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
@@ -311,7 +311,7 @@ namespace PhysX
AZStd::string materialName = DefaultMaterialName;
if (!localFbxMaterialsList.empty())
{
int materialId = nodeMesh->GetFaceMaterialId(faceIndex);
const int materialId = nodeMesh->GetFaceMaterialId(faceIndex);
if (materialId >= localFbxMaterialsList.size())
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow,
@@ -332,7 +332,7 @@ namespace PhysX
}
}
AZ::u16 materialIndex = InsertMaterialIndexByName(materialName, assetMaterialData);
const AZ::u16 materialIndex = InsertMaterialIndexByName(materialName, assetMaterialData);
assetMaterialData.m_nodesToPerFaceMaterialIndices[nodeName][faceIndex] = materialIndex;
}
}
@@ -729,7 +729,7 @@ namespace PhysX
{
// Gather material data from asset for the mesh group
AZStd::optional<Utils::AssetMaterialsData> assetMaterialData = Utils::GatherMaterialsFromMeshGroup(pxMeshGroup, graph);
if (!assetMaterialData)
if (!assetMaterialData.has_value())
{
return SceneEvents::ProcessingResult::Failure;
}