FBX to Scene part 3, tangent generation rule FBX -> SourceScene (#1747)
* Tangent space FromFBX -> FromSourceScene Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
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+6
-6
@@ -123,8 +123,8 @@ namespace AZ::SceneGenerationComponents
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while (uvData)
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{
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// Get the tangents and bitangents from the source scene.
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AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
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AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
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AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene);
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AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene);
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if (fbxTangentData && fbxBitangentData)
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{
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@@ -198,8 +198,8 @@ namespace AZ::SceneGenerationComponents
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}
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// Check if we had tangents inside the source scene file.
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AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
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AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx);
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AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene);
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AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene);
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// Check what tangent spaces we need.
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AZStd::vector<AZ::SceneAPI::DataTypes::TangentSpace> requiredSpaces = CollectRequiredTangentSpaces(scene);
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@@ -212,7 +212,7 @@ namespace AZ::SceneGenerationComponents
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}
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// If all we need is import from the source scene, and we have tangent data from the source scene already, then skip generating.
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if ((requiredSpaces.size() == 1 && requiredSpaces[0] == AZ::SceneAPI::DataTypes::TangentSpace::FromFbx) && fbxTangentData && fbxBitangentData)
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if ((requiredSpaces.size() == 1 && requiredSpaces[0] == AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene) && fbxTangentData && fbxBitangentData)
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{
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return true;
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}
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@@ -232,7 +232,7 @@ namespace AZ::SceneGenerationComponents
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switch (space)
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{
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// If we want Fbx tangents, we don't need to do anything for that.
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case AZ::SceneAPI::DataTypes::TangentSpace::FromFbx:
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case AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene:
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{
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allSuccess &= true;
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}
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