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o3de/AutomatedTesting/Editor/Scripts/scene_mesh_to_prefab.py

228 lines
10 KiB
Python

#
# 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
#
#
import azlmbr.bus
import azlmbr.math
from scene_api.scene_data import PrimitiveShape, DecompositionMode, ColorChannel, TangentSpaceSource, TangentSpaceMethod
from scene_helpers import *
#
# SceneAPI Processor
#
def add_material_component(entity_id):
# Create an override AZ::Render::EditorMaterialComponent
editor_material_component = azlmbr.entity.EntityUtilityBus(
azlmbr.bus.Broadcast,
"GetOrAddComponentByTypeName",
entity_id,
"EditorMaterialComponent")
# this fills out the material asset to a known product AZMaterial asset relative path
json_update = json.dumps({
"Controller": {"Configuration": {"materials": [
{
"Key": {},
"Value": {"MaterialAsset": {
"assetHint": "materials/basic_grey.azmaterial"
}}
}]
}}
})
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
editor_material_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity for editor_material_component failed")
def add_physx_meshes(scene_manifest: sceneData.SceneManifest, source_file_name: str, mesh_name_list: List, all_node_paths: List[str]):
first_mesh = mesh_name_list[0].get_path()
# Add a Box Primitive PhysX mesh with a comment
physx_box = scene_manifest.add_physx_primitive_mesh_group(source_file_name + "_box", PrimitiveShape.BOX, 0.0, None)
scene_manifest.physx_mesh_group_add_comment(physx_box, "This is a box primitive")
# Select the first mesh, unselect every other node
scene_manifest.physx_mesh_group_add_selected_node(physx_box, first_mesh)
for node in all_node_paths:
if node != first_mesh:
scene_manifest.physx_mesh_group_add_unselected_node(physx_box, node)
# Add a Convex Mesh PhysX mesh with a comment
convex_mesh = scene_manifest.add_physx_convex_mesh_group(source_file_name + "_convex", 0.08, .0004,
True, True, True, True, True, 24, True, "Glass")
scene_manifest.physx_mesh_group_add_comment(convex_mesh, "This is a convex mesh")
# Select/Unselect nodes using lists
all_except_first_mesh = [x for x in all_node_paths if x != first_mesh]
scene_manifest.physx_mesh_group_add_selected_unselected_nodes(convex_mesh, [first_mesh], all_except_first_mesh)
# Configure mesh decomposition for this mesh
scene_manifest.physx_mesh_group_decompose_meshes(convex_mesh, 512, 32, .002, 100100, DecompositionMode.TETRAHEDRON,
0.06, 0.055, 0.00015, 3, 3, True, False)
# Add a Triangle mesh
triangle = scene_manifest.add_physx_triangle_mesh_group(source_file_name + "_triangle", False, True, True, True, True, True)
scene_manifest.physx_mesh_group_add_selected_unselected_nodes(triangle, [first_mesh], all_except_first_mesh)
def update_manifest(scene):
import uuid, os
import azlmbr.scene.graph
from scene_api import scene_data as sceneData
graph = sceneData.SceneGraph(scene.graph)
# Get a list of all the mesh nodes, as well as all the nodes
mesh_name_list, all_node_paths = get_mesh_node_names(graph)
scene_manifest = sceneData.SceneManifest()
clean_filename = scene.sourceFilename.replace('.', '_')
# Compute the filename of the scene file
source_basepath = scene.watchFolder
source_relative_path = os.path.dirname(os.path.relpath(clean_filename, source_basepath))
source_filename_only = os.path.basename(clean_filename)
created_entities = []
previous_entity_id = azlmbr.entity.InvalidEntityId
first_mesh = True
add_physx_meshes(scene_manifest, source_filename_only, mesh_name_list, all_node_paths)
# Loop every mesh node in the scene
for activeMeshIndex in range(len(mesh_name_list)):
mesh_name = mesh_name_list[activeMeshIndex]
mesh_path = mesh_name.get_path()
# Create a unique mesh group name using the filename + node name
mesh_group_name = '{}_{}'.format(source_filename_only, mesh_name.get_name())
# Remove forbidden filename characters from the name since this will become a file on disk later
mesh_group_name = sanitize_name_for_disk(mesh_group_name)
# Add the MeshGroup to the manifest and give it a unique ID
mesh_group = scene_manifest.add_mesh_group(mesh_group_name)
mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}'
# Set our current node as the only node that is included in this MeshGroup
scene_manifest.mesh_group_select_node(mesh_group, mesh_path)
scene_manifest.mesh_group_add_comment(mesh_group, "Hello World")
# Explicitly remove all other nodes to prevent implicit inclusions
for node in all_node_paths:
if node != mesh_path:
scene_manifest.mesh_group_unselect_node(mesh_group, node)
scene_manifest.mesh_group_add_cloth_rule(mesh_group, mesh_path, "Col0", ColorChannel.GREEN, "Col0",
ColorChannel.BLUE, "Col0", ColorChannel.BLUE, ColorChannel.ALPHA)
scene_manifest.mesh_group_add_advanced_mesh_rule(mesh_group, True, False, True, "Col0")
scene_manifest.mesh_group_add_skin_rule(mesh_group, 3, 0.002)
scene_manifest.mesh_group_add_tangent_rule(mesh_group, TangentSpaceSource.MIKKT_GENERATION, TangentSpaceMethod.TSPACE_BASIC)
# Create an editor entity
entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name)
# Add an EditorMeshComponent to the entity
editor_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName",
entity_id, "AZ::Render::EditorMeshComponent")
# Set the ModelAsset assetHint to the relative path of the input asset + the name of the MeshGroup we just
# created + the azmodel extension The MeshGroup we created will be output as a product in the asset's path
# named mesh_group_name.azmodel The assetHint will be converted to an AssetId later during prefab loading
json_update = json.dumps({
"Controller": {"Configuration": {"ModelAsset": {
"assetHint": os.path.join(source_relative_path, mesh_group_name) + ".azmodel"}}}
})
# Apply the JSON above to the component we created
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
editor_mesh_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity failed for Mesh component")
# Add a physics component referencing the triangle mesh we made for the first node
if previous_entity_id is None:
physx_mesh_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName",
entity_id, "{FD429282-A075-4966-857F-D0BBF186CFE6} EditorColliderComponent")
json_update = json.dumps({
"ShapeConfiguration": {
"PhysicsAsset": {
"Asset": {
"assetHint": os.path.join(source_relative_path, source_filename_only + "_triangle.pxmesh")
}
}
}
})
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id, physx_mesh_component, json_update)
if not result:
raise RuntimeError("UpdateComponentForEntity failed for PhysX mesh component")
# an example of adding a material component to override the default material
if previous_entity_id is not None and first_mesh:
first_mesh = False
add_material_component(entity_id)
# Get the transform component
transform_component = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "GetOrAddComponentByTypeName",
entity_id, "27F1E1A1-8D9D-4C3B-BD3A-AFB9762449C0")
# Set this entity to be a child of the last entity we created
# This is just an example of how to do parenting and isn't necessarily useful to parent everything like this
if previous_entity_id is not None:
transform_json = json.dumps({
"Parent Entity": previous_entity_id.to_json()
})
# Apply the JSON update
result = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "UpdateComponentForEntity", entity_id,
transform_component, transform_json)
if not result:
raise RuntimeError("UpdateComponentForEntity failed for Transform component")
# Update the last entity id for next time
previous_entity_id = entity_id
# Keep track of the entity we set up, we'll add them all to the prefab we're creating later
created_entities.append(entity_id)
# Create a prefab with all our entities
create_prefab(scene_manifest, source_filename_only, created_entities)
# Convert the manifest to a JSON string and return it
new_manifest = scene_manifest.export()
return new_manifest
sceneJobHandler = None
def on_update_manifest(args):
try:
scene = args[0]
return update_manifest(scene)
except RuntimeError as err:
print(f'ERROR - {err}')
log_exception_traceback()
except:
log_exception_traceback()
global sceneJobHandler
sceneJobHandler = None
# try to create SceneAPI handler for processing
try:
import azlmbr.scene as sceneApi
if sceneJobHandler is None:
sceneJobHandler = sceneApi.ScriptBuildingNotificationBusHandler()
sceneJobHandler.connect()
sceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest)
except:
sceneJobHandler = None