Files
o3de/Code/Framework/AzToolsFramework/AzToolsFramework/Commands/CreateSliceCommand.cpp
T
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h
#	Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h
#	Code/Editor/Plugins/EditorCommon/stdafx.cpp
#	Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h
#	Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h
#	Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h
#	Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h
#	Code/Tools/AssetProcessor/native/precompiled.h
#	Code/Tools/Standalone/StandaloneTools_precompiled.h
#	Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h
#	Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h
#	Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h
#	Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h
#	Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h
#	Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h
#	Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake
#	Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h
#	Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h
#	Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp
#	Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake
#	Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h
#	Gems/Blast/Code/Source/StdAfx.cpp
#	Gems/Camera/Code/Source/Camera_precompiled.h
#	Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h
#	Gems/FastNoise/Code/Source/FastNoise_precompiled.h
#	Gems/Gestures/Code/Source/Gestures_precompiled.h
#	Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h
#	Gems/GraphCanvas/Code/precompiled.h
#	Gems/ImGui/Code/Source/ImGui_precompiled.h
#	Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h
#	Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h
#	Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp
#	Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h
#	Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h
#	Gems/LyShine/Code/Source/LyShine_precompiled.h
#	Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h
#	Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h
#	Gems/Maestro/Code/Source/Maestro_precompiled.h
#	Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h
#	Gems/Metastream/Code/Source/Metastream_precompiled.h
#	Gems/Microphone/Code/Source/Microphone_precompiled.h
#	Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h
#	Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h
#	Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h
#	Gems/PhysX/Code/Source/PhysX_precompiled.h
#	Gems/PhysX/Code/physx_unsupported_files.cmake
#	Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h
#	Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h
#	Gems/ScriptCanvas/Code/Editor/precompiled.h
#	Gems/ScriptCanvas/Code/Source/precompiled.h
#	Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h
#	Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h
#	Gems/ScriptEvents/Code/Source/precompiled.h
#	Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp
#	Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h
#	Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h
#	Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h
#	Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h
#	Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h
#	Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h
#	Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h
#	Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h
#	Gems/Twitch/Code/Source/Twitch_precompiled.h
#	Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h
#	Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h
#	Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
2021-07-16 15:42:37 -07:00

219 lines
9.1 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
*
*/
#include "CreateSliceCommand.h"
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Serialization/Utils.h>
#include <AzToolsFramework/Slice/SliceUtilities.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
#include <AzToolsFramework/Entity/SliceEditorEntityOwnershipServiceBus.h>
namespace AzToolsFramework
{
CreateSliceCommand::CreateSliceCommand(const AZStd::string& friendlyName)
: BaseSliceCommand(friendlyName)
{
}
void CreateSliceCommand::Capture(const AZ::Data::Asset<AZ::SliceAsset>& tempSliceAsset,
const AZStd::string& fullSliceAssetPath,
const AZ::SliceComponent::EntityIdToEntityIdMap& liveToAssetMap)
{
if (!tempSliceAsset.Get())
{
AZ_Error("CreateSliceCommand::Capture",
false,
"Invalid SliceAsset passed in. Unable to capture undo/redo state");
return;
}
if (liveToAssetMap.empty())
{
AZ_Warning("CreateSliceCommand::Capture",
false,
"Empty liveToAsset EntityId map passed in. Nothing to undo/redo");
return;
}
m_fullSliceAssetPath = fullSliceAssetPath;
m_liveToAssetMap = liveToAssetMap;
// Get the sourceUUID of our newly created slice so that we can build its asset ID without having to wait for it to be processed
AZ::Data::AssetInfo assetInfo;
AZStd::string watchFolder;
bool foundSourceInfo = false;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(foundSourceInfo,
&AzToolsFramework::AssetSystemRequestBus::Events::GetSourceInfoBySourcePath,
m_fullSliceAssetPath.c_str(), assetInfo, watchFolder);
if (!foundSourceInfo)
{
AZ_Error("CreateSliceCommand::Capture",
false,
"Failed to acquire asset source info for asset located at local path: %s. Unable to capture undo/redo state",
m_fullSliceAssetPath.c_str());
m_liveToAssetMap.clear();
return;
}
// Convert retrieved assetId to have the appropriate subID for a static (non-dynamic) slice asset
m_sliceAssetId = AZ::Data::AssetId(assetInfo.m_assetId.m_guid, AZ::SliceAsset::GetAssetSubId());
// Save a copy of our tempSliceAsset
AZ::SliceAsset* tempSliceAssetData = tempSliceAsset.Get();
AZ::Entity* tempSliceAssetEntity = tempSliceAssetData->GetEntity();
AZ::IO::ByteContainerStream<AZStd::vector<AZ::u8>> assetStream(&m_sliceAssetBuffer);
bool saveSuccess = AZ::Utils::SaveObjectToStream(assetStream, AZ::DataStream::ST_BINARY, tempSliceAssetEntity);
if (!saveSuccess)
{
AZ_Error("CreateSliceCommand::Capture",
false,
"Failed to cache provided slice asset specified at local path: %s. Unable to capture undo/redo state",
m_fullSliceAssetPath.c_str());
m_liveToAssetMap.clear();
return;
}
// Capture restore info for all the live entities in our map
for (const AZStd::pair<AZ::EntityId, AZ::EntityId>& liveToAssetIdPair : m_liveToAssetMap)
{
const AZ::EntityId& liveEntityId = liveToAssetIdPair.first;
bool restoreCaptured = BaseSliceCommand::CaptureRestoreInfoForUndo(liveEntityId);
if(!restoreCaptured)
{
m_liveToAssetMap.clear();
m_entityUndoRestoreInfoArray.clear();
return;
}
}
// Remove the dirty flag on these entities
// Otherwise an additional entity restore will be scheduled on these entities
for (const AZStd::pair<AZ::EntityId, AZ::EntityId>& liveToAssetId : m_liveToAssetMap)
{
AzToolsFramework::ToolsApplicationRequestBus::Broadcast(&AzToolsFramework::ToolsApplicationRequestBus::Events::RemoveDirtyEntity, liveToAssetId.first);
}
}
void CreateSliceCommand::Undo()
{
BaseSliceCommand::RestoreEntities(m_entityUndoRestoreInfoArray);
}
void CreateSliceCommand::Redo()
{
// Load our slice asset in memory
AZ::Data::Asset<AZ::SliceAsset> sliceAsset = PreloadSliceAsset();
// Move all entities marked in m_liveToAssetMap into a new instance of our sliceAsset
AZ::SliceComponent::SliceInstanceAddress sliceInstanceResult;
AzToolsFramework::SliceEditorEntityOwnershipServiceRequestBus::BroadcastResult(sliceInstanceResult,
&AzToolsFramework::SliceEditorEntityOwnershipServiceRequestBus::Events::PromoteEditorEntitiesIntoSlice,
sliceAsset, m_liveToAssetMap);
}
AZ::Data::Asset<AZ::SliceAsset> CreateSliceCommand::PreloadSliceAsset()
{
AZ::SerializeContext* serializeContext = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
if (!serializeContext)
{
AZ_Error("CreateSliceCommand::PreloadSliceAsset",
false,
"Failed to retrieve serialize context. Unable to proceed with loading cached slice asset for redo");
return AZ::Data::Asset<AZ::SliceAsset>();
}
// Load our sliceAsset back in
AZ::IO::ByteContainerStream<AZStd::vector<AZ::u8>> sliceAssetStream(&m_sliceAssetBuffer);
// Load our cached Asset Entity from stream and store it in a unique_ptr. If we early out due to an error it will clean up the loose entity
AZStd::unique_ptr<AZ::Entity> sliceAssetEntity(AZ::Utils::LoadObjectFromStream<AZ::Entity>(sliceAssetStream, serializeContext));
if (!sliceAssetEntity)
{
AZ_Assert(false,
"CreateSliceCommand::PreloadSliceAsset could not load cached slice asset from stream. Unable to proceed with loading cached asset for redo");
return AZ::Data::Asset<AZ::SliceAsset>();
}
AZ::Data::Asset<AZ::SliceAsset> sliceAsset = AZ::Data::AssetManager::Instance().FindOrCreateAsset<AZ::SliceAsset>(m_sliceAssetId, AZ::Data::AssetLoadBehavior::Default);
// No Asset should exist under this AssetID. If one does we cannot continue
if (sliceAsset.GetStatus() != AZ::Data::AssetData::AssetStatus::NotLoaded)
{
AZ_Error("CreateSliceCommand::PreloadSliceAsset",
false,
"Asset already registered with AssetID: %s. Unable to proceed with loading cached asset for redo",
m_sliceAssetId.ToString<AZStd::string>().c_str());
return AZ::Data::Asset<AZ::SliceAsset>();
}
AZ::SliceAsset* sliceAssetData = sliceAsset.Get();
// Confirm GetAsset was successful
if (!sliceAssetData)
{
AZ_Error("CreateSliceCommand::PreloadSliceAsset",
false,
"Failed to get slice asset from Asset ID: %s via the AssetManager. Unable to generate initial slice instance during Create Slice",
m_sliceAssetId.ToString<AZStd::string>().c_str());
return AZ::Data::Asset<AZ::SliceAsset>();
}
// Set the new asset's data to be the data we cached in m_sliceAssetBuffer
sliceAssetData->SetData(sliceAssetEntity.get(), sliceAssetEntity->FindComponent<AZ::SliceComponent>());
// Validate that the entity and component of sliceAssetData were successfully set
if (sliceAssetData->GetStatus() != AZ::Data::AssetData::AssetStatus::Ready)
{
AZ_Error("CreateSliceCommand::PreloadSliceAsset",
false,
"Failed to load valid slice data during initial creation of slice asset with AssetID: %s. Unable to generate initial slice instance during Create Slice",
m_sliceAssetId.ToString<AZStd::string>().c_str());
return AZ::Data::Asset<AZ::SliceAsset>();
}
// Safe to release our Entity to the asset
sliceAssetEntity.release();
// Finalize configuring the slice asset
sliceAssetData->GetComponent()->SetMyAsset(sliceAssetData);
sliceAssetData->GetComponent()->ListenForAssetChanges();
// Update the asset's hint to be its relative asset path
bool relativePathFound = false;
AZStd::string assetPathRelative;
AssetSystemRequestBus::BroadcastResult(relativePathFound, &AssetSystemRequestBus::Events::GetRelativeProductPathFromFullSourceOrProductPath, m_fullSliceAssetPath, assetPathRelative);
AZStd::to_lower(assetPathRelative.begin(), assetPathRelative.end());
sliceAsset.SetHint(assetPathRelative);
// We've finalized loading this asset from memory
// Ignore the following reload from AssetCatalog since it will attempt to overwrite our asset with what's on disk
// Which is an unnecessary operation as SliceTransaction serialized the contents of transactionAsset to disk
sliceAssetData->SetIgnoreNextAutoReload(true);
return sliceAsset;
}
}