92 lines
3.4 KiB
C++
92 lines
3.4 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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#pragma once
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#include "EditorWhiteBoxDefaultShapeTypes.h"
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#include <AzCore/Component/ComponentBus.h>
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namespace WhiteBox
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{
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struct WhiteBoxMesh;
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//! Wrapper around WhiteBoxMesh address.
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struct WhiteBoxMeshHandle
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{
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uintptr_t m_whiteBoxMeshAddress; //!< The raw address of the WhiteBoxMesh pointer.
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};
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//! EditorWhiteBoxComponent requests.
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class EditorWhiteBoxComponentRequests : public AZ::EntityComponentBus
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{
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public:
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// EBusTraits overrides ...
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
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//! Return a pointer to the WhiteBoxMesh.
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virtual WhiteBoxMesh* GetWhiteBoxMesh() = 0;
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//! Return a handle wrapping the raw address of the WhiteBoxMesh pointer.
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//! @note This is currently used to address the WhiteBoxMesh via script.
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virtual WhiteBoxMeshHandle GetWhiteBoxMeshHandle();
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//! Serialize the current mesh.
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//! Take the in-memory representation of the WhiteBoxMesh and write it to
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//! an output stream.
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//! @note The data is either stored directly on the Component or in an Asset.
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virtual void SerializeWhiteBox() = 0;
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//! Deserialize the stored mesh data.
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//! Take the previously serialized (stored) WhiteBoxMesh data and create a new
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//! WhiteBoxMesh from it.
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//! @note The data is either loaded directly from the Component or from an Asset.
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virtual void DeserializeWhiteBox() = 0;
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//! If an Asset is in use, write the data from it back to be stored directly on the Component.
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virtual void WriteAssetToComponent() = 0;
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//! Rebuild the White Box representation.
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//! @note Includes the render mesh and physics mesh (if present).
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virtual void RebuildWhiteBox() = 0;
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//! Set the white box mesh default shape.
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virtual void SetDefaultShape(DefaultShapeType defaultShape) = 0;
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protected:
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~EditorWhiteBoxComponentRequests() = default;
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};
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inline WhiteBoxMeshHandle EditorWhiteBoxComponentRequests::GetWhiteBoxMeshHandle()
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{
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return WhiteBoxMeshHandle{reinterpret_cast<uintptr_t>(static_cast<void*>(GetWhiteBoxMesh()))};
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}
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using EditorWhiteBoxComponentRequestBus = AZ::EBus<EditorWhiteBoxComponentRequests>;
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//! EditorWhiteBoxComponent notifications.
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class EditorWhiteBoxComponentNotifications : public AZ::EntityComponentBus
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{
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public:
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//! Notify the component the mesh has been modified.
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virtual void OnWhiteBoxMeshModified() {}
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//! Notify listeners when the default shape of the white box mesh changes.
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virtual void OnDefaultShapeTypeChanged([[maybe_unused]] DefaultShapeType defaultShape) {}
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protected:
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~EditorWhiteBoxComponentNotifications() = default;
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};
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using EditorWhiteBoxComponentNotificationBus = AZ::EBus<EditorWhiteBoxComponentNotifications>;
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} // namespace WhiteBox
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