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o3de/Gems/SceneProcessing/Code/Source/SceneBuilder/SceneBuilderComponent.cpp

90 lines
4.0 KiB
C++

/*
* All or portions of this file Copyright(c) Amazon.com, Inc.or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
*or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
*WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <SceneBuilder/SceneBuilderComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContextConstants.inl>
#include <AzCore/Component/Entity.h>
#include <AzCore/IO/FileIO.h>
#include <AzCore/IO/SystemFile.h>
#include <SceneAPI/SceneCore/Components/SceneSystemComponent.h>
#include <SceneAPI/SceneCore/Components/Utilities/EntityConstructor.h>
#include <SceneAPI/SceneCore/Events/AssetImportRequest.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <AssetBuilderSDK/AssetBuilderSDK.h>
#include <AzToolsFramework/API/EditorAssetSystemAPI.h>
namespace SceneBuilder
{
void BuilderPluginComponent::Activate()
{
using namespace AZ::SceneAPI::Events;
AZStd::unordered_set<AZStd::string> extensions;
AssetImportRequestBus::Broadcast(&AssetImportRequestBus::Events::GetSupportedFileExtensions, extensions);
AssetBuilderSDK::AssetBuilderDesc builderDescriptor;
builderDescriptor.m_name = "Scene Builder";
for (const AZStd::string& extension : extensions)
{
if (extension.empty())
{
continue;
}
AZStd::string pattern = AZStd::string::format((extension[0] == '.' ? "*%s" : "*.%s"), extension.c_str());
builderDescriptor.m_patterns.emplace_back(AZStd::move(pattern), AssetBuilderSDK::AssetBuilderPattern::PatternType::Wildcard);
}
builderDescriptor.m_busId = SceneBuilderWorker::GetUUID();
builderDescriptor.m_createJobFunction = AZStd::bind(&SceneBuilderWorker::CreateJobs, &m_sceneBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
builderDescriptor.m_processJobFunction = AZStd::bind(&SceneBuilderWorker::ProcessJob, &m_sceneBuilder, AZStd::placeholders::_1, AZStd::placeholders::_2);
builderDescriptor.m_version = 6; // bump this to rebuild everything.
builderDescriptor.m_analysisFingerprint = m_sceneBuilder.GetFingerprint(); // bump this to at least re-analyze everything.
m_sceneBuilder.BusConnect(builderDescriptor.m_busId);
AssetBuilderSDK::AssetBuilderBus::Broadcast(&AssetBuilderSDK::AssetBuilderBus::Events::RegisterBuilderInformation, builderDescriptor);
AZ_TracePrintf(AssetBuilderSDK::InfoWindow, "Creating entity with scene system components.\n");
AZ::Entity* sceneSystemEntity = AZ::SceneAPI::SceneCore::EntityConstructor::BuildSceneSystemEntity();
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, sceneSystemEntity, "Unable to create a system component for the SceneAPI.\n");
if (sceneSystemEntity)
{
sceneSystemEntity->Init();
sceneSystemEntity->Activate();
}
}
void BuilderPluginComponent::Deactivate()
{
m_sceneBuilder.BusDisconnect();
}
void BuilderPluginComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.emplace_back(AZ_CRC_CE("AssetImportRequestHandler"));
}
void BuilderPluginComponent::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<BuilderPluginComponent, AZ::Component>()->Version(1)
->Attribute(AZ::Edit::Attributes::SystemComponentTags, AZStd::vector<AZ::Crc32>({ AssetBuilderSDK::ComponentTags::AssetBuilder }));
}
}
} // namespace SceneBuilder