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77 lines
3.4 KiB
C++
77 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 <AzFramework/Entity/EntityDebugDisplayBus.h>
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#include <AzToolsFramework/ToolsComponents/EditorVisibilityBus.h>
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#include <AzToolsFramework/API/ComponentEntitySelectionBus.h>
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#include <Atom/Feature/Utils/EditorRenderComponentAdapter.h>
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#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentConstants.h>
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#include <Mesh/MeshComponent.h>
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namespace AZ
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{
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namespace Render
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{
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/**
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* In-editor mesh component.
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* Conducts some additional listening and operations to ensure immediate
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* effects when changing fields in the editor.
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*/
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class EditorMeshComponent final
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: public EditorRenderComponentAdapter<MeshComponentController, MeshComponent, MeshComponentConfig>
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, private AzToolsFramework::EditorComponentSelectionRequestsBus::Handler
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, private AzFramework::EntityDebugDisplayEventBus::Handler
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, private MeshComponentNotificationBus::Handler
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{
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public:
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using BaseClass = EditorRenderComponentAdapter<MeshComponentController, MeshComponent, MeshComponentConfig>;
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AZ_EDITOR_COMPONENT(AZ::Render::EditorMeshComponent, EditorMeshComponentTypeId, BaseClass);
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static void Reflect(AZ::ReflectContext* context);
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EditorMeshComponent() = default;
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explicit EditorMeshComponent(const MeshComponentConfig& config);
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// AZ::Component overrides ...
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void Activate() override;
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void Deactivate() override;
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/// Called when you want to change the game asset through code (like when creating components based on assets).
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void SetPrimaryAsset(const AZ::Data::AssetId& assetId) override;
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private:
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// EditorComponentSelectionRequestsBus overrides ...
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AZ::Aabb GetEditorSelectionBoundsViewport(const AzFramework::ViewportInfo& viewportInfo) override;
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bool EditorSelectionIntersectRayViewport(const AzFramework::ViewportInfo& viewportInfo, const AZ::Vector3& src, const AZ::Vector3& dir, float& distance) override;
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bool SupportsEditorRayIntersect() override;
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// EntityDebugDisplayEventBus overrides ...
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void DisplayEntityViewport(const AzFramework::ViewportInfo&, AzFramework::DebugDisplayRequests&) override;
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// MeshComponentNotificationBus overrides ...
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void OnModelReady(const Data::Asset<RPI::ModelAsset>& modelAsset, const Data::Instance<RPI::Model>& model) override;
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AZ::u32 OnConfigurationChanged() override;
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AZ::Crc32 AddEditorMaterialComponent();
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bool HasEditorMaterialComponent() const;
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AZ::u32 GetEditorMaterialComponentVisibility() const;
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// Flag used for button placement
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bool m_addMaterialComponentFlag = false;
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};
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} // namespace Render
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} // namespace AZ
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