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
@@ -68,7 +68,7 @@ namespace NvCloth
// Mesh Node
->DataElement(Editor::MeshNodeSelector, &ClothConfiguration::m_meshNode, "Mesh node",
"List of mesh nodes with cloth simulation data. These are the nodes selected inside Cloth Modifiers in FBX Editor Settings.")
"List of mesh nodes with cloth simulation data. These are the nodes selected inside Cloth Modifiers in Scene Settings.")
->Attribute(AZ::Edit::UIHandlers::EntityId, &ClothConfiguration::GetEntityId)
->Attribute(AZ::Edit::Attributes::StringList, &ClothConfiguration::PopulateMeshNodeList)
->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
@@ -25,8 +25,8 @@ namespace NvCloth
{
widget_t* picker = new widget_t(parent);
// Set edit button appearance to go to FBX Settings dialog
picker->GetEditButton()->setToolTip("Open FBX Settings to setup Cloth Modifiers");
// Set edit button appearance to go to Scene Settings dialog
picker->GetEditButton()->setToolTip("Open Scene Settings to setup Cloth Modifiers");
picker->GetEditButton()->setText("");
picker->GetEditButton()->setEnabled(false);
@@ -106,7 +106,7 @@ namespace NvCloth
AZ::Data::Asset<AZ::Data::AssetData> meshAsset = GetMeshAsset(GUI->GetEntityId());
if (meshAsset)
{
// Open the asset with the preferred asset editor, which for Mesh and Actor Assets it's FBX Settings.
// Open the asset with the preferred asset editor, which for Mesh and Actor Assets it's Scene Settings.
bool handled = false;
AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotificationBus::Broadcast(
&AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotifications::OpenAssetInAssociatedEditor, meshAsset.GetId(), handled);
@@ -19,7 +19,7 @@ namespace NvCloth
namespace Pipeline
{
// It's necessary for the rule to specify the system allocator, otherwise
// the editor crashes when deleting the cloth modifier from FBX Settings.
// the editor crashes when deleting the cloth modifier from Scene Settings.
AZ_CLASS_ALLOCATOR_IMPL(ClothRule, AZ::SystemAllocator, 0)
const char* const ClothRule::DefaultChooseNodeName = "Choose a node";
@@ -61,7 +61,7 @@ namespace NvCloth
[[maybe_unused]] const AZ::SceneAPI::Containers::Scene& scene,
AZ::SceneAPI::DataTypes::IManifestObject& target)
{
// When a cloth rule is created in the FBX Editor Settings...
// When a cloth rule is created in the Scene Settings...
if (target.RTTI_IsTypeOf(ClothRule::TYPEINFO_Uuid()))
{
ClothRule* clothRule = azrtti_cast<ClothRule*>(&target);
@@ -39,7 +39,7 @@ namespace NvCloth
//! It specifies the valid Scene Groups that are allowed to have
//! cloth rules (aka cloth modifiers), these are Mesh and Actor groups.
//! It also validates the cloth rules data for the manifest (asset containing
//! all the Scene information from the FBX Editor Settings).
//! all the Scene information from the Scene Settings).
class ClothRuleBehavior
: public AZ::SceneAPI::SceneCore::BehaviorComponent
, public AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler