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