/* * 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 #include #include #include #include #include #include #include namespace SceneLoggingExample { // Reflection is a basic requirement for components. For behaviors, you can often keep the Reflect() // function simple because the SceneAPI just needs to be able to find the component. For more details // on the Reflect() function, see LoggingGroup.cpp. void LoggingGroupBehavior::Reflect(AZ::ReflectContext* context) { // The data and UI elements used in the SceneAPI are not components, but they need to be reflected // for serialization and the Scene Settings to work. This can done at any point in the gem, but the // behavior that controls the data is a good place for this. Because the LoggingGroupBehavior controls // the LoggingGroup, we will register it here. LoggingGroup::Reflect(context); AZ::SerializeContext* serializeContext = azrtti_cast(context); if (serializeContext) { serializeContext->Class()->Version(1); } } // Later in this example, messages that deal with manifest changes and loading files will be used // to create the various ways that the behavior controls settings. Before any events can be sent // to the behavior, it first needs to be connected to the EBuses that it monitors. void LoggingGroupBehavior::Activate() { AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler::BusConnect(); AZ::SceneAPI::Events::AssetImportRequestBus::Handler::BusConnect(); } // Disconnect from the EBuses when this behavior is no longer active. void LoggingGroupBehavior::Deactivate() { AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler::BusDisconnect(); AZ::SceneAPI::Events::AssetImportRequestBus::Handler::BusDisconnect(); } // This behavior will control the logging for the UI, so let's begin by registering the LoggingGroup with the UI under a new // "Logging" tab and ignore the position of the tab for now. This will add a new tab to the Scene Settings window. The tab // will have a single button to add a LoggingGroup. If additional groups are registered under the same tab name, the button // will be changed to a drop-down button and allow the registered groups to be added. // // The scene is passed as one of the arguments so that the manifest and/or the graph can be inspected to determine if a group // should be added. For example, if the graph doesn't contain any meshes, the mesh group can be left out. This helps prevent // users from adding groups that have no effect. void LoggingGroupBehavior::GetCategoryAssignments(CategoryRegistrationList& categories, const AZ::SceneAPI::Containers::Scene& scene) { categories.emplace_back("Logging", LoggingGroup::TYPEINFO_Uuid()); } // When a scene is loaded for the first time (for example, from an .fbx file), there won't be a manifest (.assetinfo file). // If the scene was loaded previously, there might be a manifest that requires updates because it contains values that no // longer match the graph. This EBus call gives a one-time opportunity right after loading has completed to update the manifest // or to add data to a new one. // // In this example, let's add a LoggingGroup to a new manifest only. Don't forget to remove the manifest (.assetinfo file) // for your test scene file. Otherwise, the following code won't trigger. AZ::SceneAPI::Events::ProcessingResult LoggingGroupBehavior::UpdateManifest(AZ::SceneAPI::Containers::Scene& scene, ManifestAction action, RequestingApplication requester) { if (action == ManifestAction::ConstructDefault) { AZStd::shared_ptr group = AZStd::make_shared(); // This might not be the only behavior that wants to make modifications to the new group. An example is a material // behavior that wants to add a material rule when a mesh group is created. By calling the EBus below, other behaviors // get a chance to change or add their own values. Listening to this EBus is also a good place to add any settings to // the new group instead of doing it here. This is because this EBus is also called when tools such as the UI create // a new group, which keeps initialization in one place. AZ::SceneAPI::Events::ManifestMetaInfoBus::Broadcast( &AZ::SceneAPI::Events::ManifestMetaInfoBus::Events::InitializeObject, scene, *group); if (scene.GetManifest().AddEntry(AZStd::move(group))) { // Let the SceneAPI know that a LoggingGroup has been successfully added. return AZ::SceneAPI::Events::ProcessingResult::Success; } else { // It wasn't possible to add the new logging group, so let the SceneAPI know that // a problem was encountered. Don't forget to also tell the user what is going on, // because this will cause the loading to fail. AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Unable to add a new logging group."); return AZ::SceneAPI::Events::ProcessingResult::Failure; } } // In any other situation, there's no plan to do anything so tell the SceneAPI to ignore this behavior. return AZ::SceneAPI::Events::ProcessingResult::Ignored; } // When a new manifest object is created, the caller can choose to allow other behaviors to change or add their own data, such // as rules to a group. The EBus call in the above function shows a typical use case. Using InitializeObject() provides a more // powerful alternative to default values. It allows domain logic to be spread to appropriate behaviors, but also allows general // awareness of the manifest and graph to select default values that are more appropriate to the user. // // For this example, let's use the passed-in manifest to look for the last LoggingGroup in the manifest and use the log setting that // is its opposite. When viewing this in the Scene Settings window, "Log processing events" will be off when adding a new logging group. // The one directly above it is on, and vice versa. void LoggingGroupBehavior::InitializeObject(const AZ::SceneAPI::Containers::Scene& scene, AZ::SceneAPI::DataTypes::IManifestObject& target) { // If the item being added isn't a LoggingGroup, ignore it. if (!target.RTTI_IsTypeOf(LoggingGroup::TYPEINFO_Uuid())) { return; } LoggingGroup* newGroup = azrtti_cast(&target); AZ_Assert(newGroup, "Manifest object has been identified as LoggingGroup, but failed to cast to it."); // First create a view that only contains instances that exactly match LoggingGroups. Use MakeDerivedFilterView() to do // the same for any instances that implement a specific interface and/or base class. For more details on using iterators // to get data from the manifest and graph, see ExportTrackingProcessor.cpp. auto values = scene.GetManifest().GetValueStorage(); auto view = AZ::SceneAPI::Containers::MakeExactFilterView(values); // Find the last LoggingGroup in the manifest. auto last = view.begin(); while (AZStd::next(last) != view.end()) { ++last; } // Only take the values if there's actually another LoggingGroup in the manifest. if (last != view.end()) { newGroup->ShouldLogProcessingEvents(!last->DoesLogProcessingEvents()); } // Let's also set a default name for this group. Groups often match one-to-one with the file that they output. // For example, a Mesh Group will produce a .cgf file with the same name. If the name is used as a file name, // it is important to check whether it's a valid path name and isn't duplicating another name. newGroup->SetName(AZStd::string::format("Logger_%li", AZStd::distance(view.begin(), view.end()))); } } // namespace SceneLoggingExample