First pass FBX -> Scene File conversion. (#1699)
This is the simple pass, minimizing code changes and focused on comments. Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
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@@ -69,7 +69,7 @@ namespace AZ
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void MaterialAssetDependenciesComponent::ReportJobDependencies(SceneAPI::JobDependencyList& jobDependencyList, const char* platformIdentifier)
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{
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AssetBuilderSDK::SourceFileDependency materialTypeSource;
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// Right now, FBX importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554
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// Right now, scene file importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554
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RPI::MaterialConverterBus::BroadcastResult(materialTypeSource.m_sourceFileDependencyPath, &RPI::MaterialConverterBus::Events::GetMaterialTypePath);
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AssetBuilderSDK::JobDependency jobDependency;
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@@ -94,7 +94,7 @@ namespace AZ
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{
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// [GFX TODO] I am suggesting we use the first two 16bits for different kind of assets generated from a Scene
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// For example, 0x10000 for mesh, 0x20000 for material, 0x30000 for animation, 0x40000 for scene graph and etc.
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// so the subid can be evaluated for reference across different assets generate within this fbx.
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// so the subid can be evaluated for reference across different assets generate within this scene file.
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/*const uint32_t materialPrefix = 0x20000;
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AZ_Assert(materialPrefix > materialId, "materialId should be smaller than materialPrefix");
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return materialPrefix + materialId;*/
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@@ -148,7 +148,7 @@ namespace AZ
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// The source data for generating material asset
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MaterialSourceData sourceData;
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// User hook to create their materials based on the data from Fbx pipeline
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// User hook to create their materials based on the data from the scene pipeline
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bool result = false;
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RPI::MaterialConverterBus::BroadcastResult(result, &RPI::MaterialConverterBus::Events::ConvertMaterial, *materialData, sourceData);
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if (result)
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@@ -995,7 +995,7 @@ namespace AZ
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if (numInfluencesExcess > 0)
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{
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AZ_Warning(s_builderName, warnedExcessOfSkinInfluences,
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"Mesh %s has more skin influences (%d) than the maximum (%d). Skinning influences won't be normalized. Maximum number of skin influences can be increased with a Skin Modifier in FBX Settings.",
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"Mesh %s has more skin influences (%d) than the maximum (%d). Skinning influences won't be normalized. Maximum number of skin influences can be increased with a Skin Modifier in Scene Settings.",
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sourceMesh.m_name.GetCStr(),
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m_numSkinJointInfluencesPerVertex + numInfluencesExcess,
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m_numSkinJointInfluencesPerVertex);
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