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83 lines
4.4 KiB
C++
83 lines
4.4 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/EBus/EBus.h>
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#include <SceneAPI/SceneCore/Utilities/PatternMatcher.h>
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namespace AZ
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{
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namespace SceneProcessingConfig
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{
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class SoftNameSetting;
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class SceneProcessingConfigRequests
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: public EBusTraits
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{
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public:
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static const EBusHandlerPolicy HandlerPolicy = EBusHandlerPolicy::Single;
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static const EBusAddressPolicy AddressPolicy = EBusAddressPolicy::Single;
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virtual const AZStd::vector<SoftNameSetting*>* GetSoftNames() = 0;
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/**
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* @brief Adds a virtual type for matching against the name of scene nodes.
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* @pattern: The string pattern that will be used to match the name of nodes within asset files.
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* If \p approach == PreFix, then \p pattern looks like "name_". And a node named "name_abc" would match.
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* If \p approach == PostFix, then \p pattern looks like "_name". And a node named "abc_name" would match.
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* If \p approach == RegEx, the \p pattern is a regular expression.
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* @approach: See \p pattern.
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* @virtualType: This string will be internally CRC32'ed. For nodes that match \p pattern, this will be
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* the virtual type of the node.
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* @includeChildren: For each parent node, If true, it will do pattern matching across the children nodes,
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* otherwise the pattern matching will always stop at root nodes.
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* @returns: true if the new \p virtualType doesn't exist already (matched by Crc) AND
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* it is added to the end of the list.
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* @pre
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* Here is an example:
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AddNodeSoftName("_lod1", PatternMatcher::MatchApproach::PostFix, "LODMesh1", true)
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*/
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virtual bool AddNodeSoftName(const char* pattern, SceneAPI::SceneCore::PatternMatcher::MatchApproach approach,
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const char* virtualType, bool includeChildren) = 0;
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/**
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* @brief Adds a virtual type for matching against the name of asset files.
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* @pattern See AddNodeSoftName(...)
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* @approach See AddNodeSoftName(...)
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* @virtualType See AddNodeSoftName(...)
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* @inclusive 1. If the asset file name doesn't match the pattern then the value
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* of this flag is irrelevant. No VirtualType will be assigned to any root node
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* within the asset file.
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* 2. If the asset file name MATCHES the pattern, then:
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* 2.1. If at least one root node of type \p graphObjectTypeName
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* is found in the scene then the Virtual Type is assigned or NOT
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* depending on the value of this parameter.
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* 2.2. If none of the root nodes are of type \p graphObjectTypeName
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* then the Virtual Type is assigned or NOT
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* depending on the NEGATED value of this parameter.
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* @graphObjectTypeName TYPEINFO_Name() of a SceneAPI::DataTypes::IGraphObject derived class.
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* e.g. SceneAPI::DataTypes::IAnimationData::TYPEINFO_Name().
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* @returns See AddNodeSoftName(...)
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* @pre
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* Example:
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* AddFileSoftName("_anim", PatternMatcher::MatchApproach::PostFix, "Ignore", false,
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* SceneAPI::DataTypes::IAnimationData::TYPEINFO_Name())
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* If the filename ends with "_anim" this will mark all nodes as "Ignore" unless they're derived from IAnimationData.
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* This will cause only animations to be exported from the source scene file even if there's other data available.
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*/
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virtual bool AddFileSoftName(const char* pattern, SceneAPI::SceneCore::PatternMatcher::MatchApproach approach,
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const char* virtualType, bool inclusive, const AZStd::string& graphObjectTypeName) = 0;
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};
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using SceneProcessingConfigRequestBus = EBus<SceneProcessingConfigRequests>;
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} // namespace SceneProcessingConfig
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} // namespace AZ
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