diff --git a/Code/Tools/SceneAPI/SceneData/Groups/MeshGroup.h b/Code/Tools/SceneAPI/SceneData/Groups/MeshGroup.h index c06c91a808..5b4c4612ad 100644 --- a/Code/Tools/SceneAPI/SceneData/Groups/MeshGroup.h +++ b/Code/Tools/SceneAPI/SceneData/Groups/MeshGroup.h @@ -28,27 +28,27 @@ namespace AZ } namespace SceneData { - class MeshGroup + class SCENE_DATA_CLASS MeshGroup : public DataTypes::IMeshGroup { public: AZ_RTTI(MeshGroup, "{07B356B7-3635-40B5-878A-FAC4EFD5AD86}", DataTypes::IMeshGroup); AZ_CLASS_ALLOCATOR(MeshGroup, SystemAllocator, 0) - MeshGroup(); - ~MeshGroup() override = default; + SCENE_DATA_API MeshGroup(); + SCENE_DATA_API ~MeshGroup() override = default; - 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 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; - Containers::RuleContainer& GetRuleContainer() override; - const Containers::RuleContainer& GetRuleContainerConst() const override; + SCENE_DATA_API Containers::RuleContainer& GetRuleContainer() override; + SCENE_DATA_API const Containers::RuleContainer& GetRuleContainerConst() const override; - DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() override; - const DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() const override; + SCENE_DATA_API DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() override; + SCENE_DATA_API const DataTypes::ISceneNodeSelectionList& GetSceneNodeSelectionList() const override; static void Reflect(AZ::ReflectContext* context); static bool VersionConverter(SerializeContext& context, SerializeContext::DataElementNode& classElement); diff --git a/Gems/SceneProcessing/Code/CMakeLists.txt b/Gems/SceneProcessing/Code/CMakeLists.txt index 9aa5bc6763..6fb95d8c00 100644 --- a/Gems/SceneProcessing/Code/CMakeLists.txt +++ b/Gems/SceneProcessing/Code/CMakeLists.txt @@ -111,6 +111,7 @@ if(PAL_TRAIT_BUILD_TESTS_SUPPORTED) PRIVATE Gem::SceneProcessing.Editor.Static AZ::AzTest + AZ::SceneData ) ly_add_googletest( NAME Gem::SceneProcessing.Editor.Tests diff --git a/Gems/SceneProcessing/Code/Source/Generation/Components/MeshOptimizer/MeshOptimizerComponent.cpp b/Gems/SceneProcessing/Code/Source/Generation/Components/MeshOptimizer/MeshOptimizerComponent.cpp index e3eb617601..b8ab5bc961 100644 --- a/Gems/SceneProcessing/Code/Source/Generation/Components/MeshOptimizer/MeshOptimizerComponent.cpp +++ b/Gems/SceneProcessing/Code/Source/Generation/Components/MeshOptimizer/MeshOptimizerComponent.cpp @@ -106,7 +106,7 @@ namespace AZ::SceneGenerationComponents auto* serializeContext = azrtti_cast(context); if (serializeContext) { - serializeContext->Class()->Version(2); + serializeContext->Class()->Version(3); } } @@ -192,17 +192,12 @@ namespace AZ::SceneGenerationComponents const AZStd::vector> meshes = [](const SceneGraph& graph) { AZStd::vector> meshes; - for (auto it = graph.GetContentStorage().cbegin(); it != graph.GetContentStorage().cend(); ++it) + const auto meshNodes = Containers::MakeDerivedFilterView(graph.GetContentStorage()); + for (auto it = meshNodes.cbegin(); it != meshNodes.cend(); ++it) { - // Skip anything that isn't a mesh. - const auto* mesh = azdynamic_cast(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. - meshes.emplace_back(mesh, graph.ConvertToNodeIndex(it)); + // The sequential calls to GetBaseIterator unwrap the layers of FilterIterators from the MakeDerivedFilterView + meshes.emplace_back(&(*it), graph.ConvertToNodeIndex(it.GetBaseIterator().GetBaseIterator().GetBaseIterator())); } return meshes; }(graph); @@ -287,6 +282,12 @@ 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) @@ -433,6 +434,12 @@ 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 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) @@ -440,8 +447,33 @@ namespace AZ::SceneGenerationComponents meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex)); for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex) { - const int orgVertexNumber = meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(vertexIndex)); - AZ_Assert(orgVertexNumber >= 0, "Invalid vertex number"); + const AZ::u32 orgVertexNumber = [&meshData, &hasBlendShapes, &vertexIndex, &positionMap, ¤tOriginalVertexIndex, 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; + }(); + orgVtxLayer->SetCurrentVertexValue(orgVertexNumber); posLayer->SetCurrentVertexValue(meshData->GetPosition(vertexIndex)); diff --git a/Gems/SceneProcessing/Code/Tests/MeshBuilder/MeshOptimizerComponentTests.cpp b/Gems/SceneProcessing/Code/Tests/MeshBuilder/MeshOptimizerComponentTests.cpp new file mode 100644 index 0000000000..f374cc833c --- /dev/null +++ b/Gems/SceneProcessing/Code/Tests/MeshBuilder/MeshOptimizerComponentTests.cpp @@ -0,0 +1,100 @@ +/* + * 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 + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include + +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(); + { + 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(); + 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(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 diff --git a/Gems/SceneProcessing/Code/sceneprocessing_editor_tests_files.cmake b/Gems/SceneProcessing/Code/sceneprocessing_editor_tests_files.cmake index 9ebe2291a3..c06d21233d 100644 --- a/Gems/SceneProcessing/Code/sceneprocessing_editor_tests_files.cmake +++ b/Gems/SceneProcessing/Code/sceneprocessing_editor_tests_files.cmake @@ -7,6 +7,7 @@ set(FILES Tests/InitSceneAPIFixture.h + Tests/MeshBuilder/MeshOptimizerComponentTests.cpp Tests/MeshBuilder/MeshBuilderTests.cpp Tests/MeshBuilder/MeshVerticesTests.cpp Tests/MeshBuilder/SkinInfluencesTests.cpp