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118 lines
5.4 KiB
C++
118 lines
5.4 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/RTTI/ReflectContext.h>
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#include <AzCore/Memory/SystemAllocator.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <SceneAPI/SceneData/Rules/SkinMeshAdvancedRule.h>
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#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshVertexUVData.h>
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#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshVertexColorData.h>
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#include <SceneAPI/SceneCore/Events/AssetImportRequest.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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namespace SceneData
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{
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AZ_CLASS_ALLOCATOR_IMPL(SkinMeshAdvancedRule, SystemAllocator, 0)
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SkinMeshAdvancedRule::SkinMeshAdvancedRule()
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: m_use32bitVertices(false)
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, m_useCustomNormals(true)
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{
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AZ::SceneAPI::Events::AssetImportRequestBus::Broadcast(&AZ::SceneAPI::Events::AssetImportRequestBus::Events::AreCustomNormalsUsed, m_useCustomNormals);
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}
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void SkinMeshAdvancedRule::SetUse32bitVertices(bool value)
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{
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m_use32bitVertices = value;
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}
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bool SkinMeshAdvancedRule::Use32bitVertices() const
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{
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return m_use32bitVertices;
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}
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bool SkinMeshAdvancedRule::MergeMeshes() const
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{
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return true;
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}
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void SkinMeshAdvancedRule::SetUseCustomNormals(bool value)
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{
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m_useCustomNormals = value;
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}
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bool SkinMeshAdvancedRule::UseCustomNormals() const
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{
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return m_useCustomNormals;
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}
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void SkinMeshAdvancedRule::SetVertexColorStreamName(const AZStd::string& name)
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{
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m_vertexColorStreamName = name;
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}
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void SkinMeshAdvancedRule::SetVertexColorStreamName(AZStd::string&& name)
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{
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m_vertexColorStreamName = AZStd::move(name);
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}
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const AZStd::string& SkinMeshAdvancedRule::GetVertexColorStreamName() const
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{
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return m_vertexColorStreamName;
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}
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bool SkinMeshAdvancedRule::IsVertexColorStreamDisabled() const
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{
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return m_vertexColorStreamName == DataTypes::s_advancedDisabledString;
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}
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void SkinMeshAdvancedRule::Reflect(ReflectContext* context)
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{
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (!serializeContext)
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{
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return;
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}
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serializeContext->Class<SkinMeshAdvancedRule, DataTypes::IMeshAdvancedRule>()->Version(6)
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->Field("use32bitVertices", &SkinMeshAdvancedRule::m_use32bitVertices)
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->Field("useCustomNormals", &SkinMeshAdvancedRule::m_useCustomNormals)
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->Field("vertexColorStreamName", &SkinMeshAdvancedRule::m_vertexColorStreamName);
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EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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editContext->Class<SkinMeshAdvancedRule>("Skin (Advanced)", "Configure advanced properties for this skin group.")
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->ClassElement(Edit::ClassElements::EditorData, "")
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->Attribute("AutoExpand", true)
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->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
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->DataElement(AZ::Edit::UIHandlers::RadioButton, &SkinMeshAdvancedRule::m_use32bitVertices, "Vertex Precision",
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"Selecting 32-bits of precision increases the accuracy of the position of each vertex which can be useful when the skin is located far from its pivot.\n\n"
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"Please note that not all platforms support 32-bit vertices. For more details please see documentation."
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)
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->Attribute(AZ::Edit::Attributes::FalseText, "16-bit")
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->Attribute(AZ::Edit::Attributes::TrueText, "32-bit")
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->DataElement(Edit::UIHandlers::Default, &SkinMeshAdvancedRule::m_useCustomNormals, "Use Custom Normals", "Use custom normals from DCC data or average them.")
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->DataElement("NodeListSelection", &SkinMeshAdvancedRule::m_vertexColorStreamName, "Vertex Color Stream",
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"Select a vertex color stream to enable Vertex Coloring or 'Disable' to turn Vertex Coloring off.\n\n"
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"Vertex Coloring works in conjunction with materials. If a material was previously generated,\n"
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"changing vertex coloring will require the material to be reset or the material editor to be used\n"
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"to enable 'Vertex Coloring'.")
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->Attribute("ClassTypeIdFilter", DataTypes::IMeshVertexColorData::TYPEINFO_Uuid())
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->Attribute("DisabledOption", DataTypes::s_advancedDisabledString)
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->Attribute("UseShortNames", true);
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}
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}
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} // SceneData
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} // SceneAPI
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} // AZ
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