Revert "[MeshOptimizer] Determine the original vertex index based on the position (#2008)" (#2188)

This reverts commit a077a88d3f due to assets failing on Jenkins.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
This commit is contained in:
Benjamin Jillich
2021-07-15 03:18:10 -07:00
committed by GitHub
parent a077a88d3f
commit 0863a24490
5 changed files with 34 additions and 340 deletions
@@ -28,27 +28,27 @@ namespace AZ
}
namespace SceneData
{
class SCENE_DATA_CLASS MeshGroup
class MeshGroup
: public DataTypes::IMeshGroup
{
public:
AZ_RTTI(MeshGroup, "{07B356B7-3635-40B5-878A-FAC4EFD5AD86}", DataTypes::IMeshGroup);
AZ_CLASS_ALLOCATOR(MeshGroup, SystemAllocator, 0)
SCENE_DATA_API MeshGroup();
SCENE_DATA_API ~MeshGroup() override = default;
MeshGroup();
~MeshGroup() override = default;
SCENE_DATA_API const AZStd::string& GetName() const override;
SCENE_DATA_API void SetName(const AZStd::string& name);
SCENE_DATA_API void SetName(AZStd::string&& name) override;
SCENE_DATA_API const Uuid& GetId() const override;
SCENE_DATA_API void OverrideId(const Uuid& id) override;
const AZStd::string& GetName() const override;
void SetName(const AZStd::string& name);
void SetName(AZStd::string&& name) override;
const Uuid& GetId() const override;
void OverrideId(const Uuid& id) override;
SCENE_DATA_API Containers::RuleContainer& GetRuleContainer() override;
SCENE_DATA_API const Containers::RuleContainer& GetRuleContainerConst() const override;
Containers::RuleContainer& GetRuleContainer() override;
const Containers::RuleContainer& GetRuleContainerConst() const override;
SCENE_DATA_API DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() override;
SCENE_DATA_API const DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() const override;
DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() override;
const DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() const override;
static void Reflect(AZ::ReflectContext* context);
static bool VersionConverter(SerializeContext& context, SerializeContext::DataElementNode& classElement);
-1
View File
@@ -112,7 +112,6 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED)
PRIVATE
Gem::SceneProcessing.Editor.Static
AZ::AzTest
AZ::SceneData
)
ly_add_googletest(
NAME Gem::SceneProcessing.Editor.Tests
@@ -96,85 +96,6 @@ namespace AZ::SceneGenerationComponents
namespace Containers = AZ::SceneAPI::Containers;
namespace Views = Containers::Views;
// @brief A class to map from a mesh's vertex index to it's welded vertex index
//
// When the mesh optimizer runs, it welds nearby vertices (if there are no blendshapes). This class provides a
// constant time lookup to map from an unwelded vertex index to the welded one.
// The welding works by rounding the vertex's position to the given position tolerance, then uses that rounded
// Vector3 as a key into a unordered_map.
template <class MeshDataType>
class Vector3Map
: private AZStd::unordered_map<AZ::Vector3, AZ::u32>
{
public:
Vector3Map(const MeshDataType* meshData, bool hasBlendShapes, float positionTolerance)
: m_meshData(meshData)
, m_hasBlendShapes(hasBlendShapes)
, m_positionTolerance(positionTolerance)
, m_positionToleranceReciprocal(1.0f / positionTolerance)
{
}
using AZStd::unordered_map<AZ::Vector3, AZ::u32>::reserve;
AZ::u32 operator[](const AZ::u32 vertexIndex)
{
if (m_hasBlendShapes)
{
// Don't attempt to weld similar vertices if there's blendshapes
// Welding the vertices here based on position could cause the vertices of a base shape to be welded,
// and the vertices of the blendshape to not be welded, resulting in a vertex count mismatch between
// the two
return m_meshData->GetUsedPointIndexForControlPoint(m_meshData->GetControlPointIndex(vertexIndex));
}
const auto& [iter, didInsert] = try_emplace(GetPositionForIndex(vertexIndex), m_currentOriginalVertexIndex);
if (didInsert)
{
++m_currentOriginalVertexIndex;
}
return iter->second;
}
[[nodiscard]] AZ::u32 at(const AZ::u32 vertexIndex) const
{
if (m_hasBlendShapes)
{
// Don't attempt to weld similar vertices if there's blendshapes
// Welding the vertices here based on position could cause the vertices of a base shape to be welded,
// and the vertices of the blendshape to not be welded, resulting in a vertex count mismatch between
// the two
return m_meshData->GetUsedPointIndexForControlPoint(m_meshData->GetControlPointIndex(vertexIndex));
}
auto iter = find(GetPositionForIndex(vertexIndex));
AZSTD_CONTAINER_ASSERT(iter != end(), "Element with key is not present");
return iter->second;
}
private:
AZ::Vector3 GetPositionForIndex(const AZ::u32 vertexIndex) const
{
// Round the vertex position so that a float comparison can be made with entires in the map
// pos = floor( x * 10 + 0.5) * 0.1
return AZ::Vector3(
AZ::Simd::Vec3::Floor(
(m_meshData->GetPosition(vertexIndex) * m_positionToleranceReciprocal + AZ::Vector3(0.5f)).GetSimdValue()
)
) * m_positionTolerance;
}
const MeshDataType* m_meshData;
bool m_hasBlendShapes;
float m_positionTolerance;
float m_positionToleranceReciprocal;
AZ::u32 m_currentOriginalVertexIndex = 0;
};
template<class MeshDataType>
Vector3Map(const MeshDataType*) -> Vector3Map<const MeshDataType>;
MeshOptimizerComponent::MeshOptimizerComponent()
{
BindToCall(&MeshOptimizerComponent::OptimizeMeshes);
@@ -185,7 +106,7 @@ namespace AZ::SceneGenerationComponents
auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(4);
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(2);
}
}
@@ -194,8 +115,7 @@ namespace AZ::SceneGenerationComponents
const MeshDataType* meshData,
const SkinWeightDataView& skinWeights,
AZ::u32 maxWeightsPerVertex,
float weightThreshold,
const Vector3Map<MeshDataType>& positionMap)
float weightThreshold)
{
if (skinWeights.empty())
{
@@ -221,12 +141,15 @@ namespace AZ::SceneGenerationComponents
for (size_t linkIndex = 0; linkIndex < linkCount; ++linkIndex)
{
const ISkinWeightData::Link& link = skinData.get().GetLink(controlPointIndex, linkIndex);
skinningInfo->AddInfluence(positionMap.at(usedPointIndex), {aznumeric_caster(link.boneId), link.weight});
skinningInfo->AddInfluence(usedPointIndex, {aznumeric_caster(link.boneId), link.weight});
}
}
}
skinningInfo->Optimize(maxWeightsPerVertex, weightThreshold);
if (skinningInfo)
{
skinningInfo->Optimize(maxWeightsPerVertex, weightThreshold);
}
return skinningInfo;
}
@@ -269,12 +192,17 @@ namespace AZ::SceneGenerationComponents
const AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes = [](const SceneGraph& graph)
{
AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes;
const auto meshNodes = Containers::MakeDerivedFilterView<IMeshData>(graph.GetContentStorage());
for (auto it = meshNodes.cbegin(); it != meshNodes.cend(); ++it)
for (auto it = graph.GetContentStorage().cbegin(); it != graph.GetContentStorage().cend(); ++it)
{
// Skip anything that isn't a mesh.
const auto* mesh = azdynamic_cast<const AZ::SceneAPI::DataTypes::IMeshData*>(it->get());
if (!mesh)
{
continue;
}
// Get the mesh data and node index and store them in the vector as a pair, so we can iterate over them later.
// The sequential calls to GetBaseIterator unwrap the layers of FilterIterators from the MakeDerivedFilterView
meshes.emplace_back(&(*it), graph.ConvertToNodeIndex(it.GetBaseIterator().GetBaseIterator().GetBaseIterator()));
meshes.emplace_back(mesh, graph.ConvertToNodeIndex(it));
}
return meshes;
}(graph);
@@ -359,12 +287,6 @@ namespace AZ::SceneGenerationComponents
auto [optimizedMesh, optimizedUVs, optimizedTangents, optimizedBitangents, optimizedVertexColors, optimizedSkinWeights] = OptimizeMesh(mesh, mesh, uvDatas, tangentDatas, bitangentDatas, colorDatas, skinWeightDatas, meshGroup, hasBlendShapes);
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Base mesh: %zu vertices, optimized mesh: %zu vertices, %0.02f%% of the original",
mesh->GetUsedControlPointCount(),
optimizedMesh->GetUsedControlPointCount(),
((float)optimizedMesh->GetUsedControlPointCount() / (float)mesh->GetUsedControlPointCount()) * 100.0f
);
const NodeIndex optimizedMeshNodeIndex = graph.AddChild(graph.GetNodeParent(nodeIndex), name.c_str(), AZStd::move(optimizedMesh));
auto addOptimizedNodes = [&graph, &optimizedMeshNodeIndex](const auto& originalNodeIndexes, auto& optimizedNodes)
@@ -506,9 +428,10 @@ namespace AZ::SceneGenerationComponents
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerVector3*> bitangentLayers = makeLayersForData(bitangents);
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerColor*> vertexColorLayers = makeLayersForData(vertexColors);
constexpr float positionTolerance = 0.0001f;
Vector3Map positionMap(meshData, hasBlendShapes, positionTolerance);
positionMap.reserve(vertexCount);
const auto* skinRule = meshGroup.GetRuleContainerConst().FindFirstByType<SceneAPI::DataTypes::ISkinRule>().get();
const AZ::u32 maxWeightsPerVertex = skinRule ? skinRule->GetMaxWeightsPerVertex() : 4;
const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold));
// Add the vertex data to all the layers
const AZ::u32 faceCount = meshData->GetFaceCount();
@@ -517,8 +440,8 @@ namespace AZ::SceneGenerationComponents
meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
{
const AZ::u32 orgVertexNumber = positionMap[vertexIndex];
const int orgVertexNumber = meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
AZ_Assert(orgVertexNumber >= 0, "Invalid vertex number");
orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
posLayer->SetCurrentVertexValue(meshData->GetPosition(vertexIndex));
@@ -548,12 +471,6 @@ namespace AZ::SceneGenerationComponents
meshBuilder.EndPolygon();
}
const auto* skinRule = meshGroup.GetRuleContainerConst().FindFirstByType<SceneAPI::DataTypes::ISkinRule>().get();
const AZ::u32 maxWeightsPerVertex = skinRule ? skinRule->GetMaxWeightsPerVertex() : 4;
const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold, positionMap));
meshBuilder.GenerateSubMeshVertexOrders();
// Create the resulting nodes
@@ -1,221 +0,0 @@
/*
* 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 <gtest/gtest.h>
#include <AzCore/Component/ComponentApplication.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Jobs/JobManagerComponent.h>
#include <AzCore/Memory/MemoryComponent.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <SceneAPI/SceneCore/Containers/Scene.h>
#include <SceneAPI/SceneCore/Containers/SceneGraph.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/ISkinWeightData.h>
#include <SceneAPI/SceneCore/Events/GenerateEventContext.h>
#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneData/GraphData/SkinWeightData.h>
#include <SceneAPI/SceneData/Groups/MeshGroup.h>
#include <Generation/Components/MeshOptimizer/MeshOptimizerComponent.h>
#include <InitSceneAPIFixture.h>
namespace AZ::SceneAPI::DataTypes
{
void PrintTo(const ISkinWeightData::Link& link, ::std::ostream* os)
{
*os << '{' << link.boneId << ", " << link.weight << '}';
}
}
namespace SceneProcessing
{
class VertexDeduplicationFixture
: public SceneProcessing::InitSceneAPIFixture
{
public:
void SetUp() override
{
SceneProcessing::InitSceneAPIFixture::SetUp();
m_systemEntity = m_app.Create({}, {});
m_systemEntity->AddComponent(aznew AZ::MemoryComponent());
m_systemEntity->AddComponent(aznew AZ::JobManagerComponent());
m_systemEntity->Init();
m_systemEntity->Activate();
}
void TearDown() override
{
m_systemEntity->Deactivate();
SceneProcessing::InitSceneAPIFixture::TearDown();
}
static AZStd::unique_ptr<AZ::SceneAPI::DataTypes::IMeshData> MakePlaneMesh()
{
// Create a simple plane with 2 triangles, 6 total vertices, 2 shared vertices
// 0 --- 1
// | / |
// | / |
// | / |
// 2 --- 3
const AZStd::array planeVertexPositions = {
AZ::Vector3{0.0f, 0.0f, 0.0f},
AZ::Vector3{0.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 1.0f},
AZ::Vector3{1.0f, 0.0f, 0.0f},
AZ::Vector3{0.0f, 0.0f, 0.0f},
};
auto mesh = AZStd::make_unique<AZ::SceneData::GraphData::MeshData>();
int i = 0;
for (const AZ::Vector3& position : planeVertexPositions)
{
mesh->AddPosition(position);
mesh->AddNormal(AZ::Vector3::CreateAxisY());
// This assumes that the data coming from the import process gives a unique control point
// index to every vertex. This follows the behavior of the AssImp library.
mesh->SetVertexIndexToControlPointIndexMap(i, i);
++i;
}
mesh->AddFace({0, 1, 2}, 0);
mesh->AddFace({3, 4, 5}, 0);
return mesh;
}
static AZStd::unique_ptr<AZ::SceneData::GraphData::SkinWeightData> MakeSkinData()
{
auto skinWeights = AZStd::make_unique<AZ::SceneData::GraphData::SkinWeightData>();
skinWeights->ResizeContainerSpace(6);
// Add bones 0 and 1 to the skin weights
skinWeights->GetBoneId("0");
skinWeights->GetBoneId("1");
skinWeights->AppendLink(0, {/*.boneId=*/0, /*.weight=*/1});
skinWeights->AppendLink(1, {/*.boneId=*/0, /*.weight=*/1});
skinWeights->AppendLink(2, {/*.boneId=*/0, /*.weight=*/1});
skinWeights->AppendLink(3, {/*.boneId=*/1, /*.weight=*/1});
skinWeights->AppendLink(4, {/*.boneId=*/1, /*.weight=*/1});
skinWeights->AppendLink(5, {/*.boneId=*/1, /*.weight=*/1});
return skinWeights;
}
private:
AZ::ComponentApplication m_app;
AZ::Entity* m_systemEntity;
};
TEST_F(VertexDeduplicationFixture, CanDeduplicateVertices)
{
AZ::SceneAPI::Containers::Scene scene("testScene");
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
const auto meshNodeIndex = graph.AddChild(graph.GetRoot(), "testMesh", MakePlaneMesh());
// The original source mesh should have 6 vertices
EXPECT_EQ(AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(meshNodeIndex))->GetVertexCount(), 6);
auto meshGroup = AZStd::make_unique<AZ::SceneAPI::SceneData::MeshGroup>();
meshGroup->GetSceneNodeSelectionList().AddSelectedNode("testMesh");
scene.GetManifest().AddEntry(AZStd::move(meshGroup));
AZ::SceneGenerationComponents::MeshOptimizerComponent component;
AZ::SceneAPI::Events::GenerateSimplificationEventContext context(scene, "pc");
component.OptimizeMeshes(context);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedNodeIndex = graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix));
ASSERT_TRUE(optimizedNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the mesh";
const auto& optimizedMesh = AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(optimizedNodeIndex));
ASSERT_TRUE(optimizedMesh);
// The optimized mesh should have 4 vertices, the 2 shared vertices are welded together
EXPECT_EQ(optimizedMesh->GetVertexCount(), 4);
}
MATCHER(VectorOfLinksEq, "")
{
return testing::ExplainMatchResult(
testing::AllOf(
testing::Field(&AZ::SceneData::GraphData::SkinWeightData::Link::boneId, testing::Eq(testing::get<0>(arg).boneId)),
testing::Field(&AZ::SceneData::GraphData::SkinWeightData::Link::weight, testing::FloatEq(testing::get<0>(arg).weight))
),
testing::get<1>(arg),
result_listener
);
}
MATCHER(VectorOfVectorOfLinksEq, "")
{
return testing::ExplainMatchResult(
testing::UnorderedPointwise(VectorOfLinksEq(), testing::get<0>(arg)),
testing::get<1>(arg),
result_listener
);
}
TEST_F(VertexDeduplicationFixture, DeduplicatedVerticesRemapSkinning)
{
AZ::SceneAPI::Containers::Scene scene("testScene");
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
const auto meshNodeIndex = graph.AddChild(graph.GetRoot(), "testMesh", MakePlaneMesh());
const auto skinDataNodeIndex = graph.AddChild(meshNodeIndex, "skinData", MakeSkinData());
graph.MakeEndPoint(skinDataNodeIndex);
// The original source mesh should have 6 vertices
EXPECT_EQ(AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(meshNodeIndex))->GetVertexCount(), 6);
auto meshGroup = AZStd::make_unique<AZ::SceneAPI::SceneData::MeshGroup>();
meshGroup->GetSceneNodeSelectionList().AddSelectedNode("testMesh");
scene.GetManifest().AddEntry(AZStd::move(meshGroup));
AZ::SceneGenerationComponents::MeshOptimizerComponent component;
AZ::SceneAPI::Events::GenerateSimplificationEventContext context(scene, "pc");
component.OptimizeMeshes(context);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedNodeIndex = graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix));
ASSERT_TRUE(optimizedNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the mesh";
const auto& optimizedMesh = AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::IMeshData>(graph.GetNodeContent(optimizedNodeIndex));
ASSERT_TRUE(optimizedMesh);
AZ::SceneAPI::Containers::SceneGraph::NodeIndex optimizedSkinDataNodeIndex = graph.Find(AZStd::string("testMesh").append(AZ::SceneAPI::Utilities::OptimizedMeshSuffix).append(".skinWeights"));
ASSERT_TRUE(optimizedSkinDataNodeIndex.IsValid()) << "Mesh optimizer did not add an optimized version of the skin data";
const auto& optimizedSkinWeights = AZStd::rtti_pointer_cast<AZ::SceneAPI::DataTypes::ISkinWeightData>(graph.GetNodeContent(optimizedSkinDataNodeIndex));
ASSERT_TRUE(optimizedSkinWeights);
const AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>> expectedLinks
{
/*0*/ { {0, 0.5f}, {1, 0.5f} },
/*1*/ { {0, 1.0f} },
/*2*/ { {0, 0.5f}, {1, 0.5f} },
/*3*/ { {1, 1.0f} },
};
AZStd::vector<AZStd::vector<AZ::SceneData::GraphData::SkinWeightData::Link>> gotLinks(optimizedMesh->GetVertexCount());
for (unsigned int vertexIndex = 0; vertexIndex < optimizedMesh->GetVertexCount(); ++vertexIndex)
{
for (size_t linkIndex = 0; linkIndex < optimizedSkinWeights->GetLinkCount(vertexIndex); ++linkIndex)
{
gotLinks[vertexIndex].emplace_back(optimizedSkinWeights->GetLink(vertexIndex, linkIndex));
}
}
EXPECT_THAT(gotLinks, testing::Pointwise(VectorOfVectorOfLinksEq(), expectedLinks));
}
} // namespace SceneProcessing
@@ -7,7 +7,6 @@
set(FILES
Tests/InitSceneAPIFixture.h
Tests/MeshBuilder/MeshOptimizerComponentTests.cpp
Tests/MeshBuilder/MeshBuilderTests.cpp
Tests/MeshBuilder/MeshVerticesTests.cpp
Tests/MeshBuilder/SkinInfluencesTests.cpp