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.
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@@ -17,6 +17,7 @@
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#include <AzCore/IO/GenericStreams.h>
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#include <AzCore/IO/FileIO.h>
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#include <AzCore/Serialization/Utils.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <PhysX/MeshAsset.h>
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#include <PhysX/SystemComponentBus.h>
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#include <Source/Pipeline/MeshAssetHandler.h>
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@@ -158,6 +159,27 @@ namespace PhysX
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}
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}
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void MeshAsset::Reflect(AZ::ReflectContext* context)
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{
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MeshAssetData::Reflect(context);
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if (auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<MeshAsset>()
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->Field("MeshAssetData", &MeshAsset::m_assetData)
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;
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// Note: This class needs to have edit context reflection so PropertyAssetCtrl::OnEditButtonClicked
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// can open the asset with the preferred asset editor (FBX Settings).
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if (auto* editContext = serializeContext->GetEditContext())
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{
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editContext->Class<MeshAsset>("PhysX Mesh Asset", "")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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;
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}
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}
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}
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void AssetColliderConfiguration::Reflect(AZ::ReflectContext* context)
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{
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if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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