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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/SceneGraph.h>
- #include <SceneAPI/SceneCore/Containers/Utilities/Filters.h>
- #include <SceneAPI/SceneCore/Containers/Utilities/SceneGraphUtilities.h>
- #include <SceneAPI/SceneCore/Containers/Views/PairIterator.h>
- #include <SceneAPI/SceneCore/Containers/Views/FilterIterator.h>
- #include <SceneAPI/SceneCore/Containers/Views/SceneGraphChildIterator.h>
- #include <SceneAPI/SceneCore/DataTypes/DataTypeUtilities.h>
- #include <SceneAPI/SceneCore/Events/GraphMetaInfoBus.h>
- #include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
- #include <SceneAPI/SceneData/Groups/ImportGroup.h>
- #include <SceneAPI/SceneData/Behaviors/ImportGroup.h>
- namespace AZ::SceneAPI::Behaviors
- {
- // This is set to an extremely low number to help ensure that it appears first in the list of tabs
- // in the FBX Settings panel. Since these settings are applied before any of the other settings, they
- // seem like the first ones that the user should be presented with.
- const int ImportGroup::s_importGroupPreferredTabOrder = -1000000;
- void ImportGroup::Activate()
- {
- Events::ManifestMetaInfoBus::Handler::BusConnect();
- Events::AssetImportRequestBus::Handler::BusConnect();
- }
- void ImportGroup::Deactivate()
- {
- Events::AssetImportRequestBus::Handler::BusDisconnect();
- Events::ManifestMetaInfoBus::Handler::BusDisconnect();
- }
- void ImportGroup::Reflect(ReflectContext* context)
- {
- SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
- if (serializeContext)
- {
- serializeContext->Class<ImportGroup, BehaviorComponent>()->Version(1);
- }
- }
- void ImportGroup::GetCategoryAssignments(
- [[maybe_unused]] CategoryRegistrationList& categories, [[maybe_unused]] const Containers::Scene& scene)
- {
- // The Import Group settings can be made visible and editable in the Asset Browser Inspector by uncommenting
- // the following line. However, it is currently disabled because changing the settings causes things to break.
- // Specifically, in the Mesh Group and the PhysX Group, the settings rely on a list of selected and unselected
- // nodes. Changing the Import optimizations settings will change what nodes exist in the scene, so those lists
- // will no longer be valid and need to be reset. Also, the various UX widgets for those groups builds up lists
- // of nodes to populate the dropdown lists with. Those will all need to get refreshed. Finally, if Proc Prefabs
- // are enabled, the set of mesh groups to export for the Proc Prefab will also need to change to match the new
- // list of meshes.
-
- //categories.emplace_back("Import", SceneData::ImportGroup::TYPEINFO_Uuid(), s_importGroupPreferredTabOrder);
- }
- void ImportGroup::InitializeObject(
- [[maybe_unused]] const Containers::Scene& scene, [[maybe_unused]] DataTypes::IManifestObject& target)
- {
- if (!target.RTTI_IsTypeOf(SceneData::ImportGroup::TYPEINFO_Uuid()))
- {
- return;
- }
- }
- Events::ProcessingResult ImportGroup::UpdateManifest(
- Containers::Scene& scene, [[maybe_unused]] ManifestAction action,
- [[maybe_unused]] RequestingApplication requester)
- {
- // ignore empty scenes (i.e. only has the root node)
- if (scene.GetGraph().GetNodeCount() == 1)
- {
- return Events::ProcessingResult::Ignored;
- }
- // If there's already an ImportGroup in the manifest, leave it there and return.
- size_t count = scene.GetManifest().GetEntryCount();
- for (size_t index = 0; index < count; index++)
- {
- if (auto* importGroup = azrtti_cast<DataTypes::IImportGroup*>(scene.GetManifest().GetValue(index).get()); importGroup)
- {
- return Events::ProcessingResult::Success;
- }
- }
- // There's no ImportGroup yet, so add one.
- auto importGroup = AZStd::make_shared<SceneData::ImportGroup>();
- scene.GetManifest().AddEntry(importGroup);
- return Events::ProcessingResult::Success;
- }
- } // namespace AZ::SceneAPI::Behaviors
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