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>
This commit is contained in:
@@ -0,0 +1,124 @@
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#
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# Copyright (c) Contributors to the Open 3D Engine Project.
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# For complete copyright and license terms please see the LICENSE at the root of this distribution.
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#
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# SPDX-License-Identifier: Apache-2.0 OR MIT
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#
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#
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import os, traceback, binascii, sys, json, pathlib, logging
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import azlmbr.math
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import azlmbr.bus
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from scene_helpers import *
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#
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# SceneAPI Processor
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#
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def update_manifest(scene):
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import uuid
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import azlmbr.scene as sceneApi
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import azlmbr.scene.graph
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from scene_api import scene_data as sceneData
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graph = sceneData.SceneGraph(scene.graph)
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# Get a list of all the mesh nodes, as well as all the nodes
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mesh_name_list, all_node_paths = get_mesh_node_names(graph)
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mesh_name_list.sort(key=lambda node: str.casefold(node.get_path()))
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scene_manifest = sceneData.SceneManifest()
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clean_filename = scene.sourceFilename.replace('.', '_')
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# Compute the filename of the scene file
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source_basepath = scene.watchFolder
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source_relative_path = os.path.dirname(os.path.relpath(clean_filename, source_basepath))
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source_filename_only = os.path.basename(clean_filename)
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created_entities = []
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previous_entity_id = azlmbr.entity.InvalidEntityId
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first_mesh = True
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# Make a list of mesh node paths
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mesh_path_list = list(map(lambda node: node.get_path(), mesh_name_list))
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# Assume the first mesh is the main mesh
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main_mesh = mesh_name_list[0]
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mesh_path = main_mesh.get_path()
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# Create a unique mesh group name using the filename + node name
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mesh_group_name = '{}_{}'.format(source_filename_only, main_mesh.get_name())
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# Remove forbidden filename characters from the name since this will become a file on disk later
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mesh_group_name = "".join(char for char in mesh_group_name if char not in "|<>:\"/?*\\")
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# Add the MeshGroup to the manifest and give it a unique ID
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mesh_group = scene_manifest.add_mesh_group(mesh_group_name)
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mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}'
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# Set our current node as the only node that is included in this MeshGroup
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scene_manifest.mesh_group_select_node(mesh_group, mesh_path)
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# Explicitly remove all other nodes to prevent implicit inclusions
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for node in mesh_path_list:
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if node != mesh_path:
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scene_manifest.mesh_group_unselect_node(mesh_group, node)
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# Create a LOD rule
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lod_rule = scene_manifest.mesh_group_add_lod_rule(mesh_group)
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# Loop all the mesh nodes after the first
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for x in mesh_path_list[1:]:
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# Add a new LOD level
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lod = scene_manifest.lod_rule_add_lod(lod_rule)
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# Select the current mesh for this LOD level
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scene_manifest.lod_select_node(lod, x)
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# Unselect every other mesh for this LOD level
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for y in mesh_path_list:
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if y != x:
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scene_manifest.lod_unselect_node(lod, y)
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# Create an editor entity
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entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name)
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# Add an EditorMeshComponent to the entity
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editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "AZ::Render::EditorMeshComponent")
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# Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just created + the azmodel extension
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# The MeshGroup we created will be output as a product in the asset's path named mesh_group_name.azmodel
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# The assetHint will be converted to an AssetId later during prefab loading
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json_update = json.dumps({
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"Controller": { "Configuration": { "ModelAsset": {
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"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}}
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});
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# Apply the JSON above to the component we created
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result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_mesh_component, json_update)
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if not result:
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raise RuntimeError("UpdateComponentForEntity failed for Mesh component")
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create_prefab(scene_manifest, source_filename_only, [entity_id])
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# Convert the manifest to a JSON string and return it
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new_manifest = scene_manifest.export()
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return new_manifest
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sceneJobHandler = None
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def on_update_manifest(args):
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try:
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scene = args[0]
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return update_manifest(scene)
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except RuntimeError as err:
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print (f'ERROR - {err}')
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log_exception_traceback()
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except:
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log_exception_traceback()
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global sceneJobHandler
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sceneJobHandler = None
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# try to create SceneAPI handler for processing
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try:
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import azlmbr.scene as sceneApi
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if (sceneJobHandler == None):
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sceneJobHandler = sceneApi.ScriptBuildingNotificationBusHandler()
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sceneJobHandler.connect()
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sceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest)
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except:
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sceneJobHandler = None
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@@ -0,0 +1,95 @@
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"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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import traceback, logging, json
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from typing import Tuple, List
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import azlmbr.bus
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from scene_api import scene_data as sceneData
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from scene_api.scene_data import SceneGraphName
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def log_exception_traceback():
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"""
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Outputs an exception stacktrace.
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"""
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data = traceback.format_exc()
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logger = logging.getLogger('python')
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logger.error(data)
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def sanitize_name_for_disk(name: str):
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"""
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Removes illegal filename characters from a string.
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:param name: String to clean.
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:return: Name with illegal characters removed.
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"""
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return "".join(char for char in name if char not in "|<>:\"/?*\\")
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def get_mesh_node_names(scene_graph: sceneData.SceneGraph) -> Tuple[List[SceneGraphName], List[str]]:
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"""
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Returns a tuple of all the mesh nodes as well as all the node paths
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:param scene_graph: Scene graph to search
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:return: Tuple of [Mesh Nodes, All Node Paths]
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"""
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import azlmbr.scene as sceneApi
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import azlmbr.scene.graph
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mesh_data_list = []
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node = scene_graph.get_root()
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children = []
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paths = []
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while node.IsValid():
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# store children to process after siblings
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if scene_graph.has_node_child(node):
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children.append(scene_graph.get_node_child(node))
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node_name = sceneData.SceneGraphName(scene_graph.get_node_name(node))
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paths.append(node_name.get_path())
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# store any node that has mesh data content
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node_content = scene_graph.get_node_content(node)
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if node_content.CastWithTypeName('MeshData'):
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if scene_graph.is_node_end_point(node) is False:
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if len(node_name.get_path()):
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mesh_data_list.append(sceneData.SceneGraphName(scene_graph.get_node_name(node)))
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# advance to next node
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if scene_graph.has_node_sibling(node):
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node = scene_graph.get_node_sibling(node)
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elif children:
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node = children.pop()
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else:
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node = azlmbr.scene.graph.NodeIndex()
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return mesh_data_list, paths
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def create_prefab(scene_manifest: sceneData.SceneManifest, prefab_name: str, entities: list) -> None:
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prefab_filename = prefab_name + ".prefab"
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created_template_id = azlmbr.prefab.PrefabSystemScriptingBus(azlmbr.bus.Broadcast, "CreatePrefab", entities,
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prefab_filename)
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if created_template_id is None or created_template_id == azlmbr.prefab.InvalidTemplateId:
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raise RuntimeError("CreatePrefab {} failed".format(prefab_filename))
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# Convert the prefab to a JSON string
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output = azlmbr.prefab.PrefabLoaderScriptingBus(azlmbr.bus.Broadcast, "SaveTemplateToString", created_template_id)
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if output is not None and output.IsSuccess():
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json_string = output.GetValue()
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uuid = azlmbr.math.Uuid_CreateRandom().ToString()
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json_result = json.loads(json_string)
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# Add a PrefabGroup to the manifest and store the JSON on it
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scene_manifest.add_prefab_group(prefab_name, uuid, json_result)
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else:
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raise RuntimeError(
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"SaveTemplateToString failed for template id {}, prefab {}".format(created_template_id, prefab_filename))
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@@ -5,55 +5,16 @@
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# SPDX-License-Identifier: Apache-2.0 OR MIT
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#
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#
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import os, traceback, binascii, sys, json, pathlib, logging
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import azlmbr.math
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import azlmbr.bus
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import azlmbr.math
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from scene_helpers import *
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#
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# SceneAPI Processor
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#
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def log_exception_traceback():
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data = traceback.format_exc()
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logger = logging.getLogger('python')
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logger.error(data)
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def get_mesh_node_names(sceneGraph):
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import azlmbr.scene as sceneApi
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import azlmbr.scene.graph
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from scene_api import scene_data as sceneData
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meshDataList = []
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node = sceneGraph.get_root()
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children = []
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paths = []
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while node.IsValid():
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# store children to process after siblings
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if sceneGraph.has_node_child(node):
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children.append(sceneGraph.get_node_child(node))
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nodeName = sceneData.SceneGraphName(sceneGraph.get_node_name(node))
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paths.append(nodeName.get_path())
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# store any node that has mesh data content
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nodeContent = sceneGraph.get_node_content(node)
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if nodeContent.CastWithTypeName('MeshData'):
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if sceneGraph.is_node_end_point(node) is False:
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if (len(nodeName.get_path())):
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meshDataList.append(sceneData.SceneGraphName(sceneGraph.get_node_name(node)))
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# advance to next node
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if sceneGraph.has_node_sibling(node):
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node = sceneGraph.get_node_sibling(node)
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elif children:
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node = children.pop()
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else:
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node = azlmbr.scene.graph.NodeIndex()
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return meshDataList, paths
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def add_material_component(entity_id):
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# Create an override AZ::Render::EditorMaterialComponent
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editor_material_component = azlmbr.entity.EntityUtilityBus(
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@@ -64,24 +25,24 @@ def add_material_component(entity_id):
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# this fills out the material asset to a known product AZMaterial asset relative path
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json_update = json.dumps({
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"Controller": { "Configuration": { "materials": [
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{
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"Key": {},
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"Value": { "MaterialAsset":{
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"assetHint": "materials/basic_grey.azmaterial"
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}}
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}]
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}}
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});
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result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_material_component, json_update)
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"Controller": {"Configuration": {"materials": [
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{
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"Key": {},
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"Value": {"MaterialAsset": {
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"assetHint": "materials/basic_grey.azmaterial"
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}}
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}]
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}}
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})
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result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
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editor_material_component, json_update)
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if not result:
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raise RuntimeError("UpdateComponentForEntity for editor_material_component failed")
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def update_manifest(scene):
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import json
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import uuid, os
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import azlmbr.scene as sceneApi
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import azlmbr.scene.graph
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from scene_api import scene_data as sceneData
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@@ -89,9 +50,9 @@ def update_manifest(scene):
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# Get a list of all the mesh nodes, as well as all the nodes
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mesh_name_list, all_node_paths = get_mesh_node_names(graph)
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scene_manifest = sceneData.SceneManifest()
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clean_filename = scene.sourceFilename.replace('.', '_')
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# Compute the filename of the scene file
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source_basepath = scene.watchFolder
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source_relative_path = os.path.dirname(os.path.relpath(clean_filename, source_basepath))
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@@ -108,7 +69,7 @@ def update_manifest(scene):
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# Create a unique mesh group name using the filename + node name
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mesh_group_name = '{}_{}'.format(source_filename_only, mesh_name.get_name())
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# Remove forbidden filename characters from the name since this will become a file on disk later
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mesh_group_name = "".join(char for char in mesh_group_name if char not in "|<>:\"/?*\\")
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mesh_group_name = sanitize_name_for_disk(mesh_group_name)
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# Add the MeshGroup to the manifest and give it a unique ID
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mesh_group = scene_manifest.add_mesh_group(mesh_group_name)
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mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}'
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@@ -129,16 +90,18 @@ def update_manifest(scene):
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# Create an editor entity
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entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name)
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# Add an EditorMeshComponent to the entity
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editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "AZ::Render::EditorMeshComponent")
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# Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just created + the azmodel extension
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# The MeshGroup we created will be output as a product in the asset's path named mesh_group_name.azmodel
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# The assetHint will be converted to an AssetId later during prefab loading
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editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName",
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entity_id, "AZ::Render::EditorMeshComponent")
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# Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just
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# created + the azmodel extension The MeshGroup we created will be output as a product in the asset's path
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# named mesh_group_name.azmodel The assetHint will be converted to an AssetId later during prefab loading
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json_update = json.dumps({
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"Controller": { "Configuration": { "ModelAsset": {
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"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}}
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});
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"Controller": {"Configuration": {"ModelAsset": {
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"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel"}}}
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})
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# Apply the JSON above to the component we created
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result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_mesh_component, json_update)
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result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
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editor_mesh_component, json_update)
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if not result:
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raise RuntimeError("UpdateComponentForEntity failed for Mesh component")
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@@ -149,17 +112,19 @@ def update_manifest(scene):
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add_material_component(entity_id)
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# Get the transform component
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transform_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0")
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transform_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName",
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entity_id, "27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0")
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# Set this entity to be a child of the last entity we created
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# This is just an example of how to do parenting and isn't necessarily useful to parent everything like this
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if previous_entity_id is not None:
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transform_json = json.dumps({
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"Parent Entity" : previous_entity_id.to_json()
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});
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"Parent Entity": previous_entity_id.to_json()
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})
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# Apply the JSON update
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result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, transform_component, transform_json)
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result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
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transform_component, transform_json)
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if not result:
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raise RuntimeError("UpdateComponentForEntity failed for Transform component")
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@@ -171,37 +136,23 @@ def update_manifest(scene):
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created_entities.append(entity_id)
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# Create a prefab with all our entities
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prefab_filename = source_filename_only + ".prefab"
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created_template_id = azlmbr.prefab.PrefabSystemScriptingBus(azlmbr.bus.Broadcast, "CreatePrefab", created_entities, prefab_filename)
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if created_template_id == azlmbr.prefab.InvalidTemplateId:
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raise RuntimeError("CreatePrefab {} failed".format(prefab_filename))
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# Convert the prefab to a JSON string
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output = azlmbr.prefab.PrefabLoaderScriptingBus(azlmbr.bus.Broadcast, "SaveTemplateToString", created_template_id)
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if output.IsSuccess():
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jsonString = output.GetValue()
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uuid = azlmbr.math.Uuid_CreateRandom().ToString()
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jsonResult = json.loads(jsonString)
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# Add a PrefabGroup to the manifest and store the JSON on it
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scene_manifest.add_prefab_group(source_filename_only, uuid, jsonResult)
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else:
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raise RuntimeError("SaveTemplateToString failed for template id {}, prefab {}".format(created_template_id, prefab_filename))
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create_prefab(scene_manifest, source_filename_only, created_entities)
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# Convert the manifest to a JSON string and return it
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new_manifest = scene_manifest.export()
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||||
|
||||
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)
|
||||
|
||||
Reference in New Issue
Block a user