Removing FBX SDK, LYN-1045. If you have an issues please reach out to the Helios team.
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@@ -11,8 +11,8 @@
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*/
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#include <AzCore/Math/Vector3.h>
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#include <SceneAPI/FbxSDKWrapper/FbxSceneWrapper.h>
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#include <SceneAPI/FbxSceneBuilder/FbxSceneSystem.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SDKWrapper/AssImpSceneWrapper.h>
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#include <SceneAPI/SDKWrapper/AssImpTypeConverter.h>
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#include <assimp/scene.h>
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@@ -33,103 +33,86 @@ namespace AZ
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void FbxSceneSystem::Set(const SDKScene::SceneWrapperBase* fbxScene)
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{
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// Get unit conversion factor to meter.
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if (azrtti_istypeof<FbxSDKWrapper::FbxSceneWrapper>(fbxScene))
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if (!azrtti_istypeof<AssImpSDKWrapper::AssImpSceneWrapper>(fbxScene))
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{
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const FbxSDKWrapper::FbxSceneWrapper* fbxSDKScene = azrtti_cast <const FbxSDKWrapper::FbxSceneWrapper*>(fbxScene);
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m_unitSizeInMeters = fbxSDKScene->GetSystemUnit()->GetConversionFactorTo(FbxSDKWrapper::FbxSystemUnitWrapper::m);
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const FbxGlobalSettings& globalSettings = fbxSDKScene->GetFbxScene()->GetGlobalSettings();
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m_originalUnitSizeInMeters = static_cast<float>(globalSettings.GetOriginalSystemUnit().GetConversionFactorTo(FbxSystemUnit::m));
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int sign = 0;
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FbxSDKWrapper::FbxAxisSystemWrapper::UpVector upVector = fbxSDKScene->GetAxisSystem()->GetUpVector(sign);
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if (upVector != FbxSDKWrapper::FbxAxisSystemWrapper::Z && upVector != FbxSDKWrapper::FbxAxisSystemWrapper::Unknown)
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{
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m_adjustTransform.reset(new DataTypes::MatrixType(fbxSDKScene->GetAxisSystem()->CalculateConversionTransform(FbxSDKWrapper::FbxAxisSystemWrapper::Z)));
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m_adjustTransformInverse.reset(new DataTypes::MatrixType(m_adjustTransform->GetInverseFull()));
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}
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return;
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}
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else if (azrtti_istypeof<AssImpSDKWrapper::AssImpSceneWrapper>(fbxScene))
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const AssImpSDKWrapper::AssImpSceneWrapper* assImpScene = azrtti_cast<const AssImpSDKWrapper::AssImpSceneWrapper*>(fbxScene);
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// If either meta data piece is not available, the default of 1 will be used.
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assImpScene->GetAssImpScene()->mMetaData->Get("UnitScaleFactor", m_unitSizeInMeters);
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assImpScene->GetAssImpScene()->mMetaData->Get("OriginalUnitScaleFactor", m_originalUnitSizeInMeters);
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/* Conversion factor for converting from centimeters to meters */
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m_unitSizeInMeters = m_unitSizeInMeters * .01f;
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AZStd::pair<AssImpSDKWrapper::AssImpSceneWrapper::AxisVector, int32_t> upAxisAndSign = assImpScene->GetUpVectorAndSign();
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if (upAxisAndSign.second <= 0)
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{
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const AssImpSDKWrapper::AssImpSceneWrapper* assImpScene = azrtti_cast<const AssImpSDKWrapper::AssImpSceneWrapper*>(fbxScene);
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Negative scene orientation is not a currently supported orientation.");
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return;
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}
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// If either meta data piece is not available, the default of 1 will be used.
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assImpScene->GetAssImpScene()->mMetaData->Get("UnitScaleFactor", m_unitSizeInMeters);
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assImpScene->GetAssImpScene()->mMetaData->Get("OriginalUnitScaleFactor", m_originalUnitSizeInMeters);
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AZStd::pair<AssImpSDKWrapper::AssImpSceneWrapper::AxisVector, int32_t> frontAxisAndSign = assImpScene->GetFrontVectorAndSign();
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/* Conversion factor for converting from centimeters to meters */
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m_unitSizeInMeters = m_unitSizeInMeters *.01f;
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if (upAxisAndSign.first != AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Z &&
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upAxisAndSign.first != AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Unknown)
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{
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AZ::Matrix4x4 currentCoordMatrix = AZ::Matrix4x4::CreateIdentity();
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//(UpVector = +Z, FrontVector = +Y, CoordSystem = -X(RightHanded))
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AZ::Matrix4x4 targetCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(-1, 0, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, 0, 1));
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AZStd::pair<AssImpSDKWrapper::AssImpSceneWrapper::AxisVector, int32_t> upAxisAndSign = assImpScene->GetUpVectorAndSign();
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if (upAxisAndSign.second <= 0)
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switch (upAxisAndSign.first)
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{
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AZ_TracePrintf(SceneAPI::Utilities::ErrorWindow, "Negative scene orientation is not a currently supported orientation.");
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return;
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}
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AZStd::pair<AssImpSDKWrapper::AssImpSceneWrapper::AxisVector, int32_t> frontAxisAndSign = assImpScene->GetFrontVectorAndSign();
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if (upAxisAndSign.first != AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Z &&
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upAxisAndSign.first != AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Unknown)
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{
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AZ::Matrix4x4 currentCoordMatrix = AZ::Matrix4x4::CreateIdentity();
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//(UpVector = +Z, FrontVector = +Y, CoordSystem = -X(RightHanded))
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AZ::Matrix4x4 targetCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(-1, 0, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, 0, 1));
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switch (upAxisAndSign.first)
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case AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::X: {
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if (frontAxisAndSign.second == 1)
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{
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case AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::X:
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(0, -1, 0, 0),
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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else
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{
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if (frontAxisAndSign.second == 1)
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(0, -1, 0, 0),
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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else
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 0, -1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 0, -1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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break;
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case AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Y:
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{
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if (frontAxisAndSign.second == 1)
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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else
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(-1, 0, 0, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, -1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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}
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break;
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}
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AZ::Matrix4x4 inverse = currentCoordMatrix.GetInverseTransform();
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AZ::Matrix4x4 adjustmatrix = targetCoordMatrix * currentCoordMatrix.GetInverseTransform();
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m_adjustTransform.reset(new DataTypes::MatrixType(AssImpSDKWrapper::AssImpTypeConverter::ToTransform(adjustmatrix)));
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m_adjustTransformInverse.reset(new DataTypes::MatrixType(m_adjustTransform->GetInverseFull()));
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}
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break;
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case AssImpSDKWrapper::AssImpSceneWrapper::AxisVector::Y: {
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if (frontAxisAndSign.second == 1)
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(1, 0, 0, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, 1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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else
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{
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currentCoordMatrix = AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector4(-1, 0, 0, 0),
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AZ::Vector4(0, 1, 0, 0),
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AZ::Vector4(0, 0, -1, 0),
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AZ::Vector4(0, 0, 0, 1));
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}
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}
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break;
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}
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AZ::Matrix4x4 inverse = currentCoordMatrix.GetInverseTransform();
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AZ::Matrix4x4 adjustmatrix = targetCoordMatrix * currentCoordMatrix.GetInverseTransform();
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m_adjustTransform.reset(new DataTypes::MatrixType(AssImpSDKWrapper::AssImpTypeConverter::ToTransform(adjustmatrix)));
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m_adjustTransformInverse.reset(new DataTypes::MatrixType(m_adjustTransform->GetInverseFull()));
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}
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}
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