/* * Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include #include #include #include namespace AZ { class ReflectContext; namespace SceneAPI { namespace Containers { class Scene; } namespace DataTypes { class IMeshVertexUVData; class IMeshVertexTangentData; class IMeshVertexBitangentData; } namespace SceneData { class SCENE_DATA_CLASS TangentsRule : public DataTypes::IRule { public: AZ_RTTI(TangentsRule, "{4BD1CE13-D2EB-4CCF-AB21-4877EF69DE7D}", DataTypes::IRule); AZ_CLASS_ALLOCATOR(TangentsRule, AZ::SystemAllocator, 0) SCENE_DATA_API TangentsRule(); SCENE_DATA_API ~TangentsRule() override = default; SCENE_DATA_API AZ::SceneAPI::DataTypes::TangentSpace GetTangentSpace() const; SCENE_DATA_API AZ::SceneAPI::DataTypes::BitangentMethod GetBitangentMethod() const; SCENE_DATA_API AZ::u64 GetUVSetIndex() const; SCENE_DATA_API bool GetNormalizeVectors() const; SCENE_DATA_API static AZ::SceneAPI::DataTypes::IMeshVertexUVData* FindUVData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 uvSet); SCENE_DATA_API static AZ::SceneAPI::DataTypes::IMeshVertexTangentData* FindTangentData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 setIndex, AZ::SceneAPI::DataTypes::TangentSpace tangentSpace); SCENE_DATA_API static AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* FindBitangentData(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex, AZ::u64 setIndex, AZ::SceneAPI::DataTypes::TangentSpace tangentSpace); static void Reflect(ReflectContext* context); protected: AZ::Crc32 GetNormalizeVisibility() const; AZ::Crc32 GetOrthogonalVisibility() const; AZ::SceneAPI::DataTypes::TangentSpace m_tangentSpace; /**< Specifies how to handle tangents. Either generate them, or import them. */ AZ::SceneAPI::DataTypes::BitangentMethod m_bitangentMethod; /**< Grab the bitangents from the generator/source or use an orthogonal basis by always calculating them? */ AZ::u64 m_uvSetIndex; /**< Generate the tangents from this UV set. */ bool m_normalize; /**< Normalize the tangent and bitangents? */ }; } // SceneData } // SceneAPI } // AZ