Integrating up through commit 90f050496
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@@ -30,49 +30,56 @@ namespace AZ::SceneAPI::SceneData
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void CoordinateSystemRule::UpdateCoordinateSystemConverter()
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{
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switch (m_targetCoordinateSystem)
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if (m_useAdvancedData)
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{
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case ZUpPositiveYForward:
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m_coordinateSystemConverter = {};
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}
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else
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{
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switch (m_targetCoordinateSystem)
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{
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// Source coordinate system, use identity for now, which will currently just assume LY's coordinate system.
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const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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case ZUpPositiveYForward:
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{
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// Source coordinate system, use identity for now, which will currently just assume LY's coordinate system.
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const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// The target coordinate system, with X and Y inverted (rotate 180 degrees over Z)
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const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3(-1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f,-1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// The target coordinate system, with X and Y inverted (rotate 180 degrees over Z)
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const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3(-1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f,-1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system.
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const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 };
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// X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system.
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const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 };
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m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices);
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}
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break;
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m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices);
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}
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break;
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case ZUpNegativeYForward:
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{
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// Source coordinate system, use identity for now, which will currently just assume LY's coordinate system.
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const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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case ZUpNegativeYForward:
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{
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// Source coordinate system, use identity for now, which will currently just assume LY's coordinate system.
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const AZ::Vector3 sourceBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// The target coordinate system, which is the same as the source, so basically we won't do anything here.
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const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// The target coordinate system, which is the same as the source, so basically we won't do anything here.
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const AZ::Vector3 targetBasisVectors[3] = { AZ::Vector3( 1.0f, 0.0f, 0.0f),
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AZ::Vector3( 0.0f, 1.0f, 0.0f),
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AZ::Vector3( 0.0f, 0.0f, 1.0f) };
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// X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system.
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const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 };
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// X, Y and Z are all at the same indices inside the target coordinate system, compared to the source coordinate system.
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const AZ::u32 targetBasisIndices[3] = { 0, 1, 2 };
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m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices);
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}
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break;
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m_coordinateSystemConverter = CoordinateSystemConverter::CreateFromBasisVectors(sourceBasisVectors, targetBasisVectors, targetBasisIndices);
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}
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break;
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default:
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AZ_Assert(false, "Unsupported coordinate system conversion");
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};
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default:
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AZ_Assert(false, "Unsupported coordinate system conversion");
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};
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}
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}
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void CoordinateSystemRule::SetTargetCoordinateSystem(CoordinateSystem targetCoordinateSystem)
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@@ -94,22 +101,74 @@ namespace AZ::SceneAPI::SceneData
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return;
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}
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serializeContext->Class<CoordinateSystemRule, IRule>()->Version(1)
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->Field("targetCoordinateSystem", &CoordinateSystemRule::m_targetCoordinateSystem);
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serializeContext->Class<CoordinateSystemRule, IRule>()->Version(2) // LYN-2442
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->Field("targetCoordinateSystem", &CoordinateSystemRule::m_targetCoordinateSystem)
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->Field("useAdvancedData", &CoordinateSystemRule::m_useAdvancedData)
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->Field("originNodeName", &CoordinateSystemRule::m_originNodeName)
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->Field("rotation", &CoordinateSystemRule::m_rotation)
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->Field("translation", &CoordinateSystemRule::m_translation)
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->Field("scale", &CoordinateSystemRule::m_scale);
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AZ::EditContext* editContext = serializeContext->GetEditContext();
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if (editContext)
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{
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editContext->Class<CoordinateSystemRule>("Coordinate system change", "Modify the target coordinate system, applying a transformation to all data (transforms and vertex data if it exists).")
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editContext->Class<CoordinateSystemRule>("Coordinate system change",
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"Modify the target coordinate system, applying a transformation to all data (transforms and vertex data if it exists).")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->Attribute(AZ::Edit::Attributes::NameLabelOverride, "")
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->DataElement(AZ::Edit::UIHandlers::ComboBox, &CoordinateSystemRule::m_targetCoordinateSystem, "Facing direction", "Change the direction the actor/motion will face by applying a post transformation to the data.")
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->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_useAdvancedData,
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"Use Advanced Settings",
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"Toggles on the advanced settings for transforming the mesh group.")
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
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->DataElement(AZ::Edit::UIHandlers::ComboBox, &CoordinateSystemRule::m_targetCoordinateSystem,
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"Facing direction",
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"Change the direction the actor/motion will face by applying a post transformation to the data.")
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->EnumAttribute(CoordinateSystem::ZUpNegativeYForward, "Do nothing")
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->EnumAttribute(CoordinateSystem::ZUpPositiveYForward, "Rotate 180 degrees around the up axis");
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->EnumAttribute(CoordinateSystem::ZUpPositiveYForward, "Rotate 180 degrees around the up axis")
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->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetBasicVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues)
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->DataElement("NodeListSelection", &CoordinateSystemRule::m_originNodeName,
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"Relative Origin Node",
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"Select a Node from the scene as the origin for this export.")
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->Attribute("DisabledOption", "")
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->Attribute("DefaultToDisabled", false)
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->Attribute("ExcludeEndPoints", true)
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->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
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->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_translation,
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"Translation",
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"Moves the group along the given vector.")
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->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues)
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->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_rotation,
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"Rotation",
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"Sets the orientation offset of the processed mesh in degrees. Rotates the group after translation.")
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->Attribute(Edit::Attributes::LabelForX, "P")
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->Attribute(Edit::Attributes::LabelForY, "R")
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->Attribute(Edit::Attributes::LabelForZ, "Y")
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->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues)
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->DataElement(AZ::Edit::UIHandlers::Default, &CoordinateSystemRule::m_scale,
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"Scale",
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"Sets the scale offset of the processed mesh.")
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->Attribute(Edit::Attributes::Min, 0.0001)
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->Attribute(Edit::Attributes::Max, 1000.0)
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->Attribute(AZ::Edit::Attributes::Visibility, &CoordinateSystemRule::GetAdvancedVisibility)
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::AttributesAndValues);
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}
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}
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AZ::Crc32 CoordinateSystemRule::GetBasicVisibility() const
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{
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return (m_useAdvancedData) ? AZ::Edit::PropertyVisibility::Hide : AZ::Edit::PropertyVisibility::Show;
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}
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AZ::Crc32 CoordinateSystemRule::GetAdvancedVisibility() const
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{
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return (m_useAdvancedData) ? AZ::Edit::PropertyVisibility::Show : AZ::Edit::PropertyVisibility::Hide;
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}
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bool CoordinateSystemRule::ConvertLegacyCoordinateSystemRule(AZ::SerializeContext& serializeContext,
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AZ::SerializeContext::DataElementNode& classElement)
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{
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@@ -155,4 +214,54 @@ namespace AZ::SceneAPI::SceneData
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return true;
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}
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bool CoordinateSystemRule::GetUseAdvancedData() const
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{
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return m_useAdvancedData;
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}
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void CoordinateSystemRule::SetUseAdvancedData(bool useAdvancedData)
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{
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m_useAdvancedData = useAdvancedData;
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}
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const AZStd::string& CoordinateSystemRule::GetOriginNodeName() const
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{
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return m_originNodeName;
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}
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void CoordinateSystemRule::SetOriginNodeName(const AZStd::string& originNodeName)
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{
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m_originNodeName = originNodeName;
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}
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const Quaternion& CoordinateSystemRule::GetRotation() const
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{
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return m_rotation;
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}
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void CoordinateSystemRule::SetRotation(const Quaternion& rotation)
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{
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m_rotation = rotation;
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}
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const Vector3& CoordinateSystemRule::GetTranslation() const
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{
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return m_translation;
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}
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void CoordinateSystemRule::SetTranslation(const Vector3& translation)
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{
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m_translation = translation;
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}
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float CoordinateSystemRule::GetScale() const
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{
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return m_scale;
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}
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void CoordinateSystemRule::SetScale(float scale)
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{
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m_scale = scale;
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}
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} // namespace AZ::SceneAPI::SceneData
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