Merge branch 'development' into cmake/SPEC-2513_w4267

This commit is contained in:
Esteban Papp
2021-08-02 18:03:04 -07:00
493 changed files with 7775 additions and 12867 deletions
@@ -578,7 +578,7 @@ namespace NvCloth
const AZ::Vector3& renderTangent = renderTangents[renderVertexIndex];
destTangentsBuffer[index].Set(
renderTangent,
1.0f);
-1.0f); // Shader function ConstructTBN inverts w to change bitangent sign, but the bitangents passed are already corrected, so passing -1.0 to counteract.
}
if (destBitangentsBuffer)
@@ -12,7 +12,7 @@ namespace NvCloth
{
namespace
{
const float Tolerance = 0.0001f;
const float Tolerance = 1e-7f;
}
bool TangentSpaceHelper::CalculateNormals(
@@ -34,7 +34,8 @@ namespace NvCloth
const size_t vertexCount = vertices.size();
// Reset results
outNormals.resize(vertexCount, AZ::Vector3::CreateZero());
outNormals.resize(vertexCount);
AZStd::fill(outNormals.begin(), outNormals.end(), AZ::Vector3::CreateZero());
// calculate the normals per triangle
for (size_t i = 0; i < triangleCount; ++i)
@@ -115,8 +116,10 @@ namespace NvCloth
const size_t vertexCount = vertices.size();
// Reset results
outTangents.resize(vertexCount, AZ::Vector3::CreateZero());
outBitangents.resize(vertexCount, AZ::Vector3::CreateZero());
outTangents.resize(vertexCount);
outBitangents.resize(vertexCount);
AZStd::fill(outTangents.begin(), outTangents.end(), AZ::Vector3::CreateZero());
AZStd::fill(outBitangents.begin(), outBitangents.end(), AZ::Vector3::CreateZero());
// calculate the base vectors per triangle
for (size_t i = 0; i < triangleCount; ++i)
@@ -193,9 +196,12 @@ namespace NvCloth
const size_t vertexCount = vertices.size();
// Reset results
outTangents.resize(vertexCount, AZ::Vector3::CreateZero());
outBitangents.resize(vertexCount, AZ::Vector3::CreateZero());
outNormals.resize(vertexCount, AZ::Vector3::CreateZero());
outTangents.resize(vertexCount);
outBitangents.resize(vertexCount);
outNormals.resize(vertexCount);
AZStd::fill(outTangents.begin(), outTangents.end(), AZ::Vector3::CreateZero());
AZStd::fill(outBitangents.begin(), outBitangents.end(), AZ::Vector3::CreateZero());
AZStd::fill(outNormals.begin(), outNormals.end(), AZ::Vector3::CreateZero());
// calculate the base vectors per triangle
for (size_t i = 0; i < triangleCount; ++i)