* Changed blue text to white that is not meant as a link, made 'View in Director' link work for gems in the inspector, added parsing for gem documentation link
Signed-off-by: nggieber <nggieber@amazon.com>
* Added documentation links for gems, changed markup for urls in summaries and requirements so they are clickable
Signed-off-by: nggieber <nggieber@amazon.com>
* Fixed a couple of the documentation links
Signed-off-by: nggieber <nggieber@amazon.com>
* Added documentation url to edit gem properties script and updated unit tests
Signed-off-by: nggieber <nggieber@amazon.com>
* Added TSpace method setting which is only visible for MikkT generation.
* Fixed a bug with generating tangents for blend shapes.
* Renamed tangent space into generation method.
* Some code cleaning
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
The previous version returned the incorrect size from the position map when
blendshapes are present in the model. When there are blendshapes, the
vertex welding is disabled, and nothing is inserted into the position map.
However, the position map's size was being used to dictate how many
elements to create in the skinning info. The skinning info tries to
compensate for an incorrect max vertex index by resizing its underlying
vector when adding an influence, but that was using the index as the new
size of the vector, so it was off by one. This fixes both errors.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Default setting when no tangents rule: MikkT tangents.
* Calculates tangents/bitangents for all available uv sets.
* Creates tangent/bitangent data in in case they are not existing yet (as in: the source scene contains tangents/bitangents)
* Overwrites the tangent/bitangent data from the source scene in case MikkT is wished.
* Added helper functions to create tangent/bitangent scene nodes, finding tangent/bitangent data for a given uv layer and calculating the number of uv layers provided by the mesh scene node.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
This fixes a bug where a Python script file would be run on a scene file
that didn't have a script file set.
Added a general case version to SceneBuilderWorker.cpp, to make it easy
to mark all scene files as dirty.
Automated tests for this will come in a separate pull request.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
The thought behind Array2D was that it would be more efficient from a
memory allocation perspective to have one fixed buffer that grows than
it would be to have a vector of vectors. In reality, the runtime of
inserting into the middle of one large buffer, and shifting all the
resulting elements, ends up far outweighing any memory allocation
overhead.
In the mesh optimizer, things are added to the end of each sub-vector
one by one. It isn't known up front how many elements each sub-vector
will have. With vertex welding enabled, it is far more likely that a
given vertex will be influenced by a large number of joints. When using
the Array2D to store the influences, and a vertex with a low index has
more than 4 influences, those influences have to be inserted into close
to the front of the big vector, and all the other elements shifted.
Array2D was doing this with a linear shift, shifting the elements by 1
at a time, and not providing any exponential growth on the amount of
elements reserved by each sub-vector. The result is a linear insertion
time.
By contrast, using vector<vector<Influence>> instead gives us back the
amortized constant insertion time. Since the skin influences are just
added to the end of each sub-vector, no shifting of the elements is
necessary. And since the amount of original vertex indices is known up
front, the number of sub-vectors can still be pre-created, so the
sub-vectors themselves never need to shift.
Signed-off-by: Chris Burel <burelc@amazon.com>
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Determine the original vertex index based on the position
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
* Don't attempt to weld similar vertices if there's blendshapes
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add logging call to show mesh optimizer effect on vertex count
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a bunch of temporaries in order to make `position` `const`
Signed-off-by: Chris Burel <burelc@amazon.com>
* Supply the vertex index remapping to the optimized skin weights
This ensures that the optimized skin weights use the vertex indexes from
the optimized mesh
Signed-off-by: Chris Burel <burelc@amazon.com>
* Update the Mac Editor plist application bundle identifier to be different than Lumberyard
Fix the editor to have runtime dependencies on the scene modules.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Fix Metal RHI calling unsupported timestamp query api on M1 Macs.
Add Query for Timestamps supported on device initialization.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Remove AZ::Scene* runtime dependencies from EmotionFX gem and add AZ::SceneUI as a runtime dependency of SceneProcessing::Editor module.
Signed-off-by: rgba16f <82187279+rgba16f@users.noreply.github.com>
* Determine the original vertex index based on the position
The Assimp library does not expose the FBX control point indices. This
change causes vertices that are close enough in their position to be
considered as coming from the same control point. This allows the mesh
optimizer to consider vertices with the same control point index (or
"original vertex index" as it is called in the code) for deduplication.
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a filter view instead of reimplementing a filter view
Signed-off-by: Chris Burel <burelc@amazon.com>
* Don't attempt to weld similar vertices if there's blendshapes
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add test for the mesh optimizer's ability to weld nearby vertices
Signed-off-by: Chris Burel <burelc@amazon.com>
* Add logging call to show mesh optimizer effect on vertex count
Signed-off-by: Chris Burel <burelc@amazon.com>
* Use a bunch of temporaries in order to make `position` `const`
Signed-off-by: Chris Burel <burelc@amazon.com>
* Updated gem.json for all top-level Gems. All the top level gems now have identical gem.json formats based on the DefautlGem template gem.json. Two additional fields have been added, a type: field and a requirements: field. These fields are for display in Project Mananger. All gem.json files have a default requirements: value of None. Devs are responsible for providing requirements. Gem descriptions and tags have been signed off by developers.
Signed-off-by: Cronin <mikecro@amazon.com>
* Fixed minor formatting issues with RADTelemetry gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to QtForPython gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the Twitch gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to AWSCore gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the AtomTressFX gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the AudioEngineWwise gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CertificateManager gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in summary of CrashReporting gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the CustomAssetExample gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitespace in editorPythonBindings gem summary
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ScriptedEntityTweener gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the Gestures gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing extra whitetspace in the summary of the GameStateSamples gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Adding newline to the end of the ExpressionEvaluation gem.json
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the ProjectManager PythonBindings.cpp code to reference the
newer fields in the gem.json files
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updating the Gem and Project templates gem.json files to include the
"type" and the "requirements" field.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the default "requirments" field value to be empty string instead
of "None"
This works better with the ProjectManager GemInfoFromPath function.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Correcting "summary" field name
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the requirements text to the AudioEngineWwise Gem
This gem requires downloading the Wwise 3rdParty library from AudioKinetic's website
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* First pass FBX -> Scene File conversion.
This is the simple pass, minimizing code changes and focused on comments.
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Step 1 of part 2 of the FBX -> Scene rename
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renaming FbxSceneBuilder folder to SceneBuilder
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Renamed files
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* More FBX -> Scene
Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
* Fixed organization of the AssetProcessor SourceAssetBrowser
Assets within the Engine Root were grouped under a '/' entry.
That has been fixed to use the relative path within the engine root for
those assets
Assets outside of the Engine Root, but on the same drive were using
absolute paths before. Now there are child entries that navigate up the
directory hierarchy to those asset locations
* Added ly_enable_gems call to Atom gems targets that are required
The DefaultLevel.prefab contains several Atom components, that require
the Atom RHI, RPI, Common_Feature, ShaderBuilder and AtomLyIntegration CommonFeatures
gems to be enabled in order to successfully process in the
AssetProcessor.
* Added ly_enable_gems call to make the Camera gem required in Tools,
Builders and Clients.
This is needed as the DefaultLevel.prefab contains an Editor Camera
Component
* Adding the ly_enable_gem call to make the Maestro gem required
CrySystem currently requires Maestro to be enabled in order to
initialize
* Added ly_enable_gems call to the SceneProcessing gem to make it required
The SceneCore and SceneData libraries that are part of the core engine
Code folder requires the SceneProcessing gem to be enabled in order to
invoke the InitializeDynamicModule hooks in DllMain.cpp in order to
initialize those libraries.
* Fixed bad argument in comment for Prefab CMakeLists.txt
* Fixed Assert in Asset Builders due to the Atom RPI Builder
The Atom RPI Builder was enabling the Asset Catalog for the ScriptAsset a second time
The Atom Feature Common EditorSystemCommonComponent.cpp which also loads
in the AssetBuilder is enabling the Asset Catalog for the ScriptAsset
Added BehaviorContext reflection to the OutputDeviceTransformType enum
to fix the BehaviorContext errors about reflecting a method that returns
such an enum
* Added TypeId output to the JsonDeserializer report message about missing
ClassData
Previously the report callback would indicate that the target type was
missing Serialization class data, but didn't indicate the TypeId of the
target type
* Added support to the ly_enable_gems function to be able to support
0 gems being enabled.
Updated the Install step for CMake to propagate any ly_enable_gems
within a CMakeLists.txt for a target into the generated CMakeLists.txt
that is made for each installed IMPORTED target
* Adding newline to the end of the Camera Gem CMakeLists.txt
* Fixing target TYPE parameter for actual Gem Modules to use the GEM_MODULE tag instead of MODULE
* Reverting change to the DESTINATION directory for the installed CMakeLists.txt to use the relative path to the installed directory
* Adding the Atom_Bootstrap gem as a required gem
The Client and GameLaunchers required the Atom_Bootstrap gem in order to create the NativeWindow
Added Atom_Feature_Common client module as a runtime dependency of the AtomLyIntegration CommonsFeature client module
* Fixed register.py --all-projects-path and --all-gems-path arguments to
NOT register projects or gems that are within a template folder
Fixed reading of old pre-1.0 o3de_manifest.json files where the
"engines" key was a json array
* Changed how the relative target source directory is calculated when that source directroy resides outside of the engine root.
The final dirname component is used with a unique SHA256 has to form a <dirname>-<8 char SHA256> folder for installing files into
* Adding newline to the end of Atom_Bootstrap CMakeLists.txt
* Moving ly_enable_gems variants for Tools and Builders inside of PAL_TRAIT_BUILD_HOST_TOOLS block
* Adding a comment to AWSCore.ResourceMappingTool target to indicate that it is not a GEM_MODULE.
Furthermore it cannot be loaded with the Gem system because the library is in a different directory the executable
* Revert "FBX settings can be opened again: g_fbxImporter is set, and if the ex… (#878)"
This reverts commit 58adcf168f.
* Revert "Merge pull request #753 from aws-lumberyard-dev/Helios_DataDrivenAssetImporter"
This reverts commit 798d96f1a2, reversing
changes made to eb31d90ad9.
* Revert "Revert "Merge pull request #753 from aws-lumberyard-dev/Helios_DataDrivenAssetImporter""
This reverts commit c1124f26d957388e88cc4990021314b5af247e1d.
* Revert "Revert "FBX settings can be opened again: g_fbxImporter is set, and if the ex… (#878)""
This reverts commit 978477097892a22e83519646527ff52ba6532f35.
* Fixed how FbxImportRequestHandler is loaded
* Bumped version to force FBX to rebuild + removed unused variable
* Revert "Revert "FBX settings can be opened again: g_fbxImporter is set, and if the ex… (#878)""
This reverts commit 978477097892a22e83519646527ff52ba6532f35.
* Revert "Revert "Merge pull request #753 from aws-lumberyard-dev/Helios_DataDrivenAssetImporter""
This reverts commit c1124f26d957388e88cc4990021314b5af247e1d.
* Fixed a bad revert
* Better error reporting at AP launch
* AZ_CRC -> AZ_CRC_CE and removed delayed reload of settings registry file now that it's available at startup
* fixed typo in comment
* Revert "FBX settings can be opened again: g_fbxImporter is set, and if the ex… (#878)"
This reverts commit 58adcf168f.
* Revert "Merge pull request #753 from aws-lumberyard-dev/Helios_DataDrivenAssetImporter"
This reverts commit 798d96f1a2, reversing
changes made to eb31d90ad9.
* Helios - LYN-3250 - Fixed morph targets for meshes that had multiple materials (#374)
Fixed morph targets for meshes that had multiple materials and were split by AssImp: Recombined them into one mesh in the O3DE scene graph, so the behavior would match FBX SDK.