Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file). This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging. Here is what's left to do... Add serialization version converters to preserve prior prefab data. See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot. I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct. Test actors Lots more testing in general Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
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@@ -19,10 +19,10 @@ namespace AZ
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{
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namespace EditorMaterialComponentExporter
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{
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// Attemts to generate a display label for a material slot by parsing its file name
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//! Attemts to generate a display label for a material slot by parsing its file name
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AZStd::string GetLabelByAssetId(const AZ::Data::AssetId& assetId);
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// Generates a destination file path for exporting material source data
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//! Generates a destination file path for exporting material source data
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AZStd::string GetExportPathByAssetId(const AZ::Data::AssetId& assetId);
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struct ExportItem
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@@ -30,16 +30,17 @@ namespace AZ
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bool m_enabled = true;
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bool m_exists = false;
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bool m_overwrite = false;
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AZ::Data::AssetId m_assetId;
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AZ::Data::AssetId m_originalAssetId; //!< AssetId of the original built-in material, which will be exported.
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AZStd::string m_exportPath;
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};
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using ExportItemsContainer = AZStd::vector<ExportItem>;
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// Generates and opens a dialog for configuring material data export paths and actions
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//! Generates and opens a dialog for configuring material data export paths and actions.
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//! Note this will not modify the m_originalAssetId field in each ExportItem.
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bool OpenExportDialog(ExportItemsContainer& exportItems);
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// Attemts to construct and save material source data from a product asset
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//! Attemts to construct and save material source data from a product asset
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bool ExportMaterialSourceData(const ExportItem& exportItem);
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} // namespace EditorMaterialComponentExporter
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} // namespace Render
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