Merge pull request #1047 from aws-lumberyard-dev/Helios_AssImp_TransformImporterFix
Fix AssImpTransformImporter logic for bone nodes
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@@ -46,22 +46,69 @@ namespace AZ
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serializeContext->Class<AssImpTransformImporter, SceneCore::LoadingComponent>()->Version(1);
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}
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}
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void GetAllBones(const aiScene* scene, AZStd::unordered_map<AZStd::string, const aiBone*>& boneLookup)
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{
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for (unsigned meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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{
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const aiMesh* mesh = scene->mMeshes[meshIndex];
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for (unsigned boneIndex = 0; boneIndex < mesh->mNumBones; ++boneIndex)
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{
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const aiBone* bone = mesh->mBones[boneIndex];
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boneLookup[bone->mName.C_Str()] = bone;
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}
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}
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}
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Events::ProcessingResult AssImpTransformImporter::ImportTransform(AssImpSceneNodeAppendedContext& context)
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{
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AZ_TraceContext("Importer", "transform");
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const aiNode* currentNode = context.m_sourceNode.GetAssImpNode();
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const aiScene* scene = context.m_sourceScene.GetAssImpScene();
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if (currentNode == scene->mRootNode || IsPivotNode(currentNode->mName))
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{
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return Events::ProcessingResult::Ignored;
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}
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aiMatrix4x4 combinedTransform = GetConcatenatedLocalTransform(currentNode);
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AZStd::unordered_map<AZStd::string, const aiBone*> boneLookup;
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GetAllBones(scene, boneLookup);
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auto boneIterator = boneLookup.find(currentNode->mName.C_Str());
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const bool isBone = boneIterator != boneLookup.end();
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aiMatrix4x4 combinedTransform;
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if (isBone)
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{
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auto parentNode = currentNode->mParent;
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aiMatrix4x4 offsetMatrix = boneIterator->second->mOffsetMatrix;
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aiMatrix4x4 parentOffset {};
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auto parentBoneIterator = boneLookup.find(parentNode->mName.C_Str());
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if (parentNode && parentBoneIterator != boneLookup.end())
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{
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const auto& parentBone = parentBoneIterator->second;
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parentOffset = parentBone->mOffsetMatrix;
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}
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auto inverseOffset = offsetMatrix;
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inverseOffset.Inverse();
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combinedTransform = parentOffset * inverseOffset;
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}
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else
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{
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combinedTransform = GetConcatenatedLocalTransform(currentNode);
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}
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DataTypes::MatrixType localTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(combinedTransform);
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context.m_sourceSceneSystem.SwapTransformForUpAxis(localTransform);
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context.m_sourceSceneSystem.ConvertUnit(localTransform);
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@@ -105,9 +152,7 @@ namespace AZ
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}
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else
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{
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bool addedData = context.m_scene.GetGraph().SetContent(
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context.m_currentGraphPosition,
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transformData);
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bool addedData = context.m_scene.GetGraph().SetContent(context.m_currentGraphPosition, transformData);
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AZ_Error(SceneAPI::Utilities::ErrorWindow, addedData, "Failed to add node data");
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return addedData ? Events::ProcessingResult::Success : Events::ProcessingResult::Failure;
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@@ -69,13 +69,14 @@ namespace AZ
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// aiProcess_JoinIdenticalVertices is not enabled because O3DE has a mesh optimizer that also does this,
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// this flag is disabled to keep AssImp output similar to FBX SDK to reduce downstream bugs for the initial AssImp release.
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// There's currently a minimum of properties and flags set to maximize compatibility with the existing node graph.
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// aiProcess_LimitBoneWeights is not enabled because it will remove bones which are not associated with a mesh.
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// This results in the loss of the offset matrix data for nodes without a mesh which is required for the Transform Importer.
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m_importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false);
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m_importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, false);
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m_sceneFileName = fileName;
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m_assImpScene = m_importer.ReadFile(fileName,
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aiProcess_Triangulate //Triangulates all faces of all meshes
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| aiProcess_LimitBoneWeights //Limits the number of bones that can affect a vertex to a maximum value
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//dropping the least important and re-normalizing
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| aiProcess_GenNormals); //Generate normals for meshes
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#if AZ_TRAIT_COMPILER_SUPPORT_CSIGNAL
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