{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:
Allen Jackson
2022-02-03 09:00:58 -06:00
committed by GitHub
parent 9168fe07f1
commit e85ec9baf8
5 changed files with 71 additions and 37 deletions
@@ -349,7 +349,10 @@ namespace AZ::SceneGenerationComponents
}
const AZStd::string name =
AZStd::string(graph.GetNodeName(nodeIndex).GetName(), graph.GetNodeName(nodeIndex).GetNameLength()).append(SceneAPI::Utilities::OptimizedMeshSuffix);
AZStd::string(graph.GetNodeName(nodeIndex).GetName(), graph.GetNodeName(nodeIndex).GetNameLength())
.append("_")
.append(meshGroup.GetName())
.append(SceneAPI::Utilities::OptimizedMeshSuffix);
if (graph.Find(name).IsValid())
{
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());