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159 lines
7.2 KiB
C++
159 lines
7.2 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 <PhysX_precompiled.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/std/algorithm.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <SceneAPI/SceneCore/Containers/Scene.h>
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#include <SceneAPI/SceneCore/Containers/SceneGraph.h>
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#include <SceneAPI/SceneCore/Containers/Utilities/Filters.h>
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#include <SceneAPI/SceneCore/Containers/Utilities/SceneGraphUtilities.h>
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#include <SceneAPI/SceneCore/Containers/Views/PairIterator.h>
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#include <SceneAPI/SceneCore/Containers/Views/FilterIterator.h>
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#include <SceneAPI/SceneCore/Containers/Views/SceneGraphChildIterator.h>
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#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
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#include <SceneAPI/SceneCore/DataTypes/GraphData/IBoneData.h>
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#include <SceneAPI/SceneCore/DataTypes/DataTypeUtilities.h>
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#include <SceneAPI/SceneCore/Events/GraphMetaInfoBus.h>
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#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
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#include <SceneAPI/SceneData/Groups/MeshGroup.h>
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#include <SceneAPI/SceneCore/Containers/Utilities/SceneGraphUtilities.h>
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#include <Source/Pipeline/MeshBehavior.h>
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#include <Source/Pipeline/MeshGroup.h>
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namespace PhysX
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{
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namespace Pipeline
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{
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void MeshBehavior::Activate()
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{
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AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler::BusConnect();
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AZ::SceneAPI::Events::AssetImportRequestBus::Handler::BusConnect();
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}
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void MeshBehavior::Deactivate()
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{
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AZ::SceneAPI::Events::AssetImportRequestBus::Handler::BusDisconnect();
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AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler::BusDisconnect();
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}
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void MeshBehavior::Reflect(AZ::ReflectContext* context)
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{
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MeshGroup::Reflect(context);
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<MeshBehavior, BehaviorComponent>()->Version(1);
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}
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}
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void MeshBehavior::GetCategoryAssignments(CategoryRegistrationList& categories, const AZ::SceneAPI::Containers::Scene& scene)
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{
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if (AZ::SceneAPI::Utilities::DoesSceneGraphContainDataLike<AZ::SceneAPI::DataTypes::IMeshData>(scene, false))
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{
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categories.emplace_back("PhysX", MeshGroup::TYPEINFO_Uuid());
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}
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}
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void MeshBehavior::InitializeObject(const AZ::SceneAPI::Containers::Scene& scene, AZ::SceneAPI::DataTypes::IManifestObject& target)
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{
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if (!target.RTTI_IsTypeOf(MeshGroup::TYPEINFO_Uuid()))
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{
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return;
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}
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MeshGroup* group = azrtti_cast<MeshGroup*>(&target);
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group->SetName(AZ::SceneAPI::DataTypes::Utilities::CreateUniqueName<MeshGroup>(scene.GetName(), scene.GetManifest()));
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const AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
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// Gather the nodes that should be selected by default
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AZ::SceneAPI::DataTypes::ISceneNodeSelectionList& nodeSelectionList = group->GetSceneNodeSelectionList();
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AZ::SceneAPI::Utilities::SceneGraphSelector::UnselectAll(graph, nodeSelectionList);
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AZ::SceneAPI::Containers::SceneGraph::ContentStorageConstData graphContent = graph.GetContentStorage();
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auto view = AZ::SceneAPI::Containers::Views::MakeFilterView(graphContent, AZ::SceneAPI::Containers::DerivedTypeFilter<AZ::SceneAPI::DataTypes::IMeshData>());
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for (auto iter = view.begin(), iterEnd = view.end(); iter != iterEnd; ++iter)
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{
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AZ::SceneAPI::Containers::SceneGraph::NodeIndex nodeIndex = graph.ConvertToNodeIndex(iter.GetBaseIterator());
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AZStd::set<AZ::Crc32> types;
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AZ::SceneAPI::Events::GraphMetaInfoBus::Broadcast(&AZ::SceneAPI::Events::GraphMetaInfoBus::Events::GetVirtualTypes, types, scene, nodeIndex);
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if (types.count(AZ_CRC("PhysicsMesh", 0xc75d4ff1)) == 1)
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{
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nodeSelectionList.AddSelectedNode(graph.GetNodeName(nodeIndex).GetPath());
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}
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}
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}
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AZ::SceneAPI::Events::ProcessingResult MeshBehavior::UpdateManifest(AZ::SceneAPI::Containers::Scene& scene, ManifestAction action,
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RequestingApplication /*requester*/)
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{
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if (action == ManifestAction::ConstructDefault)
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{
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return BuildDefault(scene);
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}
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else if (action == ManifestAction::Update)
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{
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return UpdatePhysXMeshGroups(scene);
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}
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else
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{
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return AZ::SceneAPI::Events::ProcessingResult::Ignored;
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}
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}
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AZ::SceneAPI::Events::ProcessingResult MeshBehavior::BuildDefault(AZ::SceneAPI::Containers::Scene& scene) const
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{
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if (!AZ::SceneAPI::Utilities::DoesSceneGraphContainDataLike<AZ::SceneAPI::DataTypes::IMeshData>(scene, true))
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{
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return AZ::SceneAPI::Events::ProcessingResult::Ignored;
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}
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AZStd::shared_ptr<MeshGroup> group = AZStd::make_shared<MeshGroup>();
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// This is a group that's generated automatically so may not be saved to disk but would need to be recreated
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// in the same way again. To guarantee the same uuid, generate a stable one instead.
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group->OverrideId(AZ::SceneAPI::DataTypes::Utilities::CreateStableUuid(scene, MeshGroup::TYPEINFO_Uuid()));
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EBUS_EVENT(AZ::SceneAPI::Events::ManifestMetaInfoBus, InitializeObject, scene, *group);
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scene.GetManifest().AddEntry(AZStd::move(group));
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return AZ::SceneAPI::Events::ProcessingResult::Success;
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}
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AZ::SceneAPI::Events::ProcessingResult MeshBehavior::UpdatePhysXMeshGroups(AZ::SceneAPI::Containers::Scene& scene) const
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{
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bool updated = false;
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AZ::SceneAPI::Containers::SceneManifest& manifest = scene.GetManifest();
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auto valueStorage = manifest.GetValueStorage();
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auto view = AZ::SceneAPI::Containers::MakeDerivedFilterView<MeshGroup>(valueStorage);
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for (MeshGroup& group : view)
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{
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if (group.GetName().empty())
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{
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group.SetName(AZ::SceneAPI::DataTypes::Utilities::CreateUniqueName<AZ::SceneAPI::DataTypes::IMeshGroup>(scene.GetName(), scene.GetManifest()));
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}
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AZ::SceneAPI::Utilities::SceneGraphSelector::UpdateNodeSelection(scene.GetGraph(), group.GetSceneNodeSelectionList());
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updated = true;
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}
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return updated ? AZ::SceneAPI::Events::ProcessingResult::Success : AZ::SceneAPI::Events::ProcessingResult::Ignored;
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}
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} // namespace SceneAPI
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} // namespace AZ
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