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106 lines
3.9 KiB
C++
106 lines
3.9 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Asset/BlastSliceAsset.h>
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Asset/AssetTypeInfoBus.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
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namespace Blast
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{
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//! Used to create store asset references (i.e. ids) to fill out the EditorBlastMeshDataComponent
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class BlastSliceAssetStorageComponent final : public AzToolsFramework::Components::EditorComponentBase
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{
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public:
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AZ_COMPONENT(
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BlastSliceAssetStorageComponent, "{696C7E62-1EA4-41E2-B4F6-7BD0D30888DC}",
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AzToolsFramework::Components::EditorComponentBase);
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~BlastSliceAssetStorageComponent() override = default;
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static void Reflect(AZ::ReflectContext* context);
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const AZStd::vector<AZ::Data::AssetId>& GetMeshData() const
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{
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return m_meshAssetIdList;
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}
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void SetMeshData(const AZStd::vector<AZ::Data::AssetId>& meshAssetIdList)
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{
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m_meshAssetIdList = meshAssetIdList;
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}
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const AZStd::vector<AZStd::string>& GetMeshPathList() const
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{
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return m_meshAssetPathList;
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}
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void SetMeshPathList(const AZStd::vector<AZStd::string>& meshAssetPathList)
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{
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m_meshAssetPathList = meshAssetPathList;
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}
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private:
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// AZ::Component interface implementation
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void Activate() override {}
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void Deactivate() override {}
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// EditorComponentBase
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void BuildGameEntity([[maybe_unused]] AZ::Entity* gameEntity) override {}
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// Script API
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bool GenerateAssetInfo(
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const AZStd::vector<AZStd::string>& chunkNames,
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AZStd::string_view blastFilename,
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AZStd::string_view assetinfoFilename);
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bool WriteMaterialFile(
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AZStd::string_view materialGroupName,
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const AZStd::vector<AZStd::string>& materialNames,
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AZStd::string_view materialFilename);
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AZStd::vector<AZ::Data::AssetId> m_meshAssetIdList;
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AZStd::vector<AZStd::string> m_meshAssetPathList;
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};
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class EditorBlastSliceAssetHandler final
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: public AZ::Data::AssetHandler
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, public AZ::AssetTypeInfoBus::Handler
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{
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public:
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AZ_CLASS_ALLOCATOR(EditorBlastSliceAssetHandler, AZ::SystemAllocator, 0);
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~EditorBlastSliceAssetHandler() override;
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// AZ::Data::AssetHandler
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AZ::Data::AssetPtr CreateAsset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override;
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LoadResult LoadAssetData(
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const AZ::Data::Asset<AZ::Data::AssetData>& asset, AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
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const AZ::Data::AssetFilterCB& assetLoadFilterCB) override;
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void DestroyAsset(AZ::Data::AssetPtr ptr) override;
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void GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes) override;
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// AZ::AssetTypeInfoBus::Handler
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AZ::Data::AssetType GetAssetType() const override;
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const char* GetAssetTypeDisplayName() const override;
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const char* GetGroup() const override;
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const char* GetBrowserIcon() const override;
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void GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions) override;
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void Register();
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void Unregister();
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};
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} // namespace Blast
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