MikkT tangent generation support

* 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 commit is contained in:
Benjamin Jillich
2021-07-20 16:32:34 +02:00
parent fe661bc159
commit d987c45072
4 changed files with 211 additions and 96 deletions
@@ -94,7 +94,7 @@ namespace AZ
tangentData->AppendTangent(AZ::Vector4{0.12f, 0.34f, 0.56f, 0.78f});
tangentData->AppendTangent(AZ::Vector4{0.18f, 0.28f, 0.19f, 0.29f});
tangentData->AppendTangent(AZ::Vector4{0.21f, 0.43f, 0.65f, 0.87f});
tangentData->SetTangentSpace(AZ::SceneAPI::DataTypes::TangentSpace::EMotionFX);
tangentData->SetTangentSpace(AZ::SceneAPI::DataTypes::TangentSpace::MikkT);
tangentData->SetTangentSetIndex(2);
return true;
}
@@ -540,7 +540,9 @@ namespace AZ
}
else
{
AZ_Warning(s_builderName, false, "Found multiple tangent data sets. Only the first will be used.");
AZ_Warning(s_builderName, false,
"Found multiple tangent data sets for mesh '%s'. Only the first will be used.",
content.m_name.GetCStr());
}
}
else if (azrtti_istypeof<BitangentData>(data.get()))
@@ -552,7 +554,9 @@ namespace AZ
}
else
{
AZ_Warning(s_builderName, false, "Found multiple bitangent data sets. Only the first will be used.");
AZ_Warning(s_builderName, false,
"Found multiple bitangent data sets for mesh '%s'. Only the first will be used.",
content.m_name.GetCStr());
}
}
else if (azrtti_istypeof<MaterialData>(data.get()))
@@ -52,11 +52,8 @@ namespace AZ::SceneGenerationComponents
}
}
AZStd::vector<AZ::SceneAPI::DataTypes::TangentSpace> TangentGenerateComponent::CollectRequiredTangentSpaces(const AZ::SceneAPI::Containers::Scene& scene) const
AZ::SceneAPI::DataTypes::TangentSpace TangentGenerateComponent::GetTangentSpaceFromRule(const AZ::SceneAPI::Containers::Scene& scene) const
{
AZStd::vector<AZ::SceneAPI::DataTypes::TangentSpace> result;
for (const auto& object : scene.GetManifest().GetValueStorage())
{
if (object->RTTI_IsTypeOf(AZ::SceneAPI::DataTypes::IGroup::TYPEINFO_Uuid()))
@@ -65,18 +62,14 @@ namespace AZ::SceneGenerationComponents
const AZ::SceneAPI::SceneData::TangentsRule* rule = group->GetRuleContainerConst().FindFirstByType<AZ::SceneAPI::SceneData::TangentsRule>().get();
if (rule)
{
if (AZStd::find(result.begin(), result.end(), rule->GetTangentSpace()) == result.end())
{
result.emplace_back(rule->GetTangentSpace());
}
return rule->GetTangentSpace();
}
}
}
return result;
return AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene;
}
AZ::SceneAPI::Events::ProcessingResult TangentGenerateComponent::GenerateTangentData(TangentGenerateContext& context)
{
// Iterate over all graph content and filter out all meshes.
@@ -115,17 +108,15 @@ namespace AZ::SceneGenerationComponents
return AZ::SceneAPI::Events::ProcessingResult::Success;
}
void TangentGenerateComponent::UpdateFbxTangentWValues(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, const AZ::SceneAPI::DataTypes::IMeshData* meshData)
{
// Iterate over all UV sets.
AZ::SceneAPI::DataTypes::IMeshVertexUVData* uvData = AZ::SceneAPI::SceneData::TangentsRule::FindUVData(graph, nodeIndex, 0);
AZ::SceneAPI::DataTypes::IMeshVertexUVData* uvData = FindUvData(graph, nodeIndex, 0);
size_t uvSetIndex = 0;
while (uvData)
{
// Get the tangents and bitangents from the source scene.
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene);
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = FindTangentData(graph, nodeIndex, uvSetIndex);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = FindBitangentData(graph, nodeIndex, uvSetIndex);
if (fbxTangentData && fbxBitangentData)
{
@@ -163,7 +154,7 @@ namespace AZ::SceneGenerationComponents
}
// Find the next UV set.
uvData = AZ::SceneAPI::SceneData::TangentsRule::FindUVData(graph, nodeIndex, ++uvSetIndex);
uvData = FindUvData(graph, nodeIndex, ++uvSetIndex);
}
}
@@ -191,148 +182,249 @@ namespace AZ::SceneGenerationComponents
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
// Check if we have any UV data, if not, we cannot possibly generate the tangents.
AZ::SceneAPI::DataTypes::IMeshVertexUVData* uvData = AZ::SceneAPI::SceneData::TangentsRule::FindUVData(graph, nodeIndex, 0);
if (!uvData)
const size_t uvSetCount = CalcUvSetCount(graph, nodeIndex);
if (uvSetCount == 0)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::WarningWindow, "We cannot generate tangents for this mesh, as it has no UV coordinates!\n");
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Cannot generate tangents for this mesh, as it has no UV coordinates.\n");
return true; // No fatal error
}
// Check if we had tangents inside the source scene file.
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene);
// Check what tangent spaces we need.
AZStd::vector<AZ::SceneAPI::DataTypes::TangentSpace> requiredSpaces = CollectRequiredTangentSpaces(scene);
// If we have no tangent rules, so if the required spaces is empty.
if (requiredSpaces.empty())
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Mesh '%s' has no tangents rule, assuming MikkT tangent space on UV set 0, using normalized tangents and orthogonal bitangents!\n", scene.GetGraph().GetNodeName(nodeIndex).GetName());
requiredSpaces.emplace_back(AZ::SceneAPI::DataTypes::TangentSpace::MikkT);
}
// If all we need is import from the source scene, and we have tangent data from the source scene already, then skip generating.
if ((requiredSpaces.size() == 1 && requiredSpaces[0] == AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene) && fbxTangentData && fbxBitangentData)
{
return true;
}
const AZ::SceneAPI::DataTypes::TangentSpace ruleTangentSpace = GetTangentSpaceFromRule(scene);
// Find all blend shape data under the mesh. We need to generate the tangent and bitangent for blend shape as well.
AZStd::vector<AZ::SceneData::GraphData::BlendShapeData*> blendShapes;
FindBlendShapes(graph, nodeIndex, blendShapes);
// Generate all the tangent spaces we need.
// Do this for every UV set.
// Generate tangents/bitangents for all uv sets.
bool allSuccess = true;
size_t uvSetIndex = 0;
while (uvData)
for (size_t uvSetIndex = 0; uvSetIndex < uvSetCount; ++uvSetIndex)
{
for (AZ::SceneAPI::DataTypes::TangentSpace space : requiredSpaces)
AZ::SceneAPI::DataTypes::IMeshVertexUVData* uvData = FindUvData(graph, nodeIndex, uvSetIndex);
if (!uvData)
{
switch (space)
{
// If we want Fbx tangents, we don't need to do anything for that.
case AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene:
{
allSuccess &= true;
}
break;
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Cannot generate tangents for uv set %zu as it cannot be retrieved.\n", uvSetIndex);
continue;
}
// Generate using MikkT space.
case AZ::SceneAPI::DataTypes::TangentSpace::MikkT:
{
allSuccess &= AZ::TangentGeneration::Mesh::MikkT::GenerateTangents(
scene.GetManifest(), graph, nodeIndex, const_cast<AZ::SceneAPI::DataTypes::IMeshData*>(meshData), uvSetIndex);
for (AZ::SceneData::GraphData::BlendShapeData* blendShape : blendShapes)
{
allSuccess &= AZ::TangentGeneration::BlendShape::MikkT::GenerateTangents(blendShape, uvSetIndex);
}
}
break;
// Check if we had tangents inside the source scene file.
AZ::SceneAPI::DataTypes::TangentSpace tangentSpace = ruleTangentSpace;
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* tangentData = FindTangentData(graph, nodeIndex, uvSetIndex);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* bitangentData = FindBitangentData(graph, nodeIndex, uvSetIndex);
// If we use EMotion FX calculated tangents, we don't need to generate this here.
case AZ::SceneAPI::DataTypes::TangentSpace::EMotionFX:
allSuccess &= true;
break;
default:
// If all we need is import from the source scene, and we have tangent data from the source scene already, then skip generating.
if ((tangentSpace == AZ::SceneAPI::DataTypes::TangentSpace::FromSourceScene))
{
if (tangentData && bitangentData)
{
AZ_Assert(false, "Unknown tangent space selected (spaceID=%d) for UV set %d, cannot generate tangents!\n", static_cast<AZ::u32>(space), uvSetIndex);
allSuccess = false;
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Using source scene tangents and bitangents for uv set %zu for mesh '%s'.\n",
uvSetIndex, scene.GetGraph().GetNodeName(nodeIndex).GetName());
continue;
}
else
{
// In case there are no tangents/bitangents while the user selected to use the source ones, default to MikkT.
AZ_Warning(AZ::SceneAPI::Utilities::WarningWindow, false, "Cannot use source scene tangents as there are none in the asset for mesh '%s' for uv set %zu. Defaulting to generating tangents using MikkT.\n",
scene.GetGraph().GetNodeName(nodeIndex).GetName(), uvSetIndex);
tangentSpace = AZ::SceneAPI::DataTypes::TangentSpace::MikkT;
}
}
// Try to find the next UV set.
uvData = AZ::SceneAPI::SceneData::TangentsRule::FindUVData(graph, nodeIndex, ++uvSetIndex);
if (!tangentData)
{
if (!AZ::SceneGenerationComponents::TangentGenerateComponent::CreateTangentLayer(scene.GetManifest(), nodeIndex, meshData->GetVertexCount(), uvSetIndex,
tangentSpace, graph, &tangentData))
{
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to create tangents data set for mesh %s for uv set %zu.\n",
scene.GetGraph().GetNodeName(nodeIndex).GetName(), uvSetIndex);
continue;
}
}
if (!bitangentData)
{
if (!AZ::SceneGenerationComponents::TangentGenerateComponent::CreateBitangentLayer(scene.GetManifest(), nodeIndex, meshData->GetVertexCount(), uvSetIndex,
tangentSpace, graph, &bitangentData))
{
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to create bitangents data set for mesh %s for uv set %zu.\n",
scene.GetGraph().GetNodeName(nodeIndex).GetName(), uvSetIndex);
continue;
}
}
tangentData->SetTangentSpace(tangentSpace);
bitangentData->SetTangentSpace(tangentSpace);
switch (tangentSpace)
{
// Generate using MikkT space.
case AZ::SceneAPI::DataTypes::TangentSpace::MikkT:
{
allSuccess &= AZ::TangentGeneration::Mesh::MikkT::GenerateTangents(meshData, uvData, tangentData, bitangentData);
for (AZ::SceneData::GraphData::BlendShapeData* blendShape : blendShapes)
{
allSuccess &= AZ::TangentGeneration::BlendShape::MikkT::GenerateTangents(blendShape, uvSetIndex);
}
}
break;
default:
{
AZ_Assert(false, "Unknown tangent space selected (spaceID=%d) for UV set %d, cannot generate tangents!\n", static_cast<AZ::u32>(tangentSpace), uvSetIndex);
allSuccess = false;
}
}
}
return allSuccess;
}
bool TangentGenerateComponent::CreateTangentBitangentLayers(AZ::SceneAPI::Containers::SceneManifest& manifest, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, size_t numVerts, size_t uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace tangentSpace, const char* spaceName, AZ::SceneAPI::Containers::SceneGraph& graph, AZ::SceneAPI::DataTypes::IMeshVertexTangentData** outTangentData, AZ::SceneAPI::DataTypes::IMeshVertexBitangentData** outBitangentData)
size_t TangentGenerateComponent::CalcUvSetCount(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex) const
{
*outTangentData = nullptr;
*outBitangentData = nullptr;
const auto nameContentView = AZ::SceneAPI::Containers::Views::MakePairView(graph.GetNameStorage(), graph.GetContentStorage());
size_t result = 0;
auto meshChildView = AZ::SceneAPI::Containers::Views::MakeSceneGraphChildView<AZ::SceneAPI::Containers::Views::AcceptEndPointsOnly>(graph, nodeIndex, nameContentView.begin(), true);
for (auto child = meshChildView.begin(); child != meshChildView.end(); ++child)
{
AZ::SceneAPI::DataTypes::IMeshVertexUVData* data = azrtti_cast<AZ::SceneAPI::DataTypes::IMeshVertexUVData*>(child->second.get());
if (data)
{
result++;
}
}
return result;
}
AZ::SceneAPI::DataTypes::IMeshVertexUVData* TangentGenerateComponent::FindUvData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 uvSet) const
{
const auto nameContentView = AZ::SceneAPI::Containers::Views::MakePairView(graph.GetNameStorage(), graph.GetContentStorage());
AZ::u64 uvSetIndex = 0;
auto meshChildView = AZ::SceneAPI::Containers::Views::MakeSceneGraphChildView<AZ::SceneAPI::Containers::Views::AcceptEndPointsOnly>(graph, nodeIndex, nameContentView.begin(), true);
for (auto child = meshChildView.begin(); child != meshChildView.end(); ++child)
{
AZ::SceneAPI::DataTypes::IMeshVertexUVData* data = azrtti_cast<AZ::SceneAPI::DataTypes::IMeshVertexUVData*>(child->second.get());
if (data)
{
if (uvSetIndex == uvSet)
{
return data;
}
uvSetIndex++;
}
}
return nullptr;
}
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* TangentGenerateComponent::FindTangentData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 setIndex) const
{
const auto nameContentView = AZ::SceneAPI::Containers::Views::MakePairView(graph.GetNameStorage(), graph.GetContentStorage());
auto meshChildView = AZ::SceneAPI::Containers::Views::MakeSceneGraphChildView<AZ::SceneAPI::Containers::Views::AcceptEndPointsOnly>(graph, nodeIndex, nameContentView.begin(), true);
for (auto child = meshChildView.begin(); child != meshChildView.end(); ++child)
{
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* data = azrtti_cast<AZ::SceneAPI::DataTypes::IMeshVertexTangentData*>(child->second.get());
if (data && setIndex == data->GetTangentSetIndex())
{
return data;
}
}
return nullptr;
}
bool TangentGenerateComponent::CreateTangentLayer(AZ::SceneAPI::Containers::SceneManifest& manifest,
const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex,
size_t numVerts,
size_t uvSetIndex,
AZ::SceneAPI::DataTypes::TangentSpace tangentSpace,
AZ::SceneAPI::Containers::SceneGraph& graph,
AZ::SceneAPI::DataTypes::IMeshVertexTangentData** outTangentData)
{
*outTangentData = nullptr;
//-------------------------------------------------------------
// Create tangent layer.
//-------------------------------------------------------------
AZStd::shared_ptr<SceneData::GraphData::MeshVertexTangentData> tangentData = AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexTangentData>();
tangentData->Resize(numVerts);
AZ_Assert(tangentData, "Failed to allocate tangent data for scene graph.");
if (!tangentData)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Failed to allocate tangent data.\n");
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to allocate tangent data.\n");
return false;
}
tangentData->SetTangentSetIndex(uvSetIndex);
tangentData->SetTangentSpace(tangentSpace);
const AZStd::string tangentGeneratedName = AZStd::string::format("TangentSet_%s_%zu", spaceName, uvSetIndex);
const AZStd::string tangentGeneratedName = AZStd::string::format("TangentSet_%zu", uvSetIndex);
const AZStd::string tangentSetName = AZ::SceneAPI::DataTypes::Utilities::CreateUniqueName<SceneData::GraphData::MeshVertexBitangentData>(tangentGeneratedName, manifest);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex newIndex = graph.AddChild(nodeIndex, tangentSetName.c_str(), tangentData);
AZ_Assert(newIndex.IsValid(), "Failed to create SceneGraph node for tangent attribute.");
if (!newIndex.IsValid())
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Failed to create node in scene graph that stores tangent data.\n");
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to create node in scene graph that stores tangent data.\n");
return false;
}
graph.MakeEndPoint(newIndex);
//-------------------------------------------------------------
// Create bitangent layer.
//-------------------------------------------------------------
*outTangentData = tangentData.get();
return true;
}
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* TangentGenerateComponent::FindBitangentData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 setIndex) const
{
const auto nameContentView = AZ::SceneAPI::Containers::Views::MakePairView(graph.GetNameStorage(), graph.GetContentStorage());
auto meshChildView = AZ::SceneAPI::Containers::Views::MakeSceneGraphChildView<AZ::SceneAPI::Containers::Views::AcceptEndPointsOnly>(graph, nodeIndex, nameContentView.begin(), true);
for (auto child = meshChildView.begin(); child != meshChildView.end(); ++child)
{
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* data = azrtti_cast<AZ::SceneAPI::DataTypes::IMeshVertexBitangentData*>(child->second.get());
if (data && setIndex == data->GetBitangentSetIndex())
{
return data;
}
}
return nullptr;
}
bool TangentGenerateComponent::CreateBitangentLayer(AZ::SceneAPI::Containers::SceneManifest& manifest,
const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex,
size_t numVerts,
size_t uvSetIndex,
AZ::SceneAPI::DataTypes::TangentSpace tangentSpace,
AZ::SceneAPI::Containers::SceneGraph& graph,
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData** outBitangentData)
{
*outBitangentData = nullptr;
AZStd::shared_ptr<AZ::SceneData::GraphData::MeshVertexBitangentData> bitangentData = AZStd::make_shared<AZ::SceneData::GraphData::MeshVertexBitangentData>();
bitangentData->Resize(numVerts);
AZ_Assert(bitangentData, "Failed to allocate bitangent data for scene graph.");
if (!bitangentData)
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Failed to allocate bitangent data.\n");
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to allocate bitangent data.\n");
return false;
}
bitangentData->SetBitangentSetIndex(uvSetIndex);
bitangentData->SetTangentSpace(tangentSpace);
const AZStd::string bitangentGeneratedName = AZStd::string::format("BitangentSet_%s_%zu", spaceName, uvSetIndex);
const AZStd::string bitangentGeneratedName = AZStd::string::format("BitangentSet_%zu", uvSetIndex);
const AZStd::string bitangentSetName = AZ::SceneAPI::DataTypes::Utilities::CreateUniqueName<SceneData::GraphData::MeshVertexBitangentData>(bitangentGeneratedName, manifest);
newIndex = graph.AddChild(nodeIndex, bitangentSetName.c_str(), bitangentData);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex newIndex = graph.AddChild(nodeIndex, bitangentSetName.c_str(), bitangentData);
AZ_Assert(newIndex.IsValid(), "Failed to create SceneGraph node for bitangent attribute.");
if (!newIndex.IsValid())
{
AZ_TracePrintf(AZ::SceneAPI::Utilities::ErrorWindow, "Failed to create node in scene graph that stores bitangent data.\n");
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to create node in scene graph that stores bitangent data.\n");
return false;
}
graph.MakeEndPoint(newIndex);
*outTangentData = tangentData.get();
*outBitangentData = bitangentData.get();
*outBitangentData = bitangentData.get();
return true;
}
} // namespace AZ::SceneGenerationComponents
@@ -50,8 +50,6 @@ namespace AZ::SceneGenerationComponents
TangentGenerateComponent();
static void Reflect(AZ::ReflectContext* context);
static bool CreateTangentBitangentLayers(AZ::SceneAPI::Containers::SceneManifest& manifest, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, size_t numVerts, size_t uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace tangentSpace,
const char* spaceName, AZ::SceneAPI::Containers::SceneGraph& graph, AZ::SceneAPI::DataTypes::IMeshVertexTangentData** outTangentData, AZ::SceneAPI::DataTypes::IMeshVertexBitangentData** outBitangentData);
AZ::SceneAPI::Events::ProcessingResult GenerateTangentData(TangentGenerateContext& context);
@@ -61,6 +59,27 @@ namespace AZ::SceneGenerationComponents
AZStd::vector<AZ::SceneData::GraphData::BlendShapeData*>& outBlendShapes) const;
bool GenerateTangentsForMesh(AZ::SceneAPI::Containers::Scene& scene, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::SceneAPI::DataTypes::IMeshData* meshData);
void UpdateFbxTangentWValues(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, const AZ::SceneAPI::DataTypes::IMeshData* meshData);
AZStd::vector<AZ::SceneAPI::DataTypes::TangentSpace> CollectRequiredTangentSpaces(const AZ::SceneAPI::Containers::Scene& scene) const;
AZ::SceneAPI::DataTypes::TangentSpace GetTangentSpaceFromRule(const AZ::SceneAPI::Containers::Scene& scene) const;
size_t CalcUvSetCount(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex) const;
AZ::SceneAPI::DataTypes::IMeshVertexUVData* FindUvData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 uvSet) const;
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* FindTangentData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 setIndex) const;
bool CreateTangentLayer(AZ::SceneAPI::Containers::SceneManifest& manifest,
const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex,
size_t numVerts,
size_t uvSetIndex,
AZ::SceneAPI::DataTypes::TangentSpace tangentSpace,
AZ::SceneAPI::Containers::SceneGraph& graph,
AZ::SceneAPI::DataTypes::IMeshVertexTangentData** outTangentData);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* FindBitangentData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 setIndex) const;
bool CreateBitangentLayer(AZ::SceneAPI::Containers::SceneManifest& manifest,
const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex,
size_t numVerts,
size_t uvSetIndex,
AZ::SceneAPI::DataTypes::TangentSpace tangentSpace,
AZ::SceneAPI::Containers::SceneGraph& graph,
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData** outBitangentData);
};
} // namespace AZ::SceneGenerationComponents