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o3de/Code/Tools/SceneAPI/SceneBuilder/Importers/Utilities/RenamedNodesMap.cpp

160 lines
6.5 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/Casting/numeric_cast.h>
#include <AzCore/std/algorithm.h>
#include <AzCore/std/string/conversions.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/SceneBuilder/Importers/Utilities/RenamedNodesMap.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
namespace AZ
{
namespace SceneAPI
{
namespace SceneBuilder
{
bool RenamedNodesMap::SanitizeNodeName(AZStd::string& name, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName)
{
AZ_TraceContext("Node name", name);
const AZStd::string originalNodeName(name);
bool isNameUpdated = false;
// Nodes can't have an empty name, except of the root, otherwise nodes can't be referenced.
if (name.empty())
{
name = defaultName;
isNameUpdated = true;
}
// The scene graph uses an arbitrary character (by default dot) to separate the names of the parents
// therefore that character can't be used in the name.
AZStd::replace_if(name.begin(), name.end(),
[&isNameUpdated](char c) -> bool
{
if (c == Containers::SceneGraph::GetNodeSeperationCharacter())
{
isNameUpdated = true;
return true;
}
else
{
return false;
}
}, '_');
// Nodes under a particular parent have to be unique. Multiple nodes can share the same name, but they
// can't reference the same parent in that case. This is to make sure the node can be quickly found as
// the full path will be unique. To fix any issues, an index is appended.
size_t index = 1;
const size_t offset = name.length();
while (graph.Find(parentNode, name).IsValid())
{
// Remove the previously tried extension.
name.erase(offset, name.length() - offset);
name += ('_');
name += AZStd::to_string(aznumeric_cast<u64>(index));
index++;
isNameUpdated = true;
}
if (isNameUpdated)
{
AZ_TraceContext("New node name", name);
AZ_TracePrintf(Utilities::WarningWindow, "The name of the node '%s' was invalid or conflicting and was updated to '%s'.",
originalNodeName.c_str(), name.c_str());
}
return isNameUpdated;
}
bool RenamedNodesMap::RegisterNode(const std::shared_ptr<SDKNode::NodeWrapper>& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName)
{
return node ? RegisterNode(*node, graph, parentNode, defaultName) : false;
}
bool RenamedNodesMap::RegisterNode(const std::shared_ptr<const SDKNode::NodeWrapper>& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName)
{
return node ? RegisterNode(*node, graph, parentNode, defaultName) : false;
}
bool RenamedNodesMap::RegisterNode(const SDKNode::NodeWrapper& node, const Containers::SceneGraph& graph,
Containers::SceneGraph::NodeIndex parentNode, const char* defaultName)
{
AZStd::string name = node.GetName();
if (SanitizeNodeName(name, graph, parentNode, defaultName))
{
AZ_TraceContext("New node name", name);
// Only register if the name is updated, otherwise the name in the source scene's node can be returned.
auto entry = m_idToName.find(node.GetUniqueId());
if (entry == m_idToName.end())
{
m_idToName.insert(AZStd::make_pair(node.GetUniqueId(), AZStd::move(name)));
return true;
}
else
{
AZ_TraceContext("Previous name", entry->second);
if (entry->second == name)
{
return true;
}
else
{
AZ_Assert(false, "Node has already been registered with a different name.");
return false;
}
}
}
else
{
return true;
}
}
const char* RenamedNodesMap::GetNodeName(const std::shared_ptr<SDKNode::NodeWrapper>& node) const
{
return node ? GetNodeName(*node) : "<invalid>";
}
const char* RenamedNodesMap::GetNodeName(const std::shared_ptr<const SDKNode::NodeWrapper>& node) const
{
return node ? GetNodeName(*node) : "<invalid>";
}
const char* RenamedNodesMap::GetNodeName(const AZStd::shared_ptr<SDKNode::NodeWrapper>& node) const
{
return node ? GetNodeName(*node) : "<invalid>";
}
const char* RenamedNodesMap::GetNodeName(const AZStd::shared_ptr<const SDKNode::NodeWrapper>& node) const
{
return node ? GetNodeName(*node) : "<invalid>";
}
const char* RenamedNodesMap::GetNodeName(const SDKNode::NodeWrapper& node) const
{
auto entry = m_idToName.find(node.GetUniqueId());
if (entry != m_idToName.end())
{
return entry->second.c_str();
}
else
{
return node.GetName();
}
}
} // namespace SceneBuilder
} // namespace SceneAPI
} // namespace AZ