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