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>
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@@ -6,6 +6,7 @@
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*
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*/
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#include <API/EditorAssetSystemAPI.h>
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#include <SceneAPI/SceneBuilder/Importers/AssImpMaterialImporter.h>
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#include <AzCore/IO/FileIO.h>
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#include <AzCore/Serialization/SerializeContext.h>
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@@ -196,11 +197,18 @@ namespace AZ
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return texturePathRelativeToScene;
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}
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bool ok;
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AZStd::string relativePath, rootPath;
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AzToolsFramework::AssetSystemRequestBus::BroadcastResult(
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ok, &AzToolsFramework::AssetSystemRequestBus::Events::GenerateRelativeSourcePath,
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texturePathRelativeToScene.c_str(), relativePath, rootPath);
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// The engine only supports relative paths to scan folders.
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// Scene files may have paths to textures, relative to the scene file. Check for those, first.
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if (AZ::IO::FileIOBase::GetInstance()->Exists(texturePathRelativeToScene.c_str()))
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// Scene files may have paths to textures, relative to the scene file.
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// Try to use a scanfolder relative path instead
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if (ok)
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{
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return texturePathRelativeToScene;
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return relativePath;
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}
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@@ -21,6 +21,7 @@
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#include <AzCore/Settings/SettingsRegistryMergeUtils.h>
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#include <AzCore/UserSettings/UserSettingsComponent.h>
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#include <AzCore/Utils/Utils.h>
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namespace AZ
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{
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@@ -281,26 +281,8 @@ namespace AZ
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void BlendShapeData::GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const
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{
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output.Write("Positions", m_positions);
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int index = 0;
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for (const auto& position : m_positions)
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{
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output.Write(AZStd::string::format("\t%d", index).c_str(), position);
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++index;
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}
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index = 0;
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output.Write("Normals", m_normals);
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for (const auto& normal : m_normals)
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{
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output.Write(AZStd::string::format("\t%d", index).c_str(), normal);
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++index;
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}
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index = 0;
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output.Write("Faces", m_faces);
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for (const auto& face : m_faces)
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{
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output.WriteArray(AZStd::string::format("\t%d", index).c_str(), face.vertexIndex, 3);
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++index;
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}
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}
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} // GraphData
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} // SceneData
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@@ -188,26 +188,8 @@ namespace AZ
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void MeshData::GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const
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{
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output.Write("Positions", m_positions);
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int index = 0;
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for (const auto& position : m_positions)
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{
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output.Write(AZStd::string::format("\t%d", index).c_str(), position);
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++index;
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}
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index = 0;
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output.Write("Normals", m_normals);
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for (const auto& normal : m_normals)
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{
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output.Write(AZStd::string::format("\t%d", index).c_str(), normal);
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++index;
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}
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index = 0;
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output.Write("FaceList", m_faceList);
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for (const auto& face : m_faceList)
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{
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output.WriteArray(AZStd::string::format("\t%d", index).c_str(), face.vertexIndex, 3);
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++index;
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}
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output.Write("FaceMaterialIds", m_faceMaterialIds);
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}
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}
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