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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/Utils/Utils.h>
- #include <Integration/Assets/AnimGraphAsset.h>
- #include <EMotionFX/Source/Allocators.h>
- #include <EMotionFX/Source/AnimGraphManager.h>
- #include <EMotionFX/Source/AnimGraphInstance.h>
- #include <EMotionFX/Source/EMotionFXManager.h>
- #include <EMotionFX/Source/Importer/Importer.h>
- #include <EMotionFX/Source/AnimGraph.h>
- namespace EMotionFX
- {
- namespace Integration
- {
- AZ_CLASS_ALLOCATOR_IMPL(AnimGraphAsset, EMotionFXAllocator)
- AZ_CLASS_ALLOCATOR_IMPL(AnimGraphAssetHandler, EMotionFXAllocator)
- AnimGraphAsset::AnimGraphAsset(AZ::Data::AssetId id)
- : EMotionFXAsset(id)
- {}
- AnimGraphAsset::AnimGraphInstancePtr AnimGraphAsset::CreateInstance(
- EMotionFX::ActorInstance* actorInstance,
- EMotionFX::MotionSet* motionSet)
- {
- AZ_Assert(m_emfxAnimGraph, "Anim graph asset is not loaded");
- auto animGraphInstance = EMotionFXPtr<EMotionFX::AnimGraphInstance>::MakeFromNew(
- EMotionFX::AnimGraphInstance::Create(m_emfxAnimGraph.get(), actorInstance, motionSet));
- if (animGraphInstance)
- {
- animGraphInstance->SetIsOwnedByRuntime(true);
- }
- return animGraphInstance;
- }
- void AnimGraphAsset::SetData(EMotionFX::AnimGraph* animGraph)
- {
- m_emfxAnimGraph.reset(animGraph);
- m_status = AZ::Data::AssetData::AssetStatus::Ready;
- }
- //////////////////////////////////////////////////////////////////////////
- bool AnimGraphAssetHandler::OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
- {
- AnimGraphAsset* assetData = asset.GetAs<AnimGraphAsset>();
- assetData->m_emfxAnimGraph.reset(EMotionFX::GetImporter().LoadAnimGraph(
- assetData->m_emfxNativeData.data(),
- assetData->m_emfxNativeData.size()));
- if (assetData->m_emfxAnimGraph)
- {
- assetData->m_emfxAnimGraph->SetIsOwnedByAsset(true);
- assetData->m_emfxAnimGraph->SetIsOwnedByRuntime(true);
- assetData->m_emfxAnimGraph->FindAndRemoveCycles();
- // The following code is required to be set so the FileManager detects changes to the files loaded
- // through this method. Once EMotionFX is integrated to the asset system this can go away.
- AZStd::string assetFilename;
- AZ::Data::AssetCatalogRequestBus::BroadcastResult(assetFilename, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetPathById, asset.GetId());
- AZ::IO::FixedMaxPath projectPath = AZ::Utils::GetProjectPath();
- if (!projectPath.empty())
- {
- AZ::IO::FixedMaxPathString filename{ (projectPath / assetFilename).LexicallyNormal().FixedMaxPathStringAsPosix() };
- assetData->m_emfxAnimGraph->SetFileName(filename.c_str());
- }
- else
- {
- if (GetEMotionFX().GetIsInEditorMode())
- {
- AZ_Warning("EMotionFX", false, "Failed to retrieve project root path . Cannot set absolute filename for '%s'", assetFilename.c_str());
- }
- assetData->m_emfxAnimGraph->SetFileName(assetFilename.c_str());
- }
- }
- assetData->ReleaseEMotionFXData();
- AZ_Error("EMotionFX", assetData->m_emfxAnimGraph, "Failed to initialize anim graph asset %s", asset.GetHint().c_str());
- return static_cast<bool>(assetData->m_emfxAnimGraph);
- }
- void AnimGraphAssetHandler::DestroyAsset(AZ::Data::AssetPtr ptr)
- {
- AnimGraphAsset* animGraphAsset = static_cast<AnimGraphAsset*>(ptr);
- EMotionFX::AnimGraph* animGraph = animGraphAsset->GetAnimGraph();
- if (animGraph)
- {
- // Get rid of all anim graph instances that refer to the anim graph we're about to destroy.
- EMotionFX::GetAnimGraphManager().RemoveAnimGraphInstances(animGraph);
- }
- delete ptr;
- }
- //////////////////////////////////////////////////////////////////////////
- AZ::Data::AssetType AnimGraphAssetHandler::GetAssetType() const
- {
- return azrtti_typeid<AnimGraphAsset>();
- }
- //////////////////////////////////////////////////////////////////////////
- void AnimGraphAssetHandler::GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions)
- {
- extensions.push_back("animgraph");
- }
- //////////////////////////////////////////////////////////////////////////
- AZ::Uuid AnimGraphAssetHandler::GetComponentTypeId() const
- {
- // The system is not in place to allow for components to drive creation of required components
- // Future work will enable this functionality which will allow dropping in viewport or Inspector panel
- // EditorAnimGraphComponent
- // return AZ::Uuid("{770F0A71-59EA-413B-8DAB-235FB0FF1384}");
-
- // Returning null keeps the animgraph from being drag/dropped
- return AZ::Uuid::CreateNull();
- }
- //////////////////////////////////////////////////////////////////////////
- const char* AnimGraphAssetHandler::GetAssetTypeDisplayName() const
- {
- return "EMotion FX Anim Graph";
- }
- const char* AnimGraphAssetHandler::GetBrowserIcon() const
- {
- return "Editor/Images/AssetBrowser/AnimGraph_80.svg";
- }
- //////////////////////////////////////////////////////////////////////////
- void AnimGraphAssetBuilderHandler::InitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset, bool loadStageSucceeded, bool isReload)
- {
- // Don't need to load the referenced animpgraph asset since we only care about the product ID or relative path of the product dependency
- AZ_UNUSED(asset);
- AZ_UNUSED(loadStageSucceeded);
- AZ_UNUSED(isReload);
- }
- AZ::Data::AssetHandler::LoadResult AnimGraphAssetBuilderHandler::LoadAssetData(
- const AZ::Data::Asset<AZ::Data::AssetData>& asset,
- AZStd::shared_ptr<AZ::Data::AssetDataStream> stream,
- const AZ::Data::AssetFilterCB& assetLoadFilterCB)
- {
- AZ_UNUSED(asset);
- AZ_UNUSED(stream);
- AZ_UNUSED(assetLoadFilterCB);
- return AZ::Data::AssetHandler::LoadResult::LoadComplete;
- }
- } // namespace Integration
- } // namespace EMotionFX
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