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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@@ -50,7 +50,7 @@ namespace SceneBuilder
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if (m_cachedFingerprint.empty())
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{
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// put them in an ORDERED set so that changing the reflection
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// or the gems loaded does not invalidate FBX files due to order of reflection changing.
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// or the gems loaded does not invalidate scene files due to order of reflection changing.
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AZStd::set<AZStd::string> fragments;
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AZ::SerializeContext* context = nullptr;
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@@ -350,7 +350,7 @@ namespace SceneBuilder
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AZ::u32 SceneBuilderWorker::BuildSubId(const AZ::SceneAPI::Events::ExportProduct& product) const
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{
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// Instead of the just the lower 16-bits, use the full 32-bits that are available. There are production examples of
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// uber-fbx files that contain hundreds of meshes that need to be split into individual mesh objects as an example.
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// uber-scene files that contain hundreds of meshes that need to be split into individual mesh objects as an example.
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AZ::u32 id = static_cast<AZ::u32>(product.m_id.GetHash());
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if (product.m_lod.has_value())
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