First pass FBX -> Scene File conversion. (#1699)
This is the simple pass, minimizing code changes and focused on comments. Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
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-4
@@ -107,7 +107,7 @@ namespace AZ::SceneGenerationComponents
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return AZ::SceneAPI::Events::ProcessingResult::Failure;
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}
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// Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from Fbx, as they only have xyz.
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// Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from the scene file, as they only have xyz.
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UpdateFbxTangentWValues(graph, nodeIndex, mesh);
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}
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@@ -122,7 +122,7 @@ namespace AZ::SceneGenerationComponents
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size_t uvSetIndex = 0;
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while (uvData)
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{
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// Get the tangents and bitangents from Fbx.
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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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@@ -197,7 +197,7 @@ namespace AZ::SceneGenerationComponents
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return true; // No fatal error
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}
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// Check if we had tangents inside the Fbx file.
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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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@@ -211,7 +211,7 @@ namespace AZ::SceneGenerationComponents
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requiredSpaces.emplace_back(AZ::SceneAPI::DataTypes::TangentSpace::MikkT);
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}
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// If all we need is import from FBX, and we have tangent data from Fbx already, then skip generating.
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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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{
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return true;
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