200 lines
10 KiB
C++
200 lines
10 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 <Mesh/EditorMeshComponent.h>
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#include <AzCore/RTTI/BehaviorContext.h>
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#include <AzToolsFramework/API/ToolsApplicationAPI.h>
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#include <AzToolsFramework/Entity/EditorEntityInfoBus.h>
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#include <AzToolsFramework/API/EntityCompositionRequestBus.h>
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#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentConstants.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 EditorMeshComponent::Reflect(AZ::ReflectContext* context)
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{
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BaseClass::Reflect(context);
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if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<EditorMeshComponent, BaseClass>()
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->Version(1, ConvertToEditorRenderComponentAdapter<1>);
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// This shouldn't be registered here, but is required to make a vector from EditorMeshComponentTypeId. This can be removed when one of the following happens:
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// - The generic type for AZStd::vector<AZ::Uuid> is registered in a more generic place
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// - EditorLevelComponentAPIComponent has a version of AddComponentsOfType that takes a single Uuid instead of a vector
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serializeContext->RegisterGenericType<AZStd::vector<AZ::Uuid>>();
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if (AZ::EditContext* editContext = serializeContext->GetEditContext())
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{
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editContext->Class<EditorMeshComponent>(
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"Mesh", "The mesh component is the primary method of adding visual geometry to entities")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Category, "Atom")
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->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/Component_Placeholder.svg")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "editor/icons/components/viewport/component_placeholder.png")
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://docs.aws.amazon.com/lumberyard/latest/userguide/component-mesh.html")
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->Attribute(AZ::Edit::Attributes::PrimaryAssetType, AZ::AzTypeInfo<RPI::ModelAsset>::Uuid())
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->UIElement(AZ::Edit::UIHandlers::Button, "Add Material Component", "Add Material Component")
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->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
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->Attribute(AZ::Edit::Attributes::ButtonText, "Add Material Component")
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->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorMeshComponent::AddEditorMaterialComponent)
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->Attribute(AZ::Edit::Attributes::Visibility, &EditorMeshComponent::GetEditorMaterialComponentVisibility)
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;
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editContext->Class<MeshComponentController>(
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"MeshComponentController", "")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->DataElement(AZ::Edit::UIHandlers::Default, &MeshComponentController::m_configuration, "Configuration", "")
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->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
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;
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editContext->Class<MeshComponentConfig>(
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"MeshComponentConfig", "")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->DataElement(AZ::Edit::UIHandlers::Default, &MeshComponentConfig::m_modelAsset, "Mesh Asset", "Mesh asset reference")
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->DataElement(AZ::Edit::UIHandlers::Default, &MeshComponentConfig::m_sortKey, "Sort Key", "Transparent meshes are drawn by sort key then depth. Used this to force certain transparent meshes to draw before or after others.")
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->DataElement(AZ::Edit::UIHandlers::ComboBox, &MeshComponentConfig::m_lodOverride, "Lod Override", "Allows the rendered LOD to be overridden instead of being calculated automatically.")
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->Attribute(AZ::Edit::Attributes::EnumValues, &MeshComponentConfig::GetLodOverrideValues)
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->Attribute(AZ::Edit::Attributes::Visibility, &MeshComponentConfig::IsAssetSet)
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->ClassElement(AZ::Edit::ClassElements::Group, "Reflections")
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->DataElement(AZ::Edit::UIHandlers::CheckBox, &MeshComponentConfig::m_excludeFromReflectionCubeMaps, "Exclude from reflection cubemaps", "Mesh will not be visible in baked reflection probe cubemaps")
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->Attribute(AZ::Edit::Attributes::ChangeNotify, Edit::PropertyRefreshLevels::ValuesOnly)
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;
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}
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}
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if (BehaviorContext* behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
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{
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behaviorContext->ConstantProperty("EditorMeshComponentTypeId", BehaviorConstant(Uuid(EditorMeshComponentTypeId)))
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->Attribute(AZ::Script::Attributes::Module, "render")
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->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation);
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behaviorContext->Class<EditorMeshComponent>()->RequestBus("RenderMeshComponentRequestBus");
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}
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}
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EditorMeshComponent::EditorMeshComponent(const MeshComponentConfig& config)
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: BaseClass(config)
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{
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}
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void EditorMeshComponent::Activate()
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{
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BaseClass::Activate();
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AzToolsFramework::EditorComponentSelectionRequestsBus::Handler::BusConnect(GetEntityId());
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AzFramework::EntityDebugDisplayEventBus::Handler::BusConnect(GetEntityId());
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MeshComponentNotificationBus::Handler::BusConnect(GetEntityId());
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}
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void EditorMeshComponent::Deactivate()
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{
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MeshComponentNotificationBus::Handler::BusDisconnect();
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AzFramework::EntityDebugDisplayEventBus::Handler::BusDisconnect();
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AzToolsFramework::EditorComponentSelectionRequestsBus::Handler::BusDisconnect();
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BaseClass::Deactivate();
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}
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void EditorMeshComponent::SetPrimaryAsset(const AZ::Data::AssetId& assetId)
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{
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m_controller.SetModelAssetId(assetId);
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}
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AZ::Aabb EditorMeshComponent::GetEditorSelectionBoundsViewport(
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[[maybe_unused]] const AzFramework::ViewportInfo& viewportInfo)
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{
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return m_controller.GetWorldBounds();
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}
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bool EditorMeshComponent::EditorSelectionIntersectRayViewport(
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[[maybe_unused]] const AzFramework::ViewportInfo& viewportInfo, const AZ::Vector3& src,
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const AZ::Vector3& dir, float& distance)
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{
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if (!m_controller.GetModel())
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{
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return false;
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}
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AZ::Transform transform = AZ::Transform::CreateIdentity();
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AZ::TransformBus::EventResult(transform, GetEntityId(), &AZ::TransformBus::Events::GetWorldTM);
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return m_controller.GetModel()->RayIntersection(transform, src, dir, distance);
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}
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bool EditorMeshComponent::SupportsEditorRayIntersect()
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{
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return true;
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}
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void EditorMeshComponent::DisplayEntityViewport(
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const AzFramework::ViewportInfo&, AzFramework::DebugDisplayRequests& debugDisplay)
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{
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if (!IsSelected())
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{
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return;
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}
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const AZ::Aabb localAabb = m_controller.GetLocalBounds();
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if (!localAabb.IsValid())
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{
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return;
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}
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AZ::Transform worldTM;
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AZ::TransformBus::EventResult(worldTM, GetEntityId(), &AZ::TransformBus::Events::GetWorldTM);
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debugDisplay.PushMatrix(worldTM);
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debugDisplay.DrawWireBox(localAabb.GetMin(), localAabb.GetMax());
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debugDisplay.PopMatrix();
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}
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AZ::Crc32 EditorMeshComponent::AddEditorMaterialComponent()
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{
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const AZStd::vector<AZ::EntityId> entityList = { GetEntityId() };
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const AZ::ComponentTypeList componentsToAdd = { AZ::Uuid(AZ::Render::EditorMaterialComponentTypeId) };
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AzToolsFramework::EntityCompositionRequests::AddComponentsOutcome outcome =
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AZ::Failure(AZStd::string("Failed to add AZ::Render::EditorMaterialComponentTypeId"));
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AzToolsFramework::EntityCompositionRequestBus::BroadcastResult(outcome, &AzToolsFramework::EntityCompositionRequests::AddComponentsToEntities, entityList, componentsToAdd);
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return Edit::PropertyRefreshLevels::EntireTree;
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}
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bool EditorMeshComponent::HasEditorMaterialComponent() const
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{
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return GetEntity() && GetEntity()->FindComponent(AZ::Uuid(AZ::Render::EditorMaterialComponentTypeId)) != nullptr;
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}
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AZ::u32 EditorMeshComponent::GetEditorMaterialComponentVisibility() const
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{
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return HasEditorMaterialComponent() ? AZ::Edit::PropertyVisibility::Hide : AZ::Edit::PropertyVisibility::Show;
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}
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void EditorMeshComponent::OnModelReady(const Data::Asset<RPI::ModelAsset>& /*modelAsset*/, const Data::Instance<RPI::Model>& /*model*/)
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{
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// Refresh the tree when the model loads to update UI based on the model.
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AzToolsFramework::ToolsApplicationEvents::Bus::Broadcast(
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&AzToolsFramework::ToolsApplicationEvents::InvalidatePropertyDisplay,
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AzToolsFramework::Refresh_EntireTree);
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}
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} // namespace Render
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} // namespace AZ
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