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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@@ -41,7 +41,7 @@ namespace AZ
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AZStd::string label;
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if (assetId.IsValid())
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{
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// Material assets that are exported through the FBX pipeline have their filenames generated by adding
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// Material assets that are exported through the scene pipeline have their filenames generated by adding
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// the DCC material name as a prefix and a unique number to the end of the source file name.
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// Rather than storing the DCC material name inside of the material asset we can reproduce it by removing
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// the prefix and suffix from the product file name.
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@@ -100,7 +100,7 @@ namespace AZ
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{
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return
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GetAssetId(key, RPI::MaterialAsset::RTTI_Type()).IsValid() &&
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// in case it's a source fbx, it will contain both material and model products
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// in case it's a source scene file, it will contain both material and model products
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// model thumbnails are handled by MeshThumbnail
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!GetAssetId(key, RPI::ModelAsset::RTTI_Type()).IsValid();
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}
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@@ -95,7 +95,7 @@ namespace AZ
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skinnedSubMesh.m_vertexCount = aznumeric_cast<uint32_t>(subMeshVertexCount);
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lodVertexCount += aznumeric_cast<uint32_t>(subMeshVertexCount);
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// The default material id used by a sub-mesh is the guid of the source .fbx plus the subId which is a unique material ID from the scene API
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// The default material id used by a sub-mesh is the guid of the source scene file plus the subId which is a unique material ID from the scene API
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AZ::u32 subId = modelMesh.GetMaterialAsset().GetId().m_subId;
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AZ::Data::AssetId materialId{ actorAssetId.m_guid, subId };
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