Procedural Prefabs - Add mesh modifier support (#5894)
* Clean up error output Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Add mesh modifiers to scene_data.py Add example usage of modifiers to scene_mesh_to_prefab.py Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Add type hints, cleanup dict creation, fix variable naming Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Add documentation Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Rename DefaultOrValue to __default_or_value Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
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@@ -5,7 +5,7 @@
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# SPDX-License-Identifier: Apache-2.0 OR MIT
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#
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#
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import os, traceback, binascii, sys, json, pathlib
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import os, traceback, binascii, sys, json, pathlib, logging
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import azlmbr.math
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import azlmbr.bus
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@@ -15,9 +15,9 @@ import azlmbr.bus
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def log_exception_traceback():
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exc_type, exc_value, exc_tb = sys.exc_info()
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data = traceback.format_exception(exc_type, exc_value, exc_tb)
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print(str(data))
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data = traceback.format_exc()
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logger = logging.getLogger('python')
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logger.error(data)
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def get_mesh_node_names(sceneGraph):
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import azlmbr.scene as sceneApi
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@@ -114,12 +114,18 @@ def update_manifest(scene):
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mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, source_filename_only + mesh_path)) + '}'
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# Set our current node as the only node that is included in this MeshGroup
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scene_manifest.mesh_group_select_node(mesh_group, mesh_path)
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scene_manifest.mesh_group_add_comment(mesh_group, "Hello World")
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# Explicitly remove all other nodes to prevent implicit inclusions
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for node in all_node_paths:
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if node != mesh_path:
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scene_manifest.mesh_group_unselect_node(mesh_group, node)
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scene_manifest.mesh_group_add_cloth_rule(mesh_group, mesh_path, "Col0", 1, "Col0", 2, "Col0", 2, 3)
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scene_manifest.mesh_group_add_advanced_mesh_rule(mesh_group, True, False, True, "Col0")
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scene_manifest.mesh_group_add_skin_rule(mesh_group, 3, 0.002)
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scene_manifest.mesh_group_add_tangent_rule(mesh_group, 1, 0)
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# Create an editor entity
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entity_id = azlmbr.entity.EntityUtilityBus(azlmbr.bus.Broadcast, "CreateEditorReadyEntity", mesh_group_name)
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# Add an EditorMeshComponent to the entity
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