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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@@ -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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