Register tangents rule for mesh groups, so users can add it to the scene settings
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
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@@ -34,7 +34,6 @@ namespace AZ
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->Method("GetBitangent", &MeshVertexBitangentData::GetBitangent)
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->Method("GetBitangentSetIndex", &MeshVertexBitangentData::GetBitangentSetIndex)
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->Method("GetTangentSpace", &MeshVertexBitangentData::GetTangentSpace)
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->Enum<(int)SceneAPI::DataTypes::TangentSpace::EMotionFX>("EMotionFX")
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->Enum<(int)SceneAPI::DataTypes::TangentSpace::FromSourceScene>("FromSourceScene")
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->Enum<(int)SceneAPI::DataTypes::TangentSpace::MikkT>("MikkT");
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}
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@@ -34,7 +34,6 @@ namespace AZ
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->Method("GetTangent", &MeshVertexTangentData::GetTangent)
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->Method("GetTangentSetIndex", &MeshVertexTangentData::GetTangentSetIndex)
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->Method("GetTangentSpace", &MeshVertexTangentData::GetTangentSpace)
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->Enum<(int)SceneAPI::DataTypes::TangentSpace::EMotionFX>("EMotionFX")
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->Enum<(int)SceneAPI::DataTypes::TangentSpace::FromSourceScene>("FromSourceScene")
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->Enum<(int)SceneAPI::DataTypes::TangentSpace::MikkT>("MikkT");
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}
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@@ -23,6 +23,7 @@
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#include <SceneAPI/SceneData/Rules/MaterialRule.h>
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#include <SceneAPI/SceneData/Rules/StaticMeshAdvancedRule.h>
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#include <SceneAPI/SceneData/Rules/SkeletonProxyRule.h>
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#include <SceneAPI/SceneData/Rules/TangentsRule.h>
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#include <SceneAPI/SceneData/Rules/SkinMeshAdvancedRule.h>
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#include <SceneAPI/SceneData/Rules/SkinRule.h>
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#include <SceneAPI/SceneData/Rules/CoordinateSystemRule.h>
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@@ -82,6 +83,10 @@ namespace AZ
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{
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modifiers.push_back(azrtti_typeid<CoordinateSystemRule>());
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}
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if (existingRules.find(SceneData::TangentsRule::TYPEINFO_Uuid()) == existingRules.end())
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{
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modifiers.push_back(SceneData::TangentsRule::TYPEINFO_Uuid());
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}
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}
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else if (target.RTTI_IsTypeOf(DataTypes::ISkinGroup::TYPEINFO_Uuid()))
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{
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