Revert "[MeshOptimizer] Determine the original vertex index based on the position (#1562)" (#1902)

This reverts commit ef1f95f1d0.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
main
Benjamin Jillich 5 years ago committed by GitHub
parent 23c0440371
commit 2ab2503337
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GPG Key ID: 4AEE18F83AFDEB23

@ -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);

@ -111,7 +111,6 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED)
PRIVATE
Gem::SceneProcessing.Editor.Static
AZ::AzTest
AZ::SceneData
)
ly_add_googletest(
NAME Gem::SceneProcessing.Editor.Tests

@ -106,7 +106,7 @@ namespace AZ::SceneGenerationComponents
auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(3);
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(2);
}
}
@ -192,12 +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);
@ -282,12 +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)
@ -434,12 +433,6 @@ namespace AZ::SceneGenerationComponents
const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold));
constexpr float positionTolerance = 0.0001f;
constexpr float positionToleranceReciprocal = 1.0f / positionTolerance;
AZStd::unordered_map<AZ::Vector3, AZ::u32> positionMap{};
AZ::u32 currentOriginalVertexIndex = 0;
// Add the vertex data to all the layers
const AZ::u32 faceCount = meshData->GetFaceCount();
for (AZ::u32 faceIndex = 0; faceIndex < faceCount; ++faceIndex)
@ -447,33 +440,8 @@ namespace AZ::SceneGenerationComponents
meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
{
const AZ::u32 orgVertexNumber = [&meshData, &hasBlendShapes, &vertexIndex, &positionMap, &currentOriginalVertexIndex, positionTolerance, positionToleranceReciprocal]() -> AZ::u32
{
if (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 meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
}
// Round the vertex position so that a float comparison can be made with entires in the positionMap
// pos = floor( x * 10 + 0.5) * 0.1
const AZ::Vector3 position = AZ::Vector3(
AZ::Simd::Vec3::Floor(
(meshData->GetPosition(vertexIndex) * positionToleranceReciprocal + AZ::Vector3(0.5f)).GetSimdValue()
)
) * positionTolerance;
const auto& [iter, didInsert] = positionMap.try_emplace(position, currentOriginalVertexIndex);
if (didInsert)
{
++currentOriginalVertexIndex;
}
return iter->second;
}();
const int orgVertexNumber = meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
AZ_Assert(orgVertexNumber >= 0, "Invalid vertex number");
orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
posLayer->SetCurrentVertexValue(meshData->GetPosition(vertexIndex));

@ -1,100 +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/Events/GenerateEventContext.h>
#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <SceneAPI/SceneData/Groups/MeshGroup.h>
#include <Generation/Components/MeshOptimizer/MeshOptimizerComponent.h>
#include <InitSceneAPIFixture.h>
namespace SceneProcessing
{
using VertexDeduplicationFixture = SceneProcessing::InitSceneAPIFixture;
TEST_F(VertexDeduplicationFixture, CanDeduplicateVertices)
{
AZ::ComponentApplication app;
AZ::Entity* systemEntity = app.Create({}, {});
systemEntity->AddComponent(aznew AZ::MemoryComponent());
systemEntity->AddComponent(aznew AZ::JobManagerComponent());
systemEntity->Init();
systemEntity->Activate();
AZ::SceneAPI::Containers::Scene scene("testScene");
AZ::SceneAPI::Containers::SceneGraph& graph = scene.GetGraph();
// 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);
// The original source mesh should have 6 vertices
EXPECT_EQ(mesh->GetVertexCount(), planeVertexPositions.size());
graph.AddChild(graph.GetRoot(), "testMesh", AZStd::move(mesh));
}
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);
systemEntity->Deactivate();
}
} // 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

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