You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Code/Tools/RC/ResourceCompilerScene/Skin/SkinGroupExporter.cpp

94 lines
4.3 KiB
C++

/*
* 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 <Cry_Geo.h> // Needed for CGFContent.h
#include <CGFContent.h>
#include <AzCore/std/containers/map.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <RC/ResourceCompilerScene/Common/CommonExportContexts.h>
#include <RC/ResourceCompilerScene/Skin/SkinExportContexts.h>
#include <RC/ResourceCompilerScene/Skin/SkinGroupExporter.h>
#include <RC/ResourceCompilerScene/Skin/SkinUtils.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
#include <SceneAPI/SceneCore/DataTypes/ManifestBase/ISceneNodeSelectionList.h>
#include <SceneAPI/SceneCore/DataTypes/Groups/ISkinGroup.h>
#include <SceneAPI/SceneCore/Events/ExportProductList.h>
#include <SceneAPI/SceneCore/Utilities/FileUtilities.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
namespace AZ
{
namespace RC
{
namespace SceneUtil = AZ::SceneAPI::Utilities;
namespace SceneContainer = AZ::SceneAPI::Containers;
const AZStd::string SkinGroupExporter::s_fileExtension = "skin";
SkinGroupExporter::SkinGroupExporter(IAssetWriter* writer, IConvertContext* convertContext)
: m_assetWriter(writer)
, m_convertContext(convertContext)
{
BindToCall(&SkinGroupExporter::ProcessContext);
ActivateBindings();
}
SceneEvents::ProcessingResult SkinGroupExporter::ProcessContext(SkinGroupExportContext& context) const
{
if (context.m_phase != Phase::Filling)
{
return SceneEvents::ProcessingResult::Ignored;
}
AZStd::string filename = SceneUtil::FileUtilities::CreateOutputFileName(context.m_group.GetName(), context.m_outputDirectory, s_fileExtension);
AZ_TraceContext("Skin filename", filename);
if (filename.empty() || !SceneUtil::FileUtilities::EnsureTargetFolderExists(filename))
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Invalid file name for skin");
return SceneEvents::ProcessingResult::Failure;
}
SceneEvents::ProcessingResultCombiner result;
CContentCGF cgfContent(filename.c_str());
ConfigureSkinContent(cgfContent);
// Process mesh
// For each selected mesh, find its skinned skeleton's root bone. Make sure the root bone is consistent through all selected skin meshes.
const SceneContainer::SceneGraph& graph = context.m_scene.GetGraph();
AZStd::vector<AZStd::string> targetNodes = SceneUtil::SceneGraphSelector::GenerateTargetNodes(graph,
context.m_group.GetSceneNodeSelectionList(), SceneUtil::SceneGraphSelector::IsMesh);
result += ProcessSkins(context, cgfContent, targetNodes);
if (m_assetWriter)
{
if (m_assetWriter->WriteSKIN(&cgfContent, m_convertContext, true))
{
static const AZ::Data::AssetType skinnedMeshAssetType("{C5D443E1-41FF-4263-8654-9438BC888CB7}"); // from MeshAsset.h
context.m_products.AddProduct(AZStd::move(filename), context.m_group.GetId(), skinnedMeshAssetType, 0, AZStd::nullopt);
}
else
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Writing Skin has failed.");
result += SceneEvents::ProcessingResult::Failure;
}
}
else
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "No asset writer found. Unable to write skin to disk");
result += SceneEvents::ProcessingResult::Failure;
}
return result.GetResult();
}
} // namespace RC
} // namespace AZ