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o3de/Gems/AtomTressFX/Code/Components/EditorHairComponent.cpp

149 lines
7.0 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
*
*/
#if defined (ATOMTRESSFX_EDITOR)
#include <AzCore/RTTI/BehaviorContext.h>
#include <Components/EditorHairComponent.h>
#include <Rendering/HairRenderObject.h>
namespace AZ
{
namespace Render
{
namespace Hair
{
void EditorHairComponent::Reflect(AZ::ReflectContext* context)
{
BaseClass::Reflect(context);
if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<EditorHairComponent, BaseClass>()
->Version(1);
if (AZ::EditContext* editContext = serializeContext->GetEditContext())
{
editContext->Class<EditorHairComponent>(
"Atom Hair", "Controls Hair Properties")
->ClassElement(Edit::ClassElements::EditorData, "")
->Attribute(Edit::Attributes::Category, "Atom")
->Attribute(AZ::Edit::Attributes::Icon, "Editor/Icons/Components/Component_Placeholder.svg")
->Attribute(AZ::Edit::Attributes::ViewportIcon, "editor/icons/components/viewport/component_placeholder.png")
->Attribute(Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
->Attribute(Edit::Attributes::AutoExpand, true)
;
editContext->Class<HairComponentController>(
"HairComponentController", "")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->DataElement(AZ::Edit::UIHandlers::Default, &HairComponentController::m_configuration, "Configuration", "")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly)
;
editContext->Class<HairComponentConfig>(
"HairComponentConfig", "")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->DataElement(
AZ::Edit::UIHandlers::Default, &HairComponentConfig::m_hairAsset, "Hair Asset",
"TressFX asset to be assigned to this entity.")
->DataElement(
AZ::Edit::UIHandlers::Default, &HairComponentConfig::m_simulationSettings, "TressFX Sim Settings",
"TressFX simulation settings to be applied on this entity.")
->DataElement(
AZ::Edit::UIHandlers::Default, &HairComponentConfig::m_renderingSettings, "TressFX Render Settings",
"TressFX rendering settings to be applied on this entity.")
->DataElement(AZ::Edit::UIHandlers::Default, &HairComponentConfig::m_hairGlobalSettings)
->Attribute(AZ::Edit::Attributes::ChangeNotify, &HairComponentConfig::OnHairGlobalSettingsChanged)
;
}
}
if (auto behaviorContext = azrtti_cast<BehaviorContext*>(context))
{
behaviorContext->Class<EditorHairComponent>()->RequestBus("HairRequestsBus");
behaviorContext->ConstantProperty("EditorHairComponentTypeId", BehaviorConstant(Uuid(Hair::EditorHairComponentTypeId)))
->Attribute(AZ::Script::Attributes::Module, "render")
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation);
}
}
EditorHairComponent::EditorHairComponent(const HairComponentConfig& config)
: BaseClass(config)
{
m_prevHairAssetId = config.m_hairAsset.GetId();
}
void EditorHairComponent::Activate()
{
BaseClass::Activate();
AzFramework::EntityDebugDisplayEventBus::Handler::BusConnect(GetEntityId());
}
void EditorHairComponent::Deactivate()
{
BaseClass::Deactivate();
AzFramework::EntityDebugDisplayEventBus::Handler::BusDisconnect();
}
u32 EditorHairComponent::OnConfigurationChanged()
{
// Since any of the hair config and hair asset change will trigger this call, we use the prev loaded hair assetId
// to check which config actually got changed.
// This is because an asset change is a heavy operation and we don't want to trigger that when it's not needed.
if (m_prevHairAssetId == m_controller.GetConfiguration().m_hairAsset.GetId())
{
m_controller.OnHairConfigChanged();
}
else
{
m_controller.OnHairAssetChanged();
m_prevHairAssetId = m_controller.GetConfiguration().m_hairAsset.GetId();
}
return Edit::PropertyRefreshLevels::AttributesAndValues;
}
void EditorHairComponent::DisplayEntityViewport(
[[maybe_unused]] const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay)
{
// Only render debug information when selected.
if (!IsSelected())
{
return;
}
// Only render debug information after render object got created.
if (!m_controller.m_renderObject)
{
return;
}
float x = 40.0;
float y = 20.0f;
float size = 1.00f;
bool center = false;
AZStd::string debugString = AZStd::string::format(
"Hair component stats:\n"
" Total number of hairs: %d\n"
" Total number of guide hairs: %d\n"
" Amount of follow hair per guide hair: %d\n",
m_controller.m_renderObject->GetNumTotalHairStrands(),
m_controller.m_renderObject->GetNumGuideHairs(),
m_controller.m_renderObject->GetNumFollowHairsPerGuideHair());
debugDisplay.Draw2dTextLabel(x, y, size, debugString.c_str(), center);
}
} // namespace Hair
} // namespace Render
} // namespace AZ
#endif // ATOMTRESSFX_EDITOR