Files
o3de/Gems/Atom/Feature/Common/Code/Source/Mesh/ModelReloaderSystem.cpp
T
Tommy Walton 256564a3e0 Model Hot-Reloading (#4304)
* Added a ModelReloader class that handles reloading the hierarchy of assets in the correct order. A ModelReloaderSystem that is used to make sure there is only one ModelReloader at a time for a given asset. Modified the Model, ModelLodAsset, and Buffer assets to not automatically reload, and instead handle reloads manually via AssetCatalog events. Modified the MeshLoader to kick off a reload via the ModelReloaderSystem whenever a model asset is added or changed.

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Comment updates

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Minor naming and comment updates based on PR feedback

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Correcting previous commit. I flipped == to != when switching from count to find, when it should have stayed ==

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Updating RenderCommon header

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Removing unneeded headers

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Reverting RayTracingFeatureProcessor change following Doug's guidance. This logic was tricky to get right initially, and leads to TDR when incorrect, so leaving as is.

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Removing a tab

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Added missing #include for AssetId

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Adding missing RTTI header

Signed-off-by: amzn-tommy <waltont@amazon.com>

* Include ModelAsset definition intead of forward declaring it to avoid a static assert on Linux

Signed-off-by: amzn-tommy <waltont@amazon.com>
2021-10-05 09:59:13 -07:00

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