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o3de/Code/Tools/SceneAPI/SceneData/Rules/CoordinateSystemRule.cpp

264 lines
12 KiB
C++

/*
* 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 <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/smart_ptr/make_shared.h>
#include <AzCore/RTTI/ReflectContext.h>
#include <AzCore/Memory/SystemAllocator.h>
#include <SceneAPI/SceneCore/Containers/RuleContainer.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/SceneData/Rules/CoordinateSystemRule.h>
namespace AZ::SceneAPI::SceneData
{
AZ_CLASS_ALLOCATOR_IMPL(CoordinateSystemRule, AZ::SystemAllocator, 0)
CoordinateSystemRule::CoordinateSystemRule()
: m_targetCoordinateSystem(ZUpPositiveYForward)
{
}
void CoordinateSystemRule::UpdateCoordinateSystemConverter()
{
if (m_useAdvancedData)
{
m_coordinateSystemConverter = {};
}
else
{
switch (m_targetCoordinateSystem)
{
case ZUpPositiveYForward:
{
// Source coordinate system, use identity for now, which will currently just assume LY's coordinate system.
const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
AZ::Vector3( 0.0f, 1.0f, 0.0f),
AZ::Vector3( 0.0f, 0.0f, 1.0f) };
// The target coordinate system, with X and Y inverted (rotate 180 degrees over Z)
const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3(-1.0f, 0.0f, 0.0f),
AZ::Vector3( 0.0f,-1.0f, 0.0f),
AZ::Vector3( 0.0f, 0.0f, 1.0f) };
// X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system.
const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 };
m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices);
}
break;
case ZUpNegativeYForward:
{
// Source coordinate system, use identity for now, which will currently just assume LY's coordinate system.
const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
AZ::Vector3( 0.0f, 1.0f, 0.0f),
AZ::Vector3( 0.0f, 0.0f, 1.0f) };
// The target coordinate system, which is the same as the source, so basically we won't do anything here.
const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
AZ::Vector3( 0.0f, 1.0f, 0.0f),
AZ::Vector3( 0.0f, 0.0f, 1.0f) };
// X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system.
const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 };
m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices);
}
break;
default:
AZ_Assert(false, "Unsupported coordinate system conversion");
};
}
}
void CoordinateSystemRule::SetTargetCoordinateSystem(CoordinateSystem targetCoordinateSystem)
{
m_targetCoordinateSystem = targetCoordinateSystem;
UpdateCoordinateSystemConverter();
}
CoordinateSystemRule::CoordinateSystem CoordinateSystemRule::GetTargetCoordinateSystem() const
{
return m_targetCoordinateSystem;
}
void CoordinateSystemRule::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (!serializeContext)
{
return;
}
serializeContext->Class<CoordinateSystemRule, IRule>()->Version(2) // LYN-2442
->Field("targetCoordinateSystem", &CoordinateSystemRule::m_targetCoordinateSystem)
->Field("useAdvancedData", &CoordinateSystemRule::m_useAdvancedData)
->Field("originNodeName", &CoordinateSystemRule::m_originNodeName)
->Field("rotation", &CoordinateSystemRule::m_rotation)
->Field("translation", &CoordinateSystemRule::m_translation)
->Field("scale", &CoordinateSystemRule::m_scale);
AZ::EditContext* editContext = serializeContext->GetEditContext();
if (editContext)
{
editContext->Class<CoordinateSystemRule>("Coordinate system change",
"Modify the target coordinate system, applying a transformation to all data (transforms and vertex data if it exists).")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_useAdvancedData,
"Use Advanced Settings",
"Toggles on the advanced settings for transforming the mesh group.")
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
->DataElement(AZ::Edit::UIHandlers::ComboBox, &CoordinateSystemRule::m_targetCoordinateSystem,
"Facing direction",
"Change the direction the actor/motion will face by applying a post transformation to the data.")
->EnumAttribute(CoordinateSystem::ZUpNegativeYForward, "Do nothing")
->EnumAttribute(CoordinateSystem::ZUpPositiveYForward, "Rotate 180 degrees around the up axis")
->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetBasicVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues)
->DataElement("NodeListSelection", &CoordinateSystemRule::m_originNodeName,
"Relative Origin Node",
"Select a Node from the scene as the origin for this export.")
->Attribute("DisabledOption", "")
->Attribute("DefaultToDisabled", false)
->Attribute("ExcludeEndPoints", true)
->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_translation,
"Translation",
"Moves the group along the given vector.")
->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues)
->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_rotation,
"Rotation",
"Sets the orientation offset of the processed mesh in degrees. Rotates the group after translation.")
->Attribute(Edit::Attributes::LabelForX, "P")
->Attribute(Edit::Attributes::LabelForY, "R")
->Attribute(Edit::Attributes::LabelForZ, "Y")
->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues)
->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_scale,
"Scale",
"Sets the scale offset of the processed mesh.")
->Attribute(Edit::Attributes::Min, 0.0001)
->Attribute(Edit::Attributes::Max, 1000.0)
->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues);
}
}
AZ::Crc32 CoordinateSystemRule::GetBasicVisibility() const
{
return (m_useAdvancedData) ? AZ::Edit::PropertyVisibility::Hide : AZ::Edit::PropertyVisibility::Show;
}
AZ::Crc32 CoordinateSystemRule::GetAdvancedVisibility() const
{
return (m_useAdvancedData) ? AZ::Edit::PropertyVisibility::Show : AZ::Edit::PropertyVisibility::Hide;
}
bool CoordinateSystemRule::ConvertLegacyCoordinateSystemRule(AZ::SerializeContext& serializeContext,
AZ::SerializeContext::DataElementNode& classElement)
{
AZ::SerializeContext::DataElementNode* ruleContainerNode = classElement.FindSubElement(AZ_CRC("rules", 0x899a993c));
if (!ruleContainerNode)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Can't find rule container.\n");
return false;
}
AZ::SerializeContext::DataElementNode* rulesNode = ruleContainerNode->FindSubElement(AZ_CRC("rules", 0x899a993c));
if (!rulesNode)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Can't find rules within rule container.\n");
return false;
}
const AZ::Uuid oldCoordSysRuleId("{603207E2-4F55-4C33-9AAB-98CA75C1E351}");
const int numRules = rulesNode->GetNumSubElements();
for (int i = 0; i < numRules; ++i)
{
AZ::SerializeContext::DataElementNode& sharedPointerNode = rulesNode->GetSubElement(i);
if (sharedPointerNode.GetNumSubElements() == 1)
{
AZ::SerializeContext::DataElementNode& currentRuleNode = sharedPointerNode.GetSubElement(0);
// Convert the coordinate system rule
if (currentRuleNode.GetId() == oldCoordSysRuleId)
{
int targetCoordinateSystem = 0;
currentRuleNode.FindSubElementAndGetData(AZ_CRC("targetCoordinateSystem"), targetCoordinateSystem);
AZStd::shared_ptr<CoordinateSystemRule> coordSysRule = AZStd::make_shared<CoordinateSystemRule>();
coordSysRule->SetTargetCoordinateSystem(static_cast<AZ::SceneAPI::DataTypes::ICoordinateSystemRule::CoordinateSystem>(targetCoordinateSystem));
rulesNode->RemoveElement(i);
rulesNode->AddElementWithData<AZStd::shared_ptr<AZ::SceneAPI::DataTypes::IRule>>(serializeContext, "element", coordSysRule);
return true;
}
}
}
return true;
}
bool CoordinateSystemRule::GetUseAdvancedData() const
{
return m_useAdvancedData;
}
void CoordinateSystemRule::SetUseAdvancedData(bool useAdvancedData)
{
m_useAdvancedData = useAdvancedData;
}
const AZStd::string& CoordinateSystemRule::GetOriginNodeName() const
{
return m_originNodeName;
}
void CoordinateSystemRule::SetOriginNodeName(const AZStd::string& originNodeName)
{
m_originNodeName = originNodeName;
}
const Quaternion& CoordinateSystemRule::GetRotation() const
{
return m_rotation;
}
void CoordinateSystemRule::SetRotation(const Quaternion& rotation)
{
m_rotation = rotation;
}
const Vector3& CoordinateSystemRule::GetTranslation() const
{
return m_translation;
}
void CoordinateSystemRule::SetTranslation(const Vector3& translation)
{
m_translation = translation;
}
float CoordinateSystemRule::GetScale() const
{
return m_scale;
}
void CoordinateSystemRule::SetScale(float scale)
{
m_scale = scale;
}
} // namespace AZ::SceneAPI::SceneData