Files
o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponent.h
T
Guthrie Adams 0c9dbb8658 Adding new commands to the material component for managing, removing, repairing material slots
• Adding commands to material component to clear or repair material slots
• Moved all clear and repair functions from the editor component to the material component controller, bound to its buses so they can be accessed from script
• Added new functions to clear model and LOD material groups
• Added function to remove material assignments with bad asset references
• Added function to reassign materials with bad asset references to the default asset
• Added function to remove material assignments that don’t match slots available on the active model. This case arises when switching between different models, changing the materials on a given model, or copying and pasting the material component to a different entity with a different model. The user might end up with hidden material slots that load assets but have no effect.
• Converted remaining code that iterated over editor material slots to instead use the material component request bus
• Removed functions from the editor material component that enumerated editor material slots

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-09-19 18:42:24 -05:00

97 lines
4.1 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 <Atom/Feature/Utils/EditorRenderComponentAdapter.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentBus.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentConstants.h>
#include <Material/EditorMaterialComponentSlot.h>
#include <Material/MaterialComponent.h>
namespace AZ
{
namespace Render
{
//! In-editor material component for displaying and editing material assignments.
class EditorMaterialComponent final
: public EditorRenderComponentAdapter<MaterialComponentController, MaterialComponent, MaterialComponentConfig>
, private MaterialReceiverNotificationBus::Handler
, private MaterialComponentNotificationBus::Handler
{
public:
using BaseClass = EditorRenderComponentAdapter<MaterialComponentController, MaterialComponent, MaterialComponentConfig>;
AZ_EDITOR_COMPONENT(EditorMaterialComponent, EditorMaterialComponentTypeId, BaseClass);
static void Reflect(AZ::ReflectContext* context);
static bool ConvertVersion(AZ::SerializeContext& context, AZ::SerializeContext::DataElementNode& classElement);
EditorMaterialComponent() = default;
EditorMaterialComponent(const MaterialComponentConfig& config);
private:
// BaseClass overrides ...
void Activate() override;
void Deactivate() override;
void AddContextMenuActions(QMenu* menu) override;
//! Called when you want to change the game asset through code (like when creating components based on assets).
void SetPrimaryAsset(const AZ::Data::AssetId& assetId) override;
AZ::u32 OnConfigurationChanged() override;
//! MaterialReceiverNotificationBus::Handler overrides...
void OnMaterialAssignmentsChanged() override;
//! MaterialComponentNotificationBus::Handler overrides...
void OnMaterialInstanceCreated(const MaterialAssignment& materialAssignment) override;
// Regenerates the editor component material slots based on the material and
// LOD mapping from the model or other consumer of materials.
// If any corresponding material assignments are found in the component
// controller configuration then those values will be assigned to the editor component slots.
void UpdateMaterialSlots();
// Opens the source material export dialog and updates editor material slots based on
// selected actions
AZ::u32 OpenMaterialExporter();
AZ::u32 OnLodsToggled();
// Get the visibility of the LOD material slots based on the enable flag
AZ::Crc32 GetLodVisibility() const;
// Get the visibility of the default material slot based on the enable flag
AZ::Crc32 GetDefaultMaterialVisibility() const;
// Get the visibility of the entire component interface based on the number of selected entities
AZ::Crc32 GetEditorVisibility() const;
// Get the visibility of the 'multiple entity selected' warning message box
AZ::Crc32 GetMessageVisibility() const;
// Evaluate if materials can be edited
bool IsEditingAllowed() const;
AZStd::string GetLabelForLod(int lodIndex) const;
AZStd::string m_message;
EditorMaterialComponentSlot m_defaultMaterialSlot;
EditorMaterialComponentSlotContainer m_materialSlots;
EditorMaterialComponentSlotsByLodContainer m_materialSlotsByLod;
bool m_materialSlotsByLodEnabled = false;
static const char* GenerateMaterialsButtonText;
static const char* GenerateMaterialsToolTipText;
static const char* ResetMaterialsButtonText;
static const char* ResetMaterialsToolTipText;
};
} // namespace Render
} // namespace AZ