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o3de/Gems/SceneProcessing/Code/Source/SceneBuilder/SceneBuilderWorker.cpp

474 lines
23 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/Component/ComponentApplicationBus.h>
#include <AzCore/IO/FileIO.h>
#include <AzCore/IO/SystemFile.h>
#include <AzCore/Serialization/Utils.h>
#include <SceneAPI/SceneCore/DataTypes/IGraphObject.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/std/containers/set.h>
#include <AzCore/Utils/Utils.h>
#include <AzFramework/Application/Application.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include <AzToolsFramework/Debug/TraceContext.h>
#include <SceneAPI/SceneCore/Components/ExportingComponent.h>
#include <SceneAPI/SceneCore/Components/GenerationComponent.h>
#include <SceneAPI/SceneCore/Components/LoadingComponent.h>
#include <SceneAPI/SceneCore/Components/Utilities/EntityConstructor.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneCore/Containers/SceneManifest.h>
#include <SceneAPI/SceneCore/Events/AssetImportRequest.h>
#include <SceneAPI/SceneCore/Events/GenerateEventContext.h>
#include <SceneAPI/SceneCore/Events/ExportProductList.h>
#include <SceneAPI/SceneCore/Events/ExportEventContext.h>
#include <SceneAPI/SceneCore/Events/SceneSerializationBus.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/SceneCore/SceneBuilderDependencyBus.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IAnimationData.h>
#include <AssetBuilderSDK/AssetBuilderSDK.h>
#include <AzCore/Serialization/Json/JsonUtils.h>
#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
#include <rapidjson/pointer.h>
#include <SceneBuilder/SceneBuilderWorker.h>
#include <SceneBuilder/TraceMessageHook.h>
namespace SceneBuilder
{
void SceneBuilderWorker::ShutDown()
{
m_isShuttingDown = true;
}
const char* SceneBuilderWorker::GetFingerprint() const
{
if (m_cachedFingerprint.empty())
{
// put them in an ORDERED set so that changing the reflection
// or the gems loaded does not invalidate scene files due to order of reflection changing.
AZStd::set<AZStd::string> fragments;
AZ::SerializeContext* context = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(context, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
if (context)
{
auto callback = [&fragments](const AZ::SerializeContext::ClassData* data, const AZ::Uuid& typeId)
{
AZ_UNUSED(typeId);
fragments.insert(AZStd::string::format("[%s:v%i]", data->m_name, data->m_version));
return true;
};
context->EnumerateDerived(callback, azrtti_typeid<AZ::SceneAPI::SceneCore::ExportingComponent>(), azrtti_typeid<AZ::SceneAPI::SceneCore::ExportingComponent>());
context->EnumerateDerived(callback, azrtti_typeid<AZ::SceneAPI::SceneCore::GenerationComponent>(), azrtti_typeid<AZ::SceneAPI::SceneCore::GenerationComponent>());
context->EnumerateDerived(callback, azrtti_typeid<AZ::SceneAPI::SceneCore::LoadingComponent>(), azrtti_typeid<AZ::SceneAPI::SceneCore::LoadingComponent>());
}
AZ::SceneAPI::SceneBuilderDependencyBus::Broadcast(&AZ::SceneAPI::SceneBuilderDependencyRequests::AddFingerprintInfo, fragments);
for (const AZStd::string& element : fragments)
{
m_cachedFingerprint.append(element);
}
// A general catch all version fingerprint. Update this to force all FBX files to recompile.
m_cachedFingerprint.append("Version 3");
}
return m_cachedFingerprint.c_str();
}
void SceneBuilderWorker::PopulateSourceDependencies(const AZStd::string& manifestJson, AZStd::vector<AssetBuilderSDK::SourceFileDependency>& sourceFileDependencies)
{
auto readJsonOutcome = AZ::JsonSerializationUtils::ReadJsonString(manifestJson);
AZStd::string errorMsg;
if (!readJsonOutcome.IsSuccess())
{
// This may be an old format xml file. We don't have any dependencies in the old format so there's no point trying to parse an xml
return;
}
rapidjson::Document document = readJsonOutcome.TakeValue();
auto manifestObject = document.GetObject();
auto valuesIterator = manifestObject.FindMember("values");
auto valuesArray = valuesIterator->value.GetArray();
AZStd::vector<AZStd::string> paths;
AZ::SceneAPI::Events::AssetImportRequestBus::Broadcast(
&AZ::SceneAPI::Events::AssetImportRequestBus::Events::GetManifestDependencyPaths, paths);
for (const auto& value : valuesArray)
{
auto object = value.GetObject();
for (const auto& path : paths)
{
rapidjson::Pointer pointer(path.c_str());
auto dependencyValue = pointer.Get(object);
if (dependencyValue && dependencyValue->IsString())
{
AZStd::string dependency = dependencyValue->GetString();
sourceFileDependencies.emplace_back(AssetBuilderSDK::SourceFileDependency(
dependency, AZ::Uuid::CreateNull(), AssetBuilderSDK::SourceFileDependency::SourceFileDependencyType::Absolute));
}
}
}
}
bool SceneBuilderWorker::ManifestDependencyCheck(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response)
{
AZStd::string manifestExtension;
AZStd::string generatedManifestExtension;
AZ::SceneAPI::Events::AssetImportRequestBus::Broadcast(
&AZ::SceneAPI::Events::AssetImportRequestBus::Events::GetManifestExtension, manifestExtension);
AZ::SceneAPI::Events::AssetImportRequestBus::Broadcast(
&AZ::SceneAPI::Events::AssetImportRequestBus::Events::GetGeneratedManifestExtension, generatedManifestExtension);
if (manifestExtension.empty() || generatedManifestExtension.empty())
{
AZ_Error("SceneBuilderWorker", false, "Failed to get scene manifest extension");
return false;
}
AZ::SettingsRegistryInterface::FixedValueString assetCacheRoot;
AZ::SettingsRegistry::Get()->Get(assetCacheRoot, AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder);
auto manifestPath = (AZ::IO::Path(request.m_watchFolder) / (request.m_sourceFile + manifestExtension));
auto generatedManifestPath = (AZ::IO::Path(assetCacheRoot) / (request.m_sourceFile + generatedManifestExtension));
auto populateDependenciesFunc = [&response](const AZStd::string& path)
{
auto readFileOutcome = AZ::Utils::ReadFile(path, AZ::SceneAPI::Containers::SceneManifest::MaxSceneManifestFileSizeInBytes);
if (!readFileOutcome.IsSuccess())
{
AZ_Error("SceneBuilderWorker", false, "%s", readFileOutcome.GetError().c_str());
return;
}
PopulateSourceDependencies(readFileOutcome.TakeValue(), response.m_sourceFileDependencyList);
};
if (AZ::IO::FileIOBase::GetInstance()->Exists(manifestPath.Native().c_str()))
{
populateDependenciesFunc(manifestPath.Native());
}
else if (AZ::IO::FileIOBase::GetInstance()->Exists(generatedManifestPath.Native().c_str()))
{
populateDependenciesFunc(generatedManifestPath.Native());
}
return true;
}
void SceneBuilderWorker::CreateJobs(const AssetBuilderSDK::CreateJobsRequest& request, AssetBuilderSDK::CreateJobsResponse& response)
{
// Check for shutdown
if (m_isShuttingDown)
{
response.m_result = AssetBuilderSDK::CreateJobsResultCode::ShuttingDown;
return;
}
for (auto& enabledPlatform : request.m_enabledPlatforms)
{
AssetBuilderSDK::JobDescriptor descriptor;
descriptor.m_jobKey = "Scene compilation";
descriptor.SetPlatformIdentifier(enabledPlatform.m_identifier.c_str());
descriptor.m_failOnError = true;
descriptor.m_priority = 11; // these may control logic (actors and motions specifically)
descriptor.m_additionalFingerprintInfo = GetFingerprint();
AZ::SceneAPI::SceneBuilderDependencyBus::Broadcast(&AZ::SceneAPI::SceneBuilderDependencyRequests::ReportJobDependencies,
descriptor.m_jobDependencyList, enabledPlatform.m_identifier.c_str());
response.m_createJobOutputs.push_back(descriptor);
}
// Adding corresponding _wrinklemask folder as a source file dependency
// This enables morph target assets to get references to the wrinkle masks
// in the MorphTargetExporter, so they can be automatically applied at runtime
AssetBuilderSDK::SourceFileDependency sourceFileDependencyInfo;
AZStd::string relPath = request.m_sourceFile.c_str();
AzFramework::StringFunc::Path::StripExtension(relPath);
relPath += "_wrinklemasks";
AzFramework::StringFunc::Path::AppendSeparator(relPath);
relPath += "*_wrinklemask.*";
sourceFileDependencyInfo.m_sourceFileDependencyPath = relPath;
sourceFileDependencyInfo.m_sourceDependencyType = AssetBuilderSDK::SourceFileDependency::SourceFileDependencyType::Wildcards;
response.m_sourceFileDependencyList.push_back(sourceFileDependencyInfo);
if (!ManifestDependencyCheck(request, response))
{
return;
}
response.m_result = AssetBuilderSDK::CreateJobsResultCode::Success;
}
void SceneBuilderWorker::ProcessJob(const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response)
{
using namespace AZ::SceneAPI::Containers;
// Only used during processing to redirect trace printfs with an warning or error window to the appropriate reporting function.
TraceMessageHook messageHook;
// Load Scene graph and manifest from the provided path and then initialize them.
if (m_isShuttingDown)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Loading scene was cancelled.\n");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
return;
}
AZStd::shared_ptr<Scene> scene;
if (!LoadScene(scene, request, response))
{
return;
}
// Run scene generation step to allow for runtime generation of SceneGraph objects
if (m_isShuttingDown)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Generation of dynamic scene objects was cancelled.\n");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
return;
}
if (!GenerateScene(scene.get(), request, response))
{
return;
}
// Process the scene.
if (m_isShuttingDown)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Processing scene was cancelled.\n");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Cancelled;
return;
}
if (!ExportScene(scene, request, response))
{
return;
}
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Finalizing scene processing.\n");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
}
AZ::Uuid SceneBuilderWorker::GetUUID()
{
return AZ::Uuid::CreateString("{BD8BF658-9485-4FE3-830E-8EC3A23C35F3}");
}
void SceneBuilderWorker::PopulateProductDependencies(const AZ::SceneAPI::Events::ExportProduct& exportProduct, const char* watchFolder, AssetBuilderSDK::JobProduct& jobProduct) const
{
// Register the product dependencies and path dependencies from the export product to the job product.
for (const AZ::SceneAPI::Events::ExportProduct& dependency : exportProduct.m_productDependencies)
{
jobProduct.m_dependencies.emplace_back(
AZ::Data::AssetId(dependency.m_id, dependency.m_subId.value_or(0)),
dependency.m_dependencyFlags);
}
for (const AZStd::string& pathDependency : exportProduct.m_legacyPathDependencies)
{
// SceneCore doesn't have access to AssetBuilderSDK, so it doesn't have access to the
// ProductPathDependency type or the ProductPathDependencyType enum. Exporters registered with the
// Scene Builder should report path dependencies on source files as absolute paths, while dependencies
// on product files should be reported as relative paths.
if (AzFramework::StringFunc::Path::IsRelative(pathDependency.c_str()))
{
// Make sure the path is relative to the watch folder. Paths passed in might be using asset database separators.
// Convert to system separators for path manipulation.
AZStd::string normalizedPathDependency = pathDependency;
AZStd::string normalizedWatchFolder(watchFolder);
AZStd::string assetRootRelativePath;
AzFramework::StringFunc::Path::Normalize(normalizedWatchFolder);
AzFramework::StringFunc::Path::Normalize(normalizedPathDependency);
AzFramework::StringFunc::Path::Join(normalizedWatchFolder.c_str(), normalizedPathDependency .c_str(), assetRootRelativePath);
AzFramework::ApplicationRequests::Bus::Broadcast(&AzFramework::ApplicationRequests::Bus::Events::MakePathRelative, assetRootRelativePath, watchFolder);
jobProduct.m_pathDependencies.emplace(assetRootRelativePath, AssetBuilderSDK::ProductPathDependencyType::ProductFile);
}
else
{
jobProduct.m_pathDependencies.emplace(pathDependency, AssetBuilderSDK::ProductPathDependencyType::SourceFile);
}
}
jobProduct.m_dependenciesHandled = true; // We've populated the dependencies immediately above so it's OK to tell the AP we've handled dependencies
}
bool SceneBuilderWorker::LoadScene(AZStd::shared_ptr<AZ::SceneAPI::Containers::Scene>& result,
const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response)
{
using namespace AZ::SceneAPI;
using namespace AZ::SceneAPI::Containers;
using namespace AZ::SceneAPI::Events;
AZ_TracePrintf(Utilities::LogWindow, "Loading scene.\n");
SceneSerializationBus::BroadcastResult(result, &SceneSerializationBus::Events::LoadScene, request.m_fullPath, request.m_sourceFileUUID);
if (!result)
{
AZ_TracePrintf(Utilities::ErrorWindow, "Failed to load scene file.\n");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return false;
}
AZ_TraceContext("Manifest", result->GetManifestFilename());
if (result->GetManifest().IsEmpty())
{
AZ_TracePrintf(Utilities::WarningWindow, "No manifest loaded and not enough information to create a default manifest.\n");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
return false; // Still return false as there's no work so should exit.
}
return true;
}
bool SceneBuilderWorker::GenerateScene(AZ::SceneAPI::Containers::Scene* scene,
const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response)
{
using namespace AZ::SceneAPI;
using namespace AZ::SceneAPI::Events;
using namespace AZ::SceneAPI::SceneCore;
const char* platformIdentifier = request.m_jobDescription.GetPlatformIdentifier().c_str();
AZ_TracePrintf(Utilities::LogWindow, "Creating generate entities.\n");
EntityConstructor::EntityPointer exporter = EntityConstructor::BuildEntity("Scene Generation", azrtti_typeid<GenerationComponent>());
ProcessingResultCombiner result;
AZ_TracePrintf(Utilities::LogWindow, "Preparing for generation.\n");
result += Process<PreGenerateEventContext>(*scene, platformIdentifier);
AZ_TracePrintf(Utilities::LogWindow, "Generating...\n");
result += Process<GenerateEventContext>(*scene, platformIdentifier);
AZ_TracePrintf(Utilities::LogWindow, "Generating LODs...\n");
result += Process<GenerateLODEventContext>(*scene, platformIdentifier);
AZ_TracePrintf(Utilities::LogWindow, "Generating additions...\n");
result += Process<GenerateAdditionEventContext>(*scene, platformIdentifier);
AZ_TracePrintf(Utilities::LogWindow, "Simplifing scene...\n");
result += Process<GenerateSimplificationEventContext>(*scene, platformIdentifier);
AZ_TracePrintf(Utilities::LogWindow, "Finalizing generation process.\n");
result += Process<PostGenerateEventContext>(*scene, platformIdentifier);
if (result.GetResult() == ProcessingResult::Failure)
{
AZ_TracePrintf(Utilities::ErrorWindow, "Failure during scene generation.\n");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return false;
}
return true;
}
bool SceneBuilderWorker::ExportScene(const AZStd::shared_ptr<AZ::SceneAPI::Containers::Scene>& scene,
const AssetBuilderSDK::ProcessJobRequest& request, AssetBuilderSDK::ProcessJobResponse& response)
{
using namespace AZ::SceneAPI;
using namespace AZ::SceneAPI::Events;
using namespace AZ::SceneAPI::SceneCore;
AZ_Assert(scene, "Invalid scene passed for exporting.");
const AZStd::string& outputFolder = request.m_tempDirPath;
const char* platformIdentifier = request.m_jobDescription.GetPlatformIdentifier().c_str();
AZ_TraceContext("Output folder", outputFolder.c_str());
AZ_TraceContext("Platform", platformIdentifier);
AZ_TracePrintf(Utilities::LogWindow, "Processing scene.\n");
AZ_TracePrintf(Utilities::LogWindow, "Creating export entities.\n");
EntityConstructor::EntityPointer exporter = EntityConstructor::BuildEntity("Scene Exporters", ExportingComponent::TYPEINFO_Uuid());
ExportProductList productList;
ProcessingResultCombiner result;
AZ_TracePrintf(Utilities::LogWindow, "Preparing for export.\n");
result += Process<PreExportEventContext>(productList, outputFolder, *scene, platformIdentifier);
AZ_TracePrintf(Utilities::LogWindow, "Exporting...\n");
result += Process<ExportEventContext>(productList, outputFolder, *scene, platformIdentifier);
AZ_TracePrintf(Utilities::LogWindow, "Finalizing export process.\n");
result += Process<PostExportEventContext>(productList, outputFolder, platformIdentifier);
auto itr = request.m_jobDescription.m_jobParameters.find(AZ_CRC_CE("DebugFlag"));
if (itr != request.m_jobDescription.m_jobParameters.end() && itr->second == "true")
{
AZStd::string productName;
AzFramework::StringFunc::Path::GetFullFileName(scene->GetSourceFilename().c_str(), productName);
AzFramework::StringFunc::Path::ReplaceExtension(productName, "dbgsg");
AZ::SceneAPI::Utilities::DebugOutput::BuildDebugSceneGraph(outputFolder.c_str(), productList, scene, productName);
}
AZ_TracePrintf(Utilities::LogWindow, "Collecting and registering products.\n");
for (const ExportProduct& product : productList.GetProducts())
{
const AZ::u32 subId = product.m_subId.has_value() ? product.m_subId.value() : BuildSubId(product);
AZ_TracePrintf(Utilities::LogWindow, "Listed product: %s+0x%08x - %s (type %s)\n", product.m_id.ToString<AZStd::string>().c_str(),
subId, product.m_filename.c_str(), product.m_assetType.ToString<AZStd::string>().c_str());
AssetBuilderSDK::JobProduct jobProduct(product.m_filename, product.m_assetType, subId);
PopulateProductDependencies(product, request.m_watchFolder.c_str(), jobProduct);
response.m_outputProducts.emplace_back(jobProduct);
// Unlike the version in ResourceCompilerScene/SceneCompiler.cpp, this version doesn't need to deal with sub ids that were
// created before explicit sub ids were added to the SceneAPI.
}
switch (result.GetResult())
{
case ProcessingResult::Success:
return true;
case ProcessingResult::Ignored:
// While ResourceCompilerScene is still around there's situations where either this builder or RCScene does work but the other not.
// That used to be a cause for a warning and will be again once RCScene has been removed. It's not possible to detect if either
// did any work so the warning is disabled for now.
// AZ_TracePrintf(Utilities::WarningWindow, "Nothing found to convert and export.\n");
return true;
case ProcessingResult::Failure:
AZ_TracePrintf(Utilities::ErrorWindow, "Failure during conversion and exporting.\n");
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return false;
default:
AZ_TracePrintf(Utilities::ErrorWindow,
"Unexpected result from conversion and exporting (%i).\n", result.GetResult());
response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Failed;
return false;
}
return true;
}
// BuildSubId has an equivalent counterpart in ResourceCompilerScene. Both need to remain the same to avoid problems with sub ids.
AZ::u32 SceneBuilderWorker::BuildSubId(const AZ::SceneAPI::Events::ExportProduct& product) const
{
// Instead of the just the lower 16-bits, use the full 32-bits that are available. There are production examples of
// uber-scene files that contain hundreds of meshes that need to be split into individual mesh objects as an example.
AZ::u32 id = static_cast<AZ::u32>(product.m_id.GetHash());
if (product.m_lod.has_value())
{
AZ::u8 lod = product.m_lod.value();
if (lod > 0xF)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::WarningWindow, "%i is too large to fit in the allotted bits for LOD.\n", static_cast<AZ::u32>(lod));
lod = 0xF;
}
// The product uses lods so mask out the lod bits and set them appropriately.
id &= ~AssetBuilderSDK::SUBID_MASK_LOD_LEVEL;
id |= lod << AssetBuilderSDK::SUBID_LOD_LEVEL_SHIFT;
}
return id;
}
} // namespace SceneBuilder