You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/SceneProcessing/Code/Source/SceneBuilder/SceneBuilderWorker.h

79 lines
2.7 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 <AzCore/Component/Component.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AssetBuilderSDK/AssetBuilderBusses.h>
namespace AssetBuilderSDK
{
struct CreateJobsRequest;
struct CreateJobsResponse;
struct ProcessJobRequest;
struct ProcessJobResponse;
struct JobProduct;
}
namespace AZ
{
namespace SceneAPI
{
namespace Containers
{
class Scene;
}
namespace Events
{
struct ExportProduct;
class ExportProductList;
}
}
}
namespace SceneBuilder
{
class SceneBuilderWorker
: public AssetBuilderSDK::AssetBuilderCommandBus::Handler
{
public:
~SceneBuilderWorker() override = default;
void CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response);
void ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response);
void ShutDown() override;
const char* GetFingerprint() const;
static AZ::Uuid GetUUID();
void PopulateProductDependencies(const AZ::SceneAPI::Events::ExportProduct& exportProduct, const char* watchFolder, AssetBuilderSDK::JobProduct& jobProduct) const;
protected:
bool LoadScene(AZStd::shared_ptr<AZ::SceneAPI::Containers::Scene>& result,
const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response);
// @brief Execute runtime modifications to the Scene graph
//
// This step is run after the scene is loaded, but before the scene
// is exported. It emits events with the GenerateEventContext.
// Event handlers bound to that event can apply arbitrary
// transformations to the Scene, adding new nodes, replacing nodes,
// or removing nodes.
bool GenerateScene(AZ::SceneAPI::Containers::Scene* result,
const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response);
bool ExportScene(const AZStd::shared_ptr<AZ::SceneAPI::Containers::Scene>& scene,
const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response);
AZ::u32 BuildSubId(const AZ::SceneAPI::Events::ExportProduct& product) const;
bool m_isShuttingDown = false;
mutable AZStd::string m_cachedFingerprint;
};
} // namespace SceneBuilder