UX Workflow improvements for Physics Materials (#1237)

- Added button to PhysX Collider Component in PhysX Mesh's field to open FBX Settings.
- Added button Material Selection to open the physics material library in Asset Editor.
- Default Material in PhysX configuration is read only and consistent with the text in combo boxes.
- Material configuration field "Surface Type" renamed to "Name"
- Fixed bug in EditorColliderComponent where the material selection was not updated when changing the library.
- Fixed bug where the materials selection was not set to default when a physics material from the asset was not found in the library.
- Added attributes 'BrowseButtonEnabled' and 'BrowseButtonVisible' to PropertyAssetCtrl.
- Updated physx configuration setreg files of AutomatedTesting project.
This commit is contained in:
Aaron Ruiz Mora
2021-06-10 16:36:38 +01:00
committed by GitHub
parent 2ede3c3dc3
commit 7a053d82e1
22 changed files with 127 additions and 37 deletions
@@ -58,10 +58,12 @@ namespace PhysX
{
editContext->Class<EditorProxyAssetShapeConfig>("EditorProxyShapeConfig", "PhysX Base shape collider")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
->DataElement(AZ::Edit::UIHandlers::Default, &EditorProxyAssetShapeConfig::m_pxAsset, "PhysX Mesh", "PhysX mesh collider asset")
->Attribute(AZ_CRC_CE("EditButton"), "")
->Attribute(AZ_CRC_CE("EditDescription"), "Open in FBX Settings")
->DataElement(AZ::Edit::UIHandlers::Default, &EditorProxyAssetShapeConfig::m_configuration, "Configuration", "Configuration of asset shape")
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly);
->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly);
}
}
}
@@ -356,6 +358,7 @@ namespace PhysX
[this](const AZ::Data::AssetId& defaultMaterialLibrary)
{
m_configuration.m_materialSelection.OnMaterialLibraryChanged(defaultMaterialLibrary);
UpdateMaterialSlotsFromMeshAsset();
AzToolsFramework::PropertyEditorGUIMessages::Bus::Broadcast(&AzToolsFramework::PropertyEditorGUIMessages::RequestRefresh,
AzToolsFramework::PropertyModificationRefreshLevel::Refresh_AttributesAndValues);