Fix python fbx tests (#2171)

* Update fbx test dbgsg files

Remove rc products from fbx test expected output
Update warning counts for 2 of the tests - these are due to missing material properties
Add SkipAtomOutput setting to disable atom material and mesh processing in scene as these pull in a lot of external dependencies to Process
Removed BlendShapeData and MeshData debug output of positions/normals/faces
Updated ManifestImportRequestHandler to remove warning about Joining 2 absolute paths
Updated AssImpMaterialImporter to use new GenerateRelativeSourcePath API to fix issue where relative path generation failed with tmp project directories

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add comment for setting

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add override dbgsg file to python test

The mesh optimizer specifically avoids creating optimized nodes for nodes that are not selected, resulting in a different scene graph that requires a different dbgsg file to compare with

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Replace hardcoded passing of specific registry setting to instead pass all registry settings to AssetBuilder

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
This commit is contained in:
amzn-mike
2021-07-20 08:48:35 -05:00
committed by GitHub
parent 7c796d9bf0
commit fc75dd5fda
18 changed files with 1293 additions and 135432 deletions
@@ -6,6 +6,7 @@
*
*/
#include <API/EditorAssetSystemAPI.h>
#include <SceneAPI/SceneBuilder/Importers/AssImpMaterialImporter.h>
#include <AzCore/IO/FileIO.h>
#include <AzCore/Serialization/SerializeContext.h>
@@ -196,11 +197,18 @@ namespace AZ
return texturePathRelativeToScene;
}
bool ok;
AZStd::string relativePath, rootPath;
AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
ok, &AzToolsFramework::AssetSystemRequestBus::Events::GenerateRelativeSourcePath,
texturePathRelativeToScene.c_str(), relativePath, rootPath);
// The engine only supports relative paths to scan folders.
// Scene files may have paths to textures, relative to the scene file. Check for those, first.
if (AZ::IO::FileIOBase::GetInstance()->Exists(texturePathRelativeToScene.c_str()))
// Scene files may have paths to textures, relative to the scene file.
// Try to use a scanfolder relative path instead
if (ok)
{
return texturePathRelativeToScene;
return relativePath;
}
@@ -21,6 +21,7 @@
#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
#include <AzCore/UserSettings/UserSettingsComponent.h>
#include <AzCore/Utils/Utils.h>
namespace AZ
{
@@ -281,26 +281,8 @@ namespace AZ
void BlendShapeData::GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const
{
output.Write("Positions", m_positions);
int index = 0;
for (const auto& position : m_positions)
{
output.Write(AZStd::string::format("\t%d", index).c_str(), position);
++index;
}
index = 0;
output.Write("Normals", m_normals);
for (const auto& normal : m_normals)
{
output.Write(AZStd::string::format("\t%d", index).c_str(), normal);
++index;
}
index = 0;
output.Write("Faces", m_faces);
for (const auto& face : m_faces)
{
output.WriteArray(AZStd::string::format("\t%d", index).c_str(), face.vertexIndex, 3);
++index;
}
}
} // GraphData
} // SceneData
@@ -188,26 +188,8 @@ namespace AZ
void MeshData::GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const
{
output.Write("Positions", m_positions);
int index = 0;
for (const auto& position : m_positions)
{
output.Write(AZStd::string::format("\t%d", index).c_str(), position);
++index;
}
index = 0;
output.Write("Normals", m_normals);
for (const auto& normal : m_normals)
{
output.Write(AZStd::string::format("\t%d", index).c_str(), normal);
++index;
}
index = 0;
output.Write("FaceList", m_faceList);
for (const auto& face : m_faceList)
{
output.WriteArray(AZStd::string::format("\t%d", index).c_str(), face.vertexIndex, 3);
++index;
}
output.Write("FaceMaterialIds", m_faceMaterialIds);
}
}