131 lines
5.7 KiB
C++
131 lines
5.7 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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#include <API/EditorAssetSystemAPI.h>
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#include <AssetProcessor/AssetBuilderSDK/AssetBuilderSDK/AssetBuilderSDK.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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#include <AzCore/Serialization/EditContextConstants.inl>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/Json/JsonSerialization.h>
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#include <AzFramework/FileFunc/FileFunc.h>
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#include <AzFramework/IO/LocalFileIO.h>
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#include <AzFramework/StringFunc/StringFunc.h>
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#include <SceneAPI/SceneCore/Containers/Scene.h>
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#include <SceneAPI/SceneCore/Events/CallProcessorBus.h>
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#include <SceneAPI/SceneCore/Events/ImportEventContext.h>
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#include <SceneAPI/FbxSceneBuilder/FbxImportRequestHandler.h>
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namespace AZ
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{
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namespace SceneAPI
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{
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namespace FbxSceneImporter
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{
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AssetImporterSettings::AssetImporterSettings()
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{
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// Default supported extension in case the settings file isn't found
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m_supportedFileTypeExtensions.emplace(".fbx");
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}
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void AssetImporterSettings::Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context); serializeContext)
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{
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serializeContext->Class<AssetImporterSettings>()
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->Version(1)
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->Field("SupportedFileTypeExtensions", &AssetImporterSettings::m_supportedFileTypeExtensions);
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}
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}
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void FbxImportRequestHandler::Activate()
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{
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// Attempt to load the Slice Builder Settings file
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AZ::IO::LocalFileIO localFileIO;
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// This will point to @assets@/SettingsFilename, which loads from the cache
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// We don't really want this but it works for now
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// Trying to use AzToolsFramework::AssetSystemRequestBus::Events::GetSourceInfoBySourcePath at this point
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// would fail because components seem to activate before the AP has populated its file list
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AZ::IO::Path sliceBuilderSettingsIoPath(SettingsFilename);
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auto result = AzFramework::FileFunc::ReadJsonFile(sliceBuilderSettingsIoPath, &localFileIO);
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if (result.IsSuccess())
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{
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AZ::JsonSerializationResult::ResultCode serializationResult =
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AZ::JsonSerialization::Load(m_settings, result.GetValue());
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if (serializationResult.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
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{
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AZ_Warning("", false, "Error in Asset Importer Settings file.\nUsing default settings.");
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}
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}
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else
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{
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AZ_Warning("", false, "Failed to load Asset Importer Settings file.\nUsing default settings.");
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}
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BusConnect();
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}
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void FbxImportRequestHandler::Deactivate()
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{
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BusDisconnect();
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}
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void FbxImportRequestHandler::Reflect(ReflectContext* context)
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{
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AssetImporterSettings::Reflect(context);
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SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<FbxImportRequestHandler, SceneCore::BehaviorComponent>()->Version(1)->Attribute(
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AZ::Edit::Attributes::SystemComponentTags,
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AZStd::vector<AZ::Crc32>({AssetBuilderSDK::ComponentTags::AssetBuilder}));
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}
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}
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void FbxImportRequestHandler::GetSupportedFileExtensions(AZStd::unordered_set<AZStd::string>& extensions)
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{
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extensions.insert(m_settings.m_supportedFileTypeExtensions.begin(), m_settings.m_supportedFileTypeExtensions.end());
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}
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Events::LoadingResult FbxImportRequestHandler::LoadAsset(Containers::Scene& scene, const AZStd::string& path, const Uuid& guid, [[maybe_unused]] RequestingApplication requester)
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{
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AZStd::string extension;
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AzFramework::StringFunc::Path::GetExtension(path.c_str(), extension);
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if (!m_settings.m_supportedFileTypeExtensions.contains(extension))
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{
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return Events::LoadingResult::Ignored;
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}
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scene.SetSource(path, guid);
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// Push contexts
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Events::ProcessingResultCombiner contextResult;
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contextResult += Events::Process<Events::PreImportEventContext>(path);
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contextResult += Events::Process<Events::ImportEventContext>(path, scene);
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contextResult += Events::Process<Events::PostImportEventContext>(scene);
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if (contextResult.GetResult() == Events::ProcessingResult::Success)
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{
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return Events::LoadingResult::AssetLoaded;
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}
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else
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{
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return Events::LoadingResult::AssetFailure;
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}
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}
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} // namespace Import
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} // namespace SceneAPI
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} // namespace AZ
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