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78 lines
3.1 KiB
C++
78 lines
3.1 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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#include "PropertyVisibilityFunctor.h"
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namespace AZ
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{
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namespace Render
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{
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void PropertyVisibilityFunctor::Reflect(ReflectContext* context)
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{
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if (auto* serializeContext = azrtti_cast<SerializeContext*>(context))
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{
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serializeContext->Class<Action>()
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->Version(1)
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->Field("triggerProperty", &Action::m_triggerPropertyIndex)
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->Field("triggerValue", &Action::m_triggerValue)
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->Field("visibility", &Action::m_visibility)
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;
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serializeContext->Class<PropertyVisibilityFunctor, RPI::MaterialFunctor>()
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->Version(1)
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->Field("actions", &PropertyVisibilityFunctor::m_actions)
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->Field("affectedProperties", &PropertyVisibilityFunctor::m_affectedProperties)
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;
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}
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}
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void PropertyVisibilityFunctor::Process(EditorContext& context)
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{
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bool visibilityApplied = false;
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RPI::MaterialPropertyVisibility lastAppliedVisibility;
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for (const auto& action : m_actions)
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{
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bool willSetVisibility = false;
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if (action.m_triggerValue.Is<bool>() || action.m_triggerValue.Is<int32_t>() || action.m_triggerValue.Is<uint32_t>())
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{
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willSetVisibility = action.m_triggerValue == context.GetMaterialPropertyValue(action.m_triggerPropertyIndex);
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}
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else if (action.m_triggerValue.Is<float>())
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{
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willSetVisibility = AZ::IsClose(action.m_triggerValue.GetValue<float>(),
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context.GetMaterialPropertyValue<float>(action.m_triggerPropertyIndex),
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std::numeric_limits<float>::epsilon());
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}
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else // for types Vector2, Vector3, Vector4, Color, Image
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{
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AZ_Error("PropertyVisibilityFunctor", false, "Unsupported property data type as an enable property.");
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}
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if (willSetVisibility)
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{
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visibilityApplied = true;
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lastAppliedVisibility = action.m_visibility;
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}
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}
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if (visibilityApplied)
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{
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for (const auto& propertyIndex : m_affectedProperties)
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{
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context.SetMaterialPropertyVisibility(propertyIndex, lastAppliedVisibility);
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}
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}
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}
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} // namespace Render
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} // namespace AZ
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