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280 lines
13 KiB
C++
280 lines
13 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Component/TickBus.h>
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#include <AzCore/StringFunc/StringFunc.h>
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#include <AzCore/Utils/Utils.h>
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#include <Integration/Assets/MotionSetAsset.h>
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#include <EMotionFX/Source/MotionSet.h>
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#include <EMotionFX/Source/EMotionFXManager.h>
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#include <EMotionFX/Source/Importer/Importer.h>
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namespace EMotionFX
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{
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namespace Integration
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{
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AZ_CLASS_ALLOCATOR_IMPL(MotionSetAsset, EMotionFXAllocator, 0)
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AZ_CLASS_ALLOCATOR_IMPL(MotionSetAssetHandler, EMotionFXAllocator, 0)
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/**
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* Custom callback registered with EMotion FX for the purpose of intercepting
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* motion load requests. We want to pipe all requested loads through our
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* asset system.
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*/
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class CustomMotionSetCallback
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: public EMotionFX::MotionSetCallback
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{
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public:
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AZ_CLASS_ALLOCATOR(CustomMotionSetCallback, EMotionFXAllocator, 0);
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CustomMotionSetCallback(const AZ::Data::Asset<MotionSetAsset>& asset)
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: MotionSetCallback(asset.Get()->m_emfxMotionSet.get())
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, m_assetData(asset.Get())
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{
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}
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EMotionFX::Motion* LoadMotion(EMotionFX::MotionSet::MotionEntry* entry) override
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{
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// When EMotionFX requests a motion to be loaded, retrieve it from the asset database.
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// It should already be loaded through a motion set.
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const char* motionFile = entry->GetFilename();
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AZ::Data::AssetId motionAssetId;
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EBUS_EVENT_RESULT(motionAssetId, AZ::Data::AssetCatalogRequestBus, GetAssetIdByPath, motionFile, azrtti_typeid<MotionAsset>(), false);
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// if it failed to find it, it might be still compiling - try forcing an immediate compile:
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if (!motionAssetId.IsValid())
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{
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AZ_TracePrintf("EMotionFX", "Motion \"%s\" is missing, requesting the asset system to compile it now.\n", motionFile);
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AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::CompileAssetSync, motionFile);
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// and then try again:
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(motionAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, motionFile, azrtti_typeid<MotionAsset>(), false);
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if (motionAssetId.IsValid())
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{
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AZ_TracePrintf("EMotionFX", "Motion \"%s\" successfully compiled.\n", motionFile);
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}
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}
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if (motionAssetId.IsValid())
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{
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for (const auto& motionAsset : m_assetData->m_motionAssets)
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{
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if (motionAsset.GetId() == motionAssetId)
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{
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AZ_Assert(motionAsset, "Motion \"%s\" was found in the asset database, but is not initialized.", entry->GetFilename());
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AZ_Error("EMotionFX", motionAsset.Get()->m_emfxMotion.get(), "Motion \"%s\" was found in the asset database, but is not valid.", entry->GetFilename());
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return motionAsset.Get()->m_emfxMotion.get();
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}
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}
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}
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AZ_Error("EMotionFX", false, "Failed to locate motion \"%s\" in the asset database.", entry->GetFilename());
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return nullptr;
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}
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MotionSetAsset* m_assetData;
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};
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MotionSetAsset::MotionSetAsset(AZ::Data::AssetId id)
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: EMotionFXAsset(id)
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{}
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MotionSetAsset::~MotionSetAsset()
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{
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AZ::Data::AssetBus::MultiHandler::BusDisconnect();
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}
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void MotionSetAsset::SetData(EMotionFX::MotionSet* motionSet)
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{
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m_emfxMotionSet.reset(motionSet);
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m_status = AZ::Data::AssetData::AssetStatus::Ready;
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}
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//////////////////////////////////////////////////////////////////////////
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void MotionSetAsset::OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset)
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{
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for (AZ::Data::Asset<MotionAsset>& motionAsset : m_motionAssets)
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{
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if (motionAsset.GetId() == asset.GetId())
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{
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motionAsset = asset;
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NotifyMotionSetModified(AZ::Data::Asset<MotionSetAsset>(this, AZ::Data::AssetLoadBehavior::Default));
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break;
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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void MotionSetAsset::NotifyMotionSetModified(const AZ::Data::Asset<MotionSetAsset>& asset)
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{
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// When a dependent motion reloads, consider the motion set reloaded as well.
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// This allows characters using this motion set to refresh state and reference the new motions.
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if (!asset.Get()->m_isReloadPending)
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{
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AZStd::function<void()> notifyReload = [asset]()
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{
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using namespace AZ::Data;
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AssetBus::Event(asset.GetId(), &AssetBus::Events::OnAssetReloaded, asset);
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asset.Get()->m_isReloadPending = false;
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};
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AZ::TickBus::QueueFunction(notifyReload);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool MotionSetAssetHandler::OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
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{
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MotionSetAsset* assetData = asset.GetAs<MotionSetAsset>();
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EMotionFX::Importer::MotionSetSettings motionSettings;
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motionSettings.m_isOwnedByRuntime = true;
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assetData->m_emfxMotionSet.reset(EMotionFX::GetImporter().LoadMotionSet(
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assetData->m_emfxNativeData.data(),
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assetData->m_emfxNativeData.size(),
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&motionSettings));
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if (!assetData->m_emfxMotionSet)
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{
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AZ_Error("EMotionFX", false, "Failed to initialize motion set asset %s", asset.GetHint().c_str());
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return false;
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}
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// The following code is required to be set so the FileManager detects changes to the files loaded
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// through this method. Once EMotionFX is integrated to the asset system this can go away.
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AZStd::string assetFilename;
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EBUS_EVENT_RESULT(assetFilename, AZ::Data::AssetCatalogRequestBus, GetAssetPathById, asset.GetId());
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AZ::IO::FixedMaxPath projectPath = AZ::Utils::GetProjectPath();
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if (!projectPath.empty())
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{
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AZ::IO::FixedMaxPathString filename{ (projectPath / assetFilename).LexicallyNormal().FixedMaxPathStringAsPosix() };
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assetData->m_emfxMotionSet->SetFilename(filename.c_str());
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}
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else
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{
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if (GetEMotionFX().GetIsInEditorMode())
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{
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AZ_Warning("EMotionFX", false, "Failed to retrieve project root path . Cannot set absolute filename for '%s'", assetFilename.c_str());
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}
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assetData->m_emfxMotionSet->SetFilename(assetFilename.c_str());
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}
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// now load them in:
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const EMotionFX::MotionSet::MotionEntries& motionEntries = assetData->m_emfxMotionSet->GetMotionEntries();
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// Get the motions in the motion set. Escalate them to the top of the build queue first so that they can be done in parallel.
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// This call is fire-and-forget and is very lightweight.
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for (const auto& item : motionEntries)
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{
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const EMotionFX::MotionSet::MotionEntry* motionEntry = item.second;
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const char* motionFilename = motionEntry->GetFilename();
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AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::EscalateAssetBySearchTerm, motionFilename);
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}
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// now that they're all escalated, the asset processor will be processing them across all threads, and we can request them one by one:
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for (const auto& item : motionEntries)
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{
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const EMotionFX::MotionSet::MotionEntry* motionEntry = item.second;
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const char* motionFilename = motionEntry->GetFilename();
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// Find motion file in catalog and grab the asset.
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// Jump on the AssetBus for the asset, and queue load.
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AZ::Data::AssetId motionAssetId;
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EBUS_EVENT_RESULT(motionAssetId, AZ::Data::AssetCatalogRequestBus, GetAssetIdByPath, motionFilename, AZ::Data::s_invalidAssetType, false);
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// if it failed to find it, it might be still compiling - try forcing an immediate compile. CompileAssetSync
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// will block until the compilation completes AND the catalog is up to date.
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if (!motionAssetId.IsValid())
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{
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AZ_TracePrintf("EMotionFX", "Motion \"%s\" is missing, requesting the asset system to compile it now.\n", motionFilename);
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AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::CompileAssetSync, motionFilename);
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// and then try again:
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AZ::Data::AssetCatalogRequestBus::BroadcastResult(motionAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, motionFilename, azrtti_typeid<MotionAsset>(), false);
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if (motionAssetId.IsValid())
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{
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AZ_TracePrintf("EMotionFX", "Motion \"%s\" successfully compiled.\n", motionFilename);
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}
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}
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if (motionAssetId.IsValid())
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{
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AZ::Data::Asset<MotionAsset> motionAsset = AZ::Data::AssetManager::Instance().GetAsset<MotionAsset>(motionAssetId, AZ::Data::AssetLoadBehavior::Default);
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if (motionAsset)
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{
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motionAsset.BlockUntilLoadComplete();
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assetData->BusConnect(motionAssetId);
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assetData->m_motionAssets.push_back(motionAsset);
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}
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else
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{
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AZ_Warning("EMotionFX", false, "Motion \"%s\" in motion set \"%s\" could not be loaded.", motionFilename, assetFilename.c_str());
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}
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}
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else
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{
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AZ_Warning("EMotionFX", false, "Motion \"%s\" in motion set \"%s\" could not be found in the asset catalog.", motionFilename, assetFilename.c_str());
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}
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}
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// Set motion set's motion load callback, so if EMotion FX queries back for a motion,
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// we can pull the one managed through an AZ::Asset.
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assetData->m_emfxMotionSet->SetCallback(aznew CustomMotionSetCallback(asset));
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assetData->ReleaseEMotionFXData();
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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AZ::Data::AssetType MotionSetAssetHandler::GetAssetType() const
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{
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return azrtti_typeid<MotionSetAsset>();
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}
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//////////////////////////////////////////////////////////////////////////
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void MotionSetAssetHandler::GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions)
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{
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extensions.push_back("motionset");
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}
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//////////////////////////////////////////////////////////////////////////
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const char* MotionSetAssetHandler::GetAssetTypeDisplayName() const
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{
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return "EMotion FX Motion Set";
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}
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//////////////////////////////////////////////////////////////////////////
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const char* MotionSetAssetHandler::GetBrowserIcon() const
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{
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return "Editor/Images/AssetBrowser/MotionSet_16.svg";
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}
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//////////////////////////////////////////////////////////////////////////
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void MotionSetAssetBuilderHandler::InitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset, bool loadStageSucceeded, bool isReload)
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{
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// Don't need to load the referenced motionset and motion assets since we only care about the product ID ot relative path of the product dependency
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AZ_UNUSED(asset);
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AZ_UNUSED(loadStageSucceeded);
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AZ_UNUSED(isReload);
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}
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AZ::Data::AssetHandler::LoadResult MotionSetAssetBuilderHandler::LoadAssetData(
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const AZ::Data::Asset<AZ::Data::AssetData>& asset,
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AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
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const AZ::Data::AssetFilterCB& assetLoadFilterCB)
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{
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AZ_UNUSED(asset);
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AZ_UNUSED(stream);
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AZ_UNUSED(assetLoadFilterCB);
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return AZ::Data::AssetHandler::LoadResult::LoadComplete;
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}
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} // namespace Integration
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} // namespace EMotionFX
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