Integrating github/staging through commit ab87ed9
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@@ -106,10 +106,6 @@ namespace AZ
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RenamedNodesMap::SanitizeNodeName(nodeName, context.m_scene.GetGraph(), context.m_currentGraphPosition, "BlendShape");
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AZ_TraceContext("Blend shape name", nodeName);
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int firstMeshVertexIndex = -1;
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int previousMeshVertexIndex = -1;
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int verticesInMeshFace = 0;
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AZStd::bitset<SceneData::GraphData::BlendShapeData::MaxNumUVSets> uvSetUsedFlags;
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for (AZ::u8 uvSetIndex = 0; uvSetIndex < SceneData::GraphData::BlendShapeData::MaxNumUVSets; ++uvSetIndex)
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{
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@@ -131,16 +127,17 @@ namespace AZ
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(vertex);
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context.m_sourceSceneSystem.ConvertUnit(vertex);
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blendShapeData->AddPosition(vertex);
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blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx, vertIdx);
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// Add normals
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AZ::Vector3 normal;
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if (aiAnimMesh->HasNormals())
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{
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normal = AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mNormals[vertIdx]);
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AZ::Vector3 normal(AssImpSDKWrapper::AssImpTypeConverter::ToVector3(aiAnimMesh->mNormals[vertIdx]));
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context.m_sourceSceneSystem.SwapVec3ForUpAxis(normal);
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normal.NormalizeSafe();
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blendShapeData->AddNormal(normal);
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}
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blendShapeData->AddVertex(vertex, normal);
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blendShapeData->SetVertexIndexToControlPointIndexMap(vertIdx, vertIdx);
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// Add tangents and bitangents
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if (aiAnimMesh->HasTangentsAndBitangents())
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