This reverts commit ef1f95f1d0.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
This commit is contained in:
+12
-44
@@ -106,7 +106,7 @@ namespace AZ::SceneGenerationComponents
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auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(3);
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serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(2);
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}
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}
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@@ -192,12 +192,17 @@ namespace AZ::SceneGenerationComponents
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const AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes = [](const SceneGraph& graph)
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{
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AZStd::vector<AZStd::pair<const IMeshData*, NodeIndex>> meshes;
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const auto meshNodes = Containers::MakeDerivedFilterView<IMeshData>(graph.GetContentStorage());
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for (auto it = meshNodes.cbegin(); it != meshNodes.cend(); ++it)
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for (auto it = graph.GetContentStorage().cbegin(); it != graph.GetContentStorage().cend(); ++it)
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{
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// Skip anything that isn't a mesh.
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const auto* mesh = azdynamic_cast<const AZ::SceneAPI::DataTypes::IMeshData*>(it->get());
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if (!mesh)
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{
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continue;
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}
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// Get the mesh data and node index and store them in the vector as a pair, so we can iterate over them later.
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// The sequential calls to GetBaseIterator unwrap the layers of FilterIterators from the MakeDerivedFilterView
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meshes.emplace_back(&(*it), graph.ConvertToNodeIndex(it.GetBaseIterator().GetBaseIterator().GetBaseIterator()));
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meshes.emplace_back(mesh, graph.ConvertToNodeIndex(it));
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}
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return meshes;
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}(graph);
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@@ -282,12 +287,6 @@ namespace AZ::SceneGenerationComponents
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auto [optimizedMesh, optimizedUVs, optimizedTangents, optimizedBitangents, optimizedVertexColors, optimizedSkinWeights] = OptimizeMesh(mesh, mesh, uvDatas, tangentDatas, bitangentDatas, colorDatas, skinWeightDatas, meshGroup, hasBlendShapes);
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AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Base mesh: %zu vertices, optimized mesh: %zu vertices, %0.02f%% of the original",
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mesh->GetUsedControlPointCount(),
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optimizedMesh->GetUsedControlPointCount(),
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((float)optimizedMesh->GetUsedControlPointCount() / (float)mesh->GetUsedControlPointCount()) * 100.0f
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);
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const NodeIndex optimizedMeshNodeIndex = graph.AddChild(graph.GetNodeParent(nodeIndex), name.c_str(), AZStd::move(optimizedMesh));
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auto addOptimizedNodes = [&graph, &optimizedMeshNodeIndex](const auto& originalNodeIndexes, auto& optimizedNodes)
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@@ -434,12 +433,6 @@ namespace AZ::SceneGenerationComponents
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const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
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meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold));
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constexpr float positionTolerance = 0.0001f;
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constexpr float positionToleranceReciprocal = 1.0f / positionTolerance;
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AZStd::unordered_map<AZ::Vector3, AZ::u32> positionMap{};
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AZ::u32 currentOriginalVertexIndex = 0;
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// Add the vertex data to all the layers
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const AZ::u32 faceCount = meshData->GetFaceCount();
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for (AZ::u32 faceIndex = 0; faceIndex < faceCount; ++faceIndex)
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@@ -447,33 +440,8 @@ namespace AZ::SceneGenerationComponents
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meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
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for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
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{
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const AZ::u32 orgVertexNumber = [&meshData, &hasBlendShapes, &vertexIndex, &positionMap, ¤tOriginalVertexIndex, positionTolerance, positionToleranceReciprocal]() -> AZ::u32
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{
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if (hasBlendShapes)
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{
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// Don't attempt to weld similar vertices if there's blendshapes
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// Welding the vertices here based on position could cause the vertices of a base shape to be
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// welded, and the vertices of the blendshape to not be welded, resulting in a vertex count
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// mismatch between the two
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return meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
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}
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// Round the vertex position so that a float comparison can be made with entires in the positionMap
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// pos = floor( x * 10 + 0.5) * 0.1
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const AZ::Vector3 position = AZ::Vector3(
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AZ::Simd::Vec3::Floor(
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(meshData->GetPosition(vertexIndex) * positionToleranceReciprocal + AZ::Vector3(0.5f)).GetSimdValue()
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)
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) * positionTolerance;
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const auto& [iter, didInsert] = positionMap.try_emplace(position, currentOriginalVertexIndex);
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if (didInsert)
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{
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++currentOriginalVertexIndex;
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}
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return iter->second;
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}();
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const int orgVertexNumber = meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex));
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AZ_Assert(orgVertexNumber >= 0, "Invalid vertex number");
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orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
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posLayer->SetCurrentVertexValue(meshData->GetPosition(vertexIndex));
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