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MotionSetAsset.cpp
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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 <AzCore/Asset/AssetManager.h>
#include <AzCore/Component/TickBus.h>
#include <Integration/Assets/MotionSetAsset.h>
namespace EMotionFX
{
namespace Integration
{
AZ_CLASS_ALLOCATOR_IMPL(MotionSetAsset, EMotionFXAllocator, 0)
AZ_CLASS_ALLOCATOR_IMPL(MotionSetAssetHandler, EMotionFXAllocator, 0)
/**
* Custom callback registered with EMotion FX for the purpose of intercepting
* motion load requests. We want to pipe all requested loads through our
* asset system.
*/
class CustomMotionSetCallback
: public EMotionFX::MotionSetCallback
{
public:
AZ_CLASS_ALLOCATOR(CustomMotionSetCallback, EMotionFXAllocator, 0);
CustomMotionSetCallback(const AZ::Data::Asset<MotionSetAsset>& asset)
: MotionSetCallback(asset.Get()->m_emfxMotionSet.get())
, m_assetData(asset.Get())
{
}
EMotionFX::Motion* LoadMotion(EMotionFX::MotionSet::MotionEntry* entry) override
{
// When EMotionFX requests a motion to be loaded, retrieve it from the asset database.
// It should already be loaded through a motion set.
const char* motionFile = entry->GetFilename();
AZ::Data::AssetId motionAssetId;
EBUS_EVENT_RESULT(motionAssetId, AZ::Data::AssetCatalogRequestBus, GetAssetIdByPath, motionFile, azrtti_typeid<MotionAsset>(), false);
// if it failed to find it, it might be still compiling - try forcing an immediate compile:
if (!motionAssetId.IsValid())
{
AZ_TracePrintf("EMotionFX", "Motion \"%s\" is missing, requesting the asset system to compile it now.\n", motionFile);
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::CompileAssetSync, motionFile);
// and then try again:
AZ::Data::AssetCatalogRequestBus::BroadcastResult(motionAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, motionFile, azrtti_typeid<MotionAsset>(), false);
if (motionAssetId.IsValid())
{
AZ_TracePrintf("EMotionFX", "Motion \"%s\" successfully compiled.\n", motionFile);
}
}
if (motionAssetId.IsValid())
{
for (const auto& motionAsset : m_assetData->m_motionAssets)
{
if (motionAsset.GetId() == motionAssetId)
{
AZ_Assert(motionAsset, "Motion \"%s\" was found in the asset database, but is not initialized.", entry->GetFilename());
AZ_Error("EMotionFX", motionAsset.Get()->m_emfxMotion.get(), "Motion \"%s\" was found in the asset database, but is not valid.", entry->GetFilename());
return motionAsset.Get()->m_emfxMotion.get();
}
}
}
AZ_Error("EMotionFX", false, "Failed to locate motion \"%s\" in the asset database.", entry->GetFilename());
return nullptr;
}
MotionSetAsset* m_assetData;
};
//////////////////////////////////////////////////////////////////////////
MotionSetAsset::MotionSetAsset()
: m_isReloadPending(false)
{
}
MotionSetAsset::~MotionSetAsset()
{
AZ::Data::AssetBus::MultiHandler::BusDisconnect();
}
void MotionSetAsset::SetData(EMotionFX::MotionSet* motionSet)
{
m_emfxMotionSet.reset(motionSet);
m_status = static_cast<int>(AZ::Data::AssetData::AssetStatus::Ready);
}
//////////////////////////////////////////////////////////////////////////
void MotionSetAsset::OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset)
{
for (AZ::Data::Asset<MotionAsset>& motionAsset : m_motionAssets)
{
if (motionAsset.GetId() == asset.GetId())
{
motionAsset = asset;
NotifyMotionSetModified(AZ::Data::Asset<MotionSetAsset>(this));
break;
}
}
}
//////////////////////////////////////////////////////////////////////////
void MotionSetAsset::NotifyMotionSetModified(const AZ::Data::Asset<MotionSetAsset>& asset)
{
// When a dependent motion reloads, consider the motion set reloaded as well.
// This allows characters using this motion set to refresh state and reference the new motions.
if (!asset.Get()->m_isReloadPending)
{
AZStd::function<void()> notifyReload = [asset]()
{
using namespace AZ::Data;
AssetBus::Event(asset.GetId(), &AssetBus::Events::OnAssetReloaded, asset);
asset.Get()->m_isReloadPending = false;
};
AZ::TickBus::QueueFunction(notifyReload);
}
}
//////////////////////////////////////////////////////////////////////////
bool MotionSetAssetHandler::OnInitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset)
{
MotionSetAsset* assetData = asset.GetAs<MotionSetAsset>();
EMotionFX::Importer::MotionSetSettings motionSettings;
motionSettings.m_isOwnedByRuntime = true;
assetData->m_emfxMotionSet.reset(EMotionFX::GetImporter().LoadMotionSet(
assetData->m_emfxNativeData.data(),
assetData->m_emfxNativeData.size(),
&motionSettings));
if (!assetData->m_emfxMotionSet)
{
AZ_Error("EMotionFX", false, "Failed to initialize motion set asset %s", asset.GetHint().c_str());
return false;
}
// 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_emfxMotionSet->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_emfxMotionSet->SetFilename(assetFilename.c_str());
}
// now load them in:
const EMotionFX::MotionSet::MotionEntries& motionEntries = assetData->m_emfxMotionSet->GetMotionEntries();
// Get the motions in the motion set. Escalate them to the top of the build queue first so that they can be done in parallel.
// This call is fire-and-forget and is very lightweight.
for (const auto& item : motionEntries)
{
const EMotionFX::MotionSet::MotionEntry* motionEntry = item.second;
const char* motionFilename = motionEntry->GetFilename();
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::EscalateAssetBySearchTerm, motionFilename);
}
// now that they're all escalated, the asset processor will be processing them across all threads, and we can request them one by one:
for (const auto& item : motionEntries)
{
const EMotionFX::MotionSet::MotionEntry* motionEntry = item.second;
const char* motionFilename = motionEntry->GetFilename();
// Find motion file in catalog and grab the asset.
// Jump on the AssetBus for the asset, and queue load.
AZ::Data::AssetId motionAssetId;
EBUS_EVENT_RESULT(motionAssetId, AZ::Data::AssetCatalogRequestBus, GetAssetIdByPath, motionFilename, AZ::Data::s_invalidAssetType, false);
// if it failed to find it, it might be still compiling - try forcing an immediate compile. CompileAssetSync
// will block until the compilation completes AND the catalog is up to date.
if (!motionAssetId.IsValid())
{
AZ_TracePrintf("EMotionFX", "Motion \"%s\" is missing, requesting the asset system to compile it now.\n", motionFilename);
AzFramework::AssetSystemRequestBus::Broadcast(&AzFramework::AssetSystem::AssetSystemRequests::CompileAssetSync, motionFilename);
// and then try again:
AZ::Data::AssetCatalogRequestBus::BroadcastResult(motionAssetId, &AZ::Data::AssetCatalogRequestBus::Events::GetAssetIdByPath, motionFilename, azrtti_typeid<MotionAsset>(), false);
if (motionAssetId.IsValid())
{
AZ_TracePrintf("EMotionFX", "Motion \"%s\" successfully compiled.\n", motionFilename);
}
}
if (motionAssetId.IsValid())
{
AZ::Data::Asset<MotionAsset> motionAsset = AZ::Data::AssetManager::Instance().
GetAsset<MotionAsset>(motionAssetId, true, nullptr, true);
if (motionAsset)
{
assetData->BusConnect(motionAssetId);
assetData->m_motionAssets.push_back(motionAsset);
}
else
{
AZ_Warning("EMotionFX", false, "Motion \"%s\" in motion set \"%s\" could not be loaded.", motionFilename, assetFilename.c_str());
}
}
else
{
AZ_Warning("EMotionFX", false, "Motion \"%s\" in motion set \"%s\" could not be found in the asset catalog.", motionFilename, assetFilename.c_str());
}
}
// Set motion set's motion load callback, so if EMotion FX queries back for a motion,
// we can pull the one managed through an AZ::Asset.
assetData->m_emfxMotionSet->SetCallback(aznew CustomMotionSetCallback(asset));
assetData->ReleaseEmotionFXData();
return true;
}
//////////////////////////////////////////////////////////////////////////
AZ::Data::AssetType MotionSetAssetHandler::GetAssetType() const
{
return azrtti_typeid<MotionSetAsset>();
}
//////////////////////////////////////////////////////////////////////////
void MotionSetAssetHandler::GetAssetTypeExtensions(AZStd::vector<AZStd::string>& extensions)
{
extensions.push_back("motionset");
}
//////////////////////////////////////////////////////////////////////////
const char* MotionSetAssetHandler::GetAssetTypeDisplayName() const
{
return "EMotion FX Motion Set";
}
//////////////////////////////////////////////////////////////////////////
const char* MotionSetAssetHandler::GetBrowserIcon() const
{
return "Editor/Images/AssetBrowser/MotionSet_16.svg";
}
//////////////////////////////////////////////////////////////////////////
void MotionSetAssetBuilderHandler::InitAsset(const AZ::Data::Asset<AZ::Data::AssetData>& asset, bool loadStageSucceeded, bool isReload)
{
// Don't need to load the referenced motionset and motion assets since we only care about the product ID ot relative path of the product dependency
AZ_UNUSED(asset);
AZ_UNUSED(loadStageSucceeded);
AZ_UNUSED(isReload);
}
bool MotionSetAssetBuilderHandler::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 MotionSetAssetBuilderHandler::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