""" 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. """ import uuid, os import azlmbr.scene as sceneApi import azlmbr.scene.graph from scene_api import scene_data as sceneData def get_mesh_node_names(sceneGraph): meshDataList = [] node = sceneGraph.get_root() children = [] while node.IsValid(): # store children to process after siblings if sceneGraph.has_node_child(node): children.append(sceneGraph.get_node_child(node)) # store any node that has mesh data content nodeContent = sceneGraph.get_node_content(node) if nodeContent is not None and nodeContent.CastWithTypeName('MeshData'): if sceneGraph.is_node_end_point(node) is False: 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 def update_manifest(scene): graph = sceneData.SceneGraph(scene.graph) meshNameList = get_mesh_node_names(graph) sceneManifest = sceneData.SceneManifest() sourceFilenameOnly = os.path.basename(scene.sourceFilename) sourceFilenameOnly = sourceFilenameOnly.replace('.','_') for activeMeshIndex in range(len(meshNameList)): chunkName = meshNameList[activeMeshIndex] chunkPath = chunkName.get_path() meshGroupName = '{}_{}'.format(sourceFilenameOnly, chunkName.get_name()) meshGroup = sceneManifest.add_mesh_group(meshGroupName) meshGroup['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, sourceFilenameOnly + chunkPath)) + '}' sceneManifest.mesh_group_add_comment(meshGroup, 'auto generated by scene manifest') sceneManifest.mesh_group_add_advanced_coordinate_system(meshGroup, None, None, None, 1.0) # create selection node list pathSet = set() for meshIndex in range(len(meshNameList)): targetPath = meshNameList[meshIndex].get_path() if (activeMeshIndex == meshIndex): sceneManifest.mesh_group_select_node(meshGroup, targetPath) else: if targetPath not in pathSet: pathSet.update(targetPath) sceneManifest.mesh_group_unselect_node(meshGroup, targetPath) return sceneManifest.export() mySceneJobHandler = None def on_update_manifest(args): scene = args[0] result = update_manifest(scene) global mySceneJobHandler mySceneJobHandler.disconnect() mySceneJobHandler = None return result def main(): global mySceneJobHandler mySceneJobHandler = sceneApi.ScriptBuildingNotificationBusHandler() mySceneJobHandler.connect() mySceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest) if __name__ == "__main__": main()