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o3de/Gems/SceneProcessing/Code/Source/Generation/Components/TangentGenerator/TangentGenerateComponent.cpp

513 lines
26 KiB
C++

/*
* 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
*
*/
#include <Generation/Components/TangentGenerator/TangentGenerateComponent.h>
#include <Generation/Components/TangentGenerator/TangentGenerators/MikkTGenerator.h>
#include <Generation/Components/TangentGenerator/TangentGenerators/BlendShapeMikkTGenerator.h>
#include <SceneAPI/SceneCore/DataTypes/Groups/IGroup.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshVertexUVData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshVertexTangentData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshVertexBitangentData.h>
#include <SceneAPI/SceneCore/Containers/Views/PairIterator.h>
#include <SceneAPI/SceneCore/Containers/Views/SceneGraphDownwardsIterator.h>
#include <SceneAPI/SceneCore/Containers/Views/SceneGraphChildIterator.h>
#include <SceneAPI/SceneCore/Containers/Views/ConvertIterator.h>
#include <SceneAPI/SceneCore/Containers/Utilities/Filters.h>
#include <SceneAPI/SceneCore/Utilities/Reporting.h>
#include <SceneAPI/SceneCore/DataTypes/DataTypeUtilities.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
#include <SceneAPI/SceneData/GraphData/MeshVertexBitangentData.h>
#include <SceneAPI/SceneData/GraphData/MeshVertexTangentData.h>
#include <AzCore/Math/Vector4.h>
#include <AzCore/Settings/SettingsRegistry.h>
#include <AzCore/std/smart_ptr/make_shared.h>
namespace AZ::SceneGenerationComponents
{
static constexpr AZStd::string_view DefaultTangentGenerationKey{ "/O3DE/SceneAPI/TangentGenerateComponent/DefaultGenerationMethod" };
static constexpr AZStd::string_view DebugBitangentFlipKey{ "/O3DE/SceneAPI/TangentGenerateComponent/DebugBitangentFlip" };
TangentGenerateComponent::TangentGenerateComponent()
{
BindToCall(&TangentGenerateComponent::GenerateTangentData);
}
void TangentGenerateComponent::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<TangentGenerateComponent, AZ::SceneAPI::SceneCore::GenerationComponent>()->Version(2);
}
}
const AZ::SceneAPI::SceneData::TangentsRule* TangentGenerateComponent::GetTangentRule(const AZ::SceneAPI::Containers::Scene& scene) const
{
for (const auto& object : scene.GetManifest().GetValueStorage())
{
if (object->RTTI_IsTypeOf(AZ::SceneAPI::DataTypes::IGroup::TYPEINFO_Uuid()))
{
const AZ::SceneAPI::DataTypes::IGroup* group = azrtti_cast<const AZ::SceneAPI::DataTypes::IGroup*>(object.get());
const AZ::SceneAPI::SceneData::TangentsRule* rule = group->GetRuleContainerConst().FindFirstByType<AZ::SceneAPI::SceneData::TangentsRule>().get();
if (rule)
{
return rule;
}
}
}
return nullptr;
}
void TangentGenerateComponent::GetRegistrySettings(
AZ::SceneAPI::DataTypes::TangentGenerationMethod& defaultGenerationMethod, bool& debugBitangentFlip) const
{
if (auto settingsRegistry = AZ::SettingsRegistry::Get(); settingsRegistry != nullptr)
{
AZStd::string defaultTangentGenerationMethodString;
if (settingsRegistry->Get(defaultTangentGenerationMethodString, DefaultTangentGenerationKey))
{
const bool isCaseSensitive = false;
if (AZ::StringFunc::Equal(defaultTangentGenerationMethodString, "MikkT", isCaseSensitive))
{
defaultGenerationMethod = AZ::SceneAPI::DataTypes::TangentGenerationMethod::MikkT;
}
else
{
AZ_Warning(
AZ::SceneAPI::Utilities::WarningWindow,
AZ::StringFunc::Equal(defaultTangentGenerationMethodString, "FromSourceScene", isCaseSensitive),
"'" AZ_STRING_FORMAT "' is not a valid default tangent generation method. Check the value of %s in your settings registry, and change "
"it to 'FromSourceScene' or 'MikkT'",
defaultTangentGenerationMethodString.c_str(), AZ_STRING_ARG(DefaultTangentGenerationKey));
}
}
settingsRegistry->Get(debugBitangentFlip, DebugBitangentFlipKey);
}
}
AZ::SceneAPI::Events::ProcessingResult TangentGenerateComponent::GenerateTangentData(TangentGenerateContext& context)
{
// Get any tangent related settings from the settings registry
AZ::SceneAPI::DataTypes::TangentGenerationMethod defaultGenerationMethod =
AZ::SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene;
bool debugBitangentFlip = false;
GetRegistrySettings(defaultGenerationMethod, debugBitangentFlip);
// Get the generation setting for this scene
const AZ::SceneAPI::SceneData::TangentsRule* tangentsRule = GetTangentRule(context.GetScene());
const AZ::SceneAPI::DataTypes::TangentGenerationMethod generationMethod =
tangentsRule ? tangentsRule->GetGenerationMethod() : defaultGenerationMethod;
// Iterate over all graph content and filter out all meshes.
AZ::SceneAPI::Containers::SceneGraph& graph = context.GetScene().GetGraph();
AZ::SceneAPI::Containers::SceneGraph::ContentStorageData graphContent = graph.GetContentStorage();
// Build a list of mesh data nodes.
AZStd::vector<AZStd::pair<AZ::SceneAPI::DataTypes::IMeshData*, AZ::SceneAPI::Containers::SceneGraph::NodeIndex> > meshes;
for (auto item = graphContent.begin(); item != graphContent.end(); ++item)
{
// Skip anything that isn't a mesh.
if (!(*item) || !(*item)->RTTI_IsTypeOf(AZ::SceneAPI::DataTypes::IMeshData::TYPEINFO_Uuid()))
{
continue;
}
// Get the mesh data and node index and store them in the vector as a pair, so we can iterate over them later.
auto* mesh = static_cast<AZ::SceneAPI::DataTypes::IMeshData*>(item->get());
AZ::SceneAPI::Containers::SceneGraph::NodeIndex nodeIndex = graph.ConvertToNodeIndex(item);
meshes.emplace_back(mesh, nodeIndex);
}
// Iterate over them. We had to build the array before as this method can insert new nodes, so using the iterator directly would fail.
for (auto& [mesh, nodeIndex] : meshes)
{
// Generate tangents for the mesh (if this is desired or needed).
if (!GenerateTangentsForMesh(context.GetScene(), nodeIndex, mesh, generationMethod))
{
return AZ::SceneAPI::Events::ProcessingResult::Failure;
}
// Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from the scene file, as they only have xyz.
// But only do this if we are getting tangents from the source scene, because MikkT will provide us with a correct tangent.w already
if (generationMethod == SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene)
{
if (!UpdateFbxTangentWValues(graph, nodeIndex, mesh, debugBitangentFlip))
{
return AZ::SceneAPI::Events::ProcessingResult::Failure;
}
}
}
return AZ::SceneAPI::Events::ProcessingResult::Success;
}
bool TangentGenerateComponent::UpdateFbxTangentWValues(
AZ::SceneAPI::Containers::SceneGraph& graph,
const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex,
const AZ::SceneAPI::DataTypes::IMeshData* meshData,
bool debugBitangentFlip)
{
// Iterate over all UV sets.
AZ::SceneAPI::DataTypes::IMeshVertexUVData* uvData = FindUvData(graph, nodeIndex, 0);
size_t uvSetIndex = 0;
while (uvData)
{
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = FindTangentData(graph, nodeIndex, uvSetIndex);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = FindBitangentData(graph, nodeIndex, uvSetIndex);
if (fbxTangentData && fbxBitangentData)
{
const size_t numVerts = uvData->GetCount();
AZ_Assert((numVerts == fbxTangentData->GetCount()) && (numVerts == fbxBitangentData->GetCount()), "Number of vertices inside UV set is not the same as number of tangents and bitangents.");
for (size_t i = 0; i < numVerts; ++i)
{
// This code calculates the best tangent.w value, which is either -1 or +1, depending on the bitangent being mirrored or not.
// We determine this by checking the angle between the generated tangent by doing a cross product between the tangent and normal, and the actual real bitangent.
// It is no guarantee that using "cross(normal, tangent.xyz)* tangent.w" will result in the right bitangent, as the basis might not be orthogonal.
// But we still go for the best guess.
AZ::Vector4 tangent = fbxTangentData->GetTangent(i);
AZ::Vector3 tangentDir = tangent.GetAsVector3();
tangentDir.NormalizeSafe();
AZ::Vector3 normal = meshData->GetNormal(static_cast<AZ::u32>(i));
normal.NormalizeSafe();
AZ::Vector3 generatedBitangent = normal.Cross(tangentDir);
float dot = fbxBitangentData->GetBitangent(i).Dot(generatedBitangent);
dot = AZ::GetMax(dot, -1.0f);
dot = AZ::GetMin(dot, 1.0f);
const float angle = acosf(dot);
if (angle > AZ::Constants::HalfPi)
{
tangent = fbxTangentData->GetTangent(i);
tangent.SetW(-1.0f);
}
else
{
tangent = fbxTangentData->GetTangent(i);
tangent.SetW(1.0f);
}
if (debugBitangentFlip)
{
AZ::Vector4 originalTangent = fbxTangentData->GetTangent(i);
if (originalTangent.GetW() > 0.0f)
{
// If the tangent has a positive w value, the fix for GHI-7125 is going to flip the bitangent
// compared to the original behavior. Report an error and fail to process as an indication
// that this asset will be impacted by GHI-7125
AZ_Error(
AZ::SceneAPI::Utilities::ErrorWindow, false,
"Tangent w is positive for at least one vertex in the mesh. This model will be impacted by GHI-7125. "
"See https://github.com/o3de/o3de/issues/7125 for details.");
return false;
}
}
// Update the tangent.w in the scene
fbxTangentData->SetTangent(i, tangent);
}
}
// Find the next UV set.
uvData = FindUvData(graph, nodeIndex, ++uvSetIndex);
}
return true;
}
void TangentGenerateComponent::FindBlendShapes(
AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex,
AZStd::vector<AZ::SceneData::GraphData::BlendShapeData*>& outBlendShapes) 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::SceneData::GraphData::BlendShapeData* blendShape =
azrtti_cast<AZ::SceneData::GraphData::BlendShapeData*>(child->second.get());
if (blendShape)
{
outBlendShapes.emplace_back(blendShape);
}
}
}
bool TangentGenerateComponent::GenerateTangentsForMesh(
AZ::SceneAPI::Containers::Scene& scene,
const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex,
AZ::SceneAPI::DataTypes::IMeshData* meshData,
AZ::SceneAPI::DataTypes::TangentGenerationMethod ruleGenerationMethod)
{
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
// Check if we have any UV data, if not, we cannot possibly generate the tangents.
const size_t uvSetCount = CalcUvSetCount(graph, nodeIndex);
if (uvSetCount == 0)
{
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
}
const AZ::SceneAPI::SceneData::TangentsRule* tangentsRule = GetTangentRule(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 tangents/bitangents for all uv sets.
bool allSuccess = true;
for (size_t uvSetIndex = 0; uvSetIndex < uvSetCount; ++uvSetIndex)
{
AZ::SceneAPI::DataTypes::IMeshVertexUVData* uvData = FindUvData(graph, nodeIndex, uvSetIndex);
if (!uvData)
{
AZ_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Cannot generate tangents for uv set %zu as it cannot be retrieved.\n", uvSetIndex);
continue;
}
// Check if we had tangents inside the source scene file.
AZ::SceneAPI::DataTypes::TangentGenerationMethod generationMethod = ruleGenerationMethod;
AZ::SceneAPI::DataTypes::IMeshVertexTangentData* tangentData = FindTangentData(graph, nodeIndex, uvSetIndex);
AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* bitangentData = FindBitangentData(graph, nodeIndex, uvSetIndex);
// If all we need is import from the source scene, and we have tangent data from the source scene already, then skip generating.
if ((generationMethod == AZ::SceneAPI::DataTypes::TangentGenerationMethod::FromSourceScene))
{
if (tangentData && bitangentData)
{
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);
generationMethod = AZ::SceneAPI::DataTypes::TangentGenerationMethod::MikkT;
}
}
if (!tangentData)
{
if (!AZ::SceneGenerationComponents::TangentGenerateComponent::CreateTangentLayer(scene.GetManifest(), nodeIndex, meshData->GetVertexCount(), uvSetIndex,
generationMethod, 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;
}
}
AZ_Assert(tangentData == FindTangentData(graph, nodeIndex, uvSetIndex), "Used tangent data is not the same as the graph returns.");
if (!bitangentData)
{
if (!AZ::SceneGenerationComponents::TangentGenerateComponent::CreateBitangentLayer(scene.GetManifest(), nodeIndex, meshData->GetVertexCount(), uvSetIndex,
generationMethod, 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;
}
}
AZ_Assert(bitangentData == FindBitangentData(graph, nodeIndex, uvSetIndex), "Used bitangent data is not the same as the graph returns.");
tangentData->SetGenerationMethod(generationMethod);
bitangentData->SetGenerationMethod(generationMethod);
switch (generationMethod)
{
// Generate using MikkT space.
case AZ::SceneAPI::DataTypes::TangentGenerationMethod::MikkT:
{
const AZ::SceneAPI::DataTypes::MikkTSpaceMethod tSpaceMethod = tangentsRule ? tangentsRule->GetMikkTSpaceMethod() : AZ::SceneAPI::DataTypes::MikkTSpaceMethod::TSpace;
allSuccess &= AZ::TangentGeneration::Mesh::MikkT::GenerateTangents(meshData, uvData, tangentData, bitangentData, tSpaceMethod);
for (AZ::SceneData::GraphData::BlendShapeData* blendShape : blendShapes)
{
allSuccess &= AZ::TangentGeneration::BlendShape::MikkT::GenerateTangents(blendShape, uvSetIndex, tSpaceMethod);
}
}
break;
default:
{
AZ_Assert(false, "Unknown tangent generation method selected (%d) for UV set %d, cannot generate tangents.\n", static_cast<AZ::u32>(generationMethod), uvSetIndex);
allSuccess = false;
}
}
}
return allSuccess;
}
size_t TangentGenerateComponent::CalcUvSetCount(AZ::SceneAPI::Containers::SceneGraph& graph, const AZ::SceneAPI::Containers::SceneGraph::NodeIndex& nodeIndex) const
{
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::TangentGenerationMethod generationMethod,
AZ::SceneAPI::Containers::SceneGraph& graph,
AZ::SceneAPI::DataTypes::IMeshVertexTangentData** outTangentData)
{
*outTangentData = nullptr;
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_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to allocate tangent data.\n");
return false;
}
tangentData->SetTangentSetIndex(uvSetIndex);
tangentData->SetGenerationMethod(generationMethod);
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_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to create node in scene graph that stores tangent data.\n");
return false;
}
graph.MakeEndPoint(newIndex);
*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::TangentGenerationMethod generationMethod,
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_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to allocate bitangent data.\n");
return false;
}
bitangentData->SetBitangentSetIndex(uvSetIndex);
bitangentData->SetGenerationMethod(generationMethod);
const AZStd::string bitangentGeneratedName = AZStd::string::format("BitangentSet_%zu", uvSetIndex);
const AZStd::string bitangentSetName = AZ::SceneAPI::DataTypes::Utilities::CreateUniqueName<SceneData::GraphData::MeshVertexBitangentData>(bitangentGeneratedName, manifest);
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_Error(AZ::SceneAPI::Utilities::ErrorWindow, false, "Failed to create node in scene graph that stores bitangent data.\n");
return false;
}
graph.MakeEndPoint(newIndex);
*outBitangentData = bitangentData.get();
return true;
}
} // namespace AZ::SceneGenerationComponents