Add ModelPrefab to imported model prefab for reimporting functionality

This commit is contained in:
2023-12-07 10:25:45 +01:00
parent 74b77bfa4c
commit cb92110976
9 changed files with 179 additions and 36 deletions
@@ -0,0 +1,79 @@
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using System;
using System.IO;
using FlaxEditor.Content;
using FlaxEditor.CustomEditors.Editors;
using FlaxEngine;
using FlaxEngine.GUI;
using FlaxEngine.Tools;
namespace FlaxEditor.CustomEditors.Dedicated;
/// <summary>
/// The missing script editor.
/// </summary>
[CustomEditor(typeof(ModelPrefab)), DefaultEditor]
public class ModelPrefabEditor : GenericEditor
{
private Guid _prefabId;
private Button _reimportButton;
private string _importPath;
/// <inheritdoc />
public override void Initialize(LayoutElementsContainer layout)
{
base.Initialize(layout);
var modelPrefab = Values[0] as ModelPrefab;
if (modelPrefab == null)
return;
_prefabId = modelPrefab.PrefabID;
while (true)
{
var prefab = FlaxEngine.Content.Load<Prefab>(_prefabId);
if (prefab)
{
var prefabObjectId = modelPrefab.PrefabObjectID;
var prefabObject = prefab.GetDefaultInstance(ref prefabObjectId);
if (prefabObject.PrefabID == _prefabId)
break;
_prefabId = prefabObject.PrefabID;
}
}
var button = layout.Button("Reimport", "Reimports the source asset as prefab.");
_reimportButton = button.Button;
_reimportButton.Clicked += OnReimport;
}
private void OnReimport()
{
var prefab = FlaxEngine.Content.Load<Prefab>(_prefabId);
var modelPrefab = (ModelPrefab)Values[0];
var importPath = modelPrefab.ImportPath;
var editor = Editor.Instance;
if (editor.ContentImporting.GetReimportPath("Model Prefab", ref importPath))
return;
var folder = editor.ContentDatabase.Find(Path.GetDirectoryName(prefab.Path)) as ContentFolder;
if (folder == null)
return;
var importOptions = modelPrefab.ImportOptions;
importOptions.Type = ModelTool.ModelType.Prefab;
_importPath = importPath;
_reimportButton.Enabled = false;
editor.ContentImporting.ImportFileEnd += OnImportFileEnd;
editor.ContentImporting.Import(importPath, folder, true, importOptions);
}
private void OnImportFileEnd(IFileEntryAction entry, bool failed)
{
if (entry.SourceUrl == _importPath)
{
// Restore button
_importPath = null;
_reimportButton.Enabled = true;
Editor.Instance.ContentImporting.ImportFileEnd -= OnImportFileEnd;
}
}
}
@@ -73,7 +73,6 @@ namespace FlaxEditor.CustomEditors
{
if (instanceValues == null || instanceValues.Count != Count)
throw new ArgumentException();
for (int i = 0; i < Count; i++)
{
var v = instanceValues[i];
+25 -19
View File
@@ -126,29 +126,35 @@ namespace FlaxEditor.Modules
{
if (item != null && !item.GetImportPath(out string importPath))
{
// Check if input file is missing
if (!System.IO.File.Exists(importPath))
{
Editor.LogWarning(string.Format("Cannot reimport asset \'{0}\'. File \'{1}\' does not exist.", item.Path, importPath));
if (skipSettingsDialog)
return;
// Ask user to select new file location
var title = string.Format("Please find missing \'{0}\' file for asset \'{1}\'", importPath, item.ShortName);
if (FileSystem.ShowOpenFileDialog(Editor.Windows.MainWindow, null, "All files (*.*)\0*.*\0", false, title, out var files))
return;
if (files != null && files.Length > 0)
importPath = files[0];
// Validate file path again
if (!System.IO.File.Exists(importPath))
return;
}
if (GetReimportPath(item.ShortName, ref importPath, skipSettingsDialog))
return;
Import(importPath, item.Path, true, skipSettingsDialog, settings);
}
}
internal bool GetReimportPath(string contextName, ref string importPath, bool skipSettingsDialog = false)
{
// Check if input file is missing
if (!System.IO.File.Exists(importPath))
{
Editor.LogWarning(string.Format("Cannot reimport asset \'{0}\'. File \'{1}\' does not exist.", contextName, importPath));
if (skipSettingsDialog)
return true;
// Ask user to select new file location
var title = string.Format("Please find missing \'{0}\' file for asset \'{1}\'", importPath, contextName);
if (FileSystem.ShowOpenFileDialog(Editor.Windows.MainWindow, null, "All files (*.*)\0*.*\0", false, title, out var files))
return true;
if (files != null && files.Length > 0)
importPath = files[0];
// Validate file path again
if (!System.IO.File.Exists(importPath))
return true;
}
return false;
}
/// <summary>
/// Imports the specified files.
/// </summary>
@@ -165,20 +165,7 @@ bool CreateAssetContext::AllocateChunk(int32 index)
void CreateAssetContext::AddMeta(JsonWriter& writer) const
{
writer.JKEY("ImportPath");
if (AssetsImportingManager::UseImportPathRelative && !FileSystem::IsRelative(InputPath)
#if PLATFORM_WINDOWS
// Import path from other drive should be stored as absolute on Windows to prevent issues
&& InputPath.Length() > 2 && Globals::ProjectFolder.Length() > 2 && InputPath[0] == Globals::ProjectFolder[0]
#endif
)
{
const String relativePath = FileSystem::ConvertAbsolutePathToRelative(Globals::ProjectFolder, InputPath);
writer.String(relativePath);
}
else
{
writer.String(InputPath);
}
writer.String(AssetsImportingManager::GetImportPath(InputPath));
writer.JKEY("ImportUsername");
writer.String(Platform::GetUserName());
}
@@ -304,6 +291,20 @@ bool AssetsImportingManager::ImportIfEdited(const StringView& inputPath, const S
return false;
}
String AssetsImportingManager::GetImportPath(const String& path)
{
if (UseImportPathRelative && !FileSystem::IsRelative(path)
#if PLATFORM_WINDOWS
// Import path from other drive should be stored as absolute on Windows to prevent issues
&& path.Length() > 2 && Globals::ProjectFolder.Length() > 2 && path[0] == Globals::ProjectFolder[0]
#endif
)
{
return FileSystem::ConvertAbsolutePathToRelative(Globals::ProjectFolder, path);
}
return path;
}
bool AssetsImportingManager::Create(const Function<CreateAssetResult(CreateAssetContext&)>& callback, const StringView& inputPath, const StringView& outputPath, Guid& assetId, void* arg)
{
PROFILE_CPU();
@@ -236,6 +236,9 @@ public:
return ImportIfEdited(inputPath, outputPath, id, arg);
}
// Converts source files path into the relative format if enabled by the project settings. Result path can be stored in asset for reimports.
static String GetImportPath(const String& path);
private:
static bool Create(const CreateAssetFunction& callback, const StringView& inputPath, const StringView& outputPath, Guid& assetId, void* arg);
};
+21 -1
View File
@@ -19,6 +19,7 @@
#include "Engine/Level/Actors/StaticModel.h"
#include "Engine/Level/Prefabs/Prefab.h"
#include "Engine/Level/Prefabs/PrefabManager.h"
#include "Engine/Level/Scripts/ModelPrefab.h"
#include "Engine/Platform/FileSystem.h"
#include "Engine/Utilities/RectPack.h"
#include "Engine/Profiler/ProfilerCPU.h"
@@ -699,7 +700,26 @@ CreateAssetResult ImportModel::CreatePrefab(CreateAssetContext& context, ModelDa
}
}
ASSERT_LOW_LAYER(rootActor);
// TODO: add PrefabModel script for asset reimporting
{
// Add script with import options
auto* modelPrefabScript = New<ModelPrefab>();
modelPrefabScript->SetParent(rootActor);
modelPrefabScript->ImportPath = AssetsImportingManager::GetImportPath(context.InputPath);
modelPrefabScript->ImportOptions = options;
// Link with existing prefab instance
if (prefab)
{
for (const auto& i : prefab->ObjectsCache)
{
if (i.Value->GetTypeHandle() == modelPrefabScript->GetTypeHandle())
{
modelPrefabScript->LinkPrefab(i.Value->GetPrefabID(), i.Value->GetPrefabObjectID());
break;
}
}
}
}
// Create prefab instead of native asset
bool failed;
+7 -1
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@@ -16,8 +16,9 @@
#if !BUILD_RELEASE || USE_EDITOR
#include "Engine/Level/Level.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Level/Components/MissingScript.h"
#include "Engine/Level/Scripts/MissingScript.h"
#endif
#include "Engine/Level/Scripts/ModelPrefab.h"
#if USE_EDITOR
@@ -46,6 +47,11 @@ void MissingScript::SetReferenceScript(const ScriptingObjectReference<Script>& v
#endif
ModelPrefab::ModelPrefab(const SpawnParams& params)
: Script(params)
{
}
SceneObjectsFactory::Context::Context(ISerializeModifier* modifier)
: Modifier(modifier)
{
+29
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@@ -0,0 +1,29 @@
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Scripting/Script.h"
#if USE_EDITOR
#include "Engine/Tools/ModelTool/ModelTool.h"
#endif
/// <summary>
/// Actor script component that handled model prefabs importing and setup.
/// </summary>
API_CLASS(Attributes="HideInEditor") class FLAXENGINE_API ModelPrefab : public Script
{
API_AUTO_SERIALIZATION();
DECLARE_SCRIPTING_TYPE(ModelPrefab);
#if USE_EDITOR
/// <summary>
/// Source model file path (absolute or relative to the project).
/// </summary>
API_FIELD(Attributes="ReadOnly") String ImportPath;
/// <summary>
/// Model file import settings.
/// </summary>
API_FIELD() ModelTool::Options ImportOptions;
#endif
};