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165 lines
5.5 KiB
C++
165 lines
5.5 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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#pragma once
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Asset/AssetTypeInfoBus.h>
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#include <AzCore/IO/FileIO.h>
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#include <AzFramework/Asset/AssetSystemBus.h>
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#include <EMotionFX/Source/Allocators.h>
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#include <Integration/System/SystemCommon.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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/**
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*
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*/
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class EMotionFXAsset : public AZ::Data::AssetData
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{
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public:
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AZ_RTTI(EMotionFXAsset, "{043F606A-A483-4910-8110-D8BC4B78922C}", AZ::Data::AssetData)
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AZ_CLASS_ALLOCATOR(EMotionFXAsset, EMotionFXAllocator, 0)
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EMotionFXAsset(AZ::Data::AssetId id = AZ::Data::AssetId())
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: AZ::Data::AssetData(id)
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{}
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void ReleaseEMotionFXData()
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{
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m_emfxNativeData.clear();
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m_emfxNativeData.shrink_to_fit();
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}
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AZStd::vector<AZ::u8> m_emfxNativeData;
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};
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/**
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*
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*/
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template<typename DataType>
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class EMotionFXAssetHandler
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: public AZ::Data::AssetHandler
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, private AZ::AssetTypeInfoBus::Handler
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{
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public:
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AZ_CLASS_ALLOCATOR(EMotionFXAssetHandler<DataType>, EMotionFXAllocator, 0)
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EMotionFXAssetHandler()
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{
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Register();
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}
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~EMotionFXAssetHandler() override
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{
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Unregister();
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}
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AZ::Data::AssetPtr CreateAsset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type) override
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{
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(void)type;
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return aznew DataType(id);
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}
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AZ::Data::AssetId AssetMissingInCatalog(const AZ::Data::Asset<AZ::Data::AssetData>& asset) override
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{
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// missing assets should at least get escalated to the top of the list. Sub-handlers could override this and do
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// additional things like substitute some default asset Id.
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AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::EscalateAssetByUuid, asset.GetId().m_guid);
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return AZ::Data::AssetId();
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}
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AZ::Data::AssetHandler::LoadResult 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) override
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{
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(void)assetLoadFilterCB;
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DataType* assetData = asset.GetAs<DataType>();
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if (stream->GetLength() > 0)
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{
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assetData->m_emfxNativeData.resize(stream->GetLength());
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stream->Read(stream->GetLength(), assetData->m_emfxNativeData.data());
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return AZ::Data::AssetHandler::LoadResult::LoadComplete;
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}
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return AZ::Data::AssetHandler::LoadResult::Error;
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}
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bool SaveAssetData(const AZ::Data::Asset<AZ::Data::AssetData>& asset, AZ::IO::GenericStream* stream) override
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{
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(void)asset;
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(void)stream;
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AZ_Error("EMotionFX", false, "Asset handler does not support asset saving.");
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return false;
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}
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void DestroyAsset(AZ::Data::AssetPtr ptr) override
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{
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delete ptr;
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}
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void GetHandledAssetTypes(AZStd::vector<AZ::Data::AssetType>& assetTypes) override
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{
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assetTypes.push_back(azrtti_typeid<DataType>());
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}
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void Register()
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{
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AZ_Assert(AZ::Data::AssetManager::IsReady(), "Asset database isn't ready!");
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AZ::Data::AssetManager::Instance().RegisterHandler(this, azrtti_typeid<DataType>());
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AZ::AssetTypeInfoBus::Handler::BusConnect(azrtti_typeid<DataType>());
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}
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void Unregister()
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{
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AZ::AssetTypeInfoBus::Handler::BusDisconnect(azrtti_typeid<DataType>());
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if (AZ::Data::AssetManager::IsReady())
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{
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AZ::Data::AssetManager::Instance().UnregisterHandler(this);
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}
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}
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void InitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset, bool loadStageSucceeded, bool isReload) override
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{
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if (!loadStageSucceeded || !OnInitAsset(asset))
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{
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AssetHandler::InitAsset(asset, false, isReload);
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return;
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}
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AssetHandler::InitAsset(asset, true, isReload);
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}
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virtual bool OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
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{
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(void)asset;
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return true;
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}
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const char* GetGroup() const override
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{
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return "Animation";
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}
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};
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} // namespace Integration
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} // namespace EMotionFX
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