/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #include 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(context); if (serializeContext) { serializeContext->Class()->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(scene.GetManifest().GetValue(index).get()); importGroup) { return Events::ProcessingResult::Success; } } // There's no ImportGroup yet, so add one. auto importGroup = AZStd::make_shared(); scene.GetManifest().AddEntry(importGroup); return Events::ProcessingResult::Success; } } // namespace AZ::SceneAPI::Behaviors