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>
This commit is contained in:
AMZN-stankowi
2021-07-01 08:53:47 -07:00
committed by GitHub
parent ff9d52d38e
commit 4c4be73bd5
33 changed files with 48 additions and 48 deletions
@@ -69,7 +69,7 @@ namespace AZ
void MaterialAssetDependenciesComponent::ReportJobDependencies(SceneAPI::JobDependencyList& jobDependencyList, const char* platformIdentifier)
{
AssetBuilderSDK::SourceFileDependency materialTypeSource;
// Right now, FBX importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554
// Right now, scene file importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554
RPI::MaterialConverterBus::BroadcastResult(materialTypeSource.m_sourceFileDependencyPath, &RPI::MaterialConverterBus::Events::GetMaterialTypePath);
AssetBuilderSDK::JobDependency jobDependency;
@@ -94,7 +94,7 @@ namespace AZ
{
// [GFX TODO] I am suggesting we use the first two 16bits for different kind of assets generated from a Scene
// For example, 0x10000 for mesh, 0x20000 for material, 0x30000 for animation, 0x40000 for scene graph and etc.
// so the subid can be evaluated for reference across different assets generate within this fbx.
// so the subid can be evaluated for reference across different assets generate within this scene file.
/*const uint32_t materialPrefix = 0x20000;
AZ_Assert(materialPrefix > materialId, "materialId should be smaller than materialPrefix");
return materialPrefix + materialId;*/
@@ -148,7 +148,7 @@ namespace AZ
// The source data for generating material asset
MaterialSourceData sourceData;
// User hook to create their materials based on the data from Fbx pipeline
// User hook to create their materials based on the data from the scene pipeline
bool result = false;
RPI::MaterialConverterBus::BroadcastResult(result, &RPI::MaterialConverterBus::Events::ConvertMaterial, *materialData, sourceData);
if (result)
@@ -995,7 +995,7 @@ namespace AZ
if (numInfluencesExcess > 0)
{
AZ_Warning(s_builderName, warnedExcessOfSkinInfluences,
"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.",
"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.",
sourceMesh.m_name.GetCStr(),
m_numSkinJointInfluencesPerVertex + numInfluencesExcess,
m_numSkinJointInfluencesPerVertex);