Fix for GHI-4644: mesh optimization breaking skin influences (DCO fix) (#6336)

* Average incoming skin influences when multiple vertices have been welded. This is one option which will average out the weights even if two welded vertices have differing boneIds, but we probably also need to add the influences earlier in the process and enforce a process where the vertices do not get welded if they have influences with differing boneIds

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Move skin influences from MeshBuilderSkinningInfo to the vertex attribute layers so they are considered when choosing which vertices can be welded and so they are not duplicated when compatible vertices have been welded

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Updating unit tests

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Remove unused functions

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Update based on feedback from burelc

Signed-off-by: Tommy Walton <waltont@amazon.com>
This commit is contained in:
Tommy Walton
2021-12-13 13:07:04 -08:00
committed by GitHub
parent 71bb200e0a
commit 7188529652
7 changed files with 299 additions and 188 deletions
@@ -68,9 +68,8 @@ namespace AZ::MeshBuilder
}
}
// sort influences on weights, from big to small
void MeshBuilderSkinningInfo::SortInfluences(AZStd::vector<Influence>& influences)
void MeshBuilderSkinningInfo::SortInfluencesByWeight(AZStd::vector<Influence>& influences)
{
AZStd::sort(begin(influences), end(influences), [](const auto& lhs, const auto& rhs)
{
@@ -78,39 +77,17 @@ namespace AZ::MeshBuilder
});
}
// optimize the weight data
void MeshBuilderSkinningInfo::Optimize(AZ::u32 maxNumWeightsPerVertex, float weightThreshold)
void MeshBuilderSkinningInfo::Optimize(
AZStd::vector<Influence>& influences, AZ::u32 maxNumWeightsPerVertex, float weightThreshold)
{
AZStd::vector<Influence> influences;
// for all vertices
const size_t numOrgVerts = GetNumOrgVertices();
for (size_t v = 0; v < numOrgVerts; ++v)
// gather all weights
const size_t numInfluences = influences.size();
if (numInfluences > 0)
{
// gather all weights
const size_t numInfluences = GetNumInfluences(v);
influences.resize(numInfluences);
for (size_t i = 0; i < numInfluences; ++i)
{
influences[i] = GetInfluence(v, i);
}
// optimize the weights and sort them from big to small weight
OptimizeSkinningInfluences(influences, weightThreshold, maxNumWeightsPerVertex);
SortInfluences(influences);
// remove all influences
for (size_t i = 0; i < numInfluences; ++i)
{
RemoveInfluence(v, 0);
}
// re-add them
for (const Influence& influence : influences)
{
AddInfluence(v, influence);
}
SortInfluencesByWeight(influences);
}
}
} // namespace AZ::MeshBuilder
@@ -50,13 +50,13 @@ namespace AZ::MeshBuilder
}
// optimize the weight data
void Optimize(AZ::u32 maxNumWeightsPerVertex = 4, float weightThreshold = 0.0001f);
void Optimize(AZStd::vector<Influence>& influences, AZ::u32 maxNumWeightsPerVertex = 4, float weightThreshold = 0.0001f);
// optimize weights
static void OptimizeSkinningInfluences(AZStd::vector<Influence>& influences, float tolerance, size_t maxWeights);
// sort the influences, starting with the biggest weight
static void SortInfluences(AZStd::vector<Influence>& influences);
static void SortInfluencesByWeight(AZStd::vector<Influence>& influences);
private:
AZStd::vector<AZStd::vector<Influence>> mInfluences;
@@ -69,6 +69,10 @@ namespace AZ::MeshBuilder
{
using MeshBuilderVertexAttributeLayerColor = MeshBuilderVertexAttributeLayerT<AZ::SceneAPI::DataTypes::Color>;
AZ_CLASS_ALLOCATOR_IMPL_TEMPLATE(MeshBuilderVertexAttributeLayerColor, AZ::SystemAllocator, 0)
using MeshBuilderVertexAttributeLayerSkinInfluence = MeshBuilderVertexAttributeLayerT<AZ::SceneAPI::DataTypes::ISkinWeightData::Link>;
AZ_CLASS_ALLOCATOR_IMPL_TEMPLATE(MeshBuilderVertexAttributeLayerSkinInfluence, AZ::SystemAllocator, 0)
} // namespace AZ::MeshBuilder
namespace AZ::SceneGenerationComponents
@@ -205,50 +209,27 @@ namespace AZ::SceneGenerationComponents
auto* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(4);
serializeContext->Class<MeshOptimizerComponent, GenerationComponent>()->Version(11);
}
}
template<class MeshDataType, class SkinWeightDataView>
static AZStd::unique_ptr<AZ::MeshBuilder::MeshBuilderSkinningInfo> ExtractSkinningInfo(
const MeshDataType* meshData,
const SkinWeightDataView& skinWeights,
static AZStd::vector<AZ::MeshBuilder::MeshBuilderSkinningInfo::Influence> ExtractSkinningInfo(
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerSkinInfluence*>& skinningInfluencesLayers,
const AZ::MeshBuilder::MeshBuilderVertexLookup& vertexLookup,
AZ::u32 maxWeightsPerVertex,
float weightThreshold,
const Vector3Map<MeshDataType>& positionMap)
float weightThreshold)
{
if (skinWeights.empty())
AZ::MeshBuilder::MeshBuilderSkinningInfo skinningInfo(1);
AZStd::vector<AZ::MeshBuilder::MeshBuilderSkinningInfo::Influence> influences;
for (const auto& skinLayer : skinningInfluencesLayers)
{
return {};
const ISkinWeightData::Link& link = skinLayer->GetVertexValue(vertexLookup.mOrgVtx, vertexLookup.mDuplicateNr);
influences.push_back({ aznumeric_caster(link.boneId), link.weight });
}
const size_t usedControlPointCount = positionMap.size();
auto skinningInfo = AZStd::make_unique<AZ::MeshBuilder::MeshBuilderSkinningInfo>(aznumeric_cast<AZ::u32>(usedControlPointCount));
for (const auto& skinData : skinWeights)
{
for (size_t controlPointIndex = 0; controlPointIndex < skinData.get().GetVertexCount(); ++controlPointIndex)
{
const int usedPointIndex = meshData->GetUsedPointIndexForControlPoint(meshData->GetControlPointIndex(aznumeric_caster(controlPointIndex)));
const size_t linkCount = skinData.get().GetLinkCount(controlPointIndex);
if (usedPointIndex < 0 || linkCount == 0)
{
continue;
}
for (size_t linkIndex = 0; linkIndex < linkCount; ++linkIndex)
{
const ISkinWeightData::Link& link = skinData.get().GetLink(controlPointIndex, linkIndex);
skinningInfo->AddInfluence(positionMap.at(usedPointIndex), {aznumeric_caster(link.boneId), link.weight});
}
}
}
skinningInfo->Optimize(maxWeightsPerVertex, weightThreshold);
return skinningInfo;
skinningInfo.Optimize(influences, maxWeightsPerVertex, weightThreshold);
return influences;
}
// Recurse through the SceneAPI's iterator types, extracting the real underlying iterator.
@@ -467,6 +448,40 @@ namespace AZ::SceneGenerationComponents
return layers;
};
template<class SkinWeightDataView>
static const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerSkinInfluence*> MakeSkinInfluenceLayers(
AZ::MeshBuilder::MeshBuilder& meshBuilder,
const SkinWeightDataView& skinWeights,
size_t vertexCount)
{
if (skinWeights.empty())
{
return {};
}
size_t maxInfluenceCount = 0;
AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerSkinInfluence*> outLayers;
// Do a pass over the skin influences, and determine the max influence count for any one vertex,
// which will be the number of influence layers we add
for (const auto& skinData : skinWeights)
{
for (size_t controlPointIndex = 0; controlPointIndex < skinData.get().GetVertexCount(); ++controlPointIndex)
{
const size_t linkCount = skinData.get().GetLinkCount(controlPointIndex);
maxInfluenceCount = AZStd::max(maxInfluenceCount, linkCount);
}
}
// Create the influence layers
for (size_t i = 0; i < maxInfluenceCount; ++i)
{
outLayers.push_back(meshBuilder.AddLayer<MeshBuilder::MeshBuilderVertexAttributeLayerSkinInfluence>(vertexCount));
}
return outLayers;
}
template<class MeshDataType>
AZStd::tuple<
@@ -492,7 +507,7 @@ namespace AZ::SceneGenerationComponents
AZ::MeshBuilder::MeshBuilder meshBuilder(vertexCount, AZStd::numeric_limits<size_t>::max(), AZStd::numeric_limits<size_t>::max(), /*optimizeDuplicates=*/ !hasBlendShapes);
// Make the layers to hold the vertex data
auto* orgVtxLayer = meshBuilder.AddLayer<MeshBuilder::MeshBuilderVertexAttributeLayerUInt32>(vertexCount);
auto* controlPointLayer = meshBuilder.AddLayer<MeshBuilder::MeshBuilderVertexAttributeLayerUInt32>(vertexCount);
auto* posLayer = meshBuilder.AddLayer<MeshBuilder::MeshBuilderVertexAttributeLayerVector3>(vertexCount, false, true);
auto* normalsLayer = meshBuilder.AddLayer<MeshBuilder::MeshBuilderVertexAttributeLayerVector3>(vertexCount, false, true);
@@ -527,6 +542,8 @@ namespace AZ::SceneGenerationComponents
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerVector4*> tangentLayers = makeLayersForData(tangents);
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerVector3*> bitangentLayers = makeLayersForData(bitangents);
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerColor*> vertexColorLayers = makeLayersForData(vertexColors);
const AZStd::vector<MeshBuilder::MeshBuilderVertexAttributeLayerSkinInfluence*> skinningInfluencesLayers =
MakeSkinInfluenceLayers(meshBuilder, skinWeights, vertexCount);
constexpr float positionTolerance = 0.0001f;
Vector3Map positionMap(meshData, hasBlendShapes, positionTolerance);
@@ -539,9 +556,9 @@ namespace AZ::SceneGenerationComponents
meshBuilder.BeginPolygon(baseMesh->GetFaceMaterialId(faceIndex));
for (const AZ::u32 vertexIndex : meshData->GetFaceInfo(faceIndex).vertexIndex)
{
const AZ::u32 orgVertexNumber = positionMap[vertexIndex];
const AZ::u32 controlPointVertexIndex = positionMap[vertexIndex];
orgVtxLayer->SetCurrentVertexValue(orgVertexNumber);
controlPointLayer->SetCurrentVertexValue(controlPointVertexIndex);
posLayer->SetCurrentVertexValue(meshData->GetPosition(vertexIndex));
normalsLayer->SetCurrentVertexValue(meshData->GetNormal(vertexIndex));
@@ -563,9 +580,44 @@ namespace AZ::SceneGenerationComponents
{
vertexColorLayer->SetCurrentVertexValue(vertexColorData.get().GetColor(vertexIndex));
}
// Initialize skin weights to 0, 0.0
for (auto& skinInfluenceLayer : skinningInfluencesLayers)
{
skinInfluenceLayer->SetCurrentVertexValue(ISkinWeightData::Link{ 0, 0.0f });
}
#if defined(AZ_ENABLE_TRACING)
bool influencesFoundForThisVertex = false;
#endif
// Set any real weights, if they exist
for (const auto& skinWeightData : skinWeights)
{
const size_t linkCount = skinWeightData.get().GetLinkCount(vertexIndex);
AZ_Assert(
linkCount <= skinningInfluencesLayers.size(),
"MeshOptimizer - The previously calculated maximum influence count is less than the current link count.");
// Check that either the current skinWeightData doesn't have any influences for this vertex,
// or that none of the ones which came before it had any influences for this vertex.
AZ_Assert(
linkCount == 0 || influencesFoundForThisVertex == false,
"Two different skinWeightData instances in skinWeights apply to the same vertex. "
"The mesh optimizer assumes there will only ever be one skinWeightData that impacts a given vertex.");
#if defined(AZ_ENABLE_TRACING)
// Mark that at least one influence has been found for this vertex
influencesFoundForThisVertex |= linkCount > 0;
#endif
for (size_t linkIndex = 0; linkIndex < linkCount; ++linkIndex)
{
const ISkinWeightData::Link& link = skinWeightData.get().GetLink(vertexIndex, linkIndex);
skinningInfluencesLayers[linkIndex]->SetCurrentVertexValue(link);
}
}
AZ_POP_DISABLE_WARNING
meshBuilder.AddPolygonVertex(orgVertexNumber);
meshBuilder.AddPolygonVertex(controlPointVertexIndex);
}
meshBuilder.EndPolygon();
@@ -574,10 +626,11 @@ namespace AZ::SceneGenerationComponents
const auto* skinRule = meshGroup.GetRuleContainerConst().FindFirstByType<SceneAPI::DataTypes::ISkinRule>().get();
const AZ::u32 maxWeightsPerVertex = skinRule ? skinRule->GetMaxWeightsPerVertex() : 4;
const float weightThreshold = skinRule ? skinRule->GetWeightThreshold() : 0.001f;
meshBuilder.SetSkinningInfo(ExtractSkinningInfo(meshData, skinWeights, maxWeightsPerVertex, weightThreshold, positionMap));
meshBuilder.GenerateSubMeshVertexOrders();
const size_t optimizedVertexCount = meshBuilder.CalcNumVertices();
// Create the resulting nodes
struct ResultingType
{
@@ -594,6 +647,13 @@ namespace AZ::SceneGenerationComponents
AZStd::vector<AZStd::unique_ptr<MeshVertexTangentData>> optimizedTangents = makeSceneGraphNodesForMeshBuilderLayers<MeshVertexTangentData>(tangentLayers);
AZStd::vector<AZStd::unique_ptr<MeshVertexBitangentData>> optimizedBitangents = makeSceneGraphNodesForMeshBuilderLayers<MeshVertexBitangentData>(bitangentLayers);
AZStd::vector<AZStd::unique_ptr<MeshVertexColorData>> optimizedVertexColors = makeSceneGraphNodesForMeshBuilderLayers<MeshVertexColorData>(vertexColorLayers);
AZStd::unique_ptr<SkinWeightData> optimizedSkinWeights = nullptr;
if (!skinningInfluencesLayers.empty())
{
optimizedSkinWeights = AZStd::make_unique<SkinWeightData>();
optimizedSkinWeights->ResizeContainerSpace(optimizedVertexCount);
}
// Copy node attributes
AZStd::apply([](const auto&&... nodePairView) {
@@ -613,14 +673,16 @@ namespace AZ::SceneGenerationComponents
for (size_t subMeshIndex = 0; subMeshIndex < meshBuilder.GetNumSubMeshes(); ++subMeshIndex)
{
const AZ::MeshBuilder::MeshBuilderSubMesh* subMesh = meshBuilder.GetSubMesh(subMeshIndex);
for (size_t vertexIndex = 0; vertexIndex < subMesh->GetNumVertices(); ++vertexIndex)
for (size_t subMeshVertexIndex = 0; subMeshVertexIndex < subMesh->GetNumVertices(); ++subMeshVertexIndex)
{
const AZ::MeshBuilder::MeshBuilderVertexLookup& vertexLookup = subMesh->GetVertex(vertexIndex);
const AZ::MeshBuilder::MeshBuilderVertexLookup& vertexLookup = subMesh->GetVertex(subMeshVertexIndex);
optimizedMesh->AddPosition(posLayer->GetVertexValue(vertexLookup.mOrgVtx, vertexLookup.mDuplicateNr));
optimizedMesh->AddNormal(normalsLayer->GetVertexValue(vertexLookup.mOrgVtx, vertexLookup.mDuplicateNr));
int modelVertexIndex = optimizedMesh->GetVertexCount() - 1;
optimizedMesh->SetVertexIndexToControlPointIndexMap(
aznumeric_caster(optimizedMesh->GetVertexCount() - 1),
orgVtxLayer->GetVertexValue(vertexLookup.mOrgVtx, vertexLookup.mDuplicateNr)
modelVertexIndex,
controlPointLayer->GetVertexValue(vertexLookup.mOrgVtx, vertexLookup.mDuplicateNr)
);
for (auto [uvLayer, optimizedUVNode] : Containers::Views::MakePairView(uvLayers, optimizedUVs))
@@ -639,6 +701,19 @@ namespace AZ::SceneGenerationComponents
{
optimizedVertexColorNode->AppendColor(vertexColorLayer->GetVertexValue(vertexLookup.mOrgVtx, vertexLookup.mDuplicateNr));
}
if (optimizedSkinWeights)
{
AZStd::vector<AZ::MeshBuilder::MeshBuilderSkinningInfo::Influence> influences =
ExtractSkinningInfo(skinningInfluencesLayers, vertexLookup, maxWeightsPerVertex, weightThreshold);
for (const auto& influence : influences)
{
const int boneId =
optimizedSkinWeights->GetBoneId(skinWeights[0].get().GetBoneName(aznumeric_caster(influence.mNodeNr)));
optimizedSkinWeights->AppendLink(aznumeric_caster(modelVertexIndex), { boneId, influence.mWeight });
}
}
}
AZStd::unordered_set<size_t> usedIndexes;
for (size_t polygonIndex = 0; polygonIndex < subMesh->GetNumPolygons(); ++polygonIndex)
@@ -656,26 +731,6 @@ namespace AZ::SceneGenerationComponents
indexOffset += static_cast<unsigned int>(usedIndexes.size());
}
AZStd::unique_ptr<SkinWeightData> optimizedSkinWeights;
if (MeshBuilder::MeshBuilderSkinningInfo* skinningInfo = meshBuilder.GetSkinningInfo())
{
optimizedSkinWeights = AZStd::make_unique<SkinWeightData>();
const size_t skinnedVertexCount = skinningInfo->GetNumOrgVertices();
optimizedSkinWeights->ResizeContainerSpace(skinnedVertexCount);
for (size_t vertex = 0; vertex < skinnedVertexCount; ++vertex)
{
const size_t boneCountAffectingThisVertex = skinningInfo->GetNumInfluences(vertex);
for (size_t influencingBone = 0; influencingBone < boneCountAffectingThisVertex; ++influencingBone)
{
const MeshBuilder::MeshBuilderSkinningInfo::Influence& influence = skinningInfo->GetInfluence(vertex, influencingBone);
const int boneId = optimizedSkinWeights->GetBoneId(skinWeights[0].get().GetBoneName(aznumeric_caster(influence.mNodeNr)));
optimizedSkinWeights->AppendLink(vertex, {boneId, influence.mWeight});
}
}
}
return AZStd::make_tuple(
AZStd::move(optimizedMesh),
AZStd::move(optimizedUVs),