/* * 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. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #include "StdAfx.h" #include "StatObjValidator.h" #include "Material/Material.h" #include "IBreakableManager.h" CStatObjValidator::CStatObjValidator() : m_isValid(true) { } template bool HasPrefix(const char* name, const char (&prefix)[size]) { return _strnicmp(name, prefix, size - 1) == 0; } struct SMeshMaterialIssue { AZStd::string nodeName; AZStd::string description; int subMaterialIndex; SMeshMaterialIssue() : subMaterialIndex(-1) { } SMeshMaterialIssue(const AZStd::string& name, const AZStd::string& description) : nodeName(name) , description(description) , subMaterialIndex(-1) { } }; static void ValidateMeshMaterials(std::vector* issues, IStatObj* pStatObj, CMaterial* pMaterial) { _smart_ptr pIMaterial = 0; if (pMaterial) { if (pMaterial->GetParent()) { pIMaterial = pMaterial->GetParent()->GetMatInfo(); } else { pIMaterial = pMaterial->GetMatInfo(); } } IIndexedMesh* pIndexedMesh = pStatObj->GetIndexedMesh(true); if (pIndexedMesh) { int breakableSubmeshes = 0; int nonbreakableSubmeshes = 0; int subsetCount = pIndexedMesh->GetSubSetCount(); for (int i = 0; i < subsetCount; ++i) { const SMeshSubset& subset = pIndexedMesh->GetSubSet(i); if (subset.nNumVerts == 0) { continue; } // Check to see if the material uses multiple uv sets and if the vertex format has the same number of texCoord attributes SShaderItem shaderItem = pIMaterial->GetShaderItem(i); if (shaderItem.m_pShader) { size_t materialUVs = shaderItem.m_pShader->GetNumberOfUVSets(); size_t meshUVs = subset.vertexFormat.GetAttributeUsageCount(AZ::Vertex::AttributeUsage::TexCoord); if (materialUVs != meshUVs) { const char* meshName = pStatObj->GetRenderMesh() ? pStatObj->GetRenderMesh()->GetSourceName() : "unknown"; AZStd::string errorMessage; errorMessage = AZStd::string::format("Material '%s' sub-material %d with %zu uv set(s) was assigned to mesh '%s' with %zu uv set(s). ", pIMaterial->GetName(), i + 1, materialUVs, meshName, meshUVs); AZStd::string recommendedAction; if (materialUVs < meshUVs) { recommendedAction = AZStd::string::format("If you do not intend to use %zu uv sets, remove the extra uv set(s) from the source mesh during the import process. Otherwise, consider checking the desired 'Use uv set 2 for...' shader gen params in the material editor.", meshUVs); } else { recommendedAction = AZStd::string::format("If you intend to use %zu uv sets, include the additional uv set(s) in the source mesh during the import process. Otherwise, consider unchecking the 'Use uv set 2 for...' shader gen params in the material editor.", materialUVs); } errorMessage += recommendedAction; AZ_Warning("Material Editor", false, errorMessage.c_str()); SMeshMaterialIssue issue(meshName, errorMessage); issues->push_back(issue); } } _smart_ptr pSubMaterial = pIMaterial->GetSubMtl(subset.nMatID); if (!pSubMaterial) { continue; } if (size_t(subset.nMatID) > size_t(pMaterial->GetSubMaterialCount())) { continue; } if (pSubMaterial->GetSurfaceType()->GetBreakable2DParams()) { ++breakableSubmeshes; } else { ++nonbreakableSubmeshes; } } } int subobjectCount = pStatObj->GetSubObjectCount(); for (int i = 0; i < subobjectCount; ++i) { const IStatObj::SSubObject* subobject = pStatObj->GetSubObject(i); if (subobject->pStatObj) { ValidateMeshMaterials(issues, subobject->pStatObj, pMaterial); } } } #if ENABLE_CRY_PHYSICS void CStatObjValidator::Validate(IStatObj* statObj, CMaterial* editorMaterial, IPhysicalEntity* physEntity) #else void CStatObjValidator::Validate(IStatObj* statObj, CMaterial* editorMaterial) #endif { m_description = QString(); m_isValid = true; #if ENABLE_CRY_PHYSICS IBreakableManager* pBreakableManager = GetIEditor()->GetSystem()->GetGlobalEnvironment()->pEntitySystem ? GetIEditor()->GetSystem()->GetGlobalEnvironment()->pEntitySystem->GetBreakableManager() : nullptr; #endif _smart_ptr pIMaterial = 0; if (editorMaterial) { if (editorMaterial->GetParent()) { pIMaterial = editorMaterial->GetParent()->GetMatInfo(); } else { pIMaterial = editorMaterial->GetMatInfo(); } } #if ENABLE_CRY_PHYSICS if (editorMaterial && physEntity && statObj) { if (pBreakableManager && !pBreakableManager->IsGeometryBreakable(physEntity, statObj, pIMaterial)) { m_isValid = false; if (!m_description.isEmpty()) { m_description += "\n"; } m_description += "Geometry is unsuitable for procedural (glass) break."; } } #endif // ENABLE_CRY_PHYSICS const char* errorText = 0; const char* nodeName = 0; if (statObj && editorMaterial) { std::vector issues; ValidateMeshMaterials(&issues, statObj, editorMaterial); if (!issues.empty()) { m_isValid = false; } for (size_t i = 0; i < issues.size(); ++i) { const SMeshMaterialIssue& issue = issues[i]; if (!m_description.isEmpty()) { m_description += "\n"; } if (!issue.nodeName.empty()) { m_description += "Node "; m_description += issue.nodeName.c_str(); m_description += ":"; } if (issue.subMaterialIndex >= 0) { m_description += QStringLiteral("SubMaterial %1:").arg(issue.subMaterialIndex + 1); } if (!issue.nodeName.empty() || issue.subMaterialIndex >= 0) { m_description += "\n "; } if (!issue.description.empty()) { m_description += issue.description.c_str(); } } } }