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171 lines
7.1 KiB
C++
171 lines
7.1 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 "EMotionFX_precompiled.h"
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#include <Integration/Assets/AnimGraphAsset.h>
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#include <EMotionFX/Source/Allocators.h>
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#include <EMotionFX/Source/AnimGraphManager.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(AnimGraphAsset, EMotionFXAllocator, 0)
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AZ_CLASS_ALLOCATOR_IMPL(AnimGraphAssetHandler, EMotionFXAllocator, 0)
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AnimGraphAsset::AnimGraphAsset(AZ::Data::AssetId id)
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: EMotionFXAsset(id)
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{}
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AnimGraphAsset::AnimGraphInstancePtr AnimGraphAsset::CreateInstance(
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EMotionFX::ActorInstance* actorInstance,
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EMotionFX::MotionSet* motionSet)
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{
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AZ_Assert(m_emfxAnimGraph, "Anim graph asset is not loaded");
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auto animGraphInstance = EMotionFXPtr<EMotionFX::AnimGraphInstance>::MakeFromNew(
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EMotionFX::AnimGraphInstance::Create(m_emfxAnimGraph.get(), actorInstance, motionSet));
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if (animGraphInstance)
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{
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animGraphInstance->SetIsOwnedByRuntime(true);
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}
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return animGraphInstance;
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}
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void AnimGraphAsset::SetData(EMotionFX::AnimGraph* animGraph)
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{
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m_emfxAnimGraph.reset(animGraph);
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m_status = AZ::Data::AssetData::AssetStatus::Ready;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AnimGraphAssetHandler::OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
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{
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AnimGraphAsset* assetData = asset.GetAs<AnimGraphAsset>();
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assetData->m_emfxAnimGraph.reset(EMotionFX::GetImporter().LoadAnimGraph(
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assetData->m_emfxNativeData.data(),
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assetData->m_emfxNativeData.size(),
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nullptr));
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if (assetData->m_emfxAnimGraph)
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{
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assetData->m_emfxAnimGraph->SetIsOwnedByAsset(true);
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assetData->m_emfxAnimGraph->SetIsOwnedByRuntime(true);
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assetData->m_emfxAnimGraph->FindAndRemoveCycles();
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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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const char* devAssetsPath = AZ::IO::FileIOBase::GetInstance()->GetAlias("@devassets@");
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if (devAssetsPath)
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{
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AZStd::string assetSourcePath = devAssetsPath;
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AzFramework::StringFunc::AssetDatabasePath::Normalize(assetSourcePath);
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AZStd::string filename;
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AzFramework::StringFunc::AssetDatabasePath::Join(assetSourcePath.c_str(), assetFilename.c_str(), filename);
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assetData->m_emfxAnimGraph->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 asset source path with alias '@devassets@'. Cannot set absolute filename for '%s'", assetFilename.c_str());
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}
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assetData->m_emfxAnimGraph->SetFileName(assetFilename.c_str());
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}
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}
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assetData->ReleaseEMotionFXData();
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AZ_Error("EMotionFX", assetData->m_emfxAnimGraph, "Failed to initialize anim graph asset %s", asset.GetHint().c_str());
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return static_cast<bool>(assetData->m_emfxAnimGraph);
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}
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void AnimGraphAssetHandler::DestroyAsset(AZ::Data::AssetPtr ptr)
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{
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AnimGraphAsset* animGraphAsset = static_cast<AnimGraphAsset*>(ptr);
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EMotionFX::AnimGraph* animGraph = animGraphAsset->GetAnimGraph();
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if (animGraph)
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{
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// Get rid of all anim graph instances that refer to the anim graph we're about to destroy.
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EMotionFX::GetAnimGraphManager().RemoveAnimGraphInstances(animGraph);
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}
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delete ptr;
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}
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//////////////////////////////////////////////////////////////////////////
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AZ::Data::AssetType AnimGraphAssetHandler::GetAssetType() const
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{
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return azrtti_typeid<AnimGraphAsset>();
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}
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//////////////////////////////////////////////////////////////////////////
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void AnimGraphAssetHandler::GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions)
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{
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extensions.push_back("animgraph");
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}
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//////////////////////////////////////////////////////////////////////////
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AZ::Uuid AnimGraphAssetHandler::GetComponentTypeId() const
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{
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// The system is not in place to allow for components to drive creation of required components
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// Future work will enable this functionality which will allow dropping in viewport or Inspector panel
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// EditorAnimGraphComponent
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// return AZ::Uuid("{770F0A71-59EA-413B-8DAB-235FB0FF1384}");
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// Returning null keeps the animgraph from being drag/dropped
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return AZ::Uuid::CreateNull();
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}
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//////////////////////////////////////////////////////////////////////////
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const char* AnimGraphAssetHandler::GetAssetTypeDisplayName() const
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{
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return "EMotion FX Anim Graph";
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}
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const char* AnimGraphAssetHandler::GetBrowserIcon() const
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{
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return "Editor/Images/AssetBrowser/AnimGraph_16.svg";
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}
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//////////////////////////////////////////////////////////////////////////
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void AnimGraphAssetBuilderHandler::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 animpgraph asset since we only care about the product ID or 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 AnimGraphAssetBuilderHandler::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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