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AnimGraphAsset.cpp
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175 lines (145 loc) · 7.32 KB
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "EMotionFX_precompiled.h"
#include <Integration/Assets/AnimGraphAsset.h>
#include <EMotionFX/Source/Allocators.h>
#include <EMotionFX/Source/AnimGraphManager.h>
namespace EMotionFX
{
namespace Integration
{
AZ_CLASS_ALLOCATOR_IMPL(AnimGraphAsset, EMotionFXAllocator, 0)
AZ_CLASS_ALLOCATOR_IMPL(AnimGraphAssetHandler, EMotionFXAllocator, 0)
AnimGraphAsset::AnimGraphAsset()
{
}
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 = static_cast<int>(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(),
nullptr));
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;
EBUS_EVENT_RESULT(assetFilename, AZ::Data::AssetCatalogRequestBus, GetAssetPathById, asset.GetId());
const char* devAssetsPath = AZ::IO::FileIOBase::GetInstance()->GetAlias("@devassets@");
if (devAssetsPath)
{
AZStd::string assetSourcePath = devAssetsPath;
AzFramework::StringFunc::AssetDatabasePath::Normalize(assetSourcePath);
AZStd::string filename;
AzFramework::StringFunc::AssetDatabasePath::Join(assetSourcePath.c_str(), assetFilename.c_str(), filename, true);
assetData->m_emfxAnimGraph->SetFileName(filename.c_str());
}
else
{
if (GetEMotionFX().GetIsInEditorMode())
{
AZ_Warning("EMotionFX", false, "Failed to retrieve asset source path with alias '@devassets@'. 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_16.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);
}
bool AnimGraphAssetBuilderHandler::LoadAssetData(const AZ::Data::Asset<AZ::Data::AssetData>& asset, AZ::IO::GenericStream* stream, const AZ::Data::AssetFilterCB& assetLoadFilterCB)
{
AZ_UNUSED(asset);
AZ_UNUSED(stream);
AZ_UNUSED(assetLoadFilterCB);
return true;
}
bool AnimGraphAssetBuilderHandler::LoadAssetData(const AZ::Data::Asset<AZ::Data::AssetData>& asset, const char* assetPath, const AZ::Data::AssetFilterCB& assetLoadFilterCB)
{
AZ_UNUSED(asset);
AZ_UNUSED(assetPath);
AZ_UNUSED(assetLoadFilterCB);
return true;
}
} // namespace Integration
} // namespace EMotionFX