Lyn 2651 rebased to main (#74)

* Helios - LYN-2651 Lerping bones, cleaned up key frame generation for morph targets. Merge from 1.0.
This commit is contained in:
AMZN-stankowi
2021-04-19 08:51:52 -07:00
committed by GitHub
parent c5657373b5
commit 4c2260af97
3 changed files with 140 additions and 102 deletions
@@ -42,7 +42,108 @@ namespace AZ
// Downstream only supports 30 frames per second sample rate. Adjusting to 60 doubles the
// length of the animations, they still play back at 30 frames per second.
const double AssImpAnimationImporter::s_defaultTimeStepSampleRate = 1.0 / 30.0;
const double AssImpAnimationImporter::s_defaultTimeStepBetweenFrames = 1.0 / 30.0;
AZ::u32 GetNumKeyFrames(AZ::u32 keysSize, double duration, double ticksPerSecond)
{
if (AZ::IsClose(ticksPerSecond, 0))
{
AZ_Warning("AnimationImporter", false, "Animation ticks per second should not be zero, defaulting to %d keyframes for animation.", keysSize);
return keysSize;
}
const double totalTicks = duration / ticksPerSecond;
AZ::u32 numKeys = keysSize;
// +1 because the animation is from [0, duration] - we have a keyframe at the end of the duration which needs to be included
double totalFramesAtDefaultTimeStep = totalTicks / AssImpAnimationImporter::s_defaultTimeStepBetweenFrames + 1;
if (!AZ::IsClose(totalFramesAtDefaultTimeStep, numKeys, 1))
{
numKeys = AZStd::ceilf(totalFramesAtDefaultTimeStep);
}
return numKeys;
}
double GetTimeForFrame(AZ::u32 frame, double ticksPerSecond)
{
return frame * AssImpAnimationImporter::s_defaultTimeStepBetweenFrames * ticksPerSecond;
}
// Helper class to store key data, when translating from AssImp layout to the engine's scene format.
struct KeyData
{
KeyData(float value, float time) :
mValue(value),
mTime(time)
{
}
bool operator<(const KeyData& other) const
{
return mTime < other.mTime;
}
float mValue = 0;
float mTime = 0;
};
template<class T>
void LerpTemplate(T& start, const T& end, float t)
{
start = start * (1.0f - t) + end * t;
}
template<>
void LerpTemplate(aiQuaternion& start, const aiQuaternion& end, float t)
{
aiQuaternion::Interpolate(start, start, end, t);
}
template<>
void LerpTemplate(float& start, const float& end, float t)
{
start = AZ::Lerp(start, end, t);
}
template<class KeyContainerType, class FrameValueType>
bool SampleKeyFrame(FrameValueType& result, const KeyContainerType& keys, AZ::u32 numKeys, double time, AZ::u32& lastIndex)
{
if (numKeys == 0)
{
AZ_Error("AnimationImporter", numKeys > 0, "Animation key set must have at least 1 key");
return false;
}
if (numKeys == 1)
{
result = keys[0].mValue;
return true;
}
while (lastIndex < numKeys - 1 && time >= keys[lastIndex + 1].mTime)
{
++lastIndex;
}
result = keys[lastIndex].mValue;
if (lastIndex < numKeys - 1)
{
auto nextValue = keys[lastIndex + 1].mValue;
float normalizedTimeBetweenFrames = 0;
if (keys[lastIndex + 1].mTime != keys[lastIndex].mTime)
{
normalizedTimeBetweenFrames =
(time - keys[lastIndex].mTime) / (keys[lastIndex + 1].mTime - keys[lastIndex].mTime);
}
else
{
AZ_Warning("AnimationImporter", false,
"Animation has keys with duplicate time %5.5f, at indices %d and %d. The second will be ignored.",
keys[lastIndex].mTime,
lastIndex,
lastIndex + 1);
}
LerpTemplate(result, nextValue, normalizedTimeBetweenFrames);
}
return true;
}
AssImpAnimationImporter::AssImpAnimationImporter()
{
@@ -199,6 +300,14 @@ namespace AZ
for (AZ::u32 animIndex = 0; animIndex < scene->mNumAnimations; ++animIndex)
{
const aiAnimation* animation = scene->mAnimations[animIndex];
if (animation->mTicksPerSecond == 0)
{
AZ_Error(
"AnimationImporter", false,
"Animation name %s has a sample rate of 0 ticks per second and cannot be processed.",
animation->mName.C_Str());
return Events::ProcessingResult::Failure;
}
mapAnimationsFunc(animation->mNumChannels, animation->mChannels, animation, boneAnimations);
@@ -410,70 +519,38 @@ namespace AZ
anim->mNumPositionKeys, anim->mNumRotationKeys, anim->mNumScalingKeys);
return Events::ProcessingResult::Failure;
}
auto sampleKeyFrame = [](const auto& keys, AZ::u32 numKeys, double time, AZ::u32& lastIndex)
{
AZ_Error("AnimationImporter", numKeys > 0, "Animation key set must have at least 1 key");
if (numKeys == 1)
{
return keys[0].mValue;
}
auto returnValue = keys[0].mValue;
for (AZ::u32 keyIndex = lastIndex; keyIndex < numKeys; ++keyIndex)
{
const auto& key = keys[keyIndex];
lastIndex = keyIndex;
// We want to return the key that exactly matches the time if possible, otherwise we'll keep track of the previous time
// If we don't find an exact match and end up going past the desired time (or run out of keyframes) then we return the previous key
if (key.mTime < time)
{
returnValue = key.mValue;
}
else if (AZ::IsClose(key.mTime, time))
{
return key.mValue;
}
else
{
return returnValue;
}
}
return returnValue;
};
// Resample the animations at a fixed time step. This matches the behaviour of
// the previous SDK used. Longer term, this could be data driven, or based on the
// smallest time step between key frames.
// AssImp has an animation->mTicksPerSecond and animation->mDuration, but those
// are less predictable than just using a fixed time step.
const double duration = animation->mDuration / animation->mTicksPerSecond;
// AssImp documentation claims animation->mDuration is the duration of the animation in ticks, but
// not all animations we've tested follow that pattern. Sometimes duration is in seconds.
const AZ::u32 numKeyFrames = GetNumKeyFrames(
AZStd::max(AZStd::max(anim->mNumScalingKeys, anim->mNumPositionKeys), anim->mNumRotationKeys),
animation->mDuration,
animation->mTicksPerSecond);
AZ::u32 numKeyFrames = AZStd::max(AZStd::max(anim->mNumScalingKeys, anim->mNumPositionKeys), anim->mNumRotationKeys);
if (!AZ::IsClose(duration / s_defaultTimeStepSampleRate, numKeyFrames, 1))
{
double dT = duration / s_defaultTimeStepSampleRate;
numKeyFrames = AZStd::ceilf(dT) + 1; // +1 because the animation is from [0, duration] - we have a keyframe at the end of the duration which needs to be included
}
AZStd::shared_ptr<SceneData::GraphData::AnimationData> createdAnimationData =
AZStd::make_shared<SceneData::GraphData::AnimationData>();
createdAnimationData->ReserveKeyFrames(numKeyFrames);
createdAnimationData->SetTimeStepBetweenFrames(s_defaultTimeStepSampleRate);
createdAnimationData->SetTimeStepBetweenFrames(s_defaultTimeStepBetweenFrames);
AZ::u32 lastScaleIndex = 0;
AZ::u32 lastPositionIndex = 0;
AZ::u32 lastRotationIndex = 0;
for (AZ::u32 frame = 0; frame < numKeyFrames; ++frame)
{
double time = frame * s_defaultTimeStepSampleRate * animation->mTicksPerSecond;
aiVector3D scale = sampleKeyFrame(anim->mScalingKeys, anim->mNumScalingKeys, time, lastScaleIndex);
aiVector3D position = sampleKeyFrame(anim->mPositionKeys, anim->mNumPositionKeys, time, lastPositionIndex);
aiQuaternion rotation = sampleKeyFrame(anim->mRotationKeys, anim->mNumRotationKeys, time, lastRotationIndex);
const double time = GetTimeForFrame(frame, animation->mTicksPerSecond);
aiVector3D scale = aiVector3D(1.f, 1.f, 1.f), position = aiVector3D(0.f, 0.f, 0.f);
aiQuaternion rotation(1.f, 0.f, 0.f, 0.f);
if (!SampleKeyFrame(scale, anim->mScalingKeys, anim->mNumScalingKeys, time, lastScaleIndex) ||
!SampleKeyFrame(position, anim->mPositionKeys, anim->mNumPositionKeys, time, lastPositionIndex) ||
!SampleKeyFrame(rotation, anim->mRotationKeys, anim->mNumRotationKeys, time, lastRotationIndex))
{
return Events::ProcessingResult::Failure;
}
aiMatrix4x4 transform(scale, rotation, position);
@@ -520,28 +597,6 @@ namespace AZ
// SetTimeStepBetweenFrames set on the animation data
// Keyframes. Weights (Values in FBX SDK) per key time.
// Keyframes generated for every single frame of the animation.
// Helper class to store key data, when translating from AssImp layout to the engine's scene format.
struct KeyData
{
KeyData(float weight, float time) :
m_weight(weight),
m_time(time)
{
}
bool operator<(const KeyData& other) const
{
return m_time < other.m_time;
}
// Naming in the previous SDK (FBX SDK) and in the engine's scene format
// doesn't match AssImp's naming convention.
// weight here is the AssImp's name for the data, it was named value in FBX SDK.
float m_weight = 0;
float m_time = 0;
};
typedef AZStd::map<int, AZStd::vector<KeyData>> ValueToKeyDataMap;
ValueToKeyDataMap valueToKeyDataMap;
@@ -562,44 +617,27 @@ namespace AZ
{
AZStd::shared_ptr<SceneData::GraphData::BlendShapeAnimationData> morphAnimNode =
AZStd::make_shared<SceneData::GraphData::BlendShapeAnimationData>();
morphAnimNode->ReserveKeyFrames(animation->mDuration + 1);
morphAnimNode->SetTimeStepBetweenFrames(1.0 / animation->mTicksPerSecond);
const AZ::u32 numKeyFrames = GetNumKeyFrames(keys.size(), animation->mDuration, animation->mTicksPerSecond);
morphAnimNode->ReserveKeyFrames(numKeyFrames);
morphAnimNode->SetTimeStepBetweenFrames(s_defaultTimeStepBetweenFrames);
aiAnimMesh* aiAnimMesh = mesh->mAnimMeshes[meshIdx];
AZStd::string_view nodeName(aiAnimMesh->mName.C_Str());
const AZ::u32 maxKeys = keys.size();
AZ::u32 keyIdx = 0;
for (AZ::u32 time = 0; time <= animation->mDuration; ++time)
for (AZ::u32 frame = 0; frame <= numKeyFrames; ++frame)
{
if (keyIdx < maxKeys - 1 && time >= keys[keyIdx+1].m_time)
{
++keyIdx;
}
float weight_value = keys[keyIdx].m_weight;
if (keyIdx < maxKeys - 1)
{
float nextWeight = keys[keyIdx+1].m_weight;
float normalizedTimeBetweenFrames = 0;
const double time = GetTimeForFrame(frame, animation->mTicksPerSecond);
if (keys[keyIdx + 1].m_time != keys[keyIdx].m_time)
{
normalizedTimeBetweenFrames =
(time - keys[keyIdx].m_time) / (keys[keyIdx + 1].m_time - keys[keyIdx].m_time);
}
else
{
AZ_Warning("AnimationImporter", false,
"Morph target mesh %s has keys with duplicate time, at indices %d and %d. The second will be ignored.",
nodeName.data(),
keyIdx,
keyIdx+1);
}
// AssImp and FBX both only support linear interpolation for blend shapes.
weight_value = AZ::Lerp(weight_value, nextWeight, normalizedTimeBetweenFrames);
float weight = 0;
if (!SampleKeyFrame(weight, keys, keys.size(), time, keyIdx))
{
return Events::ProcessingResult::Failure;
}
morphAnimNode->AddKeyFrame(weight_value);
morphAnimNode->AddKeyFrame(weight);
}
@@ -45,7 +45,7 @@ namespace AZ
const aiMeshMorphAnim* meshMorphAnim,
const aiMesh* mesh);
static const double s_defaultTimeStepSampleRate;
static const double s_defaultTimeStepBetweenFrames;
protected:
static const char* s_animationNodeName;