fix merge conflict
Signed-off-by: sphrose <82213493+sphrose@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,131 @@
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@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:27f87510ae07771dbad3e430e31502b1d1d13dee868f143b7f1de2a7febc8eb9
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size 7046400
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@@ -0,0 +1,8 @@
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{
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"values": [
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{
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"$type": "ScriptProcessorRule",
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"scriptFilename": "Assets/TestAnim/scene_export_actor.py"
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}
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]
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}
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@@ -0,0 +1,221 @@
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#
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# Copyright (c) Contributors to the Open 3D Engine Project.
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# For complete copyright and license terms please see the LICENSE at the root of this distribution.
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#
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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 traceback, sys, uuid, os, json
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#
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# Example for exporting ActorGroup scene rules
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#
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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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def get_node_names(sceneGraph, nodeTypeName, testEndPoint = False, validList = None):
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import azlmbr.scene.graph
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import scene_api.scene_data
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node = sceneGraph.get_root()
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nodeList = []
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children = []
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paths = []
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while node.IsValid():
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# store children to process after siblings
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if sceneGraph.has_node_child(node):
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children.append(sceneGraph.get_node_child(node))
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nodeName = scene_api.scene_data.SceneGraphName(sceneGraph.get_node_name(node))
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paths.append(nodeName.get_path())
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include = True
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if (validList is not None):
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include = False # if a valid list filter provided, assume to not include node name
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name_parts = nodeName.get_path().split('.')
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for valid in validList:
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if (valid in name_parts[-1]):
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include = True
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break
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# store any node that has provides specifc data content
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nodeContent = sceneGraph.get_node_content(node)
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if include and nodeContent.CastWithTypeName(nodeTypeName):
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if testEndPoint is not None:
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include = sceneGraph.is_node_end_point(node) is testEndPoint
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if include:
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if (len(nodeName.get_path())):
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nodeList.append(scene_api.scene_data.SceneGraphName(sceneGraph.get_node_name(node)))
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# advance to next node
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if sceneGraph.has_node_sibling(node):
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node = sceneGraph.get_node_sibling(node)
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elif children:
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node = children.pop()
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else:
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node = azlmbr.scene.graph.NodeIndex()
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return nodeList, paths
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def generate_mesh_group(scene, sceneManifest, meshDataList, paths):
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# Compute the name of the scene file
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clean_filename = scene.sourceFilename.replace('.', '_')
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mesh_group_name = os.path.basename(clean_filename)
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# make the mesh group
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mesh_group = sceneManifest.add_mesh_group(mesh_group_name)
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mesh_group['id'] = '{' + str(uuid.uuid5(uuid.NAMESPACE_DNS, clean_filename)) + '}'
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# add all nodes to this mesh group
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for activeMeshIndex in range(len(meshDataList)):
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mesh_name = meshDataList[activeMeshIndex]
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mesh_path = mesh_name.get_path()
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sceneManifest.mesh_group_select_node(mesh_group, mesh_path)
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def create_shape_configuration(nodeName):
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import scene_api.physics_data
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if(nodeName in ['_foot_','_wrist_']):
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shapeConfiguration = scene_api.physics_data.BoxShapeConfiguration()
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shapeConfiguration.scale = [1.1, 1.1, 1.1]
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shapeConfiguration.dimensions = [2.1, 3.1, 4.1]
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return shapeConfiguration
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else:
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shapeConfiguration = scene_api.physics_data.CapsuleShapeConfiguration()
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shapeConfiguration.scale = [1.0, 1.0, 1.0]
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shapeConfiguration.height = 1.0
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shapeConfiguration.radius = 1.0
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return shapeConfiguration
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def create_collider_configuration(nodeName):
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import scene_api.physics_data
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colliderConfiguration = scene_api.physics_data.ColliderConfiguration()
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colliderConfiguration.Position = [0.1, 0.1, 0.2]
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colliderConfiguration.Rotation = [45.0, 35.0, 25.0]
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return colliderConfiguration
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def generate_physics_nodes(actorPhysicsSetupRule, nodeNameList):
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import scene_api.physics_data
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hitDetectionConfig = scene_api.physics_data.CharacterColliderConfiguration()
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simulatedObjectColliderConfig = scene_api.physics_data.CharacterColliderConfiguration()
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clothConfig = scene_api.physics_data.CharacterColliderConfiguration()
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ragdollConfig = scene_api.physics_data.RagdollConfiguration()
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for nodeName in nodeNameList:
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shapeConfiguration = create_shape_configuration(nodeName)
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colliderConfiguration = create_collider_configuration(nodeName)
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hitDetectionConfig.add_character_collider_node_configuration_node(nodeName, colliderConfiguration, shapeConfiguration)
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simulatedObjectColliderConfig.add_character_collider_node_configuration_node(nodeName, colliderConfiguration, shapeConfiguration)
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clothConfig.add_character_collider_node_configuration_node(nodeName, colliderConfiguration, shapeConfiguration)
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#
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ragdollNode = scene_api.physics_data.RagdollNodeConfiguration()
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ragdollNode.JointConfig.Name = nodeName
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ragdollConfig.add_ragdoll_node_configuration(ragdollNode)
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ragdollConfig.colliders.add_character_collider_node_configuration_node(nodeName, colliderConfiguration, shapeConfiguration)
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actorPhysicsSetupRule.set_simulated_object_collider_config(simulatedObjectColliderConfig)
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actorPhysicsSetupRule.set_hit_detection_config(hitDetectionConfig)
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actorPhysicsSetupRule.set_cloth_config(clothConfig)
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actorPhysicsSetupRule.set_ragdoll_config(ragdollConfig)
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def generate_actor_group(scene, sceneManifest, meshDataList, paths):
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import scene_api.scene_data
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import scene_api.physics_data
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import scene_api.actor_group
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# fetch bone data
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validNames = ['_neck_','_pelvis_','_leg_','_knee_','_spine_','_arm_','_clavicle_','_head_','_elbow_','_wrist_']
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graph = scene_api.scene_data.SceneGraph(scene.graph)
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nodeList, allNodePaths = get_node_names(graph, 'BoneData', validList = validNames)
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nodeNameList = []
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for activeMeshIndex, nodeName in enumerate(nodeList):
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nodeNameList.append(nodeName.get_name())
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# add comment
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commentRule = scene_api.actor_group.CommentRule()
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commentRule.text = str(nodeNameList)
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# ActorPhysicsSetupRule
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actorPhysicsSetupRule = scene_api.actor_group.ActorPhysicsSetupRule()
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generate_physics_nodes(actorPhysicsSetupRule, nodeNameList)
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# add scale of the Actor rule
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actorScaleRule = scene_api.actor_group.ActorScaleRule()
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actorScaleRule.scaleFactor = 2.0
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# add coordinate system rule
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coordinateSystemRule = scene_api.actor_group.CoordinateSystemRule()
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coordinateSystemRule.useAdvancedData = False
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# add morph target rule
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morphTargetRule = scene_api.actor_group.MorphTargetRule()
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morphTargetRule.targets.select_targets([nodeNameList[0]], nodeNameList)
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# add skeleton optimization rule
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skeletonOptimizationRule = scene_api.actor_group.SkeletonOptimizationRule()
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skeletonOptimizationRule.autoSkeletonLOD = True
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skeletonOptimizationRule.criticalBonesList.select_targets([nodeNameList[0:2]], nodeNameList)
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# add LOD rule
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lodRule = scene_api.actor_group.LodRule()
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lodRule0 = lodRule.add_lod_level(0)
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lodRule0.select_targets([nodeNameList[1:4]], nodeNameList)
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actorGroup = scene_api.actor_group.ActorGroup()
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actorGroup.name = os.path.basename(scene.sourceFilename)
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actorGroup.add_rule(actorScaleRule)
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actorGroup.add_rule(coordinateSystemRule)
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actorGroup.add_rule(skeletonOptimizationRule)
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actorGroup.add_rule(morphTargetRule)
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actorGroup.add_rule(lodRule)
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actorGroup.add_rule(actorPhysicsSetupRule)
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actorGroup.add_rule(commentRule)
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sceneManifest.manifest['values'].append(actorGroup.to_dict())
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def update_manifest(scene):
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import json, uuid, os
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import azlmbr.scene.graph
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import scene_api.scene_data
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graph = scene_api.scene_data.SceneGraph(scene.graph)
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mesh_name_list, all_node_paths = get_node_names(graph, 'MeshData')
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scene_manifest = scene_api.scene_data.SceneManifest()
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generate_actor_group(scene, scene_manifest, mesh_name_list, all_node_paths)
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generate_mesh_group(scene, scene_manifest, mesh_name_list, all_node_paths)
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# Convert the manifest to a JSON string and return it
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return scene_manifest.export()
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sceneJobHandler = None
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def on_update_manifest(args):
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try:
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scene = args[0]
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return update_manifest(scene)
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except RuntimeError as err:
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print (f'ERROR - {err}')
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log_exception_traceback()
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except:
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log_exception_traceback()
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global sceneJobHandler
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sceneJobHandler.disconnect()
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sceneJobHandler = None
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# try to create SceneAPI handler for processing
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try:
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import azlmbr.scene
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sceneJobHandler = azlmbr.scene.ScriptBuildingNotificationBusHandler()
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sceneJobHandler.connect()
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sceneJobHandler.add_callback('OnUpdateManifest', on_update_manifest)
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except:
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sceneJobHandler = None
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Block a user