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o3de/Gems/Atom/Feature/Common/Code/Source/Mesh/ModelReloader.h

75 lines
2.8 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
*
*/
#pragma once
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/RTTI/TypeInfo.h>
#include <Atom/Feature/Mesh/ModelReloaderSystemInterface.h>
#include <Source/Mesh/ModelReloaderSystem.h>
namespace AZ
{
namespace RPI
{
class ModelAsset;
}
namespace Render
{
//! ModelReloader takes care of reloading Buffer, ModelLod, and Model assets in the correct order
//! The ModelReloaderSystem should be used to reload a model, rather than using a ModelReloader directly
class ModelReloader
: private Data::AssetBus::MultiHandler
{
using DependencyList = AZStd::vector<Data::Asset<Data::AssetData>>;
public:
AZ_RTTI(AZ::Render::ModelReloader, "{99B75A6A-62B6-490A-9953-029BE7D69452}");
ModelReloader() = default;
//! Reload a model asset
//! @param modelAsset - the asset to be reloaded
//! @param removeReloaderFromSystemHandler - an event that will tell the ModelReloaderSystem when to remove the reloader because it is finished
ModelReloader(Data::Asset<RPI::ModelAsset> modelAsset, RemoveModelFromReloaderSystemEvent::Handler& removeReloaderFromSystemHandler);
//! Connects a handler that will handle an event when the model is finished reloading
void ConnectOnReloadedEventHandler(ModelReloadedEvent::Handler& onReloadedEventHandler);
private:
enum class State
{
WaitingForMeshDependencies,
WaitingForModelDependencies,
WaitingForModel
};
// Data::AssetBus::MultiHandler overrides...
void OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
void OnAssetReloadError(Data::Asset<Data::AssetData> asset) override;
void InsertMeshDependencyIfUnique(Data::Asset<Data::AssetData> asset);
void ReloadDependenciesAndWait();
void AdvanceToNextLevelOfHierarchy();
DependencyList& GetPendingDependencyList();
ModelReloadedEvent m_onModelReloaded;
RemoveModelFromReloaderSystemEvent m_onRemoveReloaderFromSystem;
// Keep track of all the asset references for each level of the hierarchy
DependencyList m_modelAsset;
DependencyList m_meshDependencies;
DependencyList m_modelDependencies;
AZStd::bitset<1024> m_pendingDependencyListStatus;
State m_state;
};
} // namespace Render
} // namespace AZ