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o3de/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Mesh/EditorMeshComponent.h

77 lines
3.4 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzFramework/Entity/EntityDebugDisplayBus.h>
#include <AzToolsFramework/ToolsComponents/EditorVisibilityBus.h>
#include <AzToolsFramework/API/ComponentEntitySelectionBus.h>
#include <Atom/Feature/Utils/EditorRenderComponentAdapter.h>
#include <AtomLyIntegration/CommonFeatures/Mesh/MeshComponentConstants.h>
#include <Mesh/MeshComponent.h>
namespace AZ
{
namespace Render
{
/**
* In-editor mesh component.
* Conducts some additional listening and operations to ensure immediate
* effects when changing fields in the editor.
*/
class EditorMeshComponent final
: public EditorRenderComponentAdapter<MeshComponentController, MeshComponent, MeshComponentConfig>
, private AzToolsFramework::EditorComponentSelectionRequestsBus::Handler
, private AzFramework::EntityDebugDisplayEventBus::Handler
, private MeshComponentNotificationBus::Handler
{
public:
using BaseClass = EditorRenderComponentAdapter<MeshComponentController, MeshComponent, MeshComponentConfig>;
AZ_EDITOR_COMPONENT(AZ::Render::EditorMeshComponent, EditorMeshComponentTypeId, BaseClass);
static void Reflect(AZ::ReflectContext* context);
EditorMeshComponent() = default;
explicit EditorMeshComponent(const MeshComponentConfig& config);
// AZ::Component overrides ...
void Activate() override;
void Deactivate() override;
/// Called when you want to change the game asset through code (like when creating components based on assets).
void SetPrimaryAsset(const AZ::Data::AssetId& assetId) override;
private:
// EditorComponentSelectionRequestsBus overrides ...
AZ::Aabb GetEditorSelectionBoundsViewport(const AzFramework::ViewportInfo& viewportInfo) override;
bool EditorSelectionIntersectRayViewport(const AzFramework::ViewportInfo& viewportInfo, const AZ::Vector3& src, const AZ::Vector3& dir, float& distance) override;
bool SupportsEditorRayIntersect() override;
// EntityDebugDisplayEventBus overrides ...
void DisplayEntityViewport(const AzFramework::ViewportInfo&, AzFramework::DebugDisplayRequests&) override;
// MeshComponentNotificationBus overrides ...
void OnModelReady(const Data::Asset<RPI::ModelAsset>& modelAsset, const Data::Instance<RPI::Model>& model) override;
AZ::u32 OnConfigurationChanged() override;
AZ::Crc32 AddEditorMaterialComponent();
bool HasEditorMaterialComponent() const;
AZ::u32 GetEditorMaterialComponentVisibility() const;
// Flag used for button placement
bool m_addMaterialComponentFlag = false;
};
} // namespace Render
} // namespace AZ