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o3de/AutomatedTesting/Editor/Scripts/scene_mesh_to_prefab.py

163 lines
6.6 KiB
Python

#
# 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
#
#
import os, traceback, binascii, sys, json, pathlib
import azlmbr.math
import azlmbr.bus
#
# SceneAPI Processor
#
def log_exception_traceback():
exc_type, exc_value, exc_tb = sys.exc_info()
data = traceback.format_exception(exc_type, exc_value, exc_tb)
print(str(data))
def get_mesh_node_names(sceneGraph):
import azlmbr.scene as sceneApi
import azlmbr.scene.graph
from scene_api import scene_data as sceneData
meshDataList = []
node = sceneGraph.get_root()
children = []
paths = []
while node.IsValid():
# store children to process after siblings
if sceneGraph.has_node_child(node):
children.append(sceneGraph.get_node_child(node))
nodeName = sceneData.SceneGraphName(sceneGraph.get_node_name(node))
paths.append(nodeName.get_path())
# store any node that has mesh data content
nodeContent = sceneGraph.get_node_content(node)
if nodeContent.CastWithTypeName('MeshData'):
if sceneGraph.is_node_end_point(node) is False:
if (len(nodeName.get_path())):
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, paths
def update_manifest(scene):
import json
import uuid, os
import azlmbr.scene as sceneApi
import azlmbr.scene.graph
from scene_api import scene_data as sceneData
graph = sceneData.SceneGraph(scene.graph)
# Get a list of all the mesh nodes, as well as all the nodes
mesh_name_list, all_node_paths = get_mesh_node_names(graph)
scene_manifest = sceneData.SceneManifest()
clean_filename = scene.sourceFilename.replace('.', '_')
# Compute the filename of the scene file
source_basepath = scene.watchFolder
source_relative_path = os.path.dirname(os.path.relpath(clean_filename, source_basepath))
source_filename_only = os.path.basename(clean_filename)
created_entities = []
# Loop every mesh node in the scene
for activeMeshIndex in range(len(mesh_name_list)):
mesh_name = mesh_name_list[activeMeshIndex]
mesh_path = mesh_name.get_path()
# Create a unique mesh group name using the filename + node name
mesh_group_name = '{}_{}'.format(source_filename_only, mesh_name.get_name())
# Remove forbidden filename characters from the name since this will become a file on disk later
mesh_group_name = "".join(char for char in mesh_group_name if char not in "|<>:\"/?*\\")
# Add the MeshGroup to the manifest and give it a unique ID
mesh_group = scene_manifest.add_mesh_group(mesh_group_name)
mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}'
# Set our current node as the only node that is included in this MeshGroup
scene_manifest.mesh_group_select_node(mesh_group, mesh_path)
# Explicitly remove all other nodes to prevent implicit inclusions
for node in all_node_paths:
if node != mesh_path:
scene_manifest.mesh_group_unselect_node(mesh_group, node)
# Create an editor entity
entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name)
# Add an EditorMeshComponent to the entity
editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName", entity_id, "AZ::Render::EditorMeshComponent")
# Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just created + the azmodel extension
# The MeshGroup we created will be output as a product in the asset's path named mesh_group_name.azmodel
# The assetHint will be converted to an AssetId later during prefab loading
json_update = json.dumps({
"Controller": { "Configuration": { "ModelAsset": {
"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel" }}}
});
# Apply the JSON above to the component we created
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, editor_mesh_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity failed")
# Keep track of the entity we set up, we'll add them all to the prefab we're creating later
created_entities.append(entity_id)
# Create a prefab with all our entities
prefab_filename = source_filename_only + ".prefab"
created_template_id = azlmbr.prefab.PrefabSystemScriptingBus(azlmbr.bus.Broadcast, "CreatePrefab", created_entities, prefab_filename)
if created_template_id == azlmbr.prefab.InvalidTemplateId:
raise RuntimeError("CreatePrefab {} failed".format(prefab_filename))
# Convert the prefab to a JSON string
output = azlmbr.prefab.PrefabLoaderScriptingBus(azlmbr.bus.Broadcast, "SaveTemplateToString", created_template_id)
if output.IsSuccess():
jsonString = output.GetValue()
uuid = azlmbr.math.Uuid_CreateRandom().ToString()
jsonResult = json.loads(jsonString)
# Add a PrefabGroup to the manifest and store the JSON on it
scene_manifest.add_prefab_group(source_filename_only, uuid, jsonResult)
else:
raise RuntimeError("SaveTemplateToString failed for template id {}, prefab {}".format(created_template_id, prefab_filename))
# Convert the manifest to a JSON string and return it
new_manifest = scene_manifest.export()
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}')
log_exception_traceback()
global sceneJobHandler
sceneJobHandler = None
# try to create SceneAPI handler for processing
try:
import azlmbr.scene as sceneApi
if (sceneJobHandler == None):
sceneJobHandler = sceneApi.ScriptBuildingNotificationBusHandler()
sceneJobHandler.connect()
sceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest)
except:
sceneJobHandler = None