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39 lines
1.5 KiB
C++
39 lines
1.5 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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#include <Source/Mesh/ModelReloaderSystem.h>
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#include <Source/Mesh/ModelReloader.h>
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#include <AzCore/std/parallel/scoped_lock.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 ModelReloaderSystem::ReloadModel(Data::Asset<RPI::ModelAsset> modelAsset, ModelReloadedEvent::Handler& onReloadedEventHandler)
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{
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AZStd::scoped_lock lock(m_pendingReloadMutex);
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if (m_pendingReloads.find(modelAsset.GetId()) == m_pendingReloads.end())
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{
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ModelReloader* reloader = new ModelReloader(modelAsset, m_removeModelHandler);
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m_pendingReloads[modelAsset.GetId()] = reloader;
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}
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m_pendingReloads[modelAsset.GetId()]->ConnectOnReloadedEventHandler(onReloadedEventHandler);
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}
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void ModelReloaderSystem::RemoveReloader(const Data::AssetId& assetId)
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{
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AZStd::scoped_lock lock(m_pendingReloadMutex);
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// We don't delete the ModelReloader here, because its in the middle of signaling this RemoveReloader event.
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// We only remove it from the pending reloads here.
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// The ModelReloader will delete itself after it finishes firing this event.
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m_pendingReloads.erase(assetId);
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}
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} // namespace Render
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} // namespace AZ
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