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

142 lines
4.9 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
#
# SceneAPI Processor
#
blastChunksAssetType = azlmbr.math.Uuid_CreateString('{993F0B0F-37D9-48C6-9CC2-E27D3F3E343E}', 0)
def export_chunk_asset(scene, outputDirectory, platformIdentifier, productList):
import azlmbr.scene
import azlmbr.object
import azlmbr.paths
import json, os
jsonFilename = os.path.basename(scene.sourceFilename)
jsonFilename = os.path.join(outputDirectory, jsonFilename + '.blast_chunks')
# prepare output folder
basePath, _ = os.path.split(jsonFilename)
outputPath = os.path.join(outputDirectory, basePath)
if not os.path.exists(outputPath):
os.makedirs(outputPath, False)
# write out a JSON file with the chunk file info
with open(jsonFilename, "w") as jsonFile:
jsonFile.write(scene.manifest.ExportToJson())
exportProduct = azlmbr.scene.ExportProduct()
exportProduct.filename = jsonFilename
exportProduct.sourceId = scene.sourceGuid
exportProduct.assetType = blastChunksAssetType
exportProduct.subId = 101
exportProductList = azlmbr.scene.ExportProductList()
exportProductList.AddProduct(exportProduct)
return exportProductList
def on_prepare_for_export(args):
try:
scene = args[0] # azlmbr.scene.Scene
outputDirectory = args[1] # string
platformIdentifier = args[2] # string
productList = args[3] # azlmbr.scene.ExportProductList
return export_chunk_asset(scene, outputDirectory, platformIdentifier, productList)
except:
log_exception_traceback()
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 = []
while node.IsValid():
# store children to process after siblings
if sceneGraph.has_node_child(node):
children.append(sceneGraph.get_node_child(node))
# store any node that has mesh data content
nodeContent = sceneGraph.get_node_content(node)
if nodeContent is not None and nodeContent.CastWithTypeName('MeshData'):
if sceneGraph.is_node_end_point(node) is False:
nodeName = sceneData.SceneGraphName(sceneGraph.get_node_name(node))
nodePath = nodeName.get_path()
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
def update_manifest(scene):
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)
meshNameList = get_mesh_node_names(graph)
sceneManifest = sceneData.SceneManifest()
sourceFilenameOnly = os.path.basename(scene.sourceFilename)
sourceFilenameOnly = sourceFilenameOnly.replace('.','_')
for activeMeshIndex in range(len(meshNameList)):
chunkName = meshNameList[activeMeshIndex]
chunkPath = chunkName.get_path()
meshGroupName = '{}_{}'.format(sourceFilenameOnly, chunkName.get_name())
meshGroup = sceneManifest.add_mesh_group(meshGroupName)
meshGroup['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, sourceFilenameOnly + chunkPath)) + '}'
sceneManifest.mesh_group_select_node(meshGroup, chunkPath)
return sceneManifest.export()
sceneJobHandler = None
def on_update_manifest(args):
try:
scene = args[0]
return update_manifest(scene)
except:
global sceneJobHandler
sceneJobHandler = None
log_exception_traceback()
# 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)
sceneJobHandler.add_callback('OnPrepareForExport', on_prepare_for_export)
except:
sceneJobHandler = None