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o3de/Gems/Blast/Editor/Scripts/blast_asset_builder.py

172 lines
6.7 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
"""
"""
This a Python Asset Builder script examines each .blast file to see if an
associated .fbx file needs to be processed by exporting all of its chunks
into a scene manifest
This is also a SceneAPI script that executes from a foo.fbx.assetinfo scene
manifest that writes out asset chunk data for .blast files
"""
import os, traceback, binascii, sys, json, pathlib
import azlmbr.math
import azlmbr.asset
import azlmbr.asset.entity
import azlmbr.asset.builder
import azlmbr.bus
#
# Python Asset Builder
#
busId = azlmbr.math.Uuid_CreateString('{D4FA20E3-8EF4-44A3-A045-AAE6C1CCAAAB}', 0)
jobKeyName = 'Blast Chunk Assets'
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 raise_error(message):
print (f'ERROR - {message}');
raise RuntimeError(f'[ERROR]: {message}');
# creates a single job to compile for each platform
def get_source_fbx_filename(request):
fullPath = os.path.join(request.watchFolder, request.sourceFile)
basePath, filePart = os.path.split(fullPath)
filename = os.path.splitext(filePart)[0] + '.fbx'
filename = os.path.join(basePath, filename)
return filename
def create_jobs(request):
fbxSidecarFilename = get_source_fbx_filename(request)
if (os.path.exists(fbxSidecarFilename) is False):
print('[WARN] Sidecar FBX file {} is missing for blast file {}'.format(fbxSidecarFilename, request.sourceFile))
return azlmbr.asset.builder.CreateJobsResponse()
# see if the FBX file already has a .assetinfo source asset, if so then do not create a job
establishedAssetInfo = f'{fbxSidecarFilename}.assetinfo';
if (os.path.exists(establishedAssetInfo)):
response = azlmbr.asset.builder.CreateJobsResponse()
response.result = azlmbr.asset.builder.CreateJobsResponse_ResultSuccess
return response
# create job descriptor for each platform
jobDescriptorList = []
for platformInfo in request.enabledPlatforms:
sourceFileDependency = azlmbr.asset.builder.SourceFileDependency()
sourceFileDependency.sourceFileDependencyPath = fbxSidecarFilename
jobDependency = azlmbr.asset.builder.JobDependency()
jobDependency.sourceFile = sourceFileDependency
jobDependency.jobKey = jobKeyName
jobDependency.platformIdentifier = platformInfo.identifier
jobDesc = azlmbr.asset.builder.JobDescriptor()
jobDesc.jobKey = jobKeyName
jobDesc.set_platform_identifier(platformInfo.identifier)
jobDesc.jobDependencyList = [jobDependency]
jobDescriptorList.append(jobDesc)
response = azlmbr.asset.builder.CreateJobsResponse()
response.result = azlmbr.asset.builder.CreateJobsResponse_ResultSuccess
response.createJobOutputs = jobDescriptorList
return response
# to create jobs for a source asset
def on_create_jobs(args):
try:
request = args[0]
return create_jobs(request)
except:
log_exception_traceback()
return azlmbr.asset.builder.CreateJobsResponse()
def generate_assetinfo_product(request):
# write out a product asset file with the extension of .fbx.assetinfo.generated
basePath, sceneFile = os.path.split(request.sourceFile)
assetinfoFilename = os.path.splitext(sceneFile)[0] + '.fbx.assetinfo.generated'
assetinfoFilename = os.path.join(basePath, assetinfoFilename)
assetinfoFilename = assetinfoFilename.replace('\\', '/').lower()
outputFilename = os.path.join(request.tempDirPath, assetinfoFilename)
# the only rule in it is to run this file again as a scene processor
currentScript = str(pathlib.Path(__file__).resolve())
currentScript = currentScript.replace('\\', '/').lower()
currentScript = currentScript.replace('blast_asset_builder.py', 'blast_chunk_processor.py')
aDict = {"values": [{"$type": "ScriptProcessorRule", "scriptFilename": f"{currentScript}"}]}
jsonString = json.dumps(aDict)
jsonFile = open(outputFilename, "w")
jsonFile.write(jsonString)
jsonFile.close()
# return a job product for the generated assetinfo file
sceneManifestType = azlmbr.math.Uuid_CreateString('{9274AD17-3212-4651-9F3B-7DCCB080E467}', 0)
subId = 1
product = azlmbr.asset.builder.JobProduct(outputFilename, sceneManifestType, subId)
product.dependenciesHandled = True
return product
def process_fbx_file(request):
# fill out response object
response = azlmbr.asset.builder.ProcessJobResponse()
productOutputs = []
# prepare output folder
basePath, _ = os.path.split(request.sourceFile)
outputPath = os.path.join(request.tempDirPath, basePath)
os.makedirs(outputPath)
# create assetinfo generated file
productOutputs.append(generate_assetinfo_product(request))
response.outputProducts = productOutputs
response.resultCode = azlmbr.asset.builder.ProcessJobResponse_Success
response.dependenciesHandled = True
return response
# using the incoming 'request' find the type of job via 'jobKey' to determine what to do
def on_process_job(args):
try:
request = args[0]
if (request.jobDescription.jobKey.startswith(jobKeyName)):
return process_fbx_file(request)
return azlmbr.asset.builder.ProcessJobResponse()
except:
log_exception_traceback()
return azlmbr.asset.builder.ProcessJobResponse()
# register asset builder
def register_asset_builder():
assetPattern = azlmbr.asset.builder.AssetBuilderPattern()
assetPattern.pattern = '*.blast'
assetPattern.type = azlmbr.asset.builder.AssetBuilderPattern_Wildcard
builderDescriptor = azlmbr.asset.builder.AssetBuilderDesc()
builderDescriptor.name = "Blast Scene Builder"
builderDescriptor.patterns = [assetPattern]
builderDescriptor.busId = busId
builderDescriptor.version = 1
outcome = azlmbr.asset.builder.PythonAssetBuilderRequestBus(azlmbr.bus.Broadcast, 'RegisterAssetBuilder', builderDescriptor)
if outcome.IsSuccess():
# created the asset builder to hook into the notification bus
handler = azlmbr.asset.builder.PythonBuilderNotificationBusHandler()
handler.connect(busId)
handler.add_callback('OnCreateJobsRequest', on_create_jobs)
handler.add_callback('OnProcessJobRequest', on_process_job)
return handler
# create the asset builder handler
pythonAssetBuilderHandler = None
try:
if (pythonAssetBuilderHandler == None):
pythonAssetBuilderHandler = register_asset_builder()
except:
pythonAssetBuilderHandler = None