Cleanup code

This commit is contained in:
amzn-mike
2021-06-16 12:03:47 -05:00
parent 625e1326e3
commit 57b19feca5
3 changed files with 32 additions and 114 deletions
@@ -463,13 +463,9 @@ namespace AZ
decltype(boneAnimations) parentFillerAnimations;
// Go through all the animations and make sure we create animations for bones who's parents don't have an animation
// Go through all the animations and make sure we create placeholder animations for any bones missing them
for (auto&& anim : boneAnimations)
{
//const aiNode* node = scene->mRootNode->FindNode(anim.first.c_str());
//const aiNode* parent = node->mParent;
//while (parent && parent != scene->mRootNode)
for (auto boneName : boneList)
{
if (!IsPivotNode(aiString(boneName.c_str())))
@@ -502,8 +498,6 @@ namespace AZ
AZStd::make_pair(boneName, AZStd::make_pair(anim.second.first, AZStd::move(emptyAnimation))));
}
}
//parent = parent->mParent;
}
}
@@ -97,7 +97,7 @@ namespace AZ
EnumChildren(scene, child, mainBoneList, boneLookup);
}
}
#pragma optimize("", off)
Events::ProcessingResult AssImpBoneImporter::ImportBone(AssImpNodeEncounteredContext& context)
{
AZ_TraceContext("Importer", "Bone");
@@ -111,12 +111,7 @@ namespace AZ
}
bool isBone = false;
//if (NodeParentIsOfType(context.m_scene.GetGraph(), context.m_currentGraphPosition, DataTypes::IBoneData::TYPEINFO_Uuid()))
//{
// isBone = true;
//}
//else
{
AZStd::unordered_map<AZStd::string, const aiNode*> mainBoneList;
AZStd::unordered_map<AZStd::string, const aiBone*> boneLookup;
@@ -170,25 +165,14 @@ namespace AZ
{
createdBoneData = AZStd::make_shared<SceneData::GraphData::RootBoneData>();
}
// L_Lower_Eyelid_Jnt_01
if (context.m_sourceNode.GetName() == AZStd::string("L_Lower_Eyelid_Jnt_01"))
aiMatrix4x4 transform{};
const aiNode* iteratingNode = currentNode;
while (iteratingNode)
{
//__debugbreak();
}
AZStd::vector<DataTypes::MatrixType> transforms;
aiMatrix4x4 transform = currentNode->mTransformation;
const aiNode* parent = currentNode->mParent;
auto addTrans = [&](auto mat) { transforms.push_back(AssImpSDKWrapper::AssImpTypeConverter::ToTransform(mat)); };
addTrans(transform);
while (parent)
{
addTrans(parent->mTransformation);
transform = parent->mTransformation * transform;
parent = parent->mParent;
transform = iteratingNode->mTransformation * transform;
iteratingNode = iteratingNode->mParent;
}
SceneAPI::DataTypes::MatrixType globalTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(transform);
@@ -62,7 +62,7 @@ namespace AZ
}
}
}
#pragma optimize("", off)
Events::ProcessingResult AssImpTransformImporter::ImportTransform(AssImpSceneNodeAppendedContext& context)
{
AZ_TraceContext("Importer", "transform");
@@ -79,104 +79,44 @@ namespace AZ
auto boneIterator = boneLookup.find(currentNode->mName.C_Str());
const bool isBone = boneIterator != boneLookup.end();
if (currentNode->mName.C_Str() == AZStd::string("spine_C0_0_jnt"))
{
//__debugbreak();
}
//aiMatrix4x4 combinedTransform;
DataTypes::MatrixType finalMat;
DataTypes::MatrixType localTransform;
if (isBone)
{
auto parentNode = currentNode->mParent;
AZStd::vector<DataTypes::MatrixType> offsets, inverseOffsets;
auto iteratingNode = currentNode;
aiMatrix4x4 offsetMatrix = boneIterator->second->mOffsetMatrix;
aiMatrix4x4 parentOffset {};
aiMatrix4x4 parentTransform{};
if (parentNode)
while (iteratingNode && boneLookup.count(iteratingNode->mName.C_Str()))
{
parentTransform = parentNode->mTransformation;
}
auto azOffset = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(offsetMatrix);
decltype(azOffset) azParentOffset{};
AZStd::vector<DataTypes::MatrixType> transforms, offsets, inverseTransforms, inverseOffsets;
auto addTransform = [&](AZStd::string, aiMatrix4x4 mat)
{
auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(mat);
transforms.push_back(azMat);
inverseTransforms.push_back(azMat.GetInverseFull());
};
auto addOffset = [&]([[maybe_unused]] auto name, aiMatrix4x4 mat)
{
auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(mat);
offsets.push_back(azMat);
inverseOffsets.push_back(azMat.GetInverseFull());
};
auto curNode = currentNode;
while (curNode && boneLookup.count(curNode->mName.C_Str()))
{
AZStd::string name = curNode->mName.C_Str();
AZStd::string name = iteratingNode->mName.C_Str();
auto range = boneLookup.equal_range(name);
for (auto it = range.first; it != range.second; ++it)
if (range.first != range.second)
{
addOffset(name, it->second->mOffsetMatrix);
break;
// There can be multiple offsetMatrices for a given bone, we're only interested in grabbing the first one
auto boneFirstOffsetMatrix = range.first->second->mOffsetMatrix;
auto azMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(boneFirstOffsetMatrix);
offsets.push_back(azMat);
inverseOffsets.push_back(azMat.GetInverseFull());
}
//addOffset(name, boneLookup.at(name)->mOffsetMatrix);
addTransform(name, curNode->mTransformation);
curNode = curNode->mParent;
iteratingNode = iteratingNode->mParent;
}
// Go up the tree to find the root bone. It's parent will be the scene mRootNode
while (parentNode && parentNode->mParent && parentNode->mParent != scene->mRootNode)
{
parentNode = parentNode->mParent;
}
auto parentBoneIterator = boneLookup.find(parentNode->mName.C_Str());
aiMatrix4x4 rootOffsetMatrix{};
if (parentBoneIterator != boneLookup.end())
{
rootOffsetMatrix = parentBoneIterator->second->mOffsetMatrix;
}
auto inverseOffset = offsetMatrix;
inverseOffset.Inverse();
auto parentTransformInverse = parentTransform;
parentTransformInverse.Inverse();
//auto azInverse = azOffset.GetInverseFull();
//auto azCombined = azParentOffset * azInverse;
//combinedTransform = parentOffset * inverseOffset;
//parentTransform ^-1 * parentParent * azOffsetInverse
//combinedTransform = parentTransformInverse * rootOffsetMatrix * inverseOffset;
//azNodeLocal = offsets[1] * inverseOffsets[3] * (offsets[3] * inverseOffsets[0])
finalMat =
offsets.at(AZ::GetMin(offsets.size()-1, (decltype(offsets.size()))1)) * inverseOffsets.at(inverseOffsets.size() - 1) * offsets.at(offsets.size() - 1) * inverseOffsets.at(0);
localTransform =
offsets.at(AZ::GetMin(offsets.size()-1, static_cast<decltype(offsets.size())>(1))) // parent bone offset, or if there is no parent, then current node offset
* inverseOffsets.at(inverseOffsets.size() - 1) // Inverse of root bone offset
* offsets.at(offsets.size() - 1) // Root bone offset
* inverseOffsets.at(0); // Inverse of current node offset
}
else
{
finalMat = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(GetConcatenatedLocalTransform(currentNode));
localTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(GetConcatenatedLocalTransform(currentNode));
}
//DataTypes::MatrixType localTransform = AssImpSDKWrapper::AssImpTypeConverter::ToTransform(combinedTransform);
DataTypes::MatrixType localTransform = finalMat;
// Don't bother adding a node with the identity matrix
if (localTransform == DataTypes::MatrixType::Identity())
{
return Events::ProcessingResult::Ignored;