/* * 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 namespace AZ::SceneAPI::SceneData { AZ_CLASS_ALLOCATOR_IMPL(CoordinateSystemRule, AZ::SystemAllocator) CoordinateSystemRule::CoordinateSystemRule() : m_targetCoordinateSystem(ZUpPositiveYForward) { } void CoordinateSystemRule::UpdateCoordinateSystemConverter() { if (m_useAdvancedData) { m_coordinateSystemConverter = {}; } else { switch (m_targetCoordinateSystem) { case ZUpPositiveYForward: { // Source coordinate system, use identity for now, which will currently just assume LY's coordinate system. const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f), AZ::Vector3( 0.0f, 1.0f, 0.0f), AZ::Vector3( 0.0f, 0.0f, 1.0f) }; // The target coordinate system, with X and Y inverted (rotate 180 degrees over Z) const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3(-1.0f, 0.0f, 0.0f), AZ::Vector3( 0.0f,-1.0f, 0.0f), AZ::Vector3( 0.0f, 0.0f, 1.0f) }; // X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system. const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 }; m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices); } break; case ZUpNegativeYForward: { // Source coordinate system, use identity for now, which will currently just assume LY's coordinate system. const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f), AZ::Vector3( 0.0f, 1.0f, 0.0f), AZ::Vector3( 0.0f, 0.0f, 1.0f) }; // The target coordinate system, which is the same as the source, so basically we won't do anything here. const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f), AZ::Vector3( 0.0f, 1.0f, 0.0f), AZ::Vector3( 0.0f, 0.0f, 1.0f) }; // X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system. const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 }; m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices); } break; default: AZ_Assert(false, "Unsupported coordinate system conversion"); }; } } void CoordinateSystemRule::SetTargetCoordinateSystem(CoordinateSystem targetCoordinateSystem) { m_targetCoordinateSystem = targetCoordinateSystem; UpdateCoordinateSystemConverter(); } CoordinateSystemRule::CoordinateSystem CoordinateSystemRule::GetTargetCoordinateSystem() const { return m_targetCoordinateSystem; } void CoordinateSystemRule::Reflect(AZ::ReflectContext* context) { AZ::SerializeContext* serializeContext = azrtti_cast(context); if (!serializeContext) { return; } serializeContext->Class()->Version(2) // LYN-2442 ->Field("targetCoordinateSystem", &CoordinateSystemRule::m_targetCoordinateSystem) ->Field("useAdvancedData", &CoordinateSystemRule::m_useAdvancedData) ->Field("originNodeName", &CoordinateSystemRule::m_originNodeName) ->Field("rotation", &CoordinateSystemRule::m_rotation) ->Field("translation", &CoordinateSystemRule::m_translation) ->Field("scale", &CoordinateSystemRule::m_scale); AZ::EditContext* editContext = serializeContext->GetEditContext(); if (editContext) { editContext->Class("Coordinate system change", "Modify the target coordinate system, applying a transformation to all data (transforms and vertex data if it exists).") ->ClassElement(AZ::Edit::ClassElements::EditorData, "") ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ->Attribute(AZ::Edit::Attributes::NameLabelOverride, "") ->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_useAdvancedData, "Use Advanced Settings", "Toggles on the advanced settings for transforming the mesh group.") ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree) ->DataElement(AZ::Edit::UIHandlers::ComboBox, &CoordinateSystemRule::m_targetCoordinateSystem, "Facing direction", "Change the direction the actor/motion will face by applying a post transformation to the data.") ->EnumAttribute(CoordinateSystem::ZUpNegativeYForward, "Do nothing") ->EnumAttribute(CoordinateSystem::ZUpPositiveYForward, "Rotate 180 degrees around the up axis") ->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetBasicVisibility) ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues) ->DataElement("NodeListSelection", &CoordinateSystemRule::m_originNodeName, "Relative Origin Node", "Select a Node from the scene as the origin for this export.") ->Attribute("DisabledOption", "") ->Attribute("DefaultToDisabled", false) ->Attribute("ExcludeEndPoints", true) ->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility) ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree) ->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_translation, "Translation", "Moves the group along the given vector.") ->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility) ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues) ->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_rotation, "Rotation", "Sets the orientation offset of the processed mesh in degrees. Rotates the group after translation.") ->Attribute(Edit::Attributes::LabelForX, "P") ->Attribute(Edit::Attributes::LabelForY, "R") ->Attribute(Edit::Attributes::LabelForZ, "Y") ->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility) ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues) ->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_scale, "Scale", "Sets the scale offset of the processed mesh.") ->Attribute(Edit::Attributes::Min, 0.0001) ->Attribute(Edit::Attributes::Max, 1000.0) ->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility) ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues); } } AZ::Crc32 CoordinateSystemRule::GetBasicVisibility() const { return (m_useAdvancedData) ? AZ::Edit::PropertyVisibility::Hide : AZ::Edit::PropertyVisibility::Show; } AZ::Crc32 CoordinateSystemRule::GetAdvancedVisibility() const { return (m_useAdvancedData) ? AZ::Edit::PropertyVisibility::Show : AZ::Edit::PropertyVisibility::Hide; } bool CoordinateSystemRule::ConvertLegacyCoordinateSystemRule(AZ::SerializeContext& serializeContext, AZ::SerializeContext::DataElementNode& classElement) { AZ::SerializeContext::DataElementNode* ruleContainerNode = classElement.FindSubElement(AZ_CRC("rules", 0x899a993c)); if (!ruleContainerNode) { AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Can't find rule container.\n"); return false; } AZ::SerializeContext::DataElementNode* rulesNode = ruleContainerNode->FindSubElement(AZ_CRC("rules", 0x899a993c)); if (!rulesNode) { AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Can't find rules within rule container.\n"); return false; } const AZ::Uuid oldCoordSysRuleId("{603207E2-4F55-4C33-9AAB-98CA75C1E351}"); const int numRules = rulesNode->GetNumSubElements(); for (int i = 0; i < numRules; ++i) { AZ::SerializeContext::DataElementNode& sharedPointerNode = rulesNode->GetSubElement(i); if (sharedPointerNode.GetNumSubElements() == 1) { AZ::SerializeContext::DataElementNode& currentRuleNode = sharedPointerNode.GetSubElement(0); // Convert the coordinate system rule if (currentRuleNode.GetId() == oldCoordSysRuleId) { int targetCoordinateSystem = 0; currentRuleNode.FindSubElementAndGetData(AZ_CRC("targetCoordinateSystem"), targetCoordinateSystem); AZStd::shared_ptr coordSysRule = AZStd::make_shared(); coordSysRule->SetTargetCoordinateSystem(static_cast(targetCoordinateSystem)); rulesNode->RemoveElement(i); rulesNode->AddElementWithData>(serializeContext, "element", coordSysRule); return true; } } } return true; } bool CoordinateSystemRule::GetUseAdvancedData() const { return m_useAdvancedData; } void CoordinateSystemRule::SetUseAdvancedData(bool useAdvancedData) { m_useAdvancedData = useAdvancedData; } const AZStd::string& CoordinateSystemRule::GetOriginNodeName() const { return m_originNodeName; } void CoordinateSystemRule::SetOriginNodeName(const AZStd::string& originNodeName) { m_originNodeName = originNodeName; } const Quaternion& CoordinateSystemRule::GetRotation() const { return m_rotation; } void CoordinateSystemRule::SetRotation(const Quaternion& rotation) { m_rotation = rotation; } const Vector3& CoordinateSystemRule::GetTranslation() const { return m_translation; } void CoordinateSystemRule::SetTranslation(const Vector3& translation) { m_translation = translation; } float CoordinateSystemRule::GetScale() const { return m_scale; } void CoordinateSystemRule::SetScale(float scale) { m_scale = scale; } } // namespace AZ::SceneAPI::SceneData