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127 lines
4.9 KiB
C++
127 lines
4.9 KiB
C++
/*
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* 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.
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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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#include <AzToolsFramework/AssetBrowser/AssetBrowserBus.h>
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#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentBus.h>
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#include <Editor/PropertyTypes.h>
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#include <Editor/MeshNodeHandler.h>
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namespace NvCloth
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{
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namespace Editor
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{
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AZ::u32 MeshNodeHandler::GetHandlerName() const
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{
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return MeshNodeSelector;
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}
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QWidget* MeshNodeHandler::CreateGUI(QWidget* parent)
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{
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widget_t* picker = new widget_t(parent);
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// Set edit button appearance to go to Scene Settings dialog
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picker->GetEditButton()->setToolTip("Open Scene Settings to setup Cloth Modifiers");
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picker->GetEditButton()->setText("");
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picker->GetEditButton()->setEnabled(false);
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connect(picker->GetComboBox(),
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&QComboBox::currentTextChanged, this,
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[picker]()
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{
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AzToolsFramework::PropertyEditorGUIMessages::Bus::Broadcast(&AzToolsFramework::PropertyEditorGUIMessages::RequestWrite, picker);
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});
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connect(picker->GetEditButton(),
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&QToolButton::clicked, this,
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[this, picker]()
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{
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OnEditButtonClicked(picker);
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});
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return picker;
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}
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bool MeshNodeHandler::IsDefaultHandler() const
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{
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return true;
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}
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void MeshNodeHandler::ConsumeAttribute(widget_t* GUI, AZ::u32 attrib, AzToolsFramework::PropertyAttributeReader* attrValue, [[maybe_unused]] const char* debugName)
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{
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if (attrib == AZ::Edit::UIHandlers::EntityId)
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{
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AZ::EntityId value;
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if (attrValue->Read<AZ::EntityId>(value))
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{
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GUI->SetEntityId(value);
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}
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else
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{
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AZ_WarningOnce("MeshNodeHandler", false, "Failed to read 'EntityId' attribute from property '%s'. Expected entity id.", debugName);
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}
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}
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else if (attrib == AZ::Edit::Attributes::StringList)
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{
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AZStd::vector<AZStd::string> value;
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if (attrValue->Read<AZStd::vector<AZStd::string>>(value))
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{
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QSignalBlocker signalBlocker(GUI->GetComboBox());
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GUI->GetComboBox()->clear();
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for (const auto& item : value)
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{
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GUI->GetComboBox()->addItem(item.c_str());
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}
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bool hasAsset = GetMeshAsset(GUI->GetEntityId()).Get() != nullptr;
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GUI->GetEditButton()->setEnabled(hasAsset);
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}
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else
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{
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AZ_WarningOnce("MeshNodeHandler", false, "Failed to read 'StringList' attribute from property '%s'. Expected string vector.", debugName);
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}
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}
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}
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void MeshNodeHandler::WriteGUIValuesIntoProperty([[maybe_unused]] size_t index, widget_t* GUI, property_t& instance, [[maybe_unused]] AzToolsFramework::InstanceDataNode* node)
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{
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instance = GUI->GetComboBox()->currentText().toUtf8().data();
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}
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bool MeshNodeHandler::ReadValuesIntoGUI([[maybe_unused]] size_t index, widget_t* GUI, const property_t& instance, [[maybe_unused]] AzToolsFramework::InstanceDataNode* node)
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{
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QSignalBlocker signalBlocker(GUI->GetComboBox());
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GUI->GetComboBox()->setCurrentText(instance.c_str());
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return true;
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}
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void MeshNodeHandler::OnEditButtonClicked(widget_t* GUI)
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{
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AZ::Data::Asset<AZ::Data::AssetData> meshAsset = GetMeshAsset(GUI->GetEntityId());
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if (meshAsset)
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{
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// Open the asset with the preferred asset editor, which for Mesh and Actor Assets it's Scene Settings.
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bool handled = false;
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AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotificationBus::Broadcast(
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&AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotifications::OpenAssetInAssociatedEditor, meshAsset.GetId(), handled);
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}
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}
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AZ::Data::Asset<AZ::Data::AssetData> MeshNodeHandler::GetMeshAsset(const AZ::EntityId entityId) const
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{
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AZ::Data::Asset<AZ::RPI::ModelAsset> modelAsset;
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AZ::Render::MeshComponentRequestBus::EventResult(
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modelAsset, entityId, &AZ::Render::MeshComponentRequestBus::Events::GetModelAsset);
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return modelAsset;
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}
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} // namespace Editor
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} // namespace NvCloth
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#include <Source/Editor/moc_MeshNodeHandler.cpp>
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