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