Removing FBX SDK, LYN-1045. If you have an issues please reach out to the Helios team.
This commit is contained in:
@@ -20,13 +20,10 @@
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzToolsFramework/Debug/TraceContext.h>
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#include <SceneAPI/FbxSceneBuilder/FbxImporter.h>
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#include <SceneAPI/FbxSceneBuilder/ImportContexts/FbxImportContexts.h>
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#include <SceneAPI/FbxSceneBuilder/ImportContexts/AssImpImportContexts.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/AssImpMaterialImporter.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/FbxImporterUtilities.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/ImporterUtilities.h>
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#include <SceneAPI/FbxSceneBuilder/Importers/Utilities/RenamedNodesMap.h>
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#include <SceneAPI/FbxSDKWrapper/FbxSceneWrapper.h>
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#include <SceneAPI/FbxSDKWrapper/FbxMeshWrapper.h>
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#include <SceneAPI/SceneCore/Containers/Scene.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SceneData/GraphData/TransformData.h>
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@@ -55,16 +52,7 @@ namespace AZ
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FbxImporter::FbxImporter()
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: m_sceneSystem(new FbxSceneSystem())
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{
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if (m_useAssetImporterSDK)
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{
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m_sceneWrapper = AZStd::make_unique<AssImpSDKWrapper::AssImpSceneWrapper>();
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}
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else
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{
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m_sceneWrapper = AZStd::make_unique<FbxSDKWrapper::FbxSceneWrapper>();
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}
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m_sceneWrapper = AZStd::make_unique<AssImpSDKWrapper::AssImpSceneWrapper>();
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BindToCall(&FbxImporter::ImportProcessing);
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}
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@@ -89,15 +77,13 @@ namespace AZ
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typedef AZStd::function<bool(Containers::Scene & scene)> ConvertFunc;
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ConvertFunc convertFunc;
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m_sceneSystem->Set(m_sceneWrapper.get());
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if (azrtti_istypeof<FbxSDKWrapper::FbxSceneWrapper>(m_sceneWrapper.get()))
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if (!azrtti_istypeof<AssImpSDKWrapper::AssImpSceneWrapper>(m_sceneWrapper.get()))
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{
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convertFunc = AZStd::bind(&FbxImporter::ConvertFbxSceneContext, this, AZStd::placeholders::_1);
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}
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else
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{
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convertFunc = AZStd::bind(&FbxImporter::ConvertFbxScene, this, AZStd::placeholders::_1);
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return Events::ProcessingResult::Failure;
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}
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convertFunc = AZStd::bind(&FbxImporter::ConvertFbxScene, this, AZStd::placeholders::_1);
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if (convertFunc(context.GetScene()))
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{
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return Events::ProcessingResult::Success;
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@@ -108,175 +94,6 @@ namespace AZ
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}
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}
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bool FbxImporter::ConvertFbxSceneContext(Containers::Scene& scene) const
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{
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std::shared_ptr<SDKNode::NodeWrapper> fbxRoot = m_sceneWrapper->GetRootNode();
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if (!fbxRoot)
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{
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return false;
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}
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FbxSDKWrapper::FbxSceneWrapper* fbxSceneWrapper = azrtti_cast <FbxSDKWrapper::FbxSceneWrapper*>(m_sceneWrapper.get());
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int sign = 0;
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FbxSDKWrapper::FbxAxisSystemWrapper::UpVector upVector = fbxSceneWrapper->GetAxisSystem()->GetUpVector(sign);
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AZ_Assert(sign != 0, "sign failed to populate which is a failure in GetUpVector");
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if (upVector == FbxSDKWrapper::FbxAxisSystemWrapper::UpVector::Z)
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{
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if (sign > 0)
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{
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scene.SetOriginalSceneOrientation(Containers::Scene::SceneOrientation::ZUp);
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}
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else
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{
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scene.SetOriginalSceneOrientation(Containers::Scene::SceneOrientation::NegZUp);
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AZ_Assert(false, "Negative Z Up scene orientation is not a currently supported orientation.");
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Negative Z Up scene orientation is not a currently supported orientation.");
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}
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}
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else if (upVector == FbxSDKWrapper::FbxAxisSystemWrapper::UpVector::Y)
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{
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if (sign > 0)
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{
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scene.SetOriginalSceneOrientation(Containers::Scene::SceneOrientation::YUp);
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}
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else
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{
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scene.SetOriginalSceneOrientation(Containers::Scene::SceneOrientation::NegYUp);
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AZ_Assert(false, "Negative Y Up scene orientation is not a currently supported orientation.");
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Negative Y Up scene orientation is not a currently supported orientation.");
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}
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}
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else if (upVector == FbxSDKWrapper::FbxAxisSystemWrapper::UpVector::X)
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{
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if (sign > 0)
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{
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scene.SetOriginalSceneOrientation(Containers::Scene::SceneOrientation::XUp);
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AZ_Assert(false, "Positive X Up scene orientation is not a currently supported orientation.");
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Positive X Up scene orientation is not a currently supported orientation.");
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}
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else
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{
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scene.SetOriginalSceneOrientation(Containers::Scene::SceneOrientation::NegXUp);
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AZ_Assert(false, "Negative X Up scene orientation is not a currently supported orientation.");
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Negative X Up scene orientation is not a currently supported orientation.");
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}
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}
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AZStd::queue<FbxSceneBuilder::QueueNode> nodes;
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nodes.emplace(AZStd::move(fbxRoot), scene.GetGraph().GetRoot());
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RenamedNodesMap nodeNameMap;
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while (!nodes.empty())
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{
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FbxSceneBuilder::QueueNode& node = nodes.front();
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AZ_Assert(node.m_node, "Empty fbx node queued");
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if (!nodeNameMap.RegisterNode(node.m_node, scene.GetGraph(), node.m_parent))
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{
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AZ_TracePrintf(Utilities::ErrorWindow, "Failed to register fbx node in name table.");
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continue;
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}
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AZStd::string nodeName = nodeNameMap.GetNodeName(node.m_node);
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AZ_TraceContext("SceneAPI Node Name", nodeName);
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Containers::SceneGraph::NodeIndex newNode = scene.GetGraph().AddChild(node.m_parent, nodeName.c_str());
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AZ_Assert(newNode.IsValid(), "Failed to add node to scene graph");
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if (!newNode.IsValid())
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{
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continue;
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}
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FbxNodeEncounteredContext sourceNodeEncountered(scene, newNode, *fbxSceneWrapper, *m_sceneSystem, nodeNameMap, *azrtti_cast<AZ::FbxSDKWrapper::FbxNodeWrapper*>(node.m_node.get()));
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Events::ProcessingResultCombiner nodeResult;
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nodeResult += Events::Process(sourceNodeEncountered);
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// If no importer created data, we still create an empty node that may eventually contain a transform
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if (sourceNodeEncountered.m_createdData.empty())
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{
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AZ_Assert(nodeResult.GetResult() != Events::ProcessingResult::Success,
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"Importers returned success but no data was created");
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AZStd::shared_ptr<DataTypes::IGraphObject> nullData(nullptr);
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sourceNodeEncountered.m_createdData.emplace_back(nullData);
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nodeResult += Events::ProcessingResult::Success;
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}
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// Create single node since only one piece of graph data was created
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if (sourceNodeEncountered.m_createdData.size() == 1)
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{
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AZ_Assert(nodeResult.GetResult() != Events::ProcessingResult::Ignored,
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"An importer created data, but did not return success");
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if (nodeResult.GetResult() == Events::ProcessingResult::Failure)
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{
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AZ_TracePrintf(Utilities::ErrorWindow, "One or more importers failed to create data.");
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}
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SceneDataPopulatedContext dataProcessed(sourceNodeEncountered,
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sourceNodeEncountered.m_createdData[0], nodeName.c_str());
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Events::ProcessingResult result = AddDataNodeWithContexts(dataProcessed);
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if (result != Events::ProcessingResult::Failure)
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{
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newNode = dataProcessed.m_currentGraphPosition;
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}
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}
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// Create an empty parent node and place all data under it. The remaining
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// tree will be built off of this as the logical parent
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else
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{
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AZ_Assert(nodeResult.GetResult() != Events::ProcessingResult::Ignored,
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"%i importers created data, but did not return success",
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sourceNodeEncountered.m_createdData.size());
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if (nodeResult.GetResult() == Events::ProcessingResult::Failure)
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{
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AZ_TracePrintf(Utilities::ErrorWindow, "One or more importers failed to create data.");
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}
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size_t offset = nodeName.length();
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for (size_t i = 0; i < sourceNodeEncountered.m_createdData.size(); ++i)
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{
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nodeName += '_';
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nodeName += AZStd::to_string(aznumeric_cast<AZ::u64>(i + 1));
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Containers::SceneGraph::NodeIndex subNode =
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scene.GetGraph().AddChild(newNode, nodeName.c_str());
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AZ_Assert(subNode.IsValid(), "Failed to create new scene sub node");
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SceneDataPopulatedContext dataProcessed(sourceNodeEncountered,
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sourceNodeEncountered.m_createdData[i], nodeName);
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dataProcessed.m_currentGraphPosition = subNode;
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AddDataNodeWithContexts(dataProcessed);
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// Remove the temporary extension again.
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nodeName.erase(offset, nodeName.length() - offset);
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}
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}
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AZ_Assert(nodeResult.GetResult() == Events::ProcessingResult::Success,
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"No importers successfully added processed scene data.");
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AZ_Assert(newNode != node.m_parent,
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"Failed to update current graph position during data processing.");
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int childCount = node.m_node->GetChildCount();
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for (int i = 0; i < childCount; ++i)
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{
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std::shared_ptr<FbxSDKWrapper::FbxNodeWrapper> child = std::make_shared<FbxSDKWrapper::FbxNodeWrapper>(node.m_node->GetChild(i)->GetFbxNode());
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if (child)
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{
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nodes.emplace(AZStd::move(child), newNode);
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}
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}
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nodes.pop();
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}
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Events::ProcessingResult result = Events::Process<FinalizeSceneContext>(scene, *fbxSceneWrapper, *m_sceneSystem, nodeNameMap);
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if (result == Events::ProcessingResult::Failure)
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{
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return false;
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}
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return true;
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}
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bool FbxImporter::ConvertFbxScene(Containers::Scene& scene) const
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{
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std::shared_ptr<SDKNode::NodeWrapper> fbxRoot = m_sceneWrapper->GetRootNode();
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