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
@@ -63,7 +63,7 @@ namespace PhysX
}
} pxDefaultErrorCallback;
// A struct to store the geometry data per FBX node
// A struct to store the geometry data per scene node
struct NodeCollisionGeomExportData
{
AZStd::vector<Vec3> m_vertices;
@@ -500,10 +500,10 @@ namespace PhysX
assetData.m_materialNames = meshGroup.GetMaterialSlots();
assetData.m_physicsMaterialNames = meshGroup.GetPhysicsMaterials();
// Updating materials lists from new materials gathered from fbx
// because this exporter runs when the FBX is being processed, which
// Updating materials lists from new materials gathered from the source scene file
// because this exporter runs when the source scene is being processed, which
// could have a different content from when the mesh group info was
// entered in FBX Settings Editor.
// entered in Scene Settings Editor.
if (!Utils::UpdateAssetPhysicsMaterials(assetMaterialsData.m_fbxMaterialNames, assetData.m_materialNames, assetData.m_physicsMaterialNames))
{
return SceneEvents::ProcessingResult::Failure;