/Scripts/auto_lod.py @@ -0,0 +1,124 @@ +# +# Copyright (c) Contributors to the Open 3D Engine Project. +# For complete copyright and license terms please see the LICENSE at the root of this distribution. +# +# SPDX-License-Identifier: Apache-2.0 OR MIT +# +# +import os, traceback, binascii, sys, json, pathlib, logging +import azlmbr.math +import azlmbr.bus +from scene_helpers import * + +# +# SceneAPI Processor +# + +def update_manifest(scene): + import uuid + import azlmbr.scene as sceneApi + import azlmbr.scene.graph + from scene_api import scene_data as sceneData + + graph = sceneData.SceneGraph(scene.graph) + # Get a list of all the mesh nodes, as well as all the nodes + mesh_name_list, all_node_paths = get_mesh_node_names(graph) + mesh_name_list.sort(key=lambda node: str.casefold(node.get_path())) + scene_manifest = sceneData.SceneManifest() + + clean_filename = scene.sourceFilename.replace('.', '_') + + # Compute the filename of the scene file + source_basepath = scene.watchFolder + source_relative_path = os.path.dirname(os.path.relpath(clean_filename, source_basepath)) + source_filename_only = os.path.basename(clean_filename) + + created_entities = [] + previous_entity_id = azlmbr.entity.InvalidEntityId + first_mesh = True + + # Make a list of mesh node paths + mesh_path_list = list(map(lambda node: node.get_path(), mesh_name_list)) + + # Assume the first mesh is the main mesh + main_mesh = mesh_name_list[0] + mesh_path = main_mesh.get_path() + + # Create a unique mesh group name using the filename + node name + mesh_group_name = '{}_{}'.format(source_filename_only, main_mesh.get_name()) + # Remove forbidden filename characters from the name since this will become a file on disk later + mesh_group_name = "".join(char for char in mesh_group_name if char not in "|<>:\"/?*\\") + # Add the MeshGroup to the manifest and give it a unique ID + mesh_group = scene_manifest.add_mesh_group(mesh_group_name) + mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}' + # Set our current node as the only node that is included in this MeshGroup + scene_manifest.mesh_group_select_node(mesh_group, mesh_path) + + # Explicitly remove all other nodes to prevent implicit inclusions + for node in mesh_path_list: + if node != mesh_path: + scene_manifest.mesh_group_unselect_node(mesh_group, node) + + # Create a LOD rule + lod_rule = scene_manifest.mesh_group_add_lod_rule(mesh_group) + + # Loop all the mesh nodes after the first + for x in mesh_path_list[1:]: + # Add a new LOD level + lod = scene_manifest.lod_rule_add_lod(lod_rule) + # Select the current mesh for this LOD level + scene_manifest.lod_select_node(lod, x) + + # Unselect every other mesh for this LOD level + for y in mesh_path_list: + if y != x: + scene_manifest.lod_unselect_node(lod, y) + + # Create an editor entity + entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name) + # Add an EditorMeshComponent to the entity + editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "AZ::Render::EditorMeshComponent") + # Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just created + the azmodel extension + # The MeshGroup we created will be output as a product in the asset's path named mesh_group_name.azmodel + # The assetHint will be converted to an AssetId later during prefab loading + json_update = json.dumps({ + "Controller": { "Configuration": { "ModelAsset": { + "assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}} + }); + # Apply the JSON above to the component we created + result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_mesh_component, json_update) + + if not result: + raise RuntimeError("UpdateComponentForEntity failed for Mesh component") + + create_prefab(scene_manifest, source_filename_only, [entity_id]) + + # Convert the manifest to a JSON string and return it + new_manifest = scene_manifest.export() + + return new_manifest + +sceneJobHandler = None + +def on_update_manifest(args): + try: + scene = args[0] + return update_manifest(scene) + except RuntimeError as err: + print (f'ERROR - {err}') + log_exception_traceback() + except: + log_exception_traceback() + + global sceneJobHandler + sceneJobHandler = None + +# try to create SceneAPI handler for processing +try: + import azlmbr.scene as sceneApi + if (sceneJobHandler == None): + sceneJobHandler = sceneApi.ScriptBuildingNotificationBusHandler() + sceneJobHandler.connect() + sceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest) +except: + sceneJobHandler = None diff --git a/AutomatedTesting/Editor/Scripts/scene_helpers.py b/AutomatedTesting/Editor/Scripts/scene_helpers.py new file mode 100644 index 0000000000..761068e796 --- /dev/null +++ b/AutomatedTesting/Editor/Scripts/scene_helpers.py @@ -0,0 +1,95 @@ +""" +Copyright (c) Contributors to the Open 3D Engine Project. +For complete copyright and license terms please see the LICENSE at the root of this distribution. + +SPDX-License-Identifier: Apache-2.0 OR MIT +""" + +import traceback, logging, json +from typing import Tuple, List + +import azlmbr.bus +from scene_api import scene_data as sceneData +from scene_api.scene_data import SceneGraphName + + +def log_exception_traceback(): + """ + Outputs an exception stacktrace. + """ + data = traceback.format_exc() + logger = logging.getLogger('python') + logger.error(data) + + +def sanitize_name_for_disk(name: str): + """ + Removes illegal filename characters from a string. + + :param name: String to clean. + :return: Name with illegal characters removed. + """ + return "".join(char for char in name if char not in "|<>:\"/?*\\") + + +def get_mesh_node_names(scene_graph: sceneData.SceneGraph) -> Tuple[List[SceneGraphName], List[str]]: + """ + Returns a tuple of all the mesh nodes as well as all the node paths + + :param scene_graph: Scene graph to search + :return: Tuple of [Mesh Nodes, All Node Paths] + """ + import azlmbr.scene as sceneApi + import azlmbr.scene.graph + + mesh_data_list = [] + node = scene_graph.get_root() + children = [] + paths = [] + + while node.IsValid(): + # store children to process after siblings + if scene_graph.has_node_child(node): + children.append(scene_graph.get_node_child(node)) + + node_name = sceneData.SceneGraphName(scene_graph.get_node_name(node)) + paths.append(node_name.get_path()) + + # store any node that has mesh data content + node_content = scene_graph.get_node_content(node) + if node_content.CastWithTypeName('MeshData'): + if scene_graph.is_node_end_point(node) is False: + if len(node_name.get_path()): + mesh_data_list.append(sceneData.SceneGraphName(scene_graph.get_node_name(node))) + + # advance to next node + if scene_graph.has_node_sibling(node): + node = scene_graph.get_node_sibling(node) + elif children: + node = children.pop() + else: + node = azlmbr.scene.graph.NodeIndex() + + return mesh_data_list, paths + + +def create_prefab(scene_manifest: sceneData.SceneManifest, prefab_name: str, entities: list) -> None: + prefab_filename = prefab_name + ".prefab" + created_template_id = azlmbr.prefab.PrefabSystemScriptingBus(azlmbr.bus.Broadcast, "CreatePrefab", entities, + prefab_filename) + + if created_template_id is None or created_template_id == azlmbr.prefab.InvalidTemplateId: + raise RuntimeError("CreatePrefab {} failed".format(prefab_filename)) + + # Convert the prefab to a JSON string + output = azlmbr.prefab.PrefabLoaderScriptingBus(azlmbr.bus.Broadcast, "SaveTemplateToString", created_template_id) + + if output is not None and output.IsSuccess(): + json_string = output.GetValue() + uuid = azlmbr.math.Uuid_CreateRandom().ToString() + json_result = json.loads(json_string) + # Add a PrefabGroup to the manifest and store the JSON on it + scene_manifest.add_prefab_group(prefab_name, uuid, json_result) + else: + raise RuntimeError( + "SaveTemplateToString failed for template id {}, prefab {}".format(created_template_id, prefab_filename)) diff --git a/AutomatedTesting/Editor/Scripts/scene_mesh_to_prefab.py b/AutomatedTesting/Editor/Scripts/scene_mesh_to_prefab.py index 7b9349e270..6151585f26 100644 --- a/AutomatedTesting/Editor/Scripts/scene_mesh_to_prefab.py +++ b/AutomatedTesting/Editor/Scripts/scene_mesh_to_prefab.py @@ -5,55 +5,16 @@ # SPDX-License-Identifier: Apache-2.0 OR MIT # # -import os, traceback, binascii, sys, json, pathlib, logging -import azlmbr.math import azlmbr.bus +import azlmbr.math + +from scene_helpers import * + # # SceneAPI Processor # - -def log_exception_traceback(): - data = traceback.format_exc() - logger = logging.getLogger('python') - logger.error(data) - -def get_mesh_node_names(sceneGraph): - import azlmbr.scene as sceneApi - import azlmbr.scene.graph - from scene_api import scene_data as sceneData - - meshDataList = [] - node = sceneGraph.get_root() - children = [] - paths = [] - - while node.IsValid(): - # store children to process after siblings - if sceneGraph.has_node_child(node): - children.append(sceneGraph.get_node_child(node)) - - nodeName = sceneData.SceneGraphName(sceneGraph.get_node_name(node)) - paths.append(nodeName.get_path()) - - # store any node that has mesh data content - nodeContent = sceneGraph.get_node_content(node) - if nodeContent.CastWithTypeName('MeshData'): - if sceneGraph.is_node_end_point(node) is False: - if (len(nodeName.get_path())): - meshDataList.append(sceneData.SceneGraphName(sceneGraph.get_node_name(node))) - - # advance to next node - if sceneGraph.has_node_sibling(node): - node = sceneGraph.get_node_sibling(node) - elif children: - node = children.pop() - else: - node = azlmbr.scene.graph.NodeIndex() - - return meshDataList, paths - def add_material_component(entity_id): # Create an override AZ::Render::EditorMaterialComponent editor_material_component = azlmbr.entity.EntityUtilityBus( @@ -64,24 +25,24 @@ def add_material_component(entity_id): # this fills out the material asset to a known product AZMaterial asset relative path json_update = json.dumps({ - "Controller": { "Configuration": { "materials": [ - { - "Key": {}, - "Value": { "MaterialAsset":{ - "assetHint": "materials/basic_grey.azmaterial" - }} - }] - }} - }); - result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_material_component, json_update) + "Controller": {"Configuration": {"materials": [ + { + "Key": {}, + "Value": {"MaterialAsset": { + "assetHint": "materials/basic_grey.azmaterial" + }} + }] + }} + }) + result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, + editor_material_component, json_update) if not result: raise RuntimeError("UpdateComponentForEntity for editor_material_component failed") + def update_manifest(scene): - import json import uuid, os - import azlmbr.scene as sceneApi import azlmbr.scene.graph from scene_api import scene_data as sceneData @@ -89,9 +50,9 @@ def update_manifest(scene): # Get a list of all the mesh nodes, as well as all the nodes mesh_name_list, all_node_paths = get_mesh_node_names(graph) scene_manifest = sceneData.SceneManifest() - + clean_filename = scene.sourceFilename.replace('.', '_') - + # Compute the filename of the scene file source_basepath = scene.watchFolder source_relative_path = os.path.dirname(os.path.relpath(clean_filename, source_basepath)) @@ -108,7 +69,7 @@ def update_manifest(scene): # Create a unique mesh group name using the filename + node name mesh_group_name = '{}_{}'.format(source_filename_only, mesh_name.get_name()) # Remove forbidden filename characters from the name since this will become a file on disk later - mesh_group_name = "".join(char for char in mesh_group_name if char not in "|<>:\"/?*\\") + mesh_group_name = sanitize_name_for_disk(mesh_group_name) # Add the MeshGroup to the manifest and give it a unique ID mesh_group = scene_manifest.add_mesh_group(mesh_group_name) mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}' @@ -129,16 +90,18 @@ def update_manifest(scene): # Create an editor entity entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name) # Add an EditorMeshComponent to the entity - editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "AZ::Render::EditorMeshComponent") - # Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just created + the azmodel extension - # The MeshGroup we created will be output as a product in the asset's path named mesh_group_name.azmodel - # The assetHint will be converted to an AssetId later during prefab loading + editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", + entity_id, "AZ::Render::EditorMeshComponent") + # Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just + # created + the azmodel extension The MeshGroup we created will be output as a product in the asset's path + # named mesh_group_name.azmodel The assetHint will be converted to an AssetId later during prefab loading json_update = json.dumps({ - "Controller": { "Configuration": { "ModelAsset": { - "assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}} - }); + "Controller": {"Configuration": {"ModelAsset": { + "assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel"}}} + }) # Apply the JSON above to the component we created - result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_mesh_component, json_update) + result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, + editor_mesh_component, json_update) if not result: raise RuntimeError("UpdateComponentForEntity failed for Mesh component") @@ -149,17 +112,19 @@ def update_manifest(scene): add_material_component(entity_id) # Get the transform component - transform_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0") + transform_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", + entity_id, "27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0") # Set this entity to be a child of the last entity we created # This is just an example of how to do parenting and isn't necessarily useful to parent everything like this if previous_entity_id is not None: transform_json = json.dumps({ - "Parent Entity" : previous_entity_id.to_json() - }); + "Parent Entity": previous_entity_id.to_json() + }) # Apply the JSON update - result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, transform_component, transform_json) + result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, + transform_component, transform_json) if not result: raise RuntimeError("UpdateComponentForEntity failed for Transform component") @@ -171,37 +136,23 @@ def update_manifest(scene): created_entities.append(entity_id) # Create a prefab with all our entities - prefab_filename = source_filename_only + ".prefab" - created_template_id = azlmbr.prefab.PrefabSystemScriptingBus(azlmbr.bus.Broadcast, "CreatePrefab", created_entities, prefab_filename) - - if created_template_id == azlmbr.prefab.InvalidTemplateId: - raise RuntimeError("CreatePrefab {} failed".format(prefab_filename)) - - # Convert the prefab to a JSON string - output = azlmbr.prefab.PrefabLoaderScriptingBus(azlmbr.bus.Broadcast, "SaveTemplateToString", created_template_id) - - if output.IsSuccess(): - jsonString = output.GetValue() - uuid = azlmbr.math.Uuid_CreateRandom().ToString() - jsonResult = json.loads(jsonString) - # Add a PrefabGroup to the manifest and store the JSON on it - scene_manifest.add_prefab_group(source_filename_only, uuid, jsonResult) - else: - raise RuntimeError("SaveTemplateToString failed for template id {}, prefab {}".format(created_template_id, prefab_filename)) + create_prefab(scene_manifest, source_filename_only, created_entities) # Convert the manifest to a JSON string and return it new_manifest = scene_manifest.export() return new_manifest + sceneJobHandler = None + def on_update_manifest(args): try: scene = args[0] return update_manifest(scene) except RuntimeError as err: - print (f'ERROR - {err}') + print(f'ERROR - {err}') log_exception_traceback() except: log_exception_traceback() @@ -209,10 +160,12 @@ def on_update_manifest(args): global sceneJobHandler sceneJobHandler = None + # try to create SceneAPI handler for processing try: import azlmbr.scene as sceneApi - if (sceneJobHandler == None): + + if sceneJobHandler is None: sceneJobHandler = sceneApi.ScriptBuildingNotificationBusHandler() sceneJobHandler.connect() sceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest) diff --git a/AutomatedTesting/Objects/sphere_5lods.fbx b/AutomatedTesting/Objects/sphere_5lods.fbx new file mode 100644 index 0000000000..965738c933 --- /dev/null +++ b/AutomatedTesting/Objects/sphere_5lods.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7e169277bca473325281d5fe043cffc9196bd3ef46f6bffbea6e0b5e3b7194a1 +size 62700 diff --git a/AutomatedTesting/Objects/sphere_5lods.fbx.assetinfo b/AutomatedTesting/Objects/sphere_5lods.fbx.assetinfo new file mode 100644 index 0000000000..d46cbf322a --- /dev/null +++ b/AutomatedTesting/Objects/sphere_5lods.fbx.assetinfo @@ -0,0 +1,8 @@ +{ + "values": [ + { + "$type": "ScriptProcessorRule", + "scriptFilename": "Editor/Scripts/auto_lod.py" + } + ] +}