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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/Serialization/EditContext.h>
- #include <AzCore/Serialization/SerializeContext.h>
- #include <AzCore/std/smart_ptr/make_shared.h>
- #include <AzCore/RTTI/ReflectContext.h>
- #include <AzCore/Memory/SystemAllocator.h>
- #include <SceneAPI/SceneCore/Containers/RuleContainer.h>
- #include <SceneAPI/SceneCore/Utilities/Reporting.h>
- #include <SceneAPI/SceneData/Rules/CoordinateSystemRule.h>
- 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<AZ::SerializeContext*>(context);
- if (!serializeContext)
- {
- return;
- }
- serializeContext->Class<CoordinateSystemRule, IRule>()->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<CoordinateSystemRule>("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_CE("rules"));
- if (!ruleContainerNode)
- {
- AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Can't find rule container.\n");
- return false;
- }
- AZ::SerializeContext::DataElementNode* rulesNode = ruleContainerNode->FindSubElement(AZ_CRC_CE("rules"));
- 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_CE("targetCoordinateSystem"), targetCoordinateSystem);
- AZStd::shared_ptr<CoordinateSystemRule> coordSysRule = AZStd::make_shared<CoordinateSystemRule>();
- coordSysRule->SetTargetCoordinateSystem(static_cast<AZ::SceneAPI::DataTypes::ICoordinateSystemRule::CoordinateSystem>(targetCoordinateSystem));
- rulesNode->RemoveElement(i);
- rulesNode->AddElementWithData<AZStd::shared_ptr<AZ::SceneAPI::DataTypes::IRule>>(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
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