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o3de/Gems/PhysX/Code/Source/Pipeline/MeshBehavior.cpp

164 lines
7.3 KiB
C++

/*
* 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
*
*/
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/algorithm.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneCore/Containers/SceneGraph.h>
#include <SceneAPI/SceneCore/Containers/Utilities/Filters.h>
#include <SceneAPI/SceneCore/Containers/Utilities/SceneGraphUtilities.h>
#include <SceneAPI/SceneCore/Containers/Views/PairIterator.h>
#include <SceneAPI/SceneCore/Containers/Views/FilterIterator.h>
#include <SceneAPI/SceneCore/Containers/Views/SceneGraphChildIterator.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IBoneData.h>
#include <SceneAPI/SceneCore/DataTypes/DataTypeUtilities.h>
#include <SceneAPI/SceneCore/Events/GraphMetaInfoBus.h>
#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
#include <SceneAPI/SceneData/Groups/MeshGroup.h>
#include <SceneAPI/SceneCore/Containers/Utilities/SceneGraphUtilities.h>
#include <Source/Pipeline/MeshBehavior.h>
#include <Source/Pipeline/MeshGroup.h>
namespace PhysX
{
namespace Pipeline
{
void MeshBehavior::Activate()
{
AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler::BusConnect();
AZ::SceneAPI::Events::AssetImportRequestBus::Handler::BusConnect();
}
void MeshBehavior::Deactivate()
{
AZ::SceneAPI::Events::AssetImportRequestBus::Handler::BusDisconnect();
AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler::BusDisconnect();
}
void MeshBehavior::Reflect(AZ::ReflectContext* context)
{
MeshGroup::Reflect(context);
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<MeshBehavior, BehaviorComponent>()->Version(1);
}
}
void MeshBehavior::GetCategoryAssignments(CategoryRegistrationList& categories, const AZ::SceneAPI::Containers::Scene& scene)
{
if (AZ::SceneAPI::Utilities::DoesSceneGraphContainDataLike<AZ::SceneAPI::DataTypes::IMeshData>(scene, false))
{
categories.emplace_back("PhysX", MeshGroup::TYPEINFO_Uuid());
}
}
void MeshBehavior::InitializeObject(const AZ::SceneAPI::Containers::Scene& scene, AZ::SceneAPI::DataTypes::IManifestObject& target)
{
if (!target.RTTI_IsTypeOf(MeshGroup::TYPEINFO_Uuid()))
{
return;
}
MeshGroup* group = azrtti_cast<MeshGroup*>(&target);
group->SetName(AZ::SceneAPI::DataTypes::Utilities::CreateUniqueName<MeshGroup>(scene.GetName(), scene.GetManifest()));
const AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
// Gather the nodes that should be selected by default
AZ::SceneAPI::DataTypes::ISceneNodeSelectionList& nodeSelectionList = group->GetSceneNodeSelectionList();
AZ::SceneAPI::Utilities::SceneGraphSelector::UnselectAll(graph, nodeSelectionList);
AZ::SceneAPI::Containers::SceneGraph::ContentStorageConstData graphContent = graph.GetContentStorage();
auto view = AZ::SceneAPI::Containers::Views::MakeFilterView(graphContent, AZ::SceneAPI::Containers::DerivedTypeFilter<AZ::SceneAPI::DataTypes::IMeshData>());
for (auto iter = view.begin(), iterEnd = view.end(); iter != iterEnd; ++iter)
{
AZ::SceneAPI::Containers::SceneGraph::NodeIndex nodeIndex = graph.ConvertToNodeIndex(iter.GetBaseIterator());
AZStd::set<AZ::Crc32> types;
AZ::SceneAPI::Events::GraphMetaInfoBus::Broadcast(&AZ::SceneAPI::Events::GraphMetaInfoBus::Events::GetVirtualTypes, types, scene, nodeIndex);
if (types.count(AZ_CRC("PhysicsMesh", 0xc75d4ff1)) == 1)
{
nodeSelectionList.AddSelectedNode(graph.GetNodeName(nodeIndex).GetPath());
}
}
// Update list of materials slots after the group's node selection list has been gathered
group->SetSceneGraph(&graph);
group->UpdateMaterialSlots();
}
AZ::SceneAPI::Events::ProcessingResult MeshBehavior::UpdateManifest(AZ::SceneAPI::Containers::Scene& scene, ManifestAction action,
RequestingApplication /*requester*/)
{
if (action == ManifestAction::ConstructDefault)
{
return BuildDefault(scene);
}
else if (action == ManifestAction::Update)
{
return UpdatePhysXMeshGroups(scene);
}
else
{
return AZ::SceneAPI::Events::ProcessingResult::Ignored;
}
}
AZ::SceneAPI::Events::ProcessingResult MeshBehavior::BuildDefault(AZ::SceneAPI::Containers::Scene& scene) const
{
if (!AZ::SceneAPI::Utilities::DoesSceneGraphContainDataLike<AZ::SceneAPI::DataTypes::IMeshData>(scene, true))
{
return AZ::SceneAPI::Events::ProcessingResult::Ignored;
}
AZStd::shared_ptr<MeshGroup> group = AZStd::make_shared<MeshGroup>();
// This is a group that's generated automatically so may not be saved to disk but would need to be recreated
// in the same way again. To guarantee the same uuid, generate a stable one instead.
group->OverrideId(AZ::SceneAPI::DataTypes::Utilities::CreateStableUuid(scene, MeshGroup::TYPEINFO_Uuid()));
group->SetSceneGraph(&scene.GetGraph());
EBUS_EVENT(AZ::SceneAPI::Events::ManifestMetaInfoBus, InitializeObject, scene, *group);
scene.GetManifest().AddEntry(AZStd::move(group));
return AZ::SceneAPI::Events::ProcessingResult::Success;
}
AZ::SceneAPI::Events::ProcessingResult MeshBehavior::UpdatePhysXMeshGroups(AZ::SceneAPI::Containers::Scene& scene) const
{
bool updated = false;
AZ::SceneAPI::Containers::SceneManifest& manifest = scene.GetManifest();
auto valueStorage = manifest.GetValueStorage();
auto view = AZ::SceneAPI::Containers::MakeDerivedFilterView<MeshGroup>(valueStorage);
for (MeshGroup& group : view)
{
if (group.GetName().empty())
{
group.SetName(AZ::SceneAPI::DataTypes::Utilities::CreateUniqueName<AZ::SceneAPI::DataTypes::IMeshGroup>(scene.GetName(), scene.GetManifest()));
}
AZ::SceneAPI::Utilities::SceneGraphSelector::UpdateNodeSelection(scene.GetGraph(), group.GetSceneNodeSelectionList());
// Update list of materials slots after the group's node selection list has been updated
group.SetSceneGraph(&scene.GetGraph());
group.UpdateMaterialSlots();
updated = true;
}
return updated ? AZ::SceneAPI::Events::ProcessingResult::Success : AZ::SceneAPI::Events::ProcessingResult::Ignored;
}
} // namespace Pipeline
} // namespace PhysX