{lyn9996} fixes for the default procedural prefab (#7354)
* {lyn9996} adding a default transform for procprefab
adding a default transform for procprefab when the DCC transform is
also a default transform. The import logic is not to create a
transform data node unless there is a delta.
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* cleaning up the code
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* adding unique optimized mesh entries using Mesh Group + Mesh Name
adding blank LOD rule to skip that logic for default proc prefab
unique mesh group names based on file name
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* updated a comment
bumped the scene builder version number
fixed up the mesh asset path for azmodel assets
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* update the proc prefab unit tests
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
* fixing SceneProcessing MeshOptimizerComponentTests due to the name changes
in the mesh opt mesh group names now
Signed-off-by: Allen Jackson <23512001+jackalbe@users.noreply.github.com>
This commit is contained in:
+4
-1
@@ -349,7 +349,10 @@ namespace AZ::SceneGenerationComponents
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}
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const AZStd::string name =
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AZStd::string(graph.GetNodeName(nodeIndex).GetName(), graph.GetNodeName(nodeIndex).GetNameLength()).append(SceneAPI::Utilities::OptimizedMeshSuffix);
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AZStd::string(graph.GetNodeName(nodeIndex).GetName(), graph.GetNodeName(nodeIndex).GetNameLength())
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.append("_")
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.append(meshGroup.GetName())
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.append(SceneAPI::Utilities::OptimizedMeshSuffix);
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if (graph.Find(name).IsValid())
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{
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AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Optimized mesh already exists at '%s', there must be multiple mesh groups that have selected this mesh. Skipping the additional ones.", name.c_str());
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@@ -79,7 +79,7 @@ namespace SceneBuilder
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m_cachedFingerprint.append(element);
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}
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// A general catch all version fingerprint. Update this to force all FBX files to recompile.
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m_cachedFingerprint.append("Version 2");
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m_cachedFingerprint.append("Version 3");
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}
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return m_cachedFingerprint.c_str();
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