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>
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@@ -540,7 +540,9 @@ namespace AZ
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}
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else
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{
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AZ_Warning(s_builderName, false, "Found multiple tangent data sets. Only the first will be used.");
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AZ_Warning(s_builderName, false,
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"Found multiple tangent data sets for mesh '%s'. Only the first will be used.",
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content.m_name.GetCStr());
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}
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}
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else if (azrtti_istypeof<BitangentData>(data.get()))
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@@ -552,7 +554,9 @@ namespace AZ
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}
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else
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{
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AZ_Warning(s_builderName, false, "Found multiple bitangent data sets. Only the first will be used.");
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AZ_Warning(s_builderName, false,
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"Found multiple bitangent data sets for mesh '%s'. Only the first will be used.",
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content.m_name.GetCStr());
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}
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}
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else if (azrtti_istypeof<MaterialData>(data.get()))
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