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- /*
- * 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
- *
- */
- #include <AzCore/Serialization/SerializeContext.h>
- #include <AzCore/std/smart_ptr/make_shared.h>
- #include <SceneAPI/SceneCore/Containers/Scene.h>
- #include <SceneAPI/SceneCore/Containers/SceneManifest.h>
- #include <SceneAPI/SceneCore/Containers/Utilities/Filters.h>
- #include <SceneAPI/SceneCore/Utilities/Reporting.h>
- #include <Behaviors/LoggingGroupBehavior.h>
- #include <Groups/LoggingGroup.h>
- namespace SceneLoggingExample
- {
- // Reflection is a basic requirement for components. For behaviors, you can often keep the Reflect()
- // function simple because the SceneAPI just needs to be able to find the component. For more details
- // on the Reflect() function, see LoggingGroup.cpp.
- void LoggingGroupBehavior::Reflect(AZ::ReflectContext* context)
- {
- // The data and UI elements used in the SceneAPI are not components, but they need to be reflected
- // for serialization and the Scene Settings to work. This can done at any point in the gem, but the
- // behavior that controls the data is a good place for this. Because the LoggingGroupBehavior controls
- // the LoggingGroup, we will register it here.
- LoggingGroup::Reflect(context);
- AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
- if (serializeContext)
- {
- serializeContext->Class<LoggingGroupBehavior, AZ::SceneAPI::SceneCore::BehaviorComponent>()->Version(1);
- }
- }
- // Later in this example, messages that deal with manifest changes and loading files will be used
- // to create the various ways that the behavior controls settings. Before any events can be sent
- // to the behavior, it first needs to be connected to the EBuses that it monitors.
- void LoggingGroupBehavior::Activate()
- {
- AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler::BusConnect();
- AZ::SceneAPI::Events::AssetImportRequestBus::Handler::BusConnect();
- }
- // Disconnect from the EBuses when this behavior is no longer active.
- void LoggingGroupBehavior::Deactivate()
- {
- AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler::BusDisconnect();
- AZ::SceneAPI::Events::AssetImportRequestBus::Handler::BusDisconnect();
- }
- // This behavior will control the logging for the UI, so let's begin by registering the LoggingGroup with the UI under a new
- // "Logging" tab and ignore the position of the tab for now. This will add a new tab to the Scene Settings window. The tab
- // will have a single button to add a LoggingGroup. If additional groups are registered under the same tab name, the button
- // will be changed to a drop-down button and allow the registered groups to be added.
- //
- // The scene is passed as one of the arguments so that the manifest and/or the graph can be inspected to determine if a group
- // should be added. For example, if the graph doesn't contain any meshes, the mesh group can be left out. This helps prevent
- // users from adding groups that have no effect.
- void LoggingGroupBehavior::GetCategoryAssignments(CategoryRegistrationList& categories, [[maybe_unused]] const AZ::SceneAPI::Containers::Scene& scene)
- {
- categories.emplace_back("Logging", LoggingGroup::TYPEINFO_Uuid(), s_loggingPreferredTabOrder);
- }
- // When a scene is loaded for the first time (for example, from an .fbx file), there won't be a manifest (.assetinfo file).
- // If the scene was loaded previously, there might be a manifest that requires updates because it contains values that no
- // longer match the graph. This EBus call gives a one-time opportunity right after loading has completed to update the manifest
- // or to add data to a new one.
- //
- // In this example, let's add a LoggingGroup to a new manifest only. Don't forget to remove the manifest (.assetinfo file)
- // for your test scene file. Otherwise, the following code won't trigger.
- AZ::SceneAPI::Events::ProcessingResult LoggingGroupBehavior::UpdateManifest(AZ::SceneAPI::Containers::Scene& scene,
- ManifestAction action, [[maybe_unused]] RequestingApplication requester)
- {
- if (action == ManifestAction::ConstructDefault)
- {
- AZStd::shared_ptr<LoggingGroup> group = AZStd::make_shared<LoggingGroup>();
- // This might not be the only behavior that wants to make modifications to the new group. An example is a material
- // behavior that wants to add a material rule when a mesh group is created. By calling the EBus below, other behaviors
- // get a chance to change or add their own values. Listening to this EBus is also a good place to add any settings to
- // the new group instead of doing it here. This is because this EBus is also called when tools such as the UI create
- // a new group, which keeps initialization in one place.
- AZ::SceneAPI::Events::ManifestMetaInfoBus::Broadcast(
- &AZ::SceneAPI::Events::ManifestMetaInfoBus::Events::InitializeObject, scene, *group);
- if (scene.GetManifest().AddEntry(AZStd::move(group)))
- {
- // Let the SceneAPI know that a LoggingGroup has been successfully added.
- return AZ::SceneAPI::Events::ProcessingResult::Success;
- }
- else
- {
- // It wasn't possible to add the new logging group, so let the SceneAPI know that
- // a problem was encountered. Don't forget to also tell the user what is going on,
- // because this will cause the loading to fail.
- AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Unable to add a new logging group.");
- return AZ::SceneAPI::Events::ProcessingResult::Failure;
- }
- }
- // In any other situation, there's no plan to do anything so tell the SceneAPI to ignore this behavior.
- return AZ::SceneAPI::Events::ProcessingResult::Ignored;
- }
- // When a new manifest object is created, the caller can choose to allow other behaviors to change or add their own data, such
- // as rules to a group. The EBus call in the above function shows a typical use case. Using InitializeObject() provides a more
- // powerful alternative to default values. It allows domain logic to be spread to appropriate behaviors, but also allows general
- // awareness of the manifest and graph to select default values that are more appropriate to the user.
- //
- // For this example, let's use the passed-in manifest to look for the last LoggingGroup in the manifest and use the log setting that
- // is its opposite. When viewing this in the Scene Settings window, "Log processing events" will be off when adding a new logging group.
- // The one directly above it is on, and vice versa.
- void LoggingGroupBehavior::InitializeObject(const AZ::SceneAPI::Containers::Scene& scene, AZ::SceneAPI::DataTypes::IManifestObject& target)
- {
- // If the item being added isn't a LoggingGroup, ignore it.
- if (!target.RTTI_IsTypeOf(LoggingGroup::TYPEINFO_Uuid()))
- {
- return;
- }
- LoggingGroup* newGroup = azrtti_cast<LoggingGroup*>(&target);
- AZ_Assert(newGroup, "Manifest object has been identified as LoggingGroup, but failed to cast to it.");
- // First create a view that only contains instances that exactly match LoggingGroups. Use MakeDerivedFilterView() to do
- // the same for any instances that implement a specific interface and/or base class. For more details on using iterators
- // to get data from the manifest and graph, see ExportTrackingProcessor.cpp.
- auto values = scene.GetManifest().GetValueStorage();
- auto view = AZ::SceneAPI::Containers::MakeExactFilterView<LoggingGroup>(values);
-
- // Find the last LoggingGroup in the manifest.
- auto last = view.begin();
- while (AZStd::next(last) != view.end())
- {
- ++last;
- }
- // Only take the values if there's actually another LoggingGroup in the manifest.
- if (last != view.end())
- {
- newGroup->ShouldLogProcessingEvents(!last->DoesLogProcessingEvents());
- }
- // Let's also set a default name for this group. Groups often match one-to-one with the file that they output.
- // For example, a Mesh Group will produce a .cgf file with the same name. If the name is used as a file name,
- // it is important to check whether it's a valid path name and isn't duplicating another name.
- const size_t size = AZStd::distance(view.begin(), view.end());
- newGroup->SetName(AZStd::string::format("Logger_%zu", size));
- }
- } // namespace SceneLoggingExample
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