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